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Fuzakeru
11-28-2007, 03:01 PM
Feat Submission Thread

Refresher course - What are feats exactly?
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Feats are unique abilities that characters or a group of characters may possess. They can run the gamut from unusual techniques a character may have possessed since birth, or new innovations or combinations of combat styles that a character has created and anywhere in between.

For a further explanation on feats check out the feat thread in rules or click here. (http://www.bleachforums.com/showthread.php?t=24337)

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Any Division / Race techs are also to be submitted here too.

In this thread please post your feat ideas and proposals for acceptance. Those in charge of the Feat Approvals are Shiggtyluffluff ( Myles ) and too_lazy ( Lazy ). So please wait patiently for their judgement!


IMPORTANT NOTE -
When you submit a feat you need to include how or when you got the feat slot you're trying to fill! This is essential for your approval cause if you don't inclue this important information then the staff won't discuss / approve your feat at all.

EFFECTIVE IMMEDIATELY!

too_lazy
11-28-2007, 10:51 PM
i'm assuming division techs go in here too. a brief explanation of the Void will be given... it is also a requirement to gain the Void to be able to use these techs.


Unique members of the Division (PCs) are given a seal known only as the “Void” (or Kuukan). Discovered in conjunction with remnants of the Soul Data Project (works of Seiji Yasuo), the reality distorted essence of the Rara Avis, and also fragments of the Lost Soul Project (a loosely related sister creation of the SDP), the Void is a unique power. Essentially this is a brand, or a tattoo, that manifests itself uniquely to the 9th Division Officer and can appear anywhere on the body and have an intricate design. Mechanically, Kuukan is the bonded essence of a foreign power tying itself to the Shinigami's spiritual being.


[ Genkakuido ] - “Phantom Shift”
A wise warrior knows their limits in battle and should know the proper time to escape. A clever spy is able to conceal one's being perfectly amongst their surroundings. With these two notions in mind the 9th Division Officer is able to make full use of his options.

To be able to utilize ability, the Shinigami taps into the power of the Void- the mark/seal/tattoo upon their body. This brand eventually alters the physical nature of the Rogue, giving the user's body to literally meld into any non-living surface only as large as the practitioner's body – hence the name. Even in Soul Society any non-living surface is treated just the same as those in the Mortal Realm, allowing the 9th Division Officer to phase through their surroundings and hide. An added effect of the Void's ability enables the user to hide their Zanpakutou within their own phantom-like body.


The cost of Genkakuido is 2% of the user's Reiatsu per round. At first the practitioner may only use this skill and remain stationary, however, with higher amounts of Reiatsu and experience, they may be able to move within their environment. For every 1,000 Reiatsu gained 1 meter may be traveled, though at a higher cost of 3% Reiatsu per round, along with an additional 100 Reiatsu for every meter traveled.


[ Sanmei ] - “Third Eye”
Officers of the Eighth are known for their intelligence and analytical ability. By further training and honing the reflexes and nuances of their minds, these people are then able to find out mechanics, structure, and weaknesses of almost anything surrounding them- and in this case their talents have been focused particularly on their possible enemies- Hollows, Arrancar, Vizards, Rogue Shinigami, Quincy, and Advent Humans.

Designed in training sessions with Demi-Hollows at first, next is sparring sessions with other Shinigami with combative techniques, and lastly are Soul Reapers with Shi Kai. The hopeful officer begins learning distinct yet subtle differences in the way their opponents move and act: when techniques and Kai abilities are being used. The instinct of the mind gathers this information quickly in battle and applies it abstractly. The Void aids in this process by infusing untapped power of the Soul to aid in the brain/ nervous system's functions.

Given enough time in combat, the user may ultimately know every detail concerning the technique/Kai and its weaknesses. And with an extra length of time, the studious practitioner may then be able to copy the technique (dependent on the technique itself; the user CANNOT copy Kai abilities/attacks).

First Level
Within 2 rounds of combat: Officer may be able to ascertain a technique upon witnessing it.

Second Level
Within 3 rounds of combat: Officer may be able to copy the technique if possible.

Third Level
Within 3 rounds of combat: Officer may be able to ascertain the strengths and weaknesses of a Kai and its abilities upon witnessing it.

If the user is struck with the technique/attack/ability while trying to analyze it, it gives them further insight on how the ability is used; one less round is subtracted from figuring out their opponent's skills. More or less this technique lets the user bypass the feigning ignorance rule. A copied technique can only be held for the battle it was seen in and that battle alone. Must have three training sessions each to have complete mastery.


[ Ikimi Kengeki ] - “Living Weapon”
The Developers within the Kyuubantai Taisho shine with this technique. By literally crafting a desired limb of their own being to suit a purpose, the technological artisans weave a work of art upon themselves. Not for the faint of heart, those willing to sacrifice for a greater power may put their talents- and body- to use.

A certain limb/body part of choice is augmented and fused with biotechnology. The body part appears natural and still looks as if it is flesh and bone (thank the craftsmanship and biological know how of those at the Kyuubantai Taisho), but within houses durable Zanpakutou-strength alloys and mechanisms. Those pieces are powered by the Void; since part of that body is still living, it is still fully flexible and may be even more so depending on the modifications. The brave officer may choose one of three variations of this new limb:

Assault Type – The limb may transform into a Zanpakutou-strength weapon, whether it be a drill, a fist propelled by a retracting wire, a scythe to be plucked from an arm, or something within feasible limits. Used by those who prefer physical and melee combat, or an unexpected surprise in their repertoire. Reiatsu drain is 1% per round.

Defense Type – The limb may expand upon its surface area and change into a barrier, powered by Reiatsu and thus creating an even more durable shield. It may specialize in either physical or energy based defenses, but only form or the other. It may take the damage of 1.25x the user's Reiatsu, but not much more. Reiatsu drain is 5% per activation, each use gained per every 3,000 Reiatsu.

Demon Magic Type – The limb is turned into a literal Kidou Scroll; any one Kidou numbered 30 and below may have its Incantation Bypassed, its cost reduced by 25%, and does not take a Kidou slot. May also be triggered to fire from the limb when making harsh physical contact against the enemy. User must have the Kidou stat prerequisites to equip said spell. Number of uses is dictated by Kidou spell chosen and Kidou stat.

By any chance the limb is broken during battle, as a last ditch maneuver, it may be infused with Reiatsu and discharged as a small bomb, or more like a grenade; shrapnel laced with Reiatsu expands outwards in a 10 foot radius. The cost and damage is 5% of the user's Reiatsu, and of course the limb is completely gone (so this may not be a viable option if the body modification is in a leg).

Only one variation may be chosen. Modifications can be changed weekly. Additional modifications may be added, 1 per every 4,000 Reiatsu, and max out at 4 modifications total.


[ Kuukanai no Seimei ] - “Life Within the Void”
A Shinigami must be careful with the expenditure of his Reiatsu. A precaution of overexerting oneself in battle is thusly taken by utilizing the extraordinary gift of the Void. This allows the practitioner the ability to use the last spark, their remaining life essence, to either create a last attack or run away from battle.

By placing small portions of the Officer's Reiatsu within the seal throughout a day, the Void becomes a container of spiritual pressure (think Tsunade's seal from Naruto). A maximum amount of 20% Reiatsu may be stored. Once activated, the Void's marks wrap around the user's body, becoming a living artwork of Reiatsu and bequeath the practitioner with their stored spiritual pressure immediately.

Kuukanai no Seimei can only be used once per day/battle and gives the user 20% Reiatsu within the same turn of activation. Only to be used to recover lost Reiatsu (meaning it cannot increase base Reiatsu).

Eidolon
11-29-2007, 07:28 AM
Talking to Moots, I'll edit in thoughts after that.

foulball
12-01-2007, 04:11 PM
Guess I'll post again here:

3rd Div Techs

Reverse Slipstream – Adapted from the technique that Ritoru introduced to the 12th division, Reverse Slipstream is a more of an individual attack maneuver compared to its team/movement-based cousin still housed within the division of assassins. If a target attempts a flash step or any other enhanced mode of travel, the user can enter their slipstream and travel at the same speed to the same relative location at a fraction of the cost. Instead of the user bringing people into their own wake, Reverse Slipstream allows the 4th divisioner to force themselves into the reiatsu patterns of others by expending a percentage of their own reiatsu based on relative hohou stat. Free against those weaker, 1% against those of relative strength and 2% against those of at least 2 times higher.

Mark of the Fallen – In response to the vile poison technique that Ritoru was subject to during his stay in the 12th Division, he has developed his own version that instead aids the fallen or injured that are usually found in the search & rescue missions they are sent on. A hand is placed over the intended recipient’s heart and through the expenditure of 1% of the practitioner’s reiatsu, a deep blue imprint of healing energies begins to pulsate to indicate it has taken its hold on the target. While under the mark’s protection, wounds do not heal but are stabilized to prevent any further blood loss as the pulsing energies begin to regen 1% of the recipient’s lost reiatsu and kidou threshold per turn. All effects from poisons are repressed. Also as a result of the large expenditure of focused reiatsu used to instate it, the mark broadcasts the exact location to all 4th division members as long as they are within the same realm.

Air of Fear – Since the 4th division is used to disrupt and scatter the enemy fronts during first strike, Ritoru has developed a technique that invokes an individual’s fear against them. By spending 1% reiatsu, the user’s eyes begin to glow a furious red and all those who find themselves within 10 meters are immediately subject to an enhanced, almost childlike, fear of the 4th divisioner, relative to reiatsu. For those who are less than half, they either freeze or run in terror. For those of relative strength, they are badly shaken and can only attack every other round at a 25% decrease in effectiveness. Those double or more strength are only slightly shaken and only experience a 5% decrease in attack effectiveness. To keep this aura active, the practitioner must spend an additional 500 reiatsu per turn and can only sustain it for 3 plus 1 round for each 5000 reiatsu attained.

Alacrity – Speed is generally the key to a 4th divisioner’s success. As such, they must learn to adapt their attacks to take advantage of this strength. At this point in their training, the practitioner has learned to augment their fighting abilities for the briefest of moments with the natural speed they have been gifted with. This sort of transfer is very taxing to the body, however, and can only be performed through the expenditure of 5% reiatsu. This vast reiatsu expenditure channels this natural speed into the combat stat for a single attack, or parry, allowing 25% of the hohou stat to be added to zan/hak. Once the attack/parry has been performed, the practitioner’s hohou stat is decreased by 5% for three rounds to represent the cooldown needed to recover. This ability can only be performed once per fight, with an additional use attained at every 10,000 connection.

foulball
12-01-2007, 04:11 PM
and the feat i submitted


Arctic Soul – Ritoru’s affinity to cold and ice has only grown over the years. This has manifested itself not only in a several degree decrease in body temperature, but also in an overall resistance to any attack that involves cold. In these situations, any damage from these sources is halved. In addition, Ritoru’s injuries begin to heal whenever they come into contact with ice; minor injuries closing after only seconds of contact, moderate in minutes, major in hours. But this does not come without a price. Because of this affinity, Ritoru now receives an additional 25% damage from fire-based attacks and experiences extreme discomfort when in warmer environs.

WhiteEyes
12-04-2007, 08:06 AM
Techniques of the 13th Division


[ Cutting the Wave ] - With the overall use of a weapon in favor of ranged energy attacks, being targeted by long range/sniper type hollows is always a challenge; this technique attempts to ease the challenge a bit. By channeling 2% of one’s reiatsu to the zanpakutou’s spirit, it becomes changed to a more neutral type of energy that attempts to resist and reject all others. When the energy from an opponent’s attack nears the shinigami, the stored reiatsu in their body manifests itself as a semi-transparent screen the width and height of the blast, with a minimum of 1 meter X 1 meter. The screen is only strong enough to resist an attack for a split second, long enough for the shinigami’s weapon to attack the screen from behind, creating an effect similar to water running off a ducks back. The attack itself splits in two and is shunted just enough by the screen and follow up attack to miss the target and continue along it’s destructive path in a “V” pattern. This technique requires the expenditure of 2% reiatsu, as noted above, in addition the user’s hak/zan must be equal or greater to the attacker’s ability stat (relative to race).

[ Attunement ] - The members of the 13th are specialists in combat, but there has never been and never will be a “perfect style” of attack. There are as many variations in combat tactics as there are enemies; devising a style for each of them would be pointless. The use of attunement is an attempt to have a free form style of attack and defense against a foe that increases in efficacy the longer one fights the same foe. By spending 3% reiatsu, the user channels a bit of their zanpakutou’s manifestation more directly into the weapon, letting it be altered ever so slightly by their trusted partner. For every round after initiating this technique, the user’s choice style (Hak/Zan) grows by 1% a round.

[ Follow Through ] – Attacking and defending happen within heartbeats, within that time it is most critical to hit without being hit to win a battle in the fastest amount of time possible. During a melee strike, the user channels 0.5% of their reiatsu to their weapon, enhancing the attack. Usually, the energy of the attack is dissipated in the energy of the block. This technique creates a spiritual copy of the weapon that continues along the same path of attack regardless of the actual weapon being stopped by any means. If the blade would have cut downward, the spiritual copy continues the motion all the way through to the end. If the straight punch was blocked, the copy would continue forward with all of the initial momentum. The copy deals as much damage as the normal attack would have if blocked, though if the attack misses or strikes the target directly then the technique’s energy is wasted for that movement.

[ Armory ] – For those that specialize in melee combat, one can never be without their zanpakutou. It is their attack and defense, it is the bulk of their powers, and it is their very soul. Being caught weaponless, either through forgetfulness, theft of the weapon, or the weapon being broken are possibilities to which the fighter has no control. However through the use of this technique, they have a way with which to return that which was lost. By expending 2% reiatsu if the weapon is simply absent, or 5% reiatsu if the weapon was broken, the weapon returns to the user’s hand the following round, completely unblemished and whole.

Shiggtyluffluff
12-12-2007, 09:57 PM
LIST OF APPROVALS!


9th:

[ Genkakuido ] - “Phantom Shift” – APPROVED

[ Sanmei ] - “Third Eye” – APPROVED w/ changes – Add one more round to figuring out Kai abilities and attacks.

[ Ikimi Kengeki ] - “Living Weapon” – APPROVED w/ changes – Limit to only 2 modifications, 4 is a little much in my opinion. You’d be like a Swiss army knife. D:

[ Kuukanai no Seimei ] - “Life Within the Void” – APPROVED w/ changes – 15% instead of 20% recovery.

(IM me if you want more details –nods- )

~


3rd:

Reverse Slipstream – APPROVED

Mark of the Fallen – APPROVED w/ changes – Put some kind of cap on the regen thing and it’s cool.

Air of Fear – APPROVED w/changes - Increase the initial % cost some, 1% for something so effective doesn’t seem too fair. I’d suggest something maybe between 3-5%.

Alacrity – APPROVED


Rit's Feat:

Arctic Soul – APPROVED

~


13th:

[ Cutting the Wave ] – APPROVED


[ Attunement ] – APPROVED


[ Follow Through ] – APPROVED

[ Armory ] – APPROVED

ZoneGhost
12-14-2007, 12:19 PM
Feat slot gained from becoming VC. (we still get those right?)

Hidden Soul

Never liking the way people can track you so easily Orpheus has learned to not only mask his presence completely but also project it elsewhere. The practical upshot is simply that he can never be found by reiatsu detection when he needs to hide. It also gives him a conveniant way to escape from a fight he is losing.

Numbers
Cost: 10% reiatsu
Effects: Projects reiatsu to anywhere within a 5 mile radius. This copy can be hurtled in an opposite direction and lasts for up to 24 hours.

Windril
12-22-2007, 08:44 PM
'Dem Division techies.


[Animus Solitatis] “Courage of Solitude” – In the midst of the one on one battles an 11th Division member seeks to take part in, the nature of the duel imposes a rise in the resolution of the Shinigami, creating a temporary rise in their battle strength. This increase is reflected by better combat performance in the form of a 2% increase (stackable) to all stats excluding connection.

[Stetit Audacter] “He Stood Fearlessly” – Demands made by the 11th Division Captain are treated reverently, and none more than the order to face one’s fears on the battlefield. This philosophy has been engrained thoroughly into the psychology and emotions of all 11th Division members, and they have undergone extensive training to ensure that in that moment where their body attempts to seize control, they will be able to overcome this flight response instinctually and continue battle. This technique is the culmination of this fearless demeanor, and is circumstantially activated. If the user willingly chooses to take a severe blow full on from his or her opponent, for a single time in the battle, the next retaliatory attack they land will carry normal damage plus the amount dealt from the hit absorbed earlier. Needless to say, this technique must be used wisely…if the enemy attack that is tanked is too strong, than the 11th Division member can either be KO’ed, weakened to a point too severe to even land a retaliation, or may not be able to offer a retaliatory assault of any substantial power, resulting in a mere equalizer, but with the 11th Division member’s energy reservoir now lower than before. That having been said, the technique has gained a large amount of renown and many potential foes have steered clear of engaging an 11th Division member simply due to this technique.

[Munimentum Ad Umbris] “Protection Against the Shadows” – Physical zanpakutou are intended to be true tests of swordsmanship ability, but even the best wielder of a brute sword will have a difficult time fighting against conceptual “kidou” types and other metaphysical abilities without a zanpakutou shape or ability that aides in dealing with such foes. This technique is a failsafe for the 11th Division in these situations: the 11th Division member uses an enormous, concentrated burst of reiatsu to free themselves from the effect of a conceptual ability that is affecting them. They can only use this one time in battle, and any wounds gained from the ability will not be healed…only the effect itself will be revoked. This revocation works on physical abilities as well (such as poison), though its design is inherently based on dealing with a kidou-type adversary. It has no effect on zanpakutou abilities.

[Extremus Via] “Extreme Path” – Though kidou-typed zanpakutou are banned and kidou itself is frowned upon, the 11th Decision members are instructed to train themselves in a single mid (40-69) level spell until they are able to use it instantaneously, no incantation or even recitation of the name being required. This technique is then used to enhance the strength of that single spell so that its effect is multiplied by a factor of 1.5. Granted, even though the training is extensive and focused on a single spell, the 11th Division members are simply not well adept to exerting their reiatsu in a manner befitting kidou spells, and so this technique can only be used twice in combat. Applying this technique to a spell ensures that it must be used in this manner, so there is no possibility of using the kidou in question other than the two times allowed.

Shiggtyluffluff
01-01-2008, 07:30 PM
LIST OF APPROVALS
(Sorry they took so long, holidays, etc. ¯\(º_o)/¯ )

Hidden Soul – APPROVED

[Animus Solitatis] “Courage of Solitude” – APPROVED

[Stetit Audacter] “He Stood Fearlessly” – APPROVED (so long as it’s 1 time use per battle D: )

[Munimentum Ad Umbris] “Protection Against the Shadows” – APPROVED (So long as it only works on Kidou types and not zanpakutou abilities. )

[Extremus Via] “Extreme Path” – APPROVED w/changes: Doubled strength for 50+ Kidou spells, even if they can only be used twice in one battle, seems a bit much. Maybe 1.5x would be better? =o

Windril
01-02-2008, 02:15 PM
Edited. Everything should work according to those requisites now.

EDIT: Actually, lemme throw in this one that's just for me:

[Praesumare In Caliga] “To Venture into the Dark” – Of those many reasons why fear takes a hold of us, none is more prevalent than because of the mysterious, unknown nature of that which frightens us. Thus, through understanding the object do we alleviate our fears of it, and in this way, Leon seeks to obtain an understanding of his antagonist as quickly as possible on the battlefield so that he may rid himself of the terror he contains within. Leon has long since lost the majority of his phobia, but his analytical insight into his opponent’s abilities remains. In effect, a bond is created by this gradual realization of another person’s goals, beliefs, and fighting style, and so should Leon enter battle alongside someone he has fought before, the quick bond that has formed will allow him and his former opponent the opportunity to engage in a United Front earlier than the standard prerequisites demand: the word requirement for each level is lowered by 5,000 words. Additionally, if the character is of Captain class, it is treated as an inter-Divisionary type of United Front, allowing for formidable combos to be formed together between Leon and his fellow Captains.

Shiggtyluffluff
01-03-2008, 02:32 PM
WITH RECORD SHATTERING SPEED -

[Praesumare In Caliga] “To Venture into the Dark” – APPROVED

Amadeus
01-05-2008, 09:17 PM
[ Masked Telepathy ]

A Jormungand officer makes a bond, usually through processing a portion of the subject’s soul matter. This bond acts as a means of transmission between the Vizard and the target. ‘Thoughts’ are transmitted only as audio. This ability can only be used while the Vizard using it is masked, and it consumes 5% Rage per Round. Only those Vizards who have this technique can ‘transmit’, but any soul that has been bound to a Vizard equipped with this technique can ‘receive‘.


[ Database Access ]

This ability can only be used if [ Masked Telepathy ] is active. If any Jormungand operative equipped with [ Sensor Infection ] has visually observed a given subject in battle, that visual data is recorded in a massive database hidden beneath Tokyo. This data can be requested for immediate use when a Vizard equipped with this technique engages the same target. The recorded data is transmitted using [ Masked Telepathy ], and is then implanted into the user’s memories. This ability consumes 10% of the user’s Rage.


[ Sensor Infection ]

One of the last contributions of Vizard scientific research prior to the Great Waning, and one of the primary components of the Vizard information network, [ Sensor Infection ] is very nearly the epitome of biological surveillance. A user is first injected with the pathogen, which initially sidelines an operative as they struggle with the microorganisms, which transform the user’s body into a horrific hodgepodge of misplaced organs. After about a week the infection is consumed by the user’s inner Hollow. During this process, a psychic bond is formed with the organic database under Jormungand command, which stores all relevant visual data the user transmits.

The user’s inner hollow alters one of its host’s arms to create a small stinger hidden in the wrist. It is from this stinger that the pathogen can be injected into any matter, organic or not. The pathogen quickly consumes matter and transmutes it into a collection of eyes. These eyes continually transmit what they see to the user. They also draw their energy from the transformed matter, requiring only that the user input a single value of 4% Rage for every use on subjects which emit a Reiatsu value of less than half of the user’s.

When used on subjects with more than half of the user‘s Reiatsu, a much stronger dose is required, totaling 10% of the user’s Rage. The pathogen rapidly consumes the target’s matter surrounding the infected area, forming a similar cluster of eyes at the expense of the target’s muscles, nerves, blood vessels, and the like. The transmuted area can only be repaired by a high-grade healing spell cast by a being with a Kidou stat equal to the Reiatsu of the Vizard that infected the user. Only one infection can be made per turn.


[ Aura Concealment ]

[ Aura Concealment ] operates by creating a zone in which all emissions projected out of the zone are redirected back into the zone’s influence, effectively concealing any transmissions. Normally, this field is projected only about half an inch above the operative’s flesh, which when active conceals the user’s Reiatsu signature. [ Aura Concealment ] can also be deployed separate of an operative’s body. When used this way, the containing field will not only conceal all Reiatsu signatures emitting within the contained area, but will also hide everything within the field from sight. While this stationary field is deployed, the operative cannot use personal cloaking. Additionally, an operative cannot stray farther than fifty meters from their deployed [ Aura Concealment ] field, and maintaining a stationary field costs 5% Rage per Round. A deployed field cannot be larger than eight feet tall, three feet wide, and three feet deep.

Lulz no nihongo. Jormungand Caste Techs. Maybe they should be in Russian or something.

EDIT: Might as well throw in a feat as well.


[ Nabokov ]

An adaptation of the dimensional technology used most prominently in the Mugen Kuuzuji Bukisou system owned by the late Kuragari Seisatsu. [ Nabokov ] is a far-simplified implementation of the same technology: sensor pads implanted on the fingers of Zhukov’s left hand activate on physical contact with the target, triggering a dimensional rift just beyond the tips of the fingers whose sensors have been activated. Dimensional compression occurs, firing a dense metal slug three inches long and an inch of diameter rocketing into existence. However, these slugs are not projectiles: they merely occupy the space several inches from the activated pads at several hundred miles an hour. Organic matter stands no chance; bone shatters and flesh tears like tissue paper. Accompanying the burst is an intense barrage of pneumatic sounds, echoing the harshness of a jackhammer. Firing one finger once costs 500 Reiatsu, and all five fingers can be fired simultaneously, though each may be fired only once per turn.

Shiggtyluffluff
01-06-2008, 12:30 AM
Again, with RECORD BREAKING SPEED~!

[ Masked Telepathy ] – APPROVED

[ Database Access ] – APPROVED

[ Sensor Infection ] – APPROVED

[ Aura Concealment ] – APPROVED

[ Nabokov ] – APPROVED w/changes: 500 rei per use then it’s cool.

Amadeus
01-07-2008, 11:39 PM
[ Bagration ]

Using his [ Sensor Infection ] stinger, Zhukov injects a modified virus into a spiritual being with a current Reiatsu less than 10% of Zhukov’s own. This includes Reiatsu suppression, both using items such as Reiatsu cuffs and cloaking techniques that specifically reduce one's own Reiatsu emissions. Injection can only be facilitated when Zhukov has 20% or more Emptiness, and at the cost of 10% Rage. This pathogen immediately alters the Saketsu of the infected being, which is modified to act as both a receiver and a transmitter. Though usually dormant, when activated the being’s Saketsu causes the manifestation of a mask over the top half of the being’s face. This mask is reminiscent of Zhukov’s own, and is decorated with a single eye in the center of the mask and fangs hanging from its lower edge. While masked, the infected being is subject to the orders transmitted to it from Zhukov, and all of the sensory data gained from the infected being is transmitted to Zhukov.

While dormant, the modified Saketsu transmits the directives issued by Zhukov in the form of toneless thoughts. Aside from the command ‘activate the half-mask’, these directives are merely a means of communication. While the subject is masked, sensory data is transferred directly to Zhukov, and is not stored in the subject’s memory. Since the mask is manifested by the subject’s own Saketsu, manifesting the mask, directing the subject, and the actions of the subject do not consume Zhukov’s energies.

Windril
01-08-2008, 03:31 PM
[Zetsuha Revursit] “Resistance Breakthrough Returned” – Through personal application and an agreement with Seikan’s manifestation, Leon was able to make his father’s zanpakutou, Tasukeru, a part of his own Bankai…but the legendary blade does not solely act as a mere accompaniment to his own sword. A remnant of the zanpakutou’s ancient ability, the Zetsuha or “Resistance Breakthrough”, still exists within Tasukeru, and due to a compromise between Shinkou Masaru and his own sword shortly before his death, the zanpakutou’s ability is available for use by Leon. Due to the naturally rejective nature of wielding another zanpakutou than one’s own, the ability can only be used once per battle, but the rather pervasive nature of the attack makes that single usage consistently effective: if the blade of Tasukeru is connected to anything produced by the opponent’s reiatsu, it will be able to enshroud that object and all of its extensions within the Kurokasai, a black fire that is the physical manifestation of the resistance being dealt with, and subsequently “breakthrough” the resistance with the Hizashi, a golden-red flame that replaces the Kurokasai amidst a powerful explosion wrought with burns and cuts. Because Leon is not the original wielder, he cannot form the Zetsuha into projectile attacks nor use it to heal himself as his father once did...he may only attack with it in the traditional form. Additionally, if in Bankai, a successful Zetsuha Revursit will count as a hit from the blade itself.

[Suscitere Bestia] “To Stir the Beast” – Hardened by many battles instigated by this particular ideology, Leon’s body has come to understand that fights partaken in the interest of destroying the Captain’s fear are of vital importance, and this in turn has heightened his combat abilities in those instances that he had designated as frightening. This manifests as Suscitere Bestia, a state in which Leon is endowed with a transcendental inability to feel pain or fatigue. The results are fairly obvious: his body can be pushed to a more thorough degree of mutilation than normal, although the possibility remains of an unforeseen collapse in function (due to his not being able to determine how much damage he has sustained). More importantly, however, is an amplification of Leon's zanjutsu and hohou of 10% until he has finished the battle, a natural boost granted by the exhilarated state he is in.

DarkToaster
01-09-2008, 02:41 AM
Feat Slot from becoming Cap of the 12th

[Sword Style: Momentum] – As a veteran of three wars against the forces of Hueco Mundo, Shiroi has gradually altered his style of swordsmanship from one of martial art, to pure brute practicality. The style has devolved from any pretensions of art or grace and is instead merely a calculating method for finding weaknesses and exploiting them relentlessly until the opponent is dead.

When the practitioner of this style lands a sword strike, he immediately adjusts his style to take advantage of the weakness the wound has created making a single slip up from the enemy compound into a no-win situation. Each hit that strikes true makes it more likely for the next strike to land and for that next strike to be a fatal one.

This expresses itself mechanically as a 5% increase in damage taken by the opponent and 3% increase in Shiroi’s zanjutsu against the opponent per hit, capping out at 25% damage amplification and 15% personal bonus to zanjutsu if Shiroi is able to land 5 hits in the battle. The zanjutsu increase is only for the purposes of fighting against the single opponent and is not a boost against anyone else but the subject of the attack. The opponent’s increased vulnerability to critical damage may be exploited by anyone.

Momentum can only be gained against a single opponent and is lost if the user scores hits on multiple targets. For an advantage to be gained and exploited all hits must be on the same target for the bonuses to accrue. A single hit on an opponent other than the primary target restarts the counter on the most recent opponent hit.

The style has a cost however. Because it is focused so completely on debilitating a single enemy, the user of this style attacks the weak at the cost of becoming vulnerable to all those who are not his prey. Mechanically, this means that Shiroi loses 2% of his zanjutsu to defend against opponents other than the primary target as his momentum grows capping out at a 10% reduction in zanjutsu defense.

too_lazy
01-13-2008, 12:34 AM
[ Shinkon ] - “Heart and Soul”

Saika Rakushun and Jinsoku are two pieces of a missing whole; Raku is considered the “body” of Jinsoku and Sokugin, Raku's Zanpakutou, is considered the “soul”. With this in mind, Saika has been utilizing the Research and Development Division to forcibly materialize Jinsoku outside of Ban Kai. Much like the technology used to materialize a Zanpakutou spirit, Rakushun has devised that process with a gadget he built within his own body.

This device contains the sequence of spiritual “DNA” for both he and Jinsoku. By feeding his Reiatsu into the machine, it creates an energy based silhouette of his former self, shooting at shunpo speed towards the opponent; if the silhouette doesn't connect or reach a maximum distance of 30 feet it simply dissipates. The silhouette doesn't do any damage to the opponent, rather, it “tags” them with a piece of the spiritual DNA.

Once tagged, this creates an irrevocable bond between Rakushun, Jinsoku, and the opponent. Jinsoku longs to be with the rest of his self, so he becomes a real silhouette. He appears to be partially attached to Rakushun's body, yet can move on his own accord, though cannot leave Raku's body. In other words, this is a visual distraction to their adversary as Jinsoku essentially throws feints and cannot be harmed (as he is just a phantom), while Raku attacks elsewhere. Naturally embedded with a piece of Jinsoku upon their person, the victim can now hear Jinsoku's voice within their mind. This effect lasts for two rounds.

By the third round Jinsoku's desire to become whole gives him semi-tangibility. The spirit can now leave Rakushun's body, but only at a maximum distance of 1 foot and still move on its own, but usually sticks very close to Raku. However it cannot attack; instead Jinsoku's phantom becomes a sort of shield to Rakushun. Any attack dealt to Jin deals only half the damage in Reiatsu to Raku, and if covering Rakushun, there will be no physical damage dealt to him. Jin may still be utilized for feints.

Finally, on the fifth round, Jinsoku becomes fully tangible; the inner being wants to become one and is able to part from his other half Raku by 3 feet maximum, yet will usually stick very close anyway. The spirit retains its shieldlike quality if taking a hit for Rakushun, but can now deal physical damage- essentially doubling Raku's attacks if they both strike in unison.

Once the seventh round starts Jinsoku will strike in a manner similar to the beginning attack- a blazing shunpo from the spirit will go for their target. If Jin connects, his spirit will become “one” once again with the opponent, and detonate in an energy based explosion of 7 feet in radius- dealing 5% of Rakushun's Reiatsu in damage.

The cost for using this ability is 500 Reiatsu; once the initial attack strikes the opponent 3% Reiatsu will be consumed. For every round in play will cost 500 Reiatsu. Only useable once per fight and cannot be used in Ban Kai.

Shiggtyluffluff
01-14-2008, 05:28 PM
FEAT APPROVAL TIME!


Staffers:
Me!
Kevin! Too_Lazy

[ Bagration ] – APPROVED w/ changes: Limit the infected to 20 maximum with a cap at 5 active at any given time, also PC permission for use on other PCs is needed.

[Zetsuha Revursit] “Resistance Breakthrough Returned” – APPROVED

[Suscitere Bestia] “To Stir the Beast” – APPROVED

[Sword Style: Momentum] – APPROVED

[ Shinkon ] - “Heart and Soul” – APPROVED w/ changes: Round 7 increase to 800.

Windril
01-14-2008, 07:36 PM
[Zetsuha Revursit] “Resistance Breakthrough Returned” – Through personal application and an agreement with Seikan’s manifestation, Leon was able to make his father’s zanpakutou, Tasukeru, a part of his own Bankai…but the legendary blade does not solely act as a mere accompaniment to his own sword. A remnant of the zanpakutou’s ancient ability, the Zetsuha or “Resistance Breakthrough”, still exists within Tasukeru, and due to a compromise between Shinkou Masaru and his own sword shortly before his death, the zanpakutou’s ability is available for use by Leon. Due to the naturally rejective nature of wielding another zanpakutou than one’s own, the ability can only be used once per battle, but the rather pervasive nature of the attack makes that single usage consistently effective: if the blade of Tasukeru is connected to anything produced by the opponent’s reiatsu, specifically another zanpakutou, an energy wave, etc., it will be able to enshroud that object and all of its extensions within the Kurokasai, a black fire that is the physical manifestation of the resistance being dealt with, and subsequently “breakthrough” the resistance with the Hizashi, a golden-red flame that replaces the Kurokasai amidst a powerful explosion wrought with burns and cuts. Because Leon is not the original wielder, he cannot form the Zetsuha into projectile attacks nor use it to heal himself as his father once did...he may only attack with it in the traditional form. Additionally, using another being's ability costs more energy to manufacture spiritually, and so using the Zetsuha Revursit will drain Leon of 10% of his reiatsu in battle. If in Bankai, a successful Zetsuha Revursit will count as a hit from the blade itself.

[Suscitere Bestia] “To Stir the Beast” – Leon's unique fighting style, combining his fearlessness with his expert swordsmanship, Suscitere Bestia involves a rough, crude take on dual wielding, in where Leon essentially risks damage in order to ensure a more accurate attack at the enemy. It has its roots in the ancient, counter-only fighting style his father employed for many years, and likewise, Suscitere Bestia is highly dependent on the enemy attempting the first attack. Because Leon has experienced moments of far more dire consequences and survived, being an instant from an impending fatal blow steels his body to respond instinctively, resulting in raw retaliatory strikes that dominate those with weaker Zanjutsu than the Captain. This culminates as a battle continues to an easy-to-predict standard for Leon against less skilled antagonists, and so after 10 rounds of combat have passed, Leon’s Zanjustu will rise 5%, and gain another 5% per every 10 rounds. Suscitere Bestia remains a highly dangerous approach on fighting, however, and so if Leon is injured at any time during the 10 round interval by a zanpakutou attack, 1% is taken from the potential boost. This means that should an enemy land 5 blows on Leon with their sword, he will not reap any benefits from his unusual fighting style.

Amadeus
02-02-2008, 08:27 PM
[ Fyodorov ]

A distinctive and flamboyant method of bypassing vocal and somatic incantations. Instead of speaking or gesturing, Zhukov mentally recites an incantation at the speed of thought, and the words are written as they are thought in thin air surrounding the Vizard using concentrations of Zhukov’s own Reiatsu. This method greatly reduces the time required to prepare a spell prior to casting it, but can since the writing is luminous it can betray the user’s location on stealth missions. Somatic requirements are represented by symbols mixed into the incantation itself. The incantation can be written in any language the user is fluent in. Since Zhukov is fluent in English, Japanese, and Russian, his incantations can be written in any of those languages. If the user of this feat is capable of Incantation Bypass, it can be used in tandem with this feat. Additionally, this feat can be used to simply ‘write’ one’s thoughts upon the air, if the user so desires.


[ Vorota ]

An advancement of the personnel-level dimensional technology utilized in the Kuuzuji Mugen Bukisou and Nabakov systems, ‘Gateway’ is a more versatile system designed to augment prepared assaults and personnel movement. Light emitters designate an ‘exit’ point for a dimensional bridge, while a specialized emitter creates the ‘entry’ point. The size of each gate automatically modifies itself to perfectly accommodate the size and shape of the object being moved through the gate. Aside from custom installments, this system cannot accommodate projectile weapons due to the complexity of planning trajectories.

Zhukov’s application of this system installs Reiatsu to light converters/emitters at the end of each fingertip on his left hand. These emitters work like laser pointers to indicate the ‘exit’ point for the dimensional bridge(s). Primary combinations with this feat are the Nabakov system and personal movement. When coupled with Nabakov, the ‘entry’ gates automatically position themselves microns beyond the Nabakov slug summon points, instantly transmitting the metal slugs directly to the ‘exit’ gates of the Vorota system. When used for personal movement, all five emitters are used together to create a general area in which the ‘exit’ gate appears, and the ‘entry’ gate is created in proximity to Zhukov, which he simply moves through to arrive at the exit gate. It takes a second or two for the Reiatsu to move down the beams of light to form the exit gate.

Cost for Nabakov application is an additional 300 Reiatsu per slug fired. Cost for personal movement is 1000 Reiatsu per movement. Non-specialized use is 500 per use.

Windril
02-02-2008, 09:59 PM
[Lumen] "The Eye/Clarity/Understanding" - Because of Leon's insightful ability to understand those around him, he can quickly garner information that others would not pick up through his inherent observational skills. This equates to his being able to move beyond feigning ignorance in game, though is obviously limited in matters of significant importance such as Vizard identities or zanpakutou abilities. Leon can only ever gain an idea of someone's characteristics...not their battle capability.

DarkToaster
02-08-2008, 07:46 AM
(slot from recent pms)

[Demoralize] – The most dangerous threats to the continued security of the Gotei come from organized resistance and cooperation to destabilize the armed forces of Seireitei. Long gone is the era of singular heroes and villains tearing apart the ramparts of the white city.

Having led the Gotei in times of peace and war for centuries, Shiroi’s tactics have adjusted to cause fractures in teamwork and turn enemies against each other. His reputation as a merciless Commander willing to go to go any length to win serves to augment already existing fears and fractures in cooperation. When turned against each other, they cannot hope to come against anyone else.

This manifests itself in combat as a complete nullification of United Front, United Defense or Fate of Triangles against Shiroi as those fighting him find their usual rhythms and attack patterns failing. This feat only functions against those in reiatsu weaker than Shiroi, as his overpowering presence is not near as intimidating if a leader of equal caliber is on the other side.

Shiggtyluffluff
02-08-2008, 11:35 PM
APPROVALS TIME!
Feat Staff:
Me (Shiggtyluffluff)
Kevin (Too_lazy)

[ Fyodorov ] – APPROVED w/changes: Speed of thought is . . .yeah, make it so a spell takes just as long as it would having to speak the incantation, minus the speaking part that is. And uh, add 1/5th Kidou spell’s cost for a usage fee and it’s cool. -.-b

[ Vorota ] – APPROVED w/changes: We talked about the changes already D:

[Lumen] "The Eye/Clarity/Understanding" – APPROVED

[Demoralize] – APPROVED

Amadeus
02-09-2008, 01:07 AM
[ Fyodorov ]

A distinctive and flamboyant method of bypassing vocal and somatic incantations. Instead of speaking or gesturing, Zhukov mentally recites an incantation and the words are written as they are thought in thin air surrounding the Vizard using concentrations of Zhukov’s own Reiatsu. Since the writing is luminous it can betray the user’s location on stealth missions. Somatic requirements are represented by symbols mixed into the incantation itself. The incantation can be written in any language the user is fluent in. Since Zhukov is fluent in English, Japanese, and Russian, his incantations can be written in any of those languages. If the user of this feat is capable of Incantation Bypass, it can be used in tandem with this feat. Additionally, this feat can be used to simply ‘write’ one’s thoughts upon the air, if the user so desires. Each use requires an additional +20% cost per spell.


[ Vorota ]

An advancement of the personnel-level dimensional technology utilized in the Kuuzuji Mugen Bukisou and Nabakov systems, ‘Gateway’ is a more versatile system designed to augment prepared assaults and personnel movement. Light emitters designate an ‘exit’ point for a dimensional bridge, while a specialized emitter creates the ‘entry’ point. The size of each gate automatically modifies itself to perfectly accommodate the size and shape of the object being moved through the gate. Aside from custom installments, this system cannot accommodate projectile weapons due to the complexity of planning trajectories.

Zhukov’s application of this system installs Reiatsu to light converters/emitters at the end of each fingertip on his left hand. These emitters work like laser pointers to indicate the ‘exit’ point for the dimensional bridge(s). Primary combinations with this feat are the Nabakov system and personal movement. When coupled with Nabakov, the ‘entry’ gates automatically position themselves microns beyond the Nabakov slug summon points, instantly transmitting the metal slugs directly to the ‘exit’ gates of the Vorota system. When used for personal movement, all five emitters are used together to create a general area in which the ‘exit’ gate appears, and the ‘entry’ gate is created in proximity to Zhukov, which he simply moves through to arrive at the exit gate. It takes a second or two for the Reiatsu to move down the beams of light to form the exit gate.

Cost for Nabakov application is an additional 300 Reiatsu per slug fired. Cost for personal movement is 1000 Reiatsu per movement. Non-specialized use is 500 per use.

too_lazy
02-09-2008, 09:45 AM
[ Joushou, Kuukan Ga Subete Wo Kuiarasu ] - “Invincible, The Void Devours All”

The Void is an indomitable source of power and Saika Rakushun has developed it to become nearly unwavering in the face of negative forces and status effects. Once activated, Joushou will block off all negative status effects, penalties, and manipulations. As an additional effect, the magnitude of an opponent's Reiatsu cannot negatively affect Rakushun.

Much like a part of the body's natural defense mechanism, Joushou is considered 'passive'. Simply put, against any debuff/ negative status effect, Rakushun's Reiatsu is calculated as being 2 times greater in relation of his opponent's skill. Against opponent's Kai/Release abilities, Raku's Reiatsu is calculated as being 1.5 times greater in relation.

ZoneGhost
02-09-2008, 04:10 PM
Slot from recent PMs


Faith

Requirements: 10k reiatsu, 7,000 connection, Zanjutsu as highest combat stat, absolute faith in your zanpakutou, being a shinigami

To fight with your zanpakutou is to trust in it's ability to defend you and attack your opponents. To some extent then all shinigami trust in their blades since they have no other choice. However it takes an exceptional person to trust to absolutely in their blade that they can trust in the spirit itself to protect them from harm. For a shinigami's spirit to do this they draw upon the bonds that link the two together, pulling upon his strength and their bond to wrench themselves into the material realm for just long enough to parry, or take, the blade that threatens to destroy the shinigami.

The practical upshot of using this feat is that whenever the user is unable to parry a lethal blow their spirit manifests, using vast amounts of energy, to defend them from the blow. The result of this is two fold: first they immedialtely lose 3000 reiatsu and second their blade reseals itself for three turns as it recovers from the attack.

If the user has under 9000 connection this ability can only be done once in any given 24 hour period since they have not yet mastered manifesting their inner spirit. If the user has already mastered manifestation of their spirit they can use this as many times as need be, but every time they do it increases the time their blade spends sealed by a further 2 turns

WhiteEyes
02-10-2008, 08:10 PM
[ Top Set ]

The fires that rage around Saiyoisen during shikai or bankai both are a product of his zanpakutou, whilst the control of them are separate and under his control. Through many long fights in which Sai's raw skill isn't enough to bring him a victory, he has simply developed a specialized use of the ability of his release in order to put him even more specialized in his field of combat. For every level of intensity that the fires of his kai burn, he gains 10% to his hakuda stat in a battle, rising and falling with the intensity of the fight as his kai does.

Kishyotai
02-10-2008, 10:58 PM
I'm not sure about the cost part of this feat. Also, added in the training collab as per Myles.

Feat from Winter Plot

[ Trained Feat - Utsusemi]



空蝉 - ‘Utsusemi’, “Cicada’s Skin”
-also known as-
屍歩 - ‘Shipo’, “Corpse Step”

An undocumented technique originally passed through select members of the Onmitsu Kidou, the technique ‘Cicada’ finds its origins in one of the Corps’ previous commanding officers. It spread into the Gotei through usage of the technique by notable individuals, though users of the technique usually rarely passed it down to other Gotei shinigami.

Cicada works by executing a step of shunpo at the user’s full capacity the instant before an attack lands, allowing them to escape a strike that would normally land. This ‘too late’ shunpo is possible due to the manner which triggers it; when training to learn the technique, it is made an ‘instinct’, much like a flinch. Thus, conscious decision-making is not needed, and the attack can be avoided even far after when one could consciously avoid the attack. That said, the body has to be able to recognize a threat in order for this technique to be executed.

The step itself is a very short-range step executed at a speed far surpassing one’s normal shunpo ability, and the user also uses more energy than a normal step. This is called the ‘desperation effect’; the body uses too much energy, which increases the speed but detracts from the overall effect. Additionally, due to this ‘desperation effect’, one cannot pace their step; they will automatically dodge at full speed.

After the step, reiatsu output is muted extensively in order to protect the body’s new location. Because of this, no actively-triggered non-zanpakutou abilities or attacks can be used immediately after the execution of Utsusemi.

At higher levels of mastery, one can leave a ‘skin’ behind that is composed of reiatsu. Thus, it can be pierced and gives resistance back to an enemy’s strike but will dissolve a moment or two later.

Since Utsusemi is a technique that can only be activated subconsciously and requires mental conditioning, a training collab with a user of the technique is required in order to learn it as all techniques of this caliber require.

[ Requirements ]


-Ability to shunpo (1k Hohou)
-‘Skin’ effect comes at multiple uses and 5k Hohou
-Training collab to learn

[ Costs of Use ]


-Normal Execution - 2x normal step cost
-Skin Execution - 2x normal step cost + 3% reiatsu

Shiggtyluffluff
02-13-2008, 05:39 PM
THIS WEEKS APPROVALS
Feat staff:
Me (Myles)
too_lazy (Kevin)

[ Joushou, Kuukan Ga Subete Wo Kuiarasu ] - “Invincible, The Void Devours All” – APPROVED w/changes: We talked about them already D:

Faith – APPROVED w/changes: Lower the drain this has on it since it’s gonna be a general tech, 20% rei would be best. Also, lower the reqs on it a bit too. 5k conn would be best.

[ Top Set ] – APPROVED (We assumed it was just: 10% boost in shi kai, 20% boost in ban kai. If not then IM us and clarify)

[ Trained Feat - Utsusemi] – APPROVED w/changes: Limit the usage of it to this: 1-5k hohou - 1 use, 5-10k hohou – 2, 10-15k hohou – 3, 15k-above – 4. This’ll help prevent abuse of something that is supposed to be desperation only.

ZoneGhost
02-13-2008, 06:05 PM
Clarification after IM discussion with Myles this is the finished varient of faith (posted for the record)

Faith

Requirements: 5,000 connection, Zanjutsu as highest combat stat, absolute faith in your zanpakutou, being a shinigami

To fight with your zanpakutou is to trust in it's ability to defend you and attack your opponents. To some extent then all shinigami trust in their blades since they have no other choice. However it takes an exceptional person to trust to absolutely in their blade that they can trust in the spirit itself to protect them from harm. For a shinigami's spirit to do this they draw upon the bonds that link the two together, pulling upon his strength and their bond to wrench themselves into the material realm for just long enough to parry, or take, the blade that threatens to destroy the shinigami.

The practical upshot of using this feat is that whenever the user is unable to parry a lethal blow their spirit manifests, using vast amounts of energy, to defend them from the blow. The result of this is two fold: first they immediately lose 1k reiatsu and second their blade reseals itself for three turns as it recovers from the attack.

If the user has under 9000 connection this ability can only be done once in any given 24 hour period since they have not yet mastered manifesting their inner spirit. If the user has already mastered manifestation of their spirit they can use this as many times as need be, but every time they do it increases the time their blade spends sealed by a further 2 turns.

Amadeus
02-19-2008, 05:20 PM
Revamped Caste Techs to eliminate gay:


[ Shadow Vault ]

By associating a Vizard’s inner World with their personal shadow, that shadow becomes a portal to a space in their inner world. This space can be used to store objects only, and can contain a Vizard’s Zanpakutou and all of his or her items. Due to the additional space provided by this chamber, a Jormungand officer gains two unique item slots, and these items must be stored in their vault. To ease the retrieval of items from the storage area, a Vizard trains their shadow, which is now an extension of their soul, to move about at the Vizard’s command, though for it to move or for items to be retrieved from the vault, the user’s body must be physically touching the shadow itself.


[ Dusk Flesh ]

By associating a Vizard’s inner Hollow with their personal shadow, that shadow becomes capable of flowing up and over the user’s body and weapons, fully encasing them except for their mask, which must be worn in order for this Technique to work. Superficial aesthetic designs stemming from the user’s Hollow may be revealed in this state, though these are mere illusions of the user’s Reiatsu and hold no true meaning. While this shadow is covering the user’s body, it can act to shield the user from sight on up to three different spectrums. This Technique can conceal the user from Optical, Thermal, and passive Reiatsu detection methods at the cost of 4% Rage per round per spectrum. When the relevant spectrums are being affected, the shadow absorbs the user’s Thermal energy and allows ambient thermal energy to pass through the user’s body unchanged, absorbs the user’s ambient Reiatsu, and bends light around the user.


[ Star Palm ]

The user greatly compresses their Reiatsu in the palm of their hand to facilitate this technique, then ignites it. The result is a small sphere the size of a grapefruit which emits a blinding light and intense heat. Eyesight is temporarily blinded in the presence of this sphere, and standard methods of visual and thermal detection are similarly disabled. Additionally, the sphere constantly emits the user’s Reiatsu in the same way it emits light, and the emitted Reiatsu reflects back to its owner, which with training acts as an additional means of detection. Due to the intense heat of the sphere, it can also be used as a point-blank weapon by literally pushing it into the target, causing severe burns. When fired as a single-use flare, this technique consumes only 1% Reiatsu. When used for a duration, the light consumes 1% Reiatsu every round until it is extinguished.


[ Mind Meld ]

A Jormungand officer makes a bond, usually through processing a portion of the subject’s soul matter (skin, blood, hair, etc). This bond acts as a means of transmission between the Vizard and the target. Only those Vizards who have this technique equipped can ‘transmit’, but any soul that has been bound to a Vizard equipped with this technique can ‘receive‘. When used for simple communication, thoughts are usually transmitted only as audio, though by focusing on a specific image that image can be transmitted to the other party. Communication alone occurs at no cost to the user. When used for malicious effect, the user attempts to overload a target’s mind by transmitting both visual and audio signals, usually with a great variations in sound and sight for further disorientation. When used offensively, this technique consumes 5% Rage per turn and generates 2% Emptiness for every round it is used. Due to the defensive capability granted by possessing Reiatsu, the following scale of effectiveness pertains to this technique’s offensive uses:


50% of the target’s Reiatsu: 10% Effectiveness
75% of the target’s Reiatsu: 30% Effectiveness
100% of the target’s Reiatsu: 50% Effectiveness
125% of the target’s Reiatsu: 70% Effectiveness
150% of the target’s Reiatsu: 90% Effectiveness

This scale measures how much of the target’s sight and hearing is obscured by the mental transmissions.

Shiggtyluffluff
02-20-2008, 08:57 PM
Wot? Me submitting a feat? -AUTO APPROVED?- 8D

Haha, naw. .-.


[ Nenshou Kesshin! ] - (Burning Resolve!)

All that’s needed in a fight is perseverance and a strong enough will for victory, with that in mind first and foremost, only then can having skill and experience come in handy. That’s the way a true man should live his life, constantly moving forward without regarding his past until his goals have been achieved.

Atsuma follows this dangerous path like it was his code of honor, each and every battle he’s been in it was his fiery soul that pushed him through it. That burning passion to strive onwards has manifested itself into something most useful, for when he is at his peak his assault cannot be stopped. The more he is hit, the more pain he feels, the hotter the fire inside him rages. Now, for most that feeling is simply a mental stimulant to get them motivated. For Atsuma, it goes beyond just that.

The longer a battle rages also means the more extensive his wounds will become, and so the more his body has to compensate for this. Blow by blow his body is chipped away, but each time the damage is lessened to a certain degree. His reiatsu, while weaker, hardens and becomes fine tuned to absorb the blows.

Bit by bit damage is lessened, sword slashes don’t cut as deep, stabs don’t penetrate as much, and bludgeon damage is buffered. By the time the first critical strike lands the feat begins to take effect, each subsequent hit taken after the first is lessened in damage by 2%.

This is a passive ability which only works when Atsuma is ‘pumped up’ so to speak, and once that fire is lost or his resolve is broken a 5% penalty is applied to his existing reiatsu.

too_lazy
02-22-2008, 05:22 AM
Trained Feat

[ Iaiken ] - "Settling Fist"

This technique was founded upon the basic principles of Iaidou- the unique art of sword drawing and cutting- but is instead performed with the fist and any sort of adequately taut covering (i.e. pocket, obi sash, tightened sleeve, etc.). In turn, the resistance created from the covering will increase the push from the strike, enabling a faster attack. The result is a "bullet" of sheer air pressure that strikes with the force of a normal punch that traverses a maximum distance of 30 feet.

The other added ability to this attack is the fact that the practitioner's arm moves faster than his/her opponent's eyes can see. Unless the antagonist has at least 25% of the user's Hakuda stat, viewing the arm in motion alone is considered impossible. However enemies with more than a quarter of the practitioner's Hakuda stat will be able to see the speeding fist in movement.

The main strength in Iaiken lies within its invisible attacks. But due to the fact that there is no Reiatsu or energy given in the attack, this technique also enables the user to apply Reiatsu or even Kidou energy to the current of air punched out. By channeling either power into the attacking fist a focused beam of energy will be released; its strength and relative size are determined upon how much power the user consumes to empower the blast. The variation of this technique has also been dubbed as Kyokkouken, or “Aurora Fist”, due to the unique color of the aura released in the blast (which has been known to differentiate between practitioners).

With enough talent in Kidou the userr may be able to add in the effects of an energy and blasting type Hadou within reasonable limits along with the force of their fist. Hadou that require use of the hands other than using a fist or ground based Hadou cannot work in conjunction with Iaiken. But the most useful Kidou that can work most effectively are those that would normally require close contact or those with the fist- since the energy is forming from the limb and extending outwards, spells such as Demon Fist and Breaking Palm now become long range and even more practical. Because of this added capability, Iaiken attained another name, Onikamite, or “Demon God Hand”, in relation to its versatility with the Demon Arts.

[ Requirements ]

- 1,000 Hakuda
- Training collab to learn
- 2,000 Hakuda and 4,000 Reiatsu/1,000 Kidou for Kyokkouken
- 2,000 Hakuda and 1,000 Kidou to combine Hadou

[ Costs of Use ]

- None for original attack/air current
- 1% to 5% Reiatsu for Kyoukkouken
- No cost save Reiatsu used to cast Hadou

[ Parameters ]

- Can be used once per 300 Hakuda, regardless of type used
- Kyokkouken size is originally width of user's arm at 1%, increases to half user's body at 5% energy output
- Maximum distance is always 30 feet
- Fist cannot be seen in movement unless opponent has more than 25% user's Hakuda

Shiggtyluffluff
02-22-2008, 07:18 PM
WEEK 19 APPROVALS~

Feat Stag:
Me (Shiggtyluffluff/Myles)
Kevin (Too_Lazy)


[ Shadow Vault ] – APPROVED

[ Dusk Flesh ] – APPROVED w/ changes: When in a released state the cost should be increased a little, 5% for in shi kai, and never in ban kai. EVER. D:<

[ Star Palm ] – APPROVED

[ Mind Meld ] – APPROVED

[ Nenshou Kesshin! ] - (Burning Resolve!) – APPROVED


[ Iaiken ] - "Settling Fist" – APPROVED w/ Changes: Already discussed’em.

WhiteEyes
02-24-2008, 08:26 PM
[ Top Set ]

The fires that rage around Saiyoisen during shikai or bankai both are a product of his zanpakutou, whilst the control of them are separate and under his control. Through many long fights in which Sai's raw skill isn't enough to bring him a victory, he has simply developed a specialized use of the ability of his release in order to put him even more specialized in his field of combat. By expending some of his own energy, he can kick the flames into overdrive, causing him to exceed his own limit of power and pushing it very close to getting out of control. Increasing the flames at their very core in addition to the flames raging on the outer level of his armor, it boosts him to levels thought previously unachievable.

For every level of intensity that the fires of his kai burn he gains 3% to hak, rising and falling with the intensity of the fight as his kai does.

For reference, in shikai it would be 9% hak , though it goes up and down depending on whether he is in combat or not, and bankai 15% hak.

too_lazy
02-24-2008, 09:06 PM
Feat Stagg wut- Me and Mals to the rescue or somethin... ps this is my first staff post! heeheheh


[ Top Set ] - APPROVED Yeah what you have edited is just fine. -.-V


i'm so awesome and cool lookit me *dances* i'm so profesional

xero_ghost
02-25-2008, 05:11 AM
Div Techs. tear into em

[ Ibitsu-Renjou ] - “Distorted Presence”
Estranging oneself from the collective ranks of Shinigami is one of the hardest decisions that can be made. Naturally, those that devote themselves to such a divergent path are fated to endure solitude in a world where, at any moment, the enemy may strike hard and fast. Given this, the rogue Shinigami must be capable of diverting their opponent’s focus to their presence to take advantage of any opening combat may present – from taking the opponent off guard and making the perfect opportunity to strike, to taking all steps necessary to make sure innocent lives are not harmed, and even opening a path for the Shinigami to escape if such an action is deemed necessary. Ibitsu-Renjou allows the rogue to accomplish this.

To master Ibitsu-Renjou is to reach a level of mastery over one’s own Reiatsu most shinigami could never achieve in their lifetime. This level of mastery allows the user to completely alter their reiatsu signature, forcing it to take one of two completely different paths as the user sees fit. The first of these paths allows the practitioner to completely mask their Reiatsu, making it completely undetectable to anyone less than one and a half times their maximum spiritual pressure.


The second path allows the user to scatter their Reiatsu signature like the falling leaves of autumn in a harsh wind, confusing the opponent and making the Reiatsu signature equally traceable in all directions, except at the user itself. The maximum distance this scattering essence can travel is 1 meter for every 500 Reiatsu. One cannot maintain Ibitsu-Renjou forever, however, and the user can only maintain it a maximum duration of their Reiatsu divided by 3000, rounded to the nearest whole number in minutes. This duration is cut in half should the user be engaged in combat. Each use consumes 2% of the user’s Reiatsu. Ibitsu-Renjou cannot be used simultaneously with Zanpakutou Kai releases, and will not function if such is the case.

[ Shungyouran ] – "Instant Fury"
At dire times, it may be necessary to incapacitate the opponent within as small a space of time as possible, especially on occasions in which speed and efficiency are paramount. Shungyouran, one of the 2nd Division's finest Techniques, is taught for the sake of fulfilling this very goal. Having honed the ability to execute Shunpo to great effect, the user realizes the virtues and mechanics of initiating the said Technique, and as such, Shungyouran is born of this knowledge.

Once executed, the user commits a series of short, high-powered Shunpo bursts, all the while attacking the target with lightning quick strikes from either empty-handed methods or light-mid-weight weapons at the end of each burst. The mechanics of this Technique are complex, and the result of using it is devastating to the target to say the least.

The maximum number of bursts allowed per execution of Shungyouran may be found by taking the sum of both the user's final, maximum Spiritual Pressure and Hohou, and dividing that sum by 1,000. Round the result to the nearest whole number, and that will be the number of bursts allowed. This number is also the maximum number of times Shungyouran may be used per fight.

The cost of each individual Shunpo burst is equivalent to half that of Yuurei Shunpo. After using Shungyouran, the user may not perform any kind of Shunpo for half a minute, and once that recoil expires, Yuurei Shunpo's effect is also nullified for another half minute duration. During that entire minute of recoil, Shungyouran may not be performed again. [Requires 1,500 Spiritual Pressure and Hohou.]

Fuzakeru
02-29-2008, 02:05 PM
Orpheus Techs

[Living Armory] – An Orpheus agent who has proven himself over multiple missions with multiple weapon training certificates can be trusted with heavier ordinance and more of it. An agent with this technique is capable of carrying two weapons besides his sidearm and twice the ammo for each weapon.

[Gumshoe] – Orpheus members are trained detectives, using the faintest reiatsu signatures and physical tracks to hunt down their quarry and bring them to justice. An agent trained with this technique may track anything that has gone by within a week, regardless of cloaking or reiatsu misdirection abilities. This does NOT allow the agent to see through the actual ability, but he will always be on the trail.

[Favored Prey] – Some agents specialize in hunting down certain types of spiritual deviants, knowing their moves, capabilities and patterns. In so doing, they become quite effective in hindering their prey.

An Orpheus agent chooses one group, shinigami, vizard, hollow, quincy, advent human or arrancar and his attacks against that group do 15% more damage.

[Accumulate] – By taking time to line up a shot, an Orpheus agent can almost guarantee a hit, even if it might not be a lethal one. For every round an Orpheus agent spends lining up a shot on a target for a maximum of 5 rounds, his combat skill increases by 5% in terms of accuracy.

The agent must have line of sight of the target and must not be distracted. Getting hit counts as a distraction.

Note that the ability does not make the attack stronger but simply more likely to hit. An agent who has spent 5 rounds setting his sights on the target would hit as accurately as someone with a 25% better combat skill.


J-School Techs

[Allowance] – J-school members are allotted 1000 yen as an allowance a week (about 10 dollars). Your parents are cheapskates, but this money can come in handy in buying all sorts of items.





-----------------------------------------------------------


Yeah, I know you guys aren't the item staff. xD
I figured I'd post these here so you understand how Allowance works.

Kidou Scrolls – Local shrines sell these “spells” as good luck. Few people are really so superstitious to believe these work in this day and age, but those with reiatsu have found that they can actually make the spells work by imbuing a little power into the scrolls.

Kidou scrolls are one-time use items that replicate the effects of a one slot spell (Kidou 1-20). A character can carry 5 at a time. The cost of the spell is the same as it would be for a shinigami, but as the incantation is on the scroll with the appropriate rituals involved, the user doesn’t need to do anything but pay the cost of the spell in reiatsu.

Each kidou scroll costs the price in reiatsu in yen. So, if a 1000 kidou spell were to be purchased, it would cost 1000 yen.

O-59 “Peashooter” – These standard handguns has been smuggled out of parts unknown by a Yakuza heist and sold on the black market for dirt cheap. The guns appeared to come from some research and development firm, but upon testing didn’t seem to do anything special. You might notice that these weapons happen to work against spiritual beings, but the black marketers sure don’t. (See the Orpheus armory for a more thorough description.)

Guns are generally illegal in Japan, so be careful. Who knows who could come looking for their weapons back?

Costs: 10,000 yen
Ammo: 700/clip

Injectables – C’mon kid, this stuff will make you feel like superman and that’s no lie. You know you want some. I’ll cut you a special deal since I like you so much. I got this yellow stuff, this red stuff, this blue stuff and if you are really feeling daring you can try the black stuff. Just call me the candy man, kid. (See the Cerberus Apothecary for more info on what these do)

Yellow (3 doses) – 1000 yen
Red (3 doses) – 1500 yen
Blue (5 doses) – 2000 yen
Black (3 doses) – 2500 yen


-------------------------------------------------

[Innocence] - School members are usually young and idealistic, making them fast friends with all those around them. Their youth and naiveté often get them into trouble, but the bonds they form are long lasting. Word count with their nexus partners is effectively 1.5x for the purposes of working toward United Front techs. (No extra grade is awarded)




Cerberus Techs

[Laboratory Conditioning] – Cerberus members have had many of their natural reactions curtailed and controlled to the point where they no longer respond like most human beings. Many are more robotic than human. Abilities that rely on fear or pain have no effect on a person with this technique.

[Controlled Response] – Cerberus operatives know the value of reiatsu allocation during and battle and are adept at its usage. At the beginning of any battle, a Cerberus member may put a portion of his reiatsu away into storage. This reiatsu pool grows at a rate of 10% per round until it brought back into play, usually to devastating effect.

Amadeus
03-01-2008, 12:51 AM
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

Gir
03-01-2008, 10:02 PM
.:Acero Bloodline Techniques:.
[First Quincy bloodline I believe, not sure if I'm allowed to make a
small clan or not, but here's my try.]

[ Oono Tenjin ] - Large Field (Of the) Gods.”
[Requirements] - 1,000 Dentouritsu, 400 Chakudan, 300 Seido
A ability unique to the newly formed Aceroi clan of the Quincy, it uses the principle of using all of the reishi in the area to the Quincy's advantage. The principle of this technique is to form a small field around the Quincy, instead of forming a single arrow, to damage enemies. For every 500 Chakudan that the Quincy holds, the field gains about 5 yards to its diameter.

The field works in a very similar way to a arrow, that it can cause damage to a enemy when they are hit by it. Whenever a enemy steps within the field, the user of Ono Tenjin can extend double his normal arrow cost , if the enemy is within the field, to form a small box around the enemy. A moment later, the target will be cut quite a few times, each cut doing 1/10 of the user's Chakudan stat. At 10,000 Chakudan, the cuts do, in damage, 1/4 of the user's Chakudan stat.

The second way to attack a enemy with the field is the most uncommon one the user could use, forming arrows from the reiki that the arrows are formed out of. When this attack is used, the Quincy will form 5 arrows of white reiatsu which stand in front of them. When the quincy says "go" the arrows will fly straight forward, with no ability to change their direction. When the user achieves 5,000 Chakudan, the number of arrows formed increases to 15.

The ability is very versatile for Acero clan members, and is their signature technique. After 10 uses of the technique, the clan member can add a new technique to the area, which must be submitted to the tech/feat staff for approval.

[I need some way to come up with a cost for the above tech.]

----------------------------------------------------------------
[Shūkei - Final Scene
Requirements - 10,000 Chakudan, 5,000 seido, 20 uses of Oonno Tenjin.
The ultimate technique of the Acero clan, known by few, feared by those who observe its massive power. it involves the now master of the Acero bloodline to use the Oono Tenjin field in one, final scene of the battle, hence the name. Gathering all of the reiki in the field, including the reiki from items within the field, the user will form one, final arrow. The arrow is gigantic, about the size of a average park bench, and glows in a beautiful white color. When the arrow is ready to be fired, it blazes at its enemy in a gigantic burst, which creates a shock wave as it flies towards the enemy. If the arrow hits the enemy, it does the user's highest stat in damage, but leaves the user completely drained, and powerless until they are able to sleep for at least 8 hours. If the move hits, the Acero is screwed for lack of a better phrase.

Amadeus
03-05-2008, 09:51 PM
Unique Feat for me:

General (Trained?) Feat for Vizards:


[ Cero ]

The user spends 20% Rage, 10% Reiatsu, and gains 10% Emptiness, and fires a massive burst of energy in a straight line. Usually the user accompanies this with unique hand or body motions. The range of this attack is about 25 meters.

Shiggtyluffluff
03-08-2008, 10:09 PM
Just in time~!


Staffers:
Me - Shiggtyluffluff
Kevin - Too_lazy

[ Ibitsu-Renjou ] - “Distorted Presence” -APPROVED

[ Shungyouran ] – "Instant Fury" – APPROVED w/ changes: Cost per shunpo should be +1/4 the normal cost. An attack cap of 4 should be put in too, since, yeah, 4 attacks in one turn is a lot. Annnd a maximum use of 4 times per battle, with a 2 round cool off in between uses. Also, Get rid of the Yuuri shunpo thing, dunno what that even means. D:

Advent Human Techs – APPROVED All of them.

[ Hollow Assumption ] – APPROVED w/changes: Limit the reach to 15 feet, 40 is crazy, and also make it 2 tentacles instead of 4. Bump the rei consumption to 3%, and for re-activation there should be a 5% to emptiness gain. Also, the tentacles should be based on your hakuda stat as far as hitting and attacking and etc, but I’m sure you had that in mind anyways. >_>

Quincy Techs – Still being debated/discussed.


[ Cero ] – APPROVED when changes are made: Width and distance the beam can travel should have some kind of relation to strength of the one using it, resubmit it with something general to base the width and length of the beams plox.

Amadeus
03-09-2008, 07:44 PM
[ Cero ]

The user spends 20% Rage, 10% Reiatsu, and gains 10% Emptiness, and fires a massive burst of energy in a straight line. Usually the user accompanies this with unique hand or body motions. Cero is fired as a cone of energy; the range and size of this attack is dependent on the user's Reiatsu; the maximum width of the tech is [User's Reiatsu/3,000] in meters, and its maximum range is [User's Reiatsu/500] in meters.

louhi
03-13-2008, 05:57 PM
apologies for the long-ass feat D:
this is for my Winter PM feat slot i guess.


[ Haipiiri ]

Over time, along with growing more powerful, the electromagnetic properties of Louhi's reiatsu have become more refined and manifested into more specialized effects, some of which can be utilized purposefully.

As though equipped with her own internal compass, this allows her to orient herself within any space. Partially as a result, Louhi is an expert in finding shortcuts or hidden routes, and rarely gets lost.

The electromagnetic effect can also be used by Louhi (whether on purpose or inadvertently) to interfere with or destroy electronics and gadgets of various kinds either by touching them or simply being in a close proximity. A payment of 200 reiatsu allows her to render a machine inoperable (in the case of personal items belonging to a PC, only for the duration of the collab).

Louhi also gains the ability to sense the natural weak electrical fields surrounding people and objects, much like a shark. This doesn't function as a second sight by any means, but more of a system to track the location of something she's already identified, or to alert her to the movement of anything close by whether she can see it or not.


Range (no cloak) - 30 yards
Range (cloaked) - 6 feet

Because these effects utilize the properties of Louhi's reiatsu rather than the reiatsu itself, it is undetectable by means of normal spiritual senses and will not interfere with cloaking and concealment, except when being used as an attack.

To use the electric properties offensively, Louhi must discharge a total 2% of her reiatsu and will disrupt any cloak that is in place. The result is a kind of stunner wave which radiates 30 feet around her, getting weaker as the distance increases. Any person below 1/20th of Louhi's reiatsu level will be knocked out for several minutes, others will be jolted for a few seconds as the wave passes them.

Amadeus
03-21-2008, 07:45 PM
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

too_lazy
03-22-2008, 10:50 PM
Week 23 Evals.

Me and Mals were stagging it up. Yay.



Quincy Techs – Moot said he was reworking the Quincy sheet, so we're going to put this on hold for now. Sorry.

[ Cero ] – APPROVED.

[ Haipiiri ] – APPROVED.

[ Groper ] – PENDING. With his current Reiatsu he can summon 6 arms on top of his own, with incredible strength, unpsecific reach, and umm... not sure if want. D: There should be a limit wethinks because two elongated limbs at your level is insanely strong as it is. Specify the reach on these arms- radiating Reiatsu is so vague and not even measured. Also, we weren't sure on what you meant by “greatly increasing his punching/gripping/lifting strength”, if this was on all your arms or what. @__@; Pretty lol name though, I personally like it.

Amadeus
03-22-2008, 11:17 PM
I like Ekirei. A lot. More than anything in the world.

xero_ghost
04-04-2008, 09:26 PM
[ Seihashigo ] - Star Ladder

Although the Second Division is a surveillance division first and a combat division second, they are not without their weapons. To complement their high-speed abilities, Seihoumen was created, adding a shock and awe component to the scoutsf quickness of feet. Seihoumen is activated at the beginning of a shunpo by spontaneously expelling vast amounts of Reiatsu and generating an explosion which simultaneously conceals the direction in which the user is moving and creates a concussive shockwave strong enough to momentarily stun opponents of comparable Reiatsu. Repeated uses of this technique, such as in conjunction with Shungyouran or Tenpo, can result in damage to the opponentsf inner ear, affecting their hearing and sense of balance.

However, due to the immense stress associated with using this technique, constant use will damage the user's legs. The user's resistance to this damage builds the higher their Hohou. For every 3,000 Hohou, the user can make use of this technique twice consecutively before suffering leg damage, which prevents them from using Shunpo for two rounds. Each use of Seihoumen consumes 300 Reiatsu. [Does not stack with Shungyouran Debuffs]

[ Kaiho ] - Mysterious Step
Because the Advance Scouts are primarily an intelligence branch and secondarily a battle division, they often must fight with diversions and deceptions instead of brute force, bypassing the opponent's defenses to strike at their weak points and hit for massive damage. Kaiho was developed with this philosophy in mind. It allows the user to slightly scatter their spiritons for the duration of a Shunpo, allowing them to pass through materials of sparse Reishi mass. Any material reinforced with Reiatsu or Bloodstone will immediately halt a Scout's movement just outside of the wall, unless the reinforced barrier is in the midst of a larger obstruction, in which case the Scout will materialize inside the wall and instantly die.

Each Kaiho usage doubles the cost of the shunpo it modifies. Kaiho can only be used once for every 2,000 Hohou

Thanks go out to Desu for designing these techs.

too_lazy
04-05-2008, 09:49 PM
Week 25 Evals


Me and mals staffins.


[ Seishahigo ] - APPROVED. Just so long as people don't RP the effect of using it too much as something gay like 'ouch leg cramp' and it's cool.

[ Kaiho ] - APPROVED. Yeah that one's okay.


Congrats xero you have a full div tech list. Now go write moar sucka xD

jvnorris
04-11-2008, 04:34 AM
[Dark Teachings] Unique Specialized

Requirements: Extended time being "interogatted". Several years of study in anatomy and phsychology (some applications can require surgical blades (http://www.bleachforums.com/showpost.php?p=773784&postcount=74) a kit which would take a basic item slot these items can only be used for this purpose and not for fighting in any way)

** This particular feat is an ability that would have to be integrated tightly with a character background this is not just something that someone would suddenly be able to do **

In its most basic form Dark teachings is nothing more then torture but the mechanics of it require a understanding and knowledge of a beings nature and physiology to be properly administered. The application of this skill is very dangerouse yet highly effective in intimidation, weakening of an opponent, and the extraction of information.

Usage:

Study:Taking 4 rounds to study their subject the user is capable of understanding them well enough to start applying the techiques required for Dark Teachings. This time can occur during buring battle if need be but takes twice as long. To administer the technique to a being without a humanoid physiology requires twice as much study time.

Application: To apply Dark Teachings to a subject requires a full round action (some effects may take longer if requiring surgical action) during this time the subject is usually restrained in some way though it is not a neccesity. During this time an action is taken that will in some way damage the target. This can come in the form of broken bones, cuts to the body, the disconnection of muscle and tissue or some other horrific display of pain as the user sees fit. Usually the body part (or organ is some cases) becomes unusable but the subject will remain awake and aware of all that is going on allowing them to experiance the full spectrum of pain involved in what is going on.

Effects:
User: The person using this ability must draw upon a much darker nature then the average being to be able to use this skill and henc will recive emptyness regaerdless of them being a hollow/Vizard or not. Anyone that is not a hollow/Vizard and uses this ability would go mad upon reaching 40% emptiness and basically lose control of their character or become a hollow themselves.

A Vizard using this ability will automatically manifest their mask @ 50% emptyness and lose 20% emptyness at that point (equalling 30% emptiness with their mask now manifested)

Emptiness gained through use of this is aquired at a rate of 10% per application and is lost at a rate of 5% per hour. With a mask the gain is only 5% per application. There is no way to increase the rate of disipation of emptiness gained through this skills use. Reflecting just how Brutal using this skill is on the psyche of the person.

All emptiness gains are cut in half if the practioner is working at the direction of a person that out ranks them.

A practioner of Dark Teachings has an increased resiliency against its abliities reducing the effects of any attempts used against them by 50% and any attempts to intimidated a practitioner by someone not skilled in this ability are reduced by 75% effectivness. ( this is a reflection of the fact that a practioner must first go through exstensive torture first before they can learn to apply it )

Subject:
The subject of this ability with each application becomes physically and mentally scared against the user for an extended period of time redcuing the will to fight or defy the user by amounts equal to the number of applications used against them. Sample table follows. (Rei used as guidline of level)

Subjects level < Half Users = 20% reduction in all skills vs the user in all future encounters for 1 month.

Subjects level = Users = 10% reduction in all skills vs the user in all future encounters for 1 week

Subjects level > 1 1/2 Users = 5% reduction for a 24 hour period.

Up to a minimum of 1% reduction for 1 hour

Reaching a 100% reduction would cause death in the subject and this is never the goal of a practioner (though accidents can happen)

Multiple uses against a subject will reset the time period for recovery to the begining and will compound upon the last. If a person does reach a recovery period they will gain a resistance of 50% to future Dark teaching attempts from the user cutting their reduction and recovery periods in half. All effects are cancled if the subject and user do not encounter each other for more then 3 months.

All aspects of this ability are based on a per user basis. Effects of dark teachings from one user have no effect upon another users attempts.

Side note: Extream applications of this ability may be used casuing a much greater effect but only with the descretion of a staff member.

Shiggtyluffluff
04-12-2008, 09:56 PM
Week 26 Eval! (Yes, just one. >_> )

Staffers:
Me
Kevin (Too_Lazy)

[Dark Teachings] Unique Specialized – DENIED: “First and most importantly, you have yet to even get a feat slot to be submitting/getting a feat. Secondly, the mechanics on this thing are way too crazy and just don’t work at all. How a being that isn’t a hollow/Vizard can collect emptiness is beyond making sense for this RP. Also, long feat was looooong. ;o;

Ask your leader, Desu (Amadeus) about Vizard mechanics so you can better understand and be able to make better techs/feats. Don't get discouraged D: "

ZoneGhost
04-18-2008, 09:16 AM
8th Techs:

Pulse
The eighth are trained to deal with oncoming presses of enemies, dispersing them so as to ensure that no coordinated assault can take place. To this end the captain of the division has refined a technique that compresses reiatsu then blasts out a pulse that blasts everything away, without exception. This technique can be used to not only knock enemies away but also deflect kidou or other projectiles. Unfortunately because of the size of the pulse it is unlikely to be of use in prolonged combat and, instead, is made to be used sparingly. The technique uses 5% of the users base reiatsu and affects anyone with a reiatsu of less than 150% of the user's, knocking them back by five metres. To affect kidou the blast has to cost, at minimum, half the cost of the kidou it is knocking away. The Kidou affected can only be, at strongest, a Hadou of number 30 or less.

Because of the drain this puts on the user it can only be cast once every five turns.

Requirements: 500 Reiatsu



Way of binding
Because of the nature of defensive combat those within the Eighth that use Kidou are trained to specialise in using Bakudou over Hadou, preferring to slow down and halt opponents rather than do outright damage. This specialisation has manifested itself in allowing members of the division to use more binding kidou than they might otherwise do. It will reduce the number of slots taken by any Bakudou by 1, to a minimum of 1. However, because of the heavy training this requires anyone equipped with this tech will only be able to train in 3 Hadou spells, any subsequent Hadou occupy a slot higher than usual. Furthermore, the slots gained as a result of this tech can only be filled by other Bakudou.

Requirements: Any Bakudou



Stop
Fundamental to defending any location is the ability to break up attacks, dealing with smaller waves rather than a single flood. To do this the shinigami of the eighth division focus their reiatsu and blast it at opponents to slow them down. By focusing a portion of their spiritual energy they can cut the opponents agility and ability to move into Shunpo, effectively putting them off balance. In exchange for a user chosen cost of reiatsu they can cut their opponent's Houhou by 150% of the reiatsu used for five turns. Further, for the first turn of effect the target cannot enter into a Shunpo.

Requirements: 2000 Reiatsu + 200 Kidou



Counter offensive
Whilst a perfect defence can work well to weather any storm it will not help you achieve total victory unless you can follow it up with a proper counter attack. To this end the shinigami of the eighth division are taught methods by which they can synchronise their bodies with those of the enemies they face. The practical upshot of this strange ability is that any attacks that do pass through the defences of the user are replicated on the body of the attacker. This synchronisation does not occur immediately, however, but instead is delayed for a few minutes meaning that once an attacker realises what is happening it is usually too late to do anything about the barrage of incoming attacks.

Activating this technique requires a one off input of 1% of your reiatsu plus 1% of your opponent’s and will last for ten turns. Any successful attack that hits you is subsequently reflected, identically, upon your opponent five turns later. The cost of reflecting an attack is 75% of what the original attack cost. Furthermore, if you do not have the strength left to reflect a given attack you will simply skip that attack.

Requirements: 2000 reiatsu

WhiteEyes
04-20-2008, 12:19 AM
[ Inescapable ]

For one who prides himself on melee combat, high-speed movement whether it be shunpo, hirenkyaku, sonido, or some other form, is both a blessing and a curse. One can quickly close in on an enemy though the chance is good that the opponent can just as quickly move away to begin a long range assault. The captain of the 13th took the need to get close and stay close to an enemy and created an ability to greatly help him in combat.

During combat, when Sai's reiatsu is focused, a very small amount of the naturally occurring energy flowing through him exudes a small aura that gives him a helpful tactical advantage. While fighting, high speed movement techniques within 15 feet do not work if they are moving away from or attempting a dodge from Sai or his attacks. His enemy can close on him, but once within melee range they must stay and finish the fight.

Shiggtyluffluff
04-24-2008, 10:52 PM
Week 28 Evals!

Staffers:
Me
Kevin (too_lazy)


Fabs-

Pulse – APPROVED

Way of binding – Approved w/changes: A maximum of 6 bakudou’s can have their slot number reduced by 1 with the minimum being 1 still. (The limit is essentially to keep those from doubling their Kidou list, the hadou penalty is nice too but bakudou’s can be just as deadly as hadous sometimes.)

Stop – DENIED (The calc for the hohou reduction was pretty ridiculous, 3k rei for 4.5k hohou reduction for 5 turns as an example of the craziness. Re-submit with a better, more concrete calc for reduction. Also, in the re-submit explain a little more of HOW the opponent is slowed down. A simple blast from rei and ‘knocked off balance’ doesn’t seem quite right for a 5 turn debuff.)

Counter offensive – DENIED (Uhhh, this one is all sortsa weird. 10 turns worth of reflecting back the attacks, which don’t really hurt your foe until 5 turns later, all for 75% of each attack? Also, the 11th has a tech very similar to this as well. )

Sai-

[ Inescapable ] – Approved w/changes: Foes at 1.5x or above Sai’s reiatsu aren’t affected. An initial cost of 1% to initiate this field, and with every shunpo negated it costs Sai 500 reiatsu.

ZoneGhost
04-25-2008, 10:29 AM
OK: resubmissions

(and if this resembles Sai's below I am going to argue, with vehemence, that stop is just an alteration of my original submission. Not a cheap knock off. Also I am kinda getting sick of being told that every idea I have had has been done before. So cut it out. If they resemble other things it is a coincidence. I try to work on what would work for a division focusing on long fights of attrition. Both my original poison one and the counter-offensive ones seemed to work for that. If they don't work as techs fine, but really? >_>)

Stop
Fundamental to defending any location is the ability to break up attacks, dealing with smaller waves rather than a single flood. To do this the shinigami of the eighth division focus their reiatsu and blast it at opponents to slow them down. By focusing a portion of their spiritual energy and using it as a projectile they can knock opponents out of a Shunpo, forcing them back to normal speed. To do this the shinigami of the eighth must use an amount of reiatsu equivalent to half the cost of the Shunpo they are stopping.

Furthermore, for the turn that the opponent comes out of their Shunpo they lose a certain amount of agility as they attempt to recover from the blast. This manifests itself as a hit to Houhou equivalent to the cost of using the tech, for the round following the use of the tech.

Requirements: 400 Reiatsu


Footfall
No person in the world can defend two areas at once, at least not usually, however, after the development of this technique any shinigami of the 8th division can hold positions with ease. By compressing their reiatsu, in a similar way to doing kidou, the shinigami can lay traps for their opponents.

For the cost of 100 reiatsu they place a bubble of power which detonates whenever any person, other thing, comes within five feet. The mine then explodes, causing minor injury to any in the blast area as well as alerting anybody to the presence of unauthorised personnel.

Requirements: 101 Reiatsu

WhiteEyes
04-26-2008, 01:33 PM
Posting here as a reminder to mals so as to avoid bringing it up in aim when it gets all weird and awkward. Like waking up after a night of drunken....stuff.

Divine Truth
05-05-2008, 05:38 AM
Since it seems that Sude won't be making a return to the kidou list and someone suggested I write up a feat for it/something similar to it, here you go...

[ Marukoshi Kousen 丸腰 抗戦 ] - Unarmed Resistance

Preferring the conservation of life, Makoto greatly frowns upon the use of his zanpakutou in any manner outside of the aid of others. In light of this and his affinity towards the use of the White Strike, over time Makoto has developed a technique that would allow him to diffuse a situation that has escalated to the use of weapons or protect himself or others if directly involved in such a danger. By channeling a mixture of kidou energy and reiatsu into his palms, Makoto is then able to deflect any physical attack from an opponent’s weapon with no harm done to himself. This feat is only effective against opponents with Zanjutsu stats less than 1.5x Makoto’s Hakuda stat and cannot be used to block Kidou attacks.

Cost: 1% reiatsu and 5% kidou per round.

Shiggtyluffluff
05-10-2008, 10:12 PM
Week 30 Approvals

Staffers:
Kevin (Too_lazy)
Me

Stop – APPROVED w/changes: Have it only able to stop shunpo of people 1.5x higher than the user’s rei, and have a debuff to hohou by a max of user's 3% rei.

Footfall – APPROVED w/changes: 5 mine max per turn, with a 1 round rest in-between uses. Also, we’re assuming the user has to physically plant these mines?

[ Marukoshi Kousen 丸腰 抗戦 ] - Unarmed Resistance - APPROVED

Sai if there was something about your feat I completely forgot what it was, IM us and remind me. Lol

Shiggtyluffluff
05-24-2008, 11:45 PM
Fenrir Caste Techs:

[ Alsvid ]

To attain a heightened speed over the enemy it takes a certain knack, the ability to keep a smooth and continuous flow of reiatsu is the key. Instead of relying on the short bursts of shunpo, a constant state of momentum can be utilized in order to increase both the range and speed. Exponential growth, by executing flash steps back to back the flow of their bodies can be streamlined and thus hastened.

Each step following the initial one begins increasing the speed/distance factor by 1/4th.


Example: First 20 step shunpo – Second becomes 25 step shunpo – Third becomes 30 step shunpo –etc.

It should also be added that each subsequent shunpo after the initial one costs 2% more than normal.

An optional use of this Shunpo is also attainable with the Fenrir soldier’s superior use of this Shunpo-

In the most direct way, the user gathers twice the amount of reiatsu they would for a normal shunpo, meaning they basically perform two shunpo’s simultaneously. The strain on the user’s body is great, as the speed they’re traveling at is double what they’re normally used to. Preparation for this double shunpo becomes non-existent after rigorous training with it, meaning they can travel at twice their normal speed and distance in the blink of an eye.

Training to use without hesitation requires at least 1k’s worth of words written about training, either solo or with partner.

Because of the negative effects on the body going beyond your limit causes, Alsvid can only be used three times at max every 5 rounds. Furthermore, Alsvid cannot be used back to back, if done the user’s legs will surely split apart from the strain rendering them handicapped temporarily.

[ Skoll ]

And on the other hand, you have what others consider being the most important thing in a battle as a Fenrir soldier. That being pure, undeniable supremacy in terms of personal firepower. Pound for pound a Fenrir soldier is expected to overpower their peers with their overwhelming destructive nature, a no holds-bar attitude driving them beyond the normal level.

Delivering an attack against not one, but many enemies at once is the pinnacle of supremacy on the battlefield. Manipulating their own fierce reiatsu around their weapon of choice (sword, fist, hammer, etc) and with their weapon encased in this energy the user confirms their targets. Once confirmed the user forcibly discharges the casing of Reiatsu around their weapon, what is formed then is six fist sized spears of energy. The spears each have a simplistic homing ability once forced away from the user and each one can have a separate target or can all converge onto one before exploding.

The range the spears can travel is limited to 20 meters in any direction from the user.

Formation and discharge of the energy is expected to be done swiftly and in the middle of combat, meaning a skilled user can swing away up to three of these in one turn. At a cost of 2% reiatsu each use such a move is incredibly valuable against solo or multiple enemies alike.


[ V*darr ]

The primary advantage a Fenrir soldier has over their adversary is the dominate battlefield awareness, their overwhelming power meant to crash head on into the foes defenses and crush it. For those facing Fenrir soldiers without their defenses up face attack strength unrivalled, as pound for pound a Fenrir soldier is expected to hit harder than his foe at an equal level.

For this the sharpening of their reiatsu is performed forcibly before launching a strike, through training and honing of their instincts they control when to unleash a defense crushing blow. Mechanically this reflects itself as a single boost of 15% to the damage dealt with the cost of 2% their reiatsu per use, delivering a flash strike capable of destroying barriers at up to 1.5x their own strength.

Furthermore, if a Fenrir soldier attacks using this technique while masked the power is increased to 20% for a cost of 3% rage and adds 3% to emptiness, and in return can destroy barriers up to 1.8x their own strength.

[ Hati ]

As a battle drags on and the steady accumulation of emptiness builds up, a soldier of Fenrir isn’t afraid to let loose a little and give into the burning drive to destroy. That desire which resides within them thanks to their inner hollow is utilized as beneficial to a Fenrir soldier, as they thrive on pure destruction and have the perfect tool in which to create such a thing with.

The Zanpakutou, it is with their kai attacks do true Fenrir soldiers wrought the most damage onto the enemy and the ground they stand upon.

As their emptiness increases as does their more primal and destructive nature, taking this to an advantage Fenrir soldiers train themselves to allow that raw power to fuel their Vizard Kai attacks to burn hotter. For every 5% emptiness accumulated the user’s Vizard Kai attack is increased in power by 3%. The Fenrir soldier can tempt his fate by accumulating more emptiness in order to greatly increase their potential; however, such a thing comes with the risk of losing themselves to their hollow. Because of this reliance on their hollow, emptiness past 50% begin to increase by 1.5x the normal rate. (Meaning if something adds 10% emptiness it then adds 15%.)

-Antares-
05-26-2008, 05:34 PM
Vizard General Feat: (Non-Caste Dependent)

A little somethin' to listen to as well. (http://www.youtube.com/watch?v=zgYy3qJk-Do)

Smash of Profane Thunders

Origins and implementation: While the Cero is a powerful and fearful weapon in the Vizard's arsenal, it's limitations can be costly. It's signature nature allows the enemy to prepare at a distance for the assault. To circumvent this hindrance, the battlefield use of this technique was formed. The Cero may be summoned and prepared at a distance, but SoPT allows the user to go beyond the strength of a traditional Cero, and charge it to a maximum of 150% of it's normal potency.

Once the desired strength is achieved, the user must get within striking distance of their opponent, as soon as possible. Whether it takes the form of a punch, a swinging motion, or a simple grab-and-shoot, the effect is deadly, if not lethal.

Base Costs: 25% Rage 15% Reiatsu, and generating 15% Emptiness. Attack strength is dependent on the number of turns it is allowed to 'charge.'

No Charge: 75% Normal Cero strength
1 Round Charge: 80% Normal Cero strength
2 Round Charge: 95% Normal Cero strength
3 Round Charge: 110% Normal Cero strength
4 Round Charge: 135% Normal Cero strength
5 Round Charge: 150% Normal Cero strength
6 Round Charge: Explodes, doing 175% Normal Cero strength damage to the caster.

Range: This attack requires point blank range, as the caster is literally grabbing the victim and firing.

ZoneGhost
05-27-2008, 04:53 PM
Feat: Incognito
[slot used: captaincy]

By compressing his spiritual energy Orpheus has managed to change the sealed form of his blade, altering it from a normal katana to a field marshal's baton.

http://img.photobucket.com/albums/v298/ZoneGhost/baton.jpg

In doing so he has managed to gain the ability of a very limited form of telekinesis, essentially the manipulation of this compressed power to affect the world around him. Unfortunately the extent of this ability is limited to small actions such as opening doors, seemingly with his mind, or administering slaps to unruly subordinates without moving a muscle.

Amadeus
05-28-2008, 06:13 PM
Gungir Caste Techs

Resilience

A blessing which reinforces a gungir soldier's ability to withstand assaults, 'resilience' is gained from unending injuries taken on the battlefield. Once fully adapted to combat, A gungir warrior regenerates 1% of their total reiatsu every time they are injured, at the time that they are injured. This energy is not used to repair the inflicted wound, but is rather added to their summed Reiatsu total. The more injuries one of these Vizards suffers, the stronger they become. From every wound a gungir soldier suffers while this ability is active, reiatsu of the user's color pours forth.

This tech can only be used while masked, costing 1% Rage and generating 2% Emptiness every round.


Razor’s Edge

Gungir rank-and-file soldiers tread the thin line between life and death in search of victory, and often times it is necessary to sacrifice life and limb in order to reach one’s objectives. Razor’s Edge is a technique that capitalizes on this difficult path, and is named after the narrow and dangerous road to triumph its users must walk. Every time that a Gungir warrior is wounded, their Reiatsu vengefully consolidates in whatever weapons they have available to them in preparation for retaliation. Every time that a Gungir warrior takes damage of any sort from a foreign Reiatsu source, the damage that they inflict in all following strikes is increased by 3%. The more wounded a Gungir soldier becomes, the more violently Reiatsu collects around their weapons and reinforces them, causing massive Reiatsu swirls in the wake of their crushing assaults.

It is due to techniques such as this that Gungir warriors are so renowned for snatching victory from defeat, though there are rumors of select warriors engaging in mutual mutilation of their peers prior to battle, a policy which is neither condoned nor recommended by even the most extreme Vizard commanders. After an initial wound is landed, for every round that a Gungir soldier does not incur damage, the damage inflicted is reduced by 1%.


Battle Meld

A variant evolved from the ‘Mind Meld’ technique of the Jormungand Caste. ‘Battle Meld’ is a telepathic communication method designed to coordinate a squad of warriors in the midst of a hectic battle. Instead of consuming a portion of the body of the one to be spoken to, Gungir officers merely select those beings with whom they wish to form a network before a battle, forming a Reiatsu bond by which thoughts are transmitted. Due to the nature of this technique, it is somewhat more fragile in that the presence of immense Reiatsu signatures (on the order of twice the Reiatsu of the network’s ‘center spoke’, the Gungir officer who first initiates the meld and maintains the web), the network completely dissolves and must be re-made from scratch, which takes about ten seconds. The relay of the Battle Meld must be masked in order to use this technique, though its other members do not. In addition to creating a mental link through which the various soldiers can communicate, this tech also perpetually informs the Gungir officer of the location of every being in the network and their physical status.


Warfare's Curse

A passive offensive ability which naturally augments the weapons of a Gungir warrior. Through killing and being killed countless times, they gain a curse upon their choice weapons which nullifies all of their opponent's abilities which take into account wounds inflicted by a Gungir soldier's weapons in regard to healing, mitigating, lessening. Injuries left by Gungir weapons will not healed, ignored, or bypassed by use of passive or active abilities, unless the wounded being has twice the total Reiatsu of the Gungir officer who inflicted it.

A Gungir officer initiates this technique by expending 5% Rage, which allows the warrior to use this technique for five rounds, after which they must spend another 5% for the same effect. Users of this technique must remain masked for the duration of this technique if they wish to use it for that period.

IshinOnigami
05-28-2008, 06:48 PM
Slot gained for attaining Vice Captaincy

[Gravity Well] - Through numerous hours of training with his zanpakutou, Ishin has gained the ability to control the gravity within his sphere of influence to a greater degree. Instead of the ability to strengthen or weaken the effect of gravity on an item, Ishin may alter the direction and amount of gravity. By manipulating these two forces, Ishin is able to pick up items and throw them, seemingly with his mind. Also, another use is that he can force enemies either closer to his axe, essentially pulling them into their doom, or push them away to buy himself time to either recover slightly or retreat.

This feat is only usable when Fuyutsuki is active. it replaces [Situational Gravity] when used.

Amadeus
05-31-2008, 08:53 PM
[ Vasilevsky ]

After his battle with Hoichi during the raid on the Shinsei bank tower, Zhukov found himself unable to turn his shadow-based stealth against the old man. Because of this, the Overseer developed a method of solidifying shadows in the form of chains. The chains can be created from any shadow or general darkness within 20 meters of Zhukov, including his own shadow. The strength and speed of the chains are dependent on Zhukov’s kidou.

When Masked, Zhukov has the option of commanding the chains to manifest numerous fanged mouths, modeling themselves after the Chain of Fate. These chains can bite into each other to create new chains, and when binding an opponent, will continually gnaw on the captured prey. Manipulating these chains consumes 2% of Zhukov’s total Reiatsu per round, and manifesting the mouths consumes 2% Rage every round.

Shiggtyluffluff
05-31-2008, 10:48 PM
Week 33 Reviews

Staffers:
Me
Kevin (Too_lazy)


Good God, so much @_@


[ Alsvid ] – Approved

[ Skoll ] – Approved w/changes: Range to 10 meters, two uses at 4k reiatsu, 3 uses at 6k.

[ V*darr ] – Approved w/changes: Lower the 1.8x barrier break to 1.75x

[ Hati ] – Approved w/changes: 10% emptiness increases Vizard kai attack by 5% capping off at 50% emptiness/25% boost.

Smash of Profane Thunders – Approved w/changes: Change the description of the tech, making normal cero sound like something it isn’t. . .er, yeah. After that it’ll be approved.

Incognito (Fairy wand) – Approved (TK not allowed to be used in fight, only minor stuff. D: )

Resilience – Approved (Hurri, you can’t use this one with your current kai btw. Immortal, etc. )

Razor’s Edge – Approved w/changes: 18% max boost to attacks.

Battle Meld – Approved

Warfare's Curse – Approved

[Gravity Well] – Denied (The manipulation is just too strong; we’d have to start getting into what weight/sizes you could throw/control. Plus, the way it is you can move people 2x your strength, etc. )

[ Vasilevsky ] Approved w/changes: 15 meters instead of 20, and a maximum of 5 chains to be manipulated at any time.

-Antares-
05-31-2008, 11:22 PM
Changes made to description, but I'm still feeling kinda bleh about it. =_=

Amadeus
06-02-2008, 12:55 PM
[ Garganta ]

A hollow-derived dimensional transport system created by violently tearing rips in space and time. Because of its fundamental simplicity this ability can be used both for intra-dimensional and inter-dimensional travel, meaning a Vizard can both move about the material plane and cross over to Soul Society or Hueco Mundo with this ability. However, complete Bloodstone barriers like the one engulfing Seireitei cannot be penetrated using this ability. Moving to different dimensions costs 10% Rage and 1000 Reiatsu, and moving within a single dimension consumes 10% Rage and 2000 Reiatsu.

[ A Vizard must have 8,000 Reiatsu in order to equip this Feat ]

IshinOnigami
06-05-2008, 12:38 AM
tech for PMs

Inryoku no Gusoku
[Gravity Armor]

Due to the extensive use of his zanpakutou, Ishin has developed the ability to manipulate the gravity near him to a nearly divine level. The effective range of teh ability is small, merely a few centimeters from his body, but it makes all the difference.

Using the ability, Ishin warps gravity around him to deflect incoming physical attacks. The immanent impact is diverted, the weapon or body part being shoved away from Ishin with a violent force. This only applies to physical attacks, as energy is unaffected by the force of gravity. The effect is also limited by the difference in power betwen Ishin and his opponent.

If the opponent is weaker than Ishin by 1000 or more reiatsu, the attack gets thrown away completely.

If the opponent is about the same level as Ishin, within 1000 reiatsu, the attack is diverted to a limb.

If the opponent is stronger than Ishin by a wider margin, the ability has no effect beyond moving it away from critical areas.

This technique costs 2% of Ishin's reiatsu per round it is in effect.

DarkToaster
06-05-2008, 02:40 AM
Feat slot for spring pms

[Hamstring] – As the former Captain of the 12th, Shiroi is an experienced hunter of flighty opponents, often being called to hunt down weaker prey that prefers to run than fight. As such, his sword strikes are designed to debilitate and exhaust opponents’ ability to run and evade his attacks, eventually leading to them becoming an easy target for the coup de grace.

As a passive effect, each strike, whether physical, magical or kai based causes an opponent to lose 5% of his attacking stat (zanjutsu in the case of swordstrikes or kai abilities, hakuda in the case of unarmed attacks and kidou in the case of spells) from their agility stat (hohou, agility etc.) to a maximum of 5 of his highest base stat, unmodified by other abilities.

Each debilitating blow lasts for 5 rounds after it is struck, after which the debuff is no longer effective. This ability may only be used against one target at a time.

DarkToaster
06-06-2008, 11:51 AM
While all that effort is well appreciated, I don't really see the big necessity to change the UF series of techs. If there is a huge disparity between you and the other guy like 200 to 4000, then just don't add the total. People can use their brains. We don't need to totally rework the system for a situation that almost never comes up except in plot missions with character cameos.

That's that.

Shiggtyluffluff
06-07-2008, 10:30 PM
Week 34 Approvals

Staggers:
Me
Kevin (Too_lazor)

[ Garganta ] – APPROVED

[Gravity Armor] – Approved w/changes : Attacks from foes 50% Ishin’s strength to be blocked completely, not just 1,000 rei.

[Hamstring] – Approved w/changes we discussed already

WhiteEyes
06-10-2008, 02:36 AM
[ Enveloping Darkness ]

The hollow side of one's soul is the foundation from which one builds power as a vizard; not only does it unlock the limits of a soul but starts it on a new path of power. The inner hollow is a raw font of power however, and must be controlled to keep it from causing destruction on an uncontrollable level, causing most Vizards to keep to simply calling on their inner hollow's mask for a hint of the power. For those who delve more deeply into their own being however...greater power awaits.

At a cost of 30% Rage and 5% total Reiatsu, a Vizard is able to tap into the very essence of their own soul. They call upon their hollow's power more fully and embrace not just the mask but some parts of the body as well, creating an opponent composed of a fully powered hollow's raw emotion and the battle intelligence of a shinigami.

The use of this grants a few benefits:
-In melee or ranged combat, a Vizard's Reiatsu is considered 10% higher than its actual value.
-The Vizard increases one sense (smell, taste, hearing, vision, touch).
-The Vizard gains armor/weapons composed of the same material of their mask (claws,giant fists, scorpion tail)
-The Vizard goes into a pseudo-rage able to tell friend from foe but losing the ability to do anything but physical attacks.

Note: A vizard must have mastered their hollow in order to use this. Every round this ability is active, the user gains 10% Emptiness

(All changes above are dependant on one's hollow form. A bat would give you better hearing and wings, but not better taste and a big tail for instance.)

too_lazy
06-11-2008, 03:09 PM
Sorry Mals. I was kinda inspired by Moot's Lockdown feat... plus I also dislike buffs/ debuffs/ spam... so this is my counter. We can discuss things yeah... just lemme know.


[ Tokachiishi Dokuke Ikidumaru ] - “ To be Breathtaken/Stifled by Obisdian Maliciousness/Poison Air/Poisonous Nature”
The culmination of Saika Rakushun's knowledge, curses, and blessings. Hollow poisoning runs deeply within his spiritual body, but is kept focused upon its point of origin- the Captain's dead right eye. By running the poison of a fabled S-Rank Hollow into his Iron Lungs, the maleficent substance is converted into a gaseous form and is then exhaled through the mouth and/or nostrils.

Its appearance is similar to smoke, but darker in hue and more of a charcoal color than a faint gray; although the miasma can easily be masked by simply exhaling cigarette smoke or through the Zanpakutou release ability of the research head. When utilizing this ability and the silver breath of Sokugin, the poisonous air runs jagged ebony streaks akin to foreboding lightning in a thundercloud. The gas has no true discernible scent, and its range encompasses Saika for three rounds at a radius of 10 meters.

Once inhaled by the opponent, the poisoning immediately takes route within the spiritual body. Less refined than the actual deadly substance within Saika, it seals off and inhibits a specific region of the reiryoku and reiatsu flow of the victim- thus leading to a complete inability to utilize a particular skill. Whether it be a Hollow ability, Zanpakutou ability, Feat, or Division Tech or Kidou/Gintou, the adversary that inhaled the gas cannot use said skill for a maximum of three rounds.

This comes at a price for the research head as well. Since he has let the poisoning take course within his own body, he also suffers the loss of an “equal” ability- an “eye for an eye” in a cruel twist of irony- along with the loss of spiritual pressure the opponent would have normally burnt in using their now lost talent. If it is a passive ability no less than 1,000 Reiatsu is drained. On top of that Saika's certain skill is lost for four rounds instead of three unlike his foe, seeing as how he had let the more volatile and refined dosage flow through him.

However Raku must first witness his adversary's ability first before he can seal it off and in conjunction with his Third Eye Division Technique, can ascertain and contain the skill that was once used against him. Despite being hindered as well the Ninth Captain is a versatile opponent; he would rather sacrifice one of his many skills to debilitate his less talented foe who may specialize or depend on one technique too much. The strain of Ban Kai abilities and their respective power is too taxing to create a poison strong enough to neutralize the release. Cannot work on opponents twice as strong as Saika in Reiatsu, or used on the same ability more than twice. Can be used a maximum of three times in a single fight. Those that have attained United Front with Saika may receive immunity to the poison cloud.

[ Parameters ]
- 10 meter radius of dark hued smoke
- Allies that have attained United Front with Rakushun can receive immunity
- Opponent's ability must be witnessed first
- Cannot work against opponents 2x stronger in Reiatsu
- Passive abilities locked automatically cost 1,000 Reiatsu to Rakushun
- Opponent's ability locked lasts for 3 rounds; Rakushun's ability locked lasts 4 rounds
- Can lock one ability twice in one fight maximum
- Can be used a maximum of three times in one fight
- Trade offs for abilities (1:1 ratio) 1 Hollow Ranked D – B+ ability/attack; 1 Zanpakutou (Vizard/Shinigami) Shi Kai ability/attack : 1 Shi Kai ability of Sokugin + original cost of opponent's attack/ability in Reiatsu
1 Feat (Any Race) : 1 Feat of Rakushun's + original cost
1 Division/Caste/Quincy Bloodline Tech : 1 Division Tech of Rakushun's + original cost
1 Ban Kai/Resurrecion/Hollow Ranked A-S attack : 1 Ban Kai attack of Rakushun's + original cost
Ban Kai/Resurrecion/ Hollow Ranked A-S abilities cannot be locked
1 Kidou/Gintou : 1 Kidou of Rakushun's + original cost of spell + equal slot number/cost

ururu_blue
06-14-2008, 04:33 AM
Yes, this has been a long time coming. And only one so far...

4th Division Tech:

[ Chiyudo ] Since very few shinigami exhibit the ability to heal, they are jealously horded and transferred to the 4th division for training in the ways of healing. Over time, a set of teachable kidou spells has been created in order to teach healers how to focus their power to heal instead of destroy. These specialized spells, Chiyudo (Way of Healing), are taught only to members of the division.

Only by training with a seated officer may a new recruit be taught the initial stages of chiyudo usage. This is the first tech that every member of the division will learn.

Shiggtyluffluff
06-14-2008, 10:55 PM
Week 35

Staffers:
Me
Kevin (Too_lazy)


[ Enveloping Darkness ] – DENIED (We felt this was something meant for specific feats for the individual to submit, being that they’d have to submit the hollow form for approval anyways. D: )

[ Tokachiishi Dokuke Ikidumaru ] - Approved

[ Chiyudo ] - Approved

Amadeus
06-20-2008, 03:23 PM
[ Hand of Eris ]

When Zhukov was bathed in the energies of former Loki Overseers, the organ relating most to Loki’s specialty was augmented---his right eye. When this feat is active, that eye is now little more than a crystalline white orb with a pair of black horizontal arrows angled at one another, though normal vision is retained and when this feat is inactive, the eye appears normal. Additionally, this eye can now add to its perception the sights/sounds of beings which make eye contact with Zhukov through the instantaneous alteration of the target‘s Saketsu at the moment of eye contact. As these contacts are maintained via telepathy, distance is not an issue in manipulating them.

Beings with less than 1% of Zhukov’s base Reiatsu can be temporarily controlled with this ability, but eye contact must be made to initiate the control, and Zhukov must pay an amount of Reiatsu equal to the controlled being’s Reiatsu every ten minutes of control. Controlled beings acquire no memories. Surveillance on a person is kept to 1 week maximum and is immediately broken when the person travels to another dimension (Hueco Mundo, Soul Society, etc.). Can only be done on 5 people total, 2-3 PCs or 2-3 NPCs.

too_lazy
06-21-2008, 09:17 PM
Week 36 Evaluation

Me and Mals staggin it up hardcar.


[ Hand of Eris ] - Approved W/Changes: Needs limits. Surveillance on a person is kept to 1 week maximum and is immediately broken when the person travels to another dimension (Hueco Mundo, Soul Society, etc.). Can only be done on 5 people total, 2-3 PCs or 2-3 NPCs (that's a lot of sensory input on its own without poor Zhuki splodin his brain).

too_lazy
06-22-2008, 02:43 PM
Saso, I'm afraid you can't post a feat submission yet when you haven't gained a feat slot itself. Quoth the Moot in the Rules section about Feats (http://www.bleachforums.com/showthread.php?t=24337):


Two times a year (in winter and in the summer) we have plot missions. Characters who participate in these are awarded a feat slot. Also, characters who reach the level of Vice-Captain or Captain (and their equivalents) gain a feat slot for the accomplishment.


Also, unless you participated in the Spring Plot missions and wrote 3,000 words, you would have gotten a slot. However, I don't see you in the thread confirming your writing and/or involvement (especially since I don't remember you being around at the time either).

http://www.bleachforums.com/showthread.php?t=27606


Come back with a Feat submission when you've gained a slot and we'll be happy to review it. ^^



- too_lazy, Tech/Feat Staff

Kishyotai
07-18-2008, 07:50 AM
[ Higashi no Ukibashi ] – ‘Floating Eastern Bridge’

Since Masato’s return from Earth, the young shinigami has enjoyed a breathtaking rise on power. In contradiction to this, he has yet to win a fight that matters to him – and he attributes it to his inability to fully capitalize upon an enemy’s weakpoint.

To combat this, Masato had trained extensively with the technique Chikaihou Shinou and developed the ability to create ‘platforms’ in any realm. These platforms are thin concentrated reishi areas which Masato can jump off of or stand on – he can manipulate them to either be firm planes to stand on or ‘springboards’. The difference between the two is that a 'springboard' cannot be stood upon - but instead it acts like a diving board, propelling the user further with increased velocity. These platforms are about one meter by one meter – enough space to stand on comfortably.

Masato creates these springboards remotely with a mere thought, but within a radial distance of 1m per 500 Hohou capped at 10m. He can maintain 1 platform (whether springboard or solid) per 500 Hohou and each platform costs 50 Reiatsu to maintain per turn– there is no cost outside of combat. A maximum of ten platforms can be maintained.

While creating a single platform takes a mere thought, creating a series of them requires concentration for a few moments – thus, planning is required if any series of high-speed movements is to incorporate multiple platforms. Additionally, Masato does not have the ability to create further platforms after jumping off a springboard – meaning that perpetual airborne ‘jumping’ through springboards is impossible. Shunpo’s reishi physics do not allow for the ‘springboard’ effect to increase a step of shunpo’s velocity.

The platforms themselves are of little value outside of enabling movement – an attack by any other entity shatters them easily. If an enemy destroys a platform in this manner, it as if that platform still exists indefinitely when calculating the number of platforms able to be created - platforms that Masato 'wills' away do not count towards the max. Allies with any level of United Front or greater are able to sense the platform and can use the 'stable' planes to stand upon - allies with United Defense can use and sense 'springboards'.


Slot 2 - Vice Captain-ship Slot

Eidolon
07-18-2008, 11:12 AM
Slot for feat: Vice Captain

Rising Tide
Rising Tide is a technique originally developed by Arcadian Kyuu, vice captain of the third division. It is a style of fighting that focuses on the speed of one’s body rather then their skill at arms to defend themselves. The origin of this technique grows from Kyuu’s unusual zanpakutou, which provides relatively little defensive use against traditional physical attacks. After working with both his division mates and his Captain, he crystallized this style.

The practitioner must learn to discard years of training that were offered at the academy and re-train their body and mind that the only way they will avoid a blows is to move out of the way. Be it with small corrections of the body or by utilizing this technique’s signature move, a half-step flash, the user no longer relies upon their zanpakutou or arms for defense. Depending on the speed of the engagement, the user may seem to simply utterly limit body movement to vital motions, seemingly allowing attacks to skim by them at the nearest of margins. More rapid assaults may witness the user shifting his body with eye-blurring speed. It all depends on the attacker’s offensive stat and the defender’s hohou stat.

Effect
The user of this feat is able to avoid attacks with their hohou stat. It is a literal substitution, such as when an ability or effect says, “based on the enemies zanjutsu/hakuda stat” this feat’s wielder instead uses their hohou.

Penalty
If for some reason the user is unable to user their speed to avoid attacks, their relative stats only count for 1/2 their value for the purposes of defense. The lack of training and the willing rejection of that style of fighting will have left the practitioner more vulnerable if they are caught in such a situation.

Requirements
i) Must have served in the third division for at least 8 active rpg weeks.
ii) Must have 4000 hohou
iii) Must be trained by Arcadian Kyuu or any other practitioner of this feat who has reached ban kai release

King Zeal
08-01-2008, 03:40 PM
Kousoku 光速 (Lightspeed)
For 500 reiatsu, added onto the usual cost of shunpo, Kuroshin can use sunlight to power up his shunpo. This advanced step is slightly faster and surrounds Kuroshin with a white fiery aura that will leave a trail of white flame where Kuroshin goes. Anything he touches will be scorched, and he can focus the aura in front to act as a blazing battering ram.

too_lazy
08-02-2008, 10:21 PM
Week 42 Evaluations

Done by yours truly and Mals for gr8 stagg justis.


[ Higashi no Ukibashi ] – ‘Floating Eastern Bridge' APPROVED with changes:
We need clarifications on the perpetual jumping thing you mentioned. If you can keep 10 maximum we'd prefer it if you had to pre-set the platforms before jumping. Otherwise if you could perpetually keep 10 platforms and just jump from one to another you'd never get hit or something.


[ Rising Tide ] - APPROVED with changes:
We think that this feat is rather strong for a Trained Feat, so we'd prefer if it was a Unique Feat for Kyuu only. Besides, the 3rd Division has their own set of Techs, so yeah. Also we think you worded the penalty on it a bit oddly, so we came up with a few propositions. If Kyuu cannot dodge then he receives 1.5x the damage when hit (because if you cannot dodge then you're more than likely getting hit). Also, Kyuu's Hohou stat cannot exceed more than half his Reiatsu (because essentially you could just tank in Hohou and one combat stat and dodge attacks from all other combat stats and yeah). Otherwise this is a great idea, but like we said, it's rather strong so we thought those penalties were fair.


Kousoku 光速(Lightspeed) – APPROVED



New rule for any future Feat submissions:

You must include where you attained the Feat slot for your submission from. It helps us keep track of things and whether or not we'll even review it. Thank you for your cooperation.

Kishyotai
08-03-2008, 09:53 AM
Emphasis mine to reflect changes - all other is the same.

[ Higashi no Ukibashi ] – ‘Floating Eastern Bridge’

Since Masato’s return from Earth, the young shinigami has enjoyed a breathtaking rise on power. In contradiction to this, he has yet to win a fight that matters to him – and he attributes it to his inability to fully capitalize upon an enemy’s weakpoint.

To combat this, Masato had trained extensively with the technique Chikaihou Shinou and developed the ability to create ‘platforms’ in any realm. These platforms are thin concentrated reishi areas which Masato can jump off of or stand on – he can manipulate them to either be firm planes to stand on or ‘springboards’. The difference between the two is that a 'springboard' cannot be stood upon - but instead it acts like a diving board, propelling the user further with increased velocity. These platforms are about one meter by one meter – enough space to stand on comfortably.

Masato creates these springboards remotely with a mere thought, but within a radial distance of 1m per 500 Hohou capped at 10m. He can maintain 1 platform (whether springboard or solid) per 500 Hohou and each platform costs 50 Reiatsu to maintain per turn– there is no cost outside of combat. A maximum of ten platforms can be maintained.

While creating a single platform takes a mere thought, creating a series of them requires concentration for a few moments – thus, planning is required if any series of high-speed movements is to incorporate multiple platforms. Additionally, Masato does not have the ability to 'will away' platforms after jumping off one – meaning that perpetual airborne ‘jumping’ on platforms is impossible because Masato will always reach his maximum. Only after Masato has touched a stable footing from a substance outside this feat can he 'will away' his platforms. Shunpo’s reishi physics do not allow for the ‘springboard’ effect to increase a step of shunpo’s velocity.

The platforms themselves are of little value outside of enabling movement – an attack by any other entity shatters them easily. If an enemy destroys a platform in this manner, it as if that platform still exists indefinitely when calculating the number of platforms able to be created - platforms that Masato 'wills' away do not count towards the max. Allies with any level of United Front or greater are able to sense the platform and can use the 'stable' planes to stand upon - allies with United Defense can use and sense 'springboards'.


Slot 2 - Vice Captain-ship Slot

Windril
08-05-2008, 12:00 PM
[Rex Commini Vorax] "The Voracious King of Close Quarters Combat" - Far and away, Leon's greatest strength is his mastery of the sword. Nearly all of his abilities are based around the vast degree of difference between himself and others in Zanjutsu. As such, the 11th Division Captain has meticulously trained in the interest of protecting the foundation of his combat prowess, culminating to the creation of this technique, through which Leon can ensure unusual kidou and zanpakutou effects cannot weaken his swordsmanship.

When Leon activates Rex Commini Vorax, any statistical debuffs affecting his zanjutsu and any statistical buffs affecting his hakuda, hohou, and kidou are all immediately nullified. For the duration of this ability, Leon's zanjutsu is prevented from being debuffed, while his remaining three combat stats are all prevented from being buffed. Additionally, all other forms of statistical tampering find their effects lessened by 3/4ths of the original value. This rearrangement of the flow of reiatsu saves the Spaniard from having to deal with those unusual techniques and abilities that can eliminate his only real avenue of combat.

In order to use Rex Commini Vorax, however, Leon must pay a cost of 2,000 reiatsu per round. The steep demands of energy are necessary given that the Captain can override zanpakutou abilities, and it is a sacrifice Leon is willing to make given his general incapability to do anything should his sword technique be tampered with.

Spring Plot Missions Slot

Shiggtyluffluff
08-09-2008, 09:33 PM
Week 43 Reviews.

Stagg -
Me
Lazy (too_lazer)

[Rex Commini Vorax] "The Voracious King of Close Quarters Combat" – Approved w/change : The ¾ thing, change to ½ since it’s more concerning zan abilities, and we feel zan abilities should trump most feats altogether anyways.

[ Higashi no Ukibashi ] – ‘Floating Eastern Bridge’ - Approved

Tizzle
08-11-2008, 05:51 PM
[Nequerna]- "Reversed"


As somewhat of hermit around Sereitei, the very nature of Rokku Mitsukai is a secretive one. Since this is his way of living, it was inevitable that his fighting style would be affected in one way or another. The logic behind Nequerna is to deceive his opponent's with false information and then bring harsh consequences to those who cannot see past veil that he has created. This heavily practiced unique attack is a technique that relies heavily upon Rokku's capability in both speed and close combat. At its very core, Nequerna is nothing more than a counter: taking an opponent's attack and using it against them. In this instance, it would be the taking advantage of the opponent's weak points that were created in their attacking while using elements of surprise.

By running side to side at an incredibly high rate, Rokku can maintain a pseudo "figure" of himself by mimicking a chosen posture every time he passes a certain point. This near illusion is created as a way of deceiving his opponent's into thinking that he is immobile and an easy target for an attack. This illusion can only be maintained for a short period of time and as such can only be activated one second before the attack lands on his illusion. In the moment of the attack, the illusion fades and Rokku then appears instantaneously at a different location for a quick and nearly unavoidable counterattack; catching unsuspecting foes off guard. The entire ability is simply a much more difficult step of Shunpo, and as such costs Rokku 1.5 times the regular amount for each step. Accordingly, the area that Rokku traverses in before the attack is a small one and is directly dependent on Rokku's ability in Hohou. At its bare minimum, Nequerna's area of effect is only 2 feet in diameter. Effectively making it to where Rokku can only move 1 foot away from his pseudo figure in the moment of a counterattack. But for every 1.5k Rokku obtains in Hohou, he is able to increase his area by 2 feet (3k = 3ft). This growth continues until Rokku reaches 9k in Hohou with a maximum area of effect of 11 ft.

This ability will only work on other opponent's with less than half of Rokku's Hohou stat, with anyone above being able to see his agile movements. But if Rokku is able to trick his opponent into attacking his false self, he will then go straight into a counterattack that is also dependent on his foe's ability. The only defense that an opponent has against the following strike is entirely dependent on their Hakuda stat and, in turn, decides all chances of whether or not the counter will land or not. Common sense should be used when calculating damage and is dependent on the nature of the blow.
[Cost]

- x1.5 amount of a step of Shunpo
[Parameters]
- only works on opponents with less than half of Rokku's Hohou
- area of effect 2 ft. per 1.5k in Hohou
- activation must be within 1 second of attack
- Counterattack activated instant the illusion is struck
- Chances of hitting dependent on difference Hakuda


Slot obtained from winter plot

Shiggtyluffluff
08-16-2008, 10:29 PM
Week 44 Eval

Staff-
Me
Too_lazy (kev)

[Nequerna]- "Reversed" - APPROVED

Kehengto
09-25-2008, 01:07 AM
Tech for Orpheus to Replace [Living Armory]

[Hawk Eyes] : [insert phrase]
– Through intensive training exercises to incorporate a soul’s power into a supportive technique other that the actual power, Orpheus Agents can force reiatsu into their limbs and organs, specifically their eyes.

An agent may through this technique is to focus their eyes into a zoom sort of function much like looking through a scope without actually having to do so, however the effects remain the same. When hyper-focused through this means, the agent looses their peripheral vision proportional to the intensity of the zoom. Most agents who learn this technique also have a strong tendency to favor Accumulate with long range arsenals. The range at which this zooming works is that distant points of interest appear to be 10 feet away.

The maximum range is dependant upon the agent’s Combat Stat divided by 100. So an agent with 1k harmony can see object 100 ft away as if it were 10 feet away, but the agent loose all of his peripheral vision. This loss is the proportion of the Range Desired divided max range. IE. Same agent focuses on an object 90 ft away he looses 90% peripheral vision.

too_lazy
09-27-2008, 09:03 PM
Week 50 Review

Me and Mals gonna stagg yo tech for dis hur week.


[ Hawk Eyes ] - "Takagan" - APPROVED

Fine with us. Though I personally would've liked the living armory tech if I was an Orpheus dude, but oh well. This one's pretty good too. Sniper eyes really lol

swaswj
09-29-2008, 09:52 PM
[Sankakuen Technique] - Kidou Synergy


This is for Sayis and Wisteria. Current wordcount is 150,500 so we should attain Sankakuen (152,500) before the end of the week.


Sayis Inuzuri and Wisteria Rosenthal have spent enough time together, in battle and out, that they have become almost as familiar with their partner's kidou as with their own.

In effect, when the two are together, each can use the other's prepared kidou as needed. Additionally, the pair can elect to perform a combined kidou attack, wherein both Sayis and Wisteria share the reiatsu cost and combine their damage, following the power chart for Sankakuen. They can choose whether to split the original cost or to both pay the full amount -- the strength of the effects will vary accordingly.

Example: At level 1 Sankakuen, Sayis and Wisteria split the cost of Hadou #64 Kageyakedo.

Each pays 800 reiatsu and the attack deals 95% of the combined damage.

Kidou stat * 1/5 + (Cost * Multiplier)

Sayis: 3000 * 1/5 + (800 * 1.7) = 1960
Wisteria: 2500 * 1/5 + (800 * 1.7) = 1860
1960 + 1860 = 3820
95% of 3820 = 3629

Shiggtyluffluff
10-05-2008, 06:28 PM
Otoko Kagirinai Rasen – ( Man's Eternal Spiral )

From his shi kai to his eyes the young Overseer has many things in his life consisting of spirals, even his own fighting spirit he compares to a powerful vortex or spiraling energy. The very essence of his Kai’s revolves around his powerful drills to deliver the final blow to his enemies. In melee combat these drills dominate all they oppose, however at long range or even mid-range his attacks are limited.

However, Atsuma found what he needed, something useful yet more simplistic to make up for his lack of any skill in Kidou. The power of his own reiatsu, the power of the spiral he had grown so fond of.

Grabbing any object, (a rock, stick, really anything he’s capable of throwing) Atsuma wraps his energy around the object. The energy takes on a spiral shape at the front of the object; the spiral energy rotates at high velocities before it is thrown as a projectile towards his target. Upon impact the spiral energy bores into whatever it can before exploding.

A solid cost of 1% of his rei is applied to imbue the projectile with the energy, in which case the energy can only be maintained for two turns around the weapon before it destabilizes and explodes on its own.

*Feat slot from Overseerness.

Fuzakeru
10-06-2008, 02:59 PM
I have four feat slots previously from Amalgam ( long, long ago ) that are trans-ferrrr-abull and then one from the last PMs. I'm using two of them now. =D

Sutatikku Houmen
Ability - Static Release

Chisame is like a magnet for electrical particles. She is able to draw them in to her body and discharge them at her own will. Usually this technique is used as an electrical discharge dispersing every time her body comes in to contact with her opponents. Hand to hand combat is her usual fighting style ( as stated before, she’s not the type to be able to learn how to wield a sword, staff, hammer, etc effectively ) so this techniques comes in handy for her. As a beginner to her ‘fighting style’ she still has the occasional slip up but that doesn’t stop her from shocking her opponent when they land a hit of their own on her small frame. If they strike her with a conductive material then the shock is strengthened severely.

If she draws too much energy from her surrounding area, noticeable changes occur in the area they’re in. Brown outs, black outs, and flickering of appliances can draw unwanted attention from those around them so Chisame has to be careful in her usage of this ability.

To activate and draw in enough power to pull this feat off, Chisame pays 1% of her reiatsu when she initially turns this ability ’on’. ( The cost chart is provided down below )

The area she‘s in reflects heavily on the costs this act pays on her body and the effectiveness of the dispelled current. While in Tokyo, or any other bustling area, the effectiveness of the shock increases significantly versus Chisame being stuck in a forest or other rural area where its more difficult to attract the power she needs to release her charges...


Rural Area - Pays 2% reiatsu to charge up - 0.5x effectiveness
Urban Area - Pays 1% reiatsu to charge up - normal effectiveness
City Area - Pays 0.5% reiatsu to charge up - 1.5x effectiveness

Raikou Hashigo
Ability - Lightning Ladder

Chisame is able to use the electrical signals floating through the air ( radio, television signals ) as well as the electrical current surrounding all of us as a base to stand on. By focusing this strengthening of currents under her feet, Chisame is able to ‘float’ and even run on the air.

Shiggtyluffluff
10-11-2008, 12:35 AM
Week 51 approvals

Stagg:
Me - Mals
Kev - too_lazer_penor

[Sankakuen Technique] - Kidou Synergy – Approved w/changes: Instead of both splitting cost and also paying double, just leave it splitting the cost. Also, the same spells must be in both lists to be able to split the kidou cost. A usage limit is needed since this increases in power over time, we were thinking for every 1k mark they hit (hit together mind you) they get one more use.

Otoko Kagirinai Rasen – ( Man's Eternal Spiral ) – Approved

Sutatikku Houmen
Ability - Static Release – Approved

Raikou Hashigo
Ability - Lightning Ladder – Approved

[Hamstring] - Approved w/ changes: Add 30% to the cost of any sort of attacks aimed with this effect, and you already changed the wording on the max % taken off. k.

swaswj
10-14-2008, 03:09 PM
[Sankakuen Technique] - Kidou Synergy
Sayis Inuzuri and Wisteria Rosenthal have spent enough time together, in battle and out, that they have become almost as familiar with their partner's kidou as with their own. The two are capable of combining kidou spells, wherein both Sayis and Wisteria share the reiatsu costs and combine their damage/effects, following the power chart for Sankakuen. For each 2000 Kidou achieved between the two of them, they can combine kidou once per battle.

Note: There are no "double-damage" combinations like lightning and water, etc.

Example: At level 1 Sankakuen, Sayis and Wisteria combine Hadou #30, Big Bang (300 Kidou) and Hadou #39 Dead Air (575 Kidou).

Sayis pays 150 reiatsu and Wisteria pays 288.

Kidou stat * 1/5 + (Cost * Multiplier)

Sayis: 4000 * 1/5 + (150 * 1.3) = 995
Wisteria: 3000 * 1/5 + (288 * 1.5) = 1032
995 + 1032 = 2027
95% of 2027 = 1926

4000 + 3000 = 7000 / 2 = 3 uses

too_lazy
10-18-2008, 10:49 PM
Week 52 Staggggggggggggggg

Lief hard for me and mals... as opposed to release thrade.


Kidou Synergy - Approved w/changes: Upper tier spells numbered 80 and above cannot have their costs split. That's about it. Enjoy.

Fuzakeru
10-24-2008, 10:39 PM
I have two feat slots from long ago in Amalgam times and one from Spring PMs. I'm using one of those now.

Flash Drive

Her true Awakening has been obtained and Chisame has become more in tune with her abilities to access electrical devices. With her newfound understanding of her own capabilities, she is able to extend this world to others. Flash Drive allows Chisame to bring in one person with her in to whatever object she jumps in to at the cost of 4% reiatsu ( double what it normally costs her on her own. )

too_lazy
10-24-2008, 10:44 PM
Flash Drive: DENIED until you change naem to SAIBORZ.
















...Approved.

Kawazoe
10-24-2008, 11:58 PM
Überbeladung (Overload) – The Goddenheim Family traditionally relies on the ferocity of their weapons rather than finesse or technology to bring down their enemies. Thus, the Goddenheims has developed a technique to flood their own reiatsu into their arrows just before release to drastically increase power. Quincy who have mastered this technique add double the amount of power to reiatsu spent from their reiatsu pool on a particular arrow. For example, if a Quincy charged an arrow with 10 reiatsu from his/her pool, he/she would have effectively added 20.

Auflösenreichweite (Dissolving Grasp) – One of the disadvantages of being a long-range fighter is a lack of defense against close-range enemies that get within striking range. This technique, developed by Walter Goddenheim, allows Quincies to gather reiatsu around their hands in order to repel such foes. The technique can be invoked for 20% of one’s shuuhaku pool, and must be reapplied with every turn. Under the effects of this technique, touching an enemy with one’s hands will deteriorate flesh, with varying effectiveness, depending on the enemy’s reiatsu. (If the enemy’s reiatsu is two times your own, this tech can only inflict a large bruise; however, if this condition does not apply, this tech will dissolve flesh, at say, the same rate flaming flesh would. )

Doctor
10-26-2008, 06:08 PM
More Goddenheim bloodline stuffles.

Verbrennung (Combustion)

A “last-ditch” effort created by a long-deceased Goddenheim, meant for its wide area of effect, small cost, and ease of use. By doubling the cost of any given arrow—half from the Shuuhaku pool and half from one’s own reiatsu—the entire arrow will, upon impact, explode rather violently and send chunks of dangerous reiatsu every which way in a radius of ten feet. This will allow a single arrow to impact a number of different opponents, and is particularly useful against large groups. Those that master this technique know that it doesn’t even have to hit a living target in order to be effective, and even missing the intended victim doesn’t mean it will not work just as well.

Auswirkung (Impact)

This enhancement technique is put to use by just a few of the Goddenheim line, if only because ability buffs are few and far between in this family. Expending reiatsu directly into the bow using the same method to create an arrow will stabilize it, creating a 10% boost to Chakudan for three turns. This technique can often mean the difference between winning and losing for any Quincy that has mastered it.

ururu_blue
11-02-2008, 05:02 AM
Be fearful, for I am submitting division techs! Either it's the end of the world or Moots really helped out a lot ^^

[Chiyudo Mastery]
After an intensive training session with the Captain of the 4th division, healers will learn to better economize their energy when utilizing Chiyudo. Once this is learned, Chiyudo spells will take up half the normal number of kidou slots, giving healers more latitude in healing and in defense. [Not available to Vizard healers.]

[Ghost Surgery]
Many times, a patient is afflicted with an illness or injury that is located in a place that is too delicate for surgery, yet must be healed to prevent loss of life. Upon learning this tech, a healer would learn to phase their hands so they could pass through their patient's body and operate on the damage. Requires the use of Chiyudo #30 at the same time in order to see properly.

This tech can also be used offensively, but in a more limited manner. The user spends the equivalent of 5% of their target's reiatsu to reach a maximum penetration of 2 inches. With the high electrical activity in the brain, utilization of this tech isn't possible, since usage on the brain is only possible when the target is unconscious.

I'll be adding one last tech soon.
Edit: whurps, got it finished.

[Numbing Touch]
For those instances when anesthetic isn't available, this technique would allow the healer to anesthetize a patient for a procedure or for transport. A secondary application would be for the numbing of an entire section of their patient's body with their touch. The numbing would only affect ennervation of the surface tissues, ie skin and muscles, where most sensory nerves are located. If used against an opponent in a fight, only a limb would be affected.

swaswj
11-11-2008, 11:30 AM
Slot from PMs (http://www.bleachforums.com/showthread.php?p=872679&postcount=5)



[Shijisaki Enryo Naku] - Unrestrained Marking

In an effort to make his casting more versatile and through continual practice with kidou, Sayis has begun learning ways to creatively alter components of some spells. One such thing that he has focused on has been the capacity to change the intended target of a kidou. Sayis has learned how to freely target individuals or areas nearby -- within thirty yards -- and can cast his kidou at them, regardless of the original intention of the spell.

Example: Bakudou 30 Threshold is normally used on the caster to ignore injuries. With SEN, Sayis could use it on an ally or enemy in the area around him, sparing an ally pain or blinding an enemy to their wounds.

Shiggtyluffluff
11-12-2008, 12:00 AM
Week 57 Approvals!

Stagg:
Me
Kevin ( tool_azy ) lulz

Überbeladung (Overload) – APPROVED w/changes : Be sure to put a disclaimer on how this could be dangerous if used too much D:

Auflösenreichweite (Dissolving Grasp) – APPROVED

Verbrennung (Combustion) - APPROVED w/changes : Since this doesn't feel (at all) like a last-ditch kind of attack, change the wording a little. Like, an AoE attack maybe.

Auswirkung (Impact) - APPROVED w/changes : There needed to be a cost on there so we got this. Instead of x% reiatsu for 3 turns of 10%, we liked 3% rei for each use with a cap of 30% your rei, or 10 uses of the 10% boost.

[Chiyudo Mastery] - APPROVED (even though it's racist D:<<<< )

[Ghost Surgery] - APPROVED w/changes : For offensive uses limit the depth to a max of 1 inch.

[Numbing Touch] - APPROVED w/changes : Remove the use in battle bit, since it makes more sense that way and it'd be hard to get parameters on it's uses in battle and numbing in battle is like bakudou stuff.

[Nashide Enryo Hyouteki] - Unrestrained Marking - APPROVED w/changes : Due to the extra strain a kidou's cost is increased by 1.2x and Sayis can only manipulate the nature of the kidou a maximum of 10 times in any fight.

too_lazy
11-12-2008, 01:22 AM
slot from recent PMs http://bleachforums.com/showpost.php?p=873087&postcount=28



[ 銀煙霞魔 Ginenkama ] - “Silver Smoke Demon”
Through a combination of skills and mastery concerning the Demon Arts and the ability of his own Zanpakutou, Saika Rakushun has crafted and honed a unique technique. Similar to the Bakudou spell Kansei, the theory behind that particular Kidou spell may have inspired the research head. Instead of placing a time-released trap on particular surfaces like Kansei, Ginenkama may store any Hadou or Bakudou onto Rakushun's person, Zanpakutou, or silver smoke from his release (including the smoke generated from his Iron Lungs), and even another Kidou spell.

Channeling the proper kidouryoku, 200 Reiatsu, onto the desired surface, the target area will ripple with a silver glow. This momentary flickering sheen may be guised within the blades of Rakushun's Zanpakutou, or his smoke, but can be definitely noticed if on his own body or from another spell. The particular Bakudou or Hadou is released when Saika wills the Kidou to be sprung or when the opponent comes into contact with the targeted area he chose.

Due to the manipulation of Demon Arts and his own Reiatsu, there are limitations to Ginenkama's effect. The trap Kidou is restricted to his body, Zanpakutou, Kidou, and smoke; the spells cannot be placed anywhere else. Certain Hadou that involves the body-Talon for example- must be placed upon the specific portion of Saika's body (in Talon's case the fingertips). For ground based spells Rakushun may only place the trap on smoke that is physically touching the ground (to act as a conduit). The Captain may only chain one Kidou off of another within a round.

Any Kidou numbered above 70 is impossible to use with Ginenkama. Lastly, the cost of the Kidou is raised to 1.3x its normal cost; if chained off an existing spell the cost is raised by 1.5x its normal value. Of course the name of the spell must be said to release it. One use is gained for every 2,000 Kidou Saika has.

Hase the Storm
11-12-2008, 10:40 AM
Feat slot attain from http://bleachforums.com/showpost.php?p=872669&postcount=2

Aquila Oculare (Eagle Eyes)

Since birth Zan has acute sense of vision pointing out things that people would normally not see. When he became of age to train his uncle trained his sight prematurely before disappearing. Zan's older brother Cirilo was the one who really had him focus on making his vision stronger.

The product of his training was, if Zan focus on his surroundings he can see in 4 intervals of sight, 5, 10, 15, & 20 yards in a 360 dome. The cost for him to constantly to use this ability is 50, 100, 150, and 200 of his Shuuhaku every turn depending on the level.

Redfin
11-12-2008, 09:15 PM
Slot (http://www.bleachforums.com/showpost.php?p=872692&postcount=8)

S.S.S.

Taking the ideas of possession and tsukumogami, Hotate developed the ability to possess non living objects that are no more than twice her mass (94 kg). It costs 100 reiatsu and one full turn in order to enter an object but it is free to stay inside. Another 100 must be paid upon exiting however. In order to possess and object, Hotate needs to be able to touch them

While Hotate is possessing an object, she can make it float in midair, sprout eyes, limbs or mouths, as well as change certain properties, such as any images on the item. Also, it becomes more difficult to detect her reiatsu.

If the item has any special properties or abilities, Hotate will gain knowledge of those. She can also activate the item or change the strength of the effects by paying the same cost as what the item usually takes (if any).

If the object is broken while Hotate is possessing it, she will be forcefully ejected and take damage equal to 10% of her reiatsu.

(This is tsukumogami (http://en.wikipedia.org/wiki/Tsukumogami).
If you don't know what it is.)

IshinOnigami
11-20-2008, 12:41 AM
first draft of techs for the 7th division

7th div techs


Punishment
The members of the 7th all have been through hell, either one of their own creation or one that someone threw them upon. Due to this, they have learned that mercy is for the weak and that honor usually has no place on the battlefield. Because of their grim outlook, the members of the 7th have learned to use dirty tricks and deception in their fights. As such, when attacking an opponent from behind, a kidou cast does more damage than normal. This applies to both hadou and bakudou, but when bakudou is used it extends the time that the one affected is hindered by the effect of the spell. This tech requires shunpo to be used, as it is only effective from behind an opponent.
Requirements: any Kidou + 1000 Hohou

Repentance
The members of the 7th have all served at least some time in the prisons of the gotei thirteen. Inside these prisons, much like the prisons of the material world, they are not allowed to keep their weapons. This has caused them to find ways to create weapons using mundane objects (or regular weapons) into an item that rivals a sealed zanpakutou in strength. By infusing their “weapon” with reiatsu once a day, a member of the 7th creates the weapon. This weapon also benefits from the effects of Punishment. However, this creates a sort of double edge sword so to speak. Every time this weapon is used, since it is created with the users reiatsu, he loses 1 percent of his maximum reiatsu.
Requirements: 1 open item slot, 3000 reiatsu

Atonement
Atonement is the act of repaying society for ones sins. As such, the members of the 7th atone for their sins by constantly having binders on. The higher your rank in the division, the more freedom you have with them. The unseated members have barely any chain on theirs, letting them hardly move their arms when they are restricted. The captains, though, are chains made of an invisible link to his reiatsu, making the chain all but undetectable to the naked eye. While wearing these special binders, the 7th division members take a penalty on their stats manifesting in a 5% drop to all stats. However, when they are taken off, which happens only when they gain the permission of their superior, they get a 5% bonus to all stats for three rounds. After that, their stats return to normal with no bonuses or penalties. After the battle, the binders must be equipped or strict disciplinary action will be incurred.
Requirements: Automatically gained upon admittance to the 7th.
Length of chain goes as follows:
Captain: Not hindered in range of motion, reiatsu chain
Vice Captain: No further than shoulder width apart, reiatsu chain
3-5 seats: No further than shoulder width apart, metal chain
Everyone else: One foot chain between binders.

Deliverance
Deliverance is a last ditch effort of sorts. Most of the members of the 7th would never go so far as to “learn” it, let alone use it. Deliverance is less of a technique than it is a kamikaze attack. Under the supervision of a superior officer, the shinigami in question undergoes a unique surgery. This surgery is performed by the fourth division and uses technology from the ninth division, essentially turning the shinigami into a living bomb. This technique is very dangerous to the shinigami, as it can very well cause them to die if used at the wrong time. The bomb, when it explodes, does damage equal to 97% of the users remaining reiatsu. Also, They are incapacitated for two rounds afterward. Those that take this technique are said to be either brave, crazy, or both.
Requirements: 5000 reiatsu

Shiggtyluffluff
11-20-2008, 11:46 PM
Week 58 Approvals:

PS- ish we'll do your techs later once you work w/moot.

Stagg:
Me
Kevin (too_lazy)

[ 銀煙霞魔 Ginenkama ] - “Silver Smoke Demon” – APPROVED w/changes: Just edit that “one kidou stored at a time” and it’s okay.

Aquila Oculare (Eagle Eyes) – APPROVED

S.S.S. – APPROVED w/ changes: K, you can use it anywhere. Just bump the cost of use up to 250 rei instead. Also, cut the cost to her rei down to 5% when she gets forced out, 10% is too high.

shadowwind144
11-21-2008, 11:34 AM
Slot Here (http://bleachforums.com/showpost.php?p=872693&postcount=9)

Tsumi no Hikou (Flight of Sin):

Because of the shift of mind that occurred during the invasion of Tokyo Torai was able to create a sinister technique by tapping into his inner hollow's form and blending it with his own little wit.For 5% reiatsu he is able to create a small owl, standing no more than six inches tall and almost perfectly round appearing to wear a small mask on its face. The beast is bound to a single target, to do this physical contact must be made. As long as the owl remains on the battlefield any damage the person should receive is instead transferred onto this avatar. Even wounds already inflicted will be restored. Should the owl be hit, even by the smallest attack, or should Torai will it away, all the wounds the owl has borne will be transferred back onto the person. While the owl is active, it is bound to be within 30m of its charge, and only one owl may be active at a time.

IshinOnigami
11-22-2008, 01:55 AM
Round Two!!!
7th div techs

Note: All seventh division techniques can be upgraded by spending redemption points, earned from the suicide missions often assigned to them.


Reiatsu Seal
With the shackles that all members of the division wear being a nuisance at first, the members of the Seventh have found a unique use for them. A member of the division that knows this tech may alot a certain percentage of their reiatsu into their shackles, which have a seal. Inside the seal, the reiatsu is ever growing, and once released it is reabsorbed by the contributor. The effect is not permanent, however, and it will wear off after a time. Then, once the effects have completely faded, the user my transfer more reiatsu into the seal and start the process over again.

The base amount that can be stored in the seal is ten percent, which can be raised to a maximum of twenty percent. The return per round is fifteen percent per round, which can be raised to twenty percent per round.

The perks that are upgraded for this tech are the amount invested and the return per round. To increase, each point requires one hundred redemption points. The initial investment requires one thousand points to top out, and the return requires five hundred. To max out this tech, fifteen hundred redemption points must be spent.

Double Edge Sword
The members of the Seventh have earned a reputation for not caring what happens to them, and doing everything necessary to ensure that they win. Even if that means getting themselves killed in the process. This tech increases the damage caused by the user, but also increases the damage they take as well.

The base damage increase, both given and taken, is ten percent.

The perks that can be purchased for this tech come in three different varieties. First, the damage modifiers are increased. For every hundred points spent, the percentage increases by one, up to a max of twenty. After twenty percent, only the damage dealt increases, with no change to the damage received. Second, for two hundred points, the attacks ignore damage reduction. Last, for a final two hundred points, the effects of regeneration are nullified. To max out this tech, nineteen hundred redemption points must be spent.

Stubborn Endurance
Due to the fact that they are, as most affectionately called by the gotei, expendable suicide soldiers, the shinigami of the 7th have learned how to keep fighting even after a normal person would have stopped being able to move. With this tech, which was developed by Ishin from his many uses of Threshhold, the seventh division member will keep fighting past the bodies limit.

Basic tech starts as a free use of threshhold.

The perks of this tech come in two forms. The first, after every two hundred points spent, negative effects such as poison are reduced for one round, up to a maximum reduction of three rounds. Note this can never reduce the number below one. Next, for purposes of kidou, feats or techniques that has its effects based on comparative reiatsu (such as Louhi Kaiho's Reiatsu Scar personal feat), for every two hundred points spent increases the threshhold from 100% by 10%. to a maximum of 130% for purposes of that comparison. To max out this tech, twelve hundred redemption points must be spent.

Berserker Rage
Being the murderers, convicts, and otherwise malcontents that they are, the seventh division loves to fight. They have an unnatural blood lust that takes over them in the middle of a fight, prompting them to continue to inflict damage. When they get hit, this blood lust weakens.

The blood lust comes in the form of a boost to the shinigami's primary combat stat (chosen when they take the tech, unchangeable once chosen). It starts at 5% for the first hit, and for every hit afterwards is raised by an additional 5%, to a maximum of 20%. For every hit taken by the user, though, the bonus decreases by 5%, to a minimum of 0% increase.

The perk that can be upgraded for this tech is the ability to ignore hits that would normally break the chain. For every hundred points spent, one hit may be ignored, up to a maximum of five hits to be ignored. To max out this tech, five hundred redemption points must be spent.

Amadeus
11-22-2008, 02:04 AM
Tweaked version of Dusk Flesh, which is a Loki tech that was approved a while back, and Primed Perception is replacing Star Palm.


[ Dusk Flesh ]

By associating a Vizard’s inner Hollow with their personal shadow, that shadow becomes capable of flowing up and over the user’s body and weapons. While this shadow is covering the user’s body, it can act to conceal in up to four different ways. This Technique can conceal the user from Visual, Thermal, Sound, and Reiatsu detection methodsA Loki Officer can cloak any two of these at no cost, but concealing a a third and fourth spectrum cost 1% Reiatsu or 2% Rage each every round. Releasing one's Zanpakutou to any stage breaks this cloak.



[ Primed Perception ]

By spending 200 Reiatsu drawing on their inner Hollow’s own senses, a Loki officer can selectively augment one of their six senses: Sight, Hearing, Touch, Smell, Taste, and Reiatsu Detection by a factor of ten, allowing them to hear the heartbeats of living beings, or feel vibrations in the air and understand the words that created them. However, these augmented senses all come with drawbacks, as a normally unpleasant sound can become deafening, and the lighting of a normal room can blind. Only one sense can be modified at a time.

Lady Stumble
11-24-2008, 04:20 AM
From PMS (http://www.bleachforums.com/showpost.php?p=872788&postcount=18)

yay ^^ first feat ^^ I'm noob at this so please let me know gently if I did something wrong >.<''

Yasei no Meshi (Call of the Wild)

Her experience in the war and her new promotion into a seated officer has opened Okaeshin's eyes to the new responsibilities she has. Among those is the new task of overseeing and teaching new recruits, and her role as a potential leader in future campaigns. Because of this, she knows that being heard has become an important aspect of her new position. Thus, with Kokoro no Hitotsuboshi augmenting it with her own power, Okaeshin has adapted her voice into a pitch that could carry across battlefields, above the clash of the fighting. In addition, it means she can decide whether to deafen some poor new recruit who has foolishly raised her ire.

With it, she can also communicate with other shinigami at distances beyond her natural voice range. When used in such a way, the technique is designed so that she may control who would hear her call, so as to not distract or inform those between her and the reciever of the Call.

It takes skill and time to master this technique, so at her current skill, her Call can reach up to one mile, if she pays 5% reiatsu for every turn her Call is activated. Every 1,000 increase of connection adds another mile. However, those with 1.5 of Okaeshin's reiatsu can intercept the call, whether she is willing or not.

DeDaL
11-24-2008, 04:08 PM
Summer PMs: 1 slot. (proof) (http://www.bleachforums.com/showpost.php?p=872746&postcount=17)

[Soul Synch]

After times of witnessing Aikata synchronize her reiatsu with other Zanpakutous, Fuushi subconsciously got the hang of this process, and tried utilizing this unique feat of his Zanpakutou all by himself.

Directly touching the target, spending 300 Rei and a couple seconds of time, Fuushi synchronizes with the target, allowing reiatsu to flow in both ways.

This synch brings Fuushi detailed info on target's physical and emotional conditions. In particular, the former may be used to estimate in detail the level of target's injuries(or lack thereof) and the latter may be used to determine the truthfulness of target's speech.

Fuushi in his turn can choose to inject reiatsu into the target, making his own reiatsu into another's. The coefficient of transfer is 75%(for each 100 rei injected, the targer receives 75 rei). The environment of battle puts it's own restrictions - no more than 1000 rei can be injected every turn.

The both-way flow of reiatsu creates a negative side effect - if any of the parties receives damage while [Soul Synch] is active - the other party will suffer the same damage.

Crysal
11-26-2008, 09:49 AM
Name gotten via Babelfish, so it might be quite wrong. Also, this is based on a technique by the late Mak named Kourei, which was adapted to the current mechanics concerning the Quincy. I'm not sure if this should be a basic technique, a trained feat or even something else... so please, react accordingly to what you believe to be the correct case for it. Thanks.

[ Königspfeil ] King’s Arrow


The technique allows the firing of a master arrow containing the ability to generate myriads of other arrows by stimulating the latent reishi of the atmosphere as it flies by. The benefits for the technique are immense, to say the least, however, it comes with a severe drawback to it.

Due to the tool on the surroundings reishi sources caused by the materialization of multiple arrows at the same time, any Quincy that still resides within the vicinities will suffer a reduction of 15% to Shuuhaku. With each following use of the technique, another modifier is added to the previous one, causing the possibility of a Quincy literally exhausting the surroundings of all reishi and, consequently, making it impossible to activate any kind of Quincy techniques that rely on it.

The number of arrows materialized by the master one is given by [ Chakudan / 1.000 ], with each of them possessing the same amount of destructive power as a normal arrow fired by the Quincy using the technique.

Königpfeil requires all of the Quincy’s stored Shuuhaku to be executed.

[ Requires 1.000 Chakudan to be Learned ]

Shiggtyluffluff
11-29-2008, 12:54 AM
Week 59 Reviews.

Stagg:
Me and my lonesome. D:

Tsumi no Hikou (Flight of Sin): DENIED – Normally an “approved with x changes” does the trick, but this is a little too strong and you won’t learn fair unless you fix it yourself haha. 5% rei for a no turn limit owl that keeps ALL damage from hitting the target is kinda strong, even if the owl is kind of a big, obvious target.

Reiatsu Seal – APPROVED w/changes: The 10% base charge can only come from the user’s base rei, no boost stacking.

Double Edge Sword - APPROVED

Stubborn Endurance – APPROVED (As long as it has the same turn limit that the actual kidou does.)

Berserker Rage – APPROVED

Yasei no Meshi (Call of the Wild) –Approved w/changes: I personally think it’s a little costly, maybe 3% cause it’s not wtf own in combat. Though it’s a little weird to control sound like that over long distances, it works haha.

[ Dusk Flesh ] – APPROVED

[ Primed Perception ] - APPROVED

[Soul Synch] – Approved w/ changes: Remove the ‘reading emotions/lies’ thing cause it just feels too broad with this tacked on. Also put a cap on like, being able to sync with Captain level rei. Like anything 2x your strength is no go or something.

[ Königspfeil ] King’s Arrow – DENIED – At BK levels this can create too many arrows for the price of just one, and the drawback isn’t nearly matched to the benefits.

shadowwind144
11-29-2008, 05:35 PM
Added a 1% per turn rei cost after the first to keep it active.
Halved the distance the bird can be away from the person its used on.

Slot Here (http://bleachforums.com/showpost.php?p=872693&postcount=9)
Tsumi no Hikou (Flight of Sin)

Because of the shift of mind that occurred during the invasion of Tokyo Torai was able to create a sinister technique. For 5% reiatsu he is able to create a small owl which is bound to a person. To do this physical contact must be made. Every turn after the first that it is active he must pay 1% reiatsu to prevent the owl from dissipating. As long as the owl remains on the battlefield any damage the person should receive is instead transferred onto this avatar. Even wounds already inflicted will be restored. Should the owl be hit, even by the smallest attack, or should Torai will it away, all the wounds the owl has borne will be transferred back onto the person. While the owl is active, it is bound to be within 15m of its charge, and only one owl may be active at a time.

Lambo-san
11-30-2008, 11:13 PM
Feat Submission

"Untitled" for now lol

Feat ability: For a price of 100 rei Konane can switch places with one of his dragonflies. The switch is limited to dragonflies within a spherical mile radius and can only be performed once per turn.

Crysal
12-05-2008, 07:04 AM
Quincy Tech! Take 2! Action!

[ Geistdraht ] Spirit Wire


By perfecting the manipulation of reishi filling its surroundings, a Quincy can convert the latent energy into forms other than the traditional bow and arrow. Through specific conversion and linkage of the energy, the Quincy is able to manipulate it into thin threads of spiritual composition, creating an instrument of constriction far more durable than any mundane material. The uses for such thread are as varied as the creativity of the Quincy using them. Their resistance and hardship are directly proportional to the Quincy’s own power.

Cost is 100 Shuuhaku per meter of wire.

[ Requires 2.000 reiatsu to be learned ]

Code of the Noble
12-06-2008, 03:48 AM
Feat Submission slot from PMs linku (http://www.bleachforums.com/showthread.php?t=29505&page=3)

[Shoukyokuteki Buki] - "Passive Weaponry"

Every since his arrival in the Soul Society; Senesati has trained extensively in understanding the course of manipulating spirit particles. At the cost of 200 reiatsu per use, Senesati is able to conjure a limited array of melee weapons. These weapons appear and function differently to that of their material counterparts.

Passive Weaponry does not cause visual damage externally, but can cause minor internal bruising and sometimes limited paralysis, versus spirit base and organic beings. The opponent will feel the attack as if they were struck by a real weapon. The effects of the pain last for five turns, until Senesati dismisses the ability, or is knocked unconscious. Paralysis, if the weapon stabs one of the following; spinal cord, chest/heart or brain/forehead, will only last about a few seconds.

These weapons are able to parry an unreleased zanpakutou and other solid/non-organic matter. Once shikai is released by the opponent, these weapons can no longer parry the opponents blade; should Senesati attempt to do so, the weapon would shatter. They appear to look like pure energy with a dim blue glow in the form of one of the following:

Bo
Katana
Dual Tantos

Note: Internal bruising happens when an attack lands in the same area more than once. After that the pain and injury disappear at the speed of the opponent's ability to heal themself.

Crysal
12-11-2008, 08:32 AM
Feat Slot: Link (http://www.bleachforums.com/showpost.php?p=872818&postcount=19)

Here we go!

Der Wille zur Wahrheit – The Will to Truth


An ability unique to Arthur to simply discern if the information he’s given is indeed veracious. The ability reigns over isolated facts, not a string of connected events – even if the current information is false, he cannot determine if the person in question is at fault, or if the same was tricked into feeding him with it. It’s not meant to be used to measure the character of another, but merely the veracity of information.

The medium is irrelevant; verbal, written, visual, the ability can read into any kind of element regarded as information by Arthur’s mind. The only pre-requisite of the ability relies on the capability of Arthur to comprehend what’s being conveyed to him.

As far as theories goes, Arthur could only conjecture that his innate ability came as a consequence of his connection with the world’s particles called reishi as a Quincy, and the supposedly role they play as parts of all things connected to the world itself. However, that’s only a partial (and flawed) explanation of something he still does not comprehend entirely himself.

Tizzle
12-17-2008, 01:30 AM
Unique Feat: [Poldora Dolen]
(thanks to mozart for helping a bitty)

Alright so check it out. I'll pretty this thing up later but as of now i'm just gonna put it super bluntly. But I still think it might be confusing so i think I'll use stat examples. I apologize in advance for all the numbers.

OK, so to prevent confusion lemme say that grading will function normally despite how queer this thing may appear. The abilities that I am trying to get out of this feat are:

1. Rokku becomes more adept at cloaking his reiatsu
2. A stat boost that rewards Rokku the longer he conceals his reiatsu

These two things translated would be:

1. Rokku limits his own abilities by temporarily halting his Reiatsu, Hakuda, and Hohou stats. This means that all of the grades are poured into a different slot until Rokku deactivates the feat so he can gain access to them.
2. Rokku gets +2% to all of these stats for every week he hasn't deactivated the feat. The percent bonus can go up to a maximum of 14%. BUT, it is very important to know that this percent bonus is only temporary and will dissipate after a maximum of 4 hours after the deactivation so that there are no "fabricated" stats.

It's in his character to keep people from knowing his true strength so I thought it would be fitting to have a feat that makes other people think he's weaker than he really is. But of course if he's about to get killed, he's gonna use every ounce of his energy to stay alive and thus you have the stat boost from all the stored energy. This also is a way to make his opponents have a false grasp on his strength because then it becomes higher than what it actually is. All in all, the skewing of other characters' perception of Rokku's strength is what I want to get out of this feat.

These next examples should help clear up the confusion that whoever is reading this must be feeling.

OK so im just gonna go through and show what the feat would look like in the personnel records over a span of 2 weeks and the beginning of the 3rd.
These stats are the original at the time of activation.
V

Rokku Mitsukai – 3rd Seat, 11th Division
Grade - 100
Reiatsu: 1,000 (1,000 + 100 = 1,100)
Zanjutsu: 250 (250 + 50 = 300)
Hakuda: 250 (250 + 50 = 300)
Hohou: 250
Kidou: 250
Hadou #1, Shou
Hadou #5, Demon Fist
Hadou #8, Talon
Connection: 1,100 < - NOTE: Connection will stay unchanged
Items:
Brother's Bracelets

Note: Poldora Dolen activated week 8 and is at +0%
This is the next week
V
Rokku Mitsukai – 3rd Seat, 11th Division
Grade - 100
Reiatsu: 1,000 (1,100 + 100 = 1,200)
Zanjutsu: 250 (300 + 50 = 350)
Hakuda: 250 (300 + 50 = 350)
Hohou: 250
Kidou: 250
Hadou #1, Shou
Hadou #5, Demon Fist
Hadou #8, Talon
Connection: 1,200
Items:
Brother's Bracelets

Note: Poldora Dolen activated week 8 and is at +2%
and let's say that i deactivated the feat during that previous week to gain access to the stats and the +2% boost for holding my stats for 1 week. This next week will be what it looks like after resetting the stats.
V

Rokku Mitsukai – 3rd Seat, 11th Division
Grade - 100
Reiatsu: 1,200 (1,200 + 100 = 1,300)
Zanjutsu: 350 (350 + 50 = 400)
Hakuda: 350 (350 + 50 = 400)
Hohou: 250
Kidou: 250
Hadou #1, Shou
Hadou #5, Demon Fist
Hadou #8, Talon
Connection: 1,300
Items:
Brother's Bracelets

Note: Poldora Dolen activated week 10 and is at +0%
Note how his stats are reset. They can never again go back down to where they were before and the process will repeat itself in the same fashion.

This feat doesn't negate his ability to hide his reiatsu in the regular fashion that all shinigami do. It simply means that he cannot show more strength than where he is frozen at.

SUMMARY OF ALL IMPORTANT THINGS I GUESS:

- The only stats affected by this feat are Hohou, Hakuda, and Reiatsu
- All other PCs can only see the colored stats. (the grayed pts. are unknown)
- The grayed stats are also unavailable to Rokku unless he deactivates the feat. (ex: determining shunpo steps, uhhhh, etc.)
- Gets a +2% stat boost for all the weeks Rokku doesn't deactivate the feat. This boost maxes out at 14%. This % boost is only temporary so that there are no "fabricated" stats.
- All the stats obtained from deactivation will be permanently added to the regular stats. Rokku will never be able to lower his stats, only raise them.

Thx again mozart. Hope this thing doesnt suck. D:

King Zeal
01-09-2009, 04:52 PM
[Piedra] - Feat slot from Summer PMs

Takebachi has been told that his zanpakutou’s abilities resemble the powers of a hollow, rather than a shinigami. Taking this as inspiration, Takebachi hit the books, studying the abilties of the shinigamis’ horrific adversaries. Using the resources of the Ninth Division, the noble has come up with an alternative to the natural “Hierro” ability of the Arrancar called Piedra (Spanish for “stone”, compared to “Hierro” meaning iron), making his own skin tougher within the same vein. Aesthetically, Piedra looks absolutely no different, and enemies would likely be unaware that Take has performed any sort of change at all.

While Hierro prevents an arrancar from being cut, Takebachi’s Piedra is not quite as strong. Takebachi’s skin can still be cut as it would without Piedra, this ability makes his skin generate extreme amounts of friction. The effect is something akin to punching sandpaper or cutting through extremely durable rock; Takebachi takes the full damage of the attack, but the opponent is unable to complete their attack motion. Blades become stuck in Takebachi’s flesh, and blunt weapons such as fists or clubs skid along the skin, providing enough time for Take to counterattack.

While Piedra offers no assistance against most forms of kidou, it does grant Takebachi a boon against attacks that utilize extreme temperatures. His skin will become heated or chilled to an equal degree, granting him the ability to sear or freeze with a touch.


Piedra costs 1% of Takebachi's total reiatsu for every turn that it is activated.

Tizzle
01-10-2009, 11:01 PM
me, mals, kev, ._<V

Tsumi no Hikou (Flight of Sin): Edit and Resubmit – This feat is just too vague in a lot of ways. From the way you have it in ur sub it looks as though you can be near death and then you can summon a 6 inch owl for 5% rei and then get.. all of your health/reiatsu back? Its just weird. How fast agile is the owl? Can it shunpo with the user? Does it dodge attacks? It is just very difficult to review because of how vague it is so i would say go back to the drawing board and come up with something a bit more specific. I highly suggest talking to one of the olds to help you out.

Untitled thing from Lambo - Edit and resubmit: Change the cost to correlate with the distance traveled instead of a flat cost of 100 rei. Like 100 rei for 1 yard all the way to 1,000 rei for everything over a mile. You should also cap it at like 1 teleport for every 1k in hohou.

[ Geistdraht ] Spirit Wire- Approval pending just find us and let us know how much strength is needed to cut it.

[Shoukyokuteki Buki] – Edit and resubmit Number 1, the whole manipulation of spirit particles is more of a quincy thing so it may not be very suited for a shini. But even if it werent a quincy thing, these weapons would kind of act as a 2nd zanpakutou when you think about it, and thats something everyone kind of frowns upon. Kevin was talkin about how maybe the weapons should be tossed and instead the feat gets limited to just being an aura around the user's weapon.

Der Wille zur Wahrheit - Resubmit and clarify. We all talked and are very confused on wtf this feat does. and yeaah...

can't review myself and we havent discussed zeal yet

King Zeal
01-11-2009, 04:55 PM
Trained Feat Submission

[Shunko]
“Shunko” is an incomplete fighting style that utilizes both Kidou and Hakuda, permitting a master of both forms of combat to combine them to increase the lethality and to achieve a variety of other useful effects. Usage of the style is reserved for those who have been trained in the art by another practitioner, but each technique can be self-taught interchangeably once the style has been learned. An open feat slot is required to equip Shunko, and each individual technique requires a kidou slot.

Requirements: 1500 Hakuda & 1000 Kidou + Open Kidou Slot + Training by a practitioner

Known Shunko Techniques
Percival: The user performs a strike of opposite force, canceling out the use of one Hadou spell by spending a cost equal to that of the spell. This may only be performed once in a battle, and only if the user meets the specific kidou requirements.

Galahad: The equipped individual possesses a body that has become used to the negative effects of kidou. Reduces the duration of any binding spell by 1 turn.

Bors: Allows the attacker to add the effect of one Bakudou, ranked #1 through #10, to a single striking limb. The effect only lasts a single turn, and can only affect the target upon contact. The cost is equal to that of the Bakudou used. Once Bors has been used, it cannot be used again for three turns.

Crysal
01-12-2009, 07:30 AM
Yeah... slot from last Pm's. Lookout for improper German grammar, as usual. Also, there's the take 2 for my wires. ;__; <3

Unique Feat

[ Seelischer Gewebe ] – Spiritual Web


Employing an advanced form of manipulating reishi, Arthur is able to create square shaped, web-like in appearance and composition, threads of woven reishi. Just as a spider uses its web to catch prey, Arthur creates his own to perform the same task, effectively sealing the movement of any captured enemy for a set amount of turns in accordance to the strength of said enemy in comparison with the Quincy.


• Enemies with less than half of Arthur’s reiatsu are stuck for two turns.

• Enemies with more than half of Arthur’s reiatsu, but less than his own are stuck for one and a half turns.

• Enemies with the same reiatsu than Arthur, up to one and a half more than his own are stuck for one turn.

• Enemies with more than one and a half reiatsu than Arthur are stuck for half a turn.

• Enemies with more than double of Arthur’s reiatsu completely disregard the effects of the feat.

Each web is roughly 1.5m x 1.5m in size and owner of particular obsidian coloration. The cost to summon each one is equal to 500 from the Shuuhaku pool and 500 from the Quincy’s own reiatsu. The webs remain as long as they either capture an enemy or are dismissed by Arthur. Only one web may be summoned per turn, and no more than three webs may exist simultaneously on the battlefield.



-*-


Quincy General Tech

[ Geistdraht ] Spirit Wire


By perfecting the manipulation of reishi filling its surroundings, a Quincy can convert the latent energy into forms other than the traditional bow and arrow. Through specific conversion and linkage of the energy particles, the Quincy is able to manipulate it into thin threads of spiritual composition, creating an instrument of constriction far more durable than any mundane material.

It serves many purposes: as a simple manner to restrain objects or individuals, as a potential lifesaver in some situations due to its ability to withstand the weight of an average person with ease, as a distraction by means of its latent spiritual energy. And many other applications that are as limited as the creativity of the Quincy using the wires.

The resistance of the wire is proportional to the Quincy weaving it; beings that possess 1.5 times the reiatsu of the weaver are able to cut/break/tear the threads with relative ease.

Those with less than 0.5 times the reiatsu of the Quincy find the threads to be more durable than the hardest of metals, nigh impossible to be free from the threads grasp.

Cost is 100 Shuuhaku per meter of wire.

louhi
01-19-2009, 02:25 AM
feat slot: summer PMs


Sydämen Syöjä (Eater of Heart)

A result of a massive overdose of the extract used for acquiring the 12th Division technique Mark of the Hunted. The living plague is no longer merely a resident but has become an essential part of Louhi's physiology, permeating every aspect of her body. At the core of the transformation, her own heart has been consumed and replaced.

In addition to its original use, the pestilence now acts as a hyperactive and voracious immune system, attacking and devouring any foreign reiatsu or physical substance. Even her blood, saliva, etc are corrosive and toxic on their own. Louhi's own clothing, weapons, and other possessions are immune, being close enough to her to avoid the effect.

For status effects, poisons, and so forth that have a cost in reiatsu, the pestilence consumes an equal amount of Louhi's reiatsu along with them. The maximum that can be consumed per round is 1,000 reiatsu, meaning stronger effects will take several rounds to be eradicated, but the effect can still diminish relative to how much of it has been eaten. Effects with no cost are consumed in the same way, but without any cost to Louhi.

Physical objects such as weapons are consumed more slowly, becoming corroded and porous over time after contacting with Louhi if they are not cleaned and disinfected. The impact on flesh is much more immediate, causing an infectious rot that can consume the weak (less than 1% of Louhi's rei) in a matter of minutes. On others, the rot spreads slowly relative to the victim's reiatsu. Left untreated, it will eventually spread to the heart and devour it.

Because the pestilence doesn't distinguish between beneficial and negative intruders, chiyudou, reiki and the like also become less effective. However, positive effects do not consume any of Louhi's reiatsu. Only upon reaching the level of Fate of Triangles with Louhi can one be ignored by Sydämen Syöjä.

IshinOnigami
01-20-2009, 02:23 PM
Two general feats for consideration:

Way of binding

Those that take this feat are trained to specialise in using Bakudou over Hadou, preferring to slow down and halt opponents rather than do outright damage. This specialisation has manifested itself in allowing practitioners to use more binding kidou than they might otherwise do. It will reduce the number of slots taken by any Bakudou by 1, to a minimum of 1. A maximum of 6 Bakudou may have this bonus.

However, because of the heavy training this requires anyone equipped with this tech will only be able to train in 3 Hadou spells, any subsequent Hadou occupy a slot higher than usual. Furthermore, the slots gained as a result of this tech can only be filled by other Bakudou.

Requirements: Any Bakudou

Way of Destruction

Those that take this feat are trained to specialise in using Hadou over Bakudou, preferring to do out right damage to their opponents rather than to slow down and halt their movement. This specialisation has manifested itself in allowing practitioners to use more destructive kidou than they might otherwise do. It will reduce the number of slots taken by any Hadou by 1, to a minimum of 1. A maximum of 6 Hadou may have this bonus.

However, because of the heavy training this requires anyone equipped with this tech will only be able to train in 3 Bakudou spells, any subsequent Bakudou occupy a slot higher than usual. Furthermore, the slots gained as a result of this tech can only be filled by other Hadou.

Requirements: Any Hadou

swaswj
01-20-2009, 02:59 PM
Division tech ideas for the soon-to-be kidou division:


http://i79.photobucket.com/albums/j122/swaswj/2g3cq2-1.jpg


[Signature of the Tenth]

Upon initiation into the Tenth, a shinigami receives the division's signature mark. The location of the mark is up to the initiate, but it must be open to the air to use, and thus it is advisable to place it where it is visible or easy to reveal: many choose the back of one hand.

This mark is a circular incantation written in a mixture of languages and symbols. There is an open area in the center where the outer circle merges into the incantation of a single kidou, to be chosen by the initiate. The incantation spirals in toward the center of the circle. Once chosen, it may not be changed. The shinigami will have a probationary period of three weeks to decide which kidou they will specialize in -- at that point, they must choose a known kidou or remove themselves from the division.

The chosen kidou may not be greater than rank fifteen. This signature kidou is empowered by the mark of the Tenth and can be cast merely by announcing the name: the spell requires no incantation or gestures. The kidou consumes half of the normal reiatsu and does not count against the user's kidou slots or threshold.

The mark will glow with the color of the caster's reiatsu when using the signature kidou. At 1000 Kidou the user gains a second Signature kidou. Upon attaining 2000 Kidou, the user gains their third and final Signature kidou. These additional Signature kidou begin at different points in the circle but spiral toward the same end, forming a triality.

http://i79.photobucket.com/albums/j122/swaswj/4bj1di.jpg


[Clearcasting]

In order to use kidou in open battle, it is necessary to maintain focus in combat. Training in Clearcasting helps to avoid distraction without blocking out what's going on around the caster. To augment the user's natural concentration, a small incantation is written in a rigid hexagon around the center point of the Signature. As such, it is extremely difficult for an enemy to interrupt an incantation, even if the shinigami is forced to move or to pause their recitation. This increased concentration allows the user to keep more kidou prepared, granting five additional kidou slots, as well as improving the user's effectiveness at casting without the incantation, allowing the user to focus more power even without audible words.

Low Level
1:1 User's Kidou:Spell Cost = 88% Power
2:1 User's Kidou:Spell Cost = 100% Power
Mid Level
1:1 User's Kidou:Spell Cost = 75% Power
2:1 User's Kidou:Spell Cost = 100% Power
High Level
1:1 User's Kidou:Spell Cost = 66% Power
2:1 User's Kidou:Spell Cost = 100% Power


Requirements:
Eishouhaki – “Revocation of the Recited Poem”


[Mahoubai]

Numerous powerful symbols are formed into small serrations around the outside of the Signature. The wielder of this mark gains a deeper understanding of the connections between kidou, allowing the user to bind two separate kidou to cast them at one time. The caster may combine kidou of the same class -- hadou or bakudou -- by paying an additional 25% to the reiatsu cost.

Since Bakudou and Hadou are fundamentally different, it is more difficult to combine the two. The user may do so, but must pay an additional 50% of the normal cost.

Kidou that require four or more slots may not combine with others.


[Sphere Specialization]

A user of this technique chooses one sphere of kidou to specialize in, such as Fire or Darkness. A thin line of words of power arcs inward before weaving into the circle of the user's Signature. When using a kidou that matches the sphere, the emblem will glow with the color that matches the sphere. The specialized sphere of kidou will have its effects boosted by 50%.

Upon attaining 3000 Kidou, the shinigami may add a second sphere. The symbol will be added on the opposite side of the emblem from the first.

Disclaimer: This is only a buff. Choosing to spec Light will not make you vulnerable to Dark or vice versa. There is no elemental system in place to affect the user's decision: these are merely lists of kidou that share a common theme.

Available spheres are Fire (14), Air (12), Water (15), Earth (17), Darkness (12), Light (18), Kinesis (16), Lightning (13), Reishi (18).



Fire (14)


Yakekoge - Hadou #1, 10 Kidou
Hoteruchion (Hot Soil)- Hadou #11, 70 Kidou
Inflamari - Hadou #11, 95 Kidou
Infurnus - Hadou #12, 135 Kidou
Dragon's Breath - Hadou #17, 125 Kidou
Big Bang - Hadou #30, 300 Kidou
Shakkahou (shot of red fire) - Hadou #31, 320 Kidou
Oil Bomb - Hadou #33, 300 Kidou
Soukatsui - Hadou #33, 375 Kidou
Cinder - Hadou #35, 425 Kidou
Kanen (Inflammable) - Hadou #40, 600 Kidou
Haien (Abolishing Flames) - Hadou #54, 1100 Kidou
Gouka - Hadou #62, 1470 kidou
Souren Soukatsui - Hadou #63, 1500 Kidou



Air (12)


Kireha (cutting edge) - Hadou #7, 50 Kidou
Kamaitachi (Sickle Wind) - Hadou #9, 90 Kidou
Kaishou (sweeping victory) - Hadou #12, 80 Kidou
Genshi (Atom) - Hadou #15, 100 Kidou
Reaper - Hadou #20, 150 Kidou
Daiken - Hadou #35, 400 Kidou
Dead Air - Hadou #39, 575 Kidou
Reaving Wind - Hadou #57, 1250 Kidou
Tenran (Orchid Sky) - Hadou #58, 1300 Kidou

Black Tide - Bakudou #55, 775 Kidou
Kakushitsuijaku (summoning of the tracking sparrows) – Bakudou #58, 730 kidou
Hakufuku (White Crawl) – Bakudou #73, 2,200 Kidou
Tenteikuura (Heavenly Rickshaws in Silken Air) - Bakudou #77, 2000 Kidou



Water (15)


Aisu - Hadou #30, 280 Kidou
Akekataki - Hadou #33, 480 Kidou
Ice Lance - Hadou #34, 350 Kidou + 350 (Extension)
Burst Stream - Hadou #43, 635 Kidou
Jiraigen - Hadou #50, 950 Kidou
Hyouheki (Ice Wall) - Hadou #55, 1150 Kidou
Takitsuse (torrent) - Hadou #78, 3600 Kidou
Avalanche - Hadou #92, 7000 Kidou.

Blue Mist - Bakudou #3, 25 Kidou
Ice Prison - Bakudou #17, 135 Kidou
Sticky Draw - Bakudou #19, 150 Kidou
Aquatic Cell – Bakudou #43, 600 Kidou
Diamond Dust - Bakudou #55, 780 Kidou
Kaiousei no Tate – Bakudou #59, 780 Kidou
Water Walk - Bakudou #66, 1350 Kidou



Earth (17)


Demon Fist - Hadou #5, 30 kidou
Cosmos Summit - Hadou #19, 140 Kidou
Breaking Palm - Hadou #25, 220 Kidou
Kancho - Hadou #36, 420 Kidou
Altar - Hadou #41, 600 Kidou
Landslide – Hadou #66, 1800 Kidou
Houkiboshi (comet) - Hadou #76, 3200 Kidou
Guardian’s Fist - Hadou #84, 4150 Kidou
Meteor Rain - Hadou #98, 9500 Kidou

Earthen Maw - Bakudou #13, 90 Kidou
Clay - Bakudou #21, 200 Kidou
Keeji - Bakudou #27, 100 Kidou
Anchor - Bakudou #28, 325 Kidou
Beast Fangs - Bakudou #45, 700 Kidou
HyappoRankan (Hundred Stepped Rails) - Bakudou #62, 1000 Kidou
Death Rose - Bakudou #70, 1400 Kidou
Gochuutekkan (Quintet of 1 Kan Iron Pillars) – Bakudou #75, 2500 Kidou



Darkness (12)



Deadly Quill - Hadou #22, 175 Kidou
Coiling Abyss - Hadou #38, 500 Kidou
Kageyakedo - Hadou #64, 1600 Kidou
Hofuku Akki (Creeping Spirit) - Hadou #65, 1600 Kidou
Kurohitsugi (Black Coffin) - Hadou #90, 6500 Kidou

Break of Dusk - Bakudou #12, 75 Kidou
Threshold - Bakudou #30, 290 kidou
Dark Claw - Bakudou #41, 500 Kidou / Demon’s Claw - 1000(counting base 500 for Dark Claw) kidou
Shadow Dancer - Bakudou #60, 800 Kidou
Sinking Shadow - Bakudou #65, 1200 Kidou
Step of Shadows - Bakudou #67, 1350 Kidou
Kageryuu Kizouhin - Bakudou #68, 1500 Kidou



Light (18)



Talon - Hadou #8, 80 Kidou
Harinezumi - Hadou #27, 250 Kidou/Yammarashi, 500 Kidou
Glass Spear - Hadou #32, 350 Kidou
Anjinryuumei - Hadou #68, 1500 kidou
Grand Cross - Hadou #89, 5800 Kidou

Hainawa (Crawling Rope) – Bakudou #4, 40 Kidou
Red Eye - Bakudou #5, 35 Kidou
Blue Eye - Bakudou #5, 35 Kidou
Green Eye - Bakudou #5, 35 Kidou
Geki - Bakudou #9, 70 Kidou
Spectrum – Bakudou #19, 120 Kidou
Kyakko - Bakudou #26, 300 Kidou
Hinome (sunlight) - Bakudou #40, 500 kidou
Rikujoukourou (Six Rods Prison of Light) - Bakudou #61, 900 Kidou
Glass Veil - Bakudou #62, 995 Kidou
Radiant Run - Bakudou #65, 1350 Kidou
Tozansho - Bakudou #73, 2100 Kidou
Kyoumon (Mirror Door) – Bakudou #76, 3400 Kidou



Kinesis (16)


Shou- Hadou #1, 8 Kidou
Daishou - Hadou #37, 460 Kidou

Sai (restrain) - Bakudou #1, 15 Kidou
Nisai (double restraint) - Bakudou #2, 20 Kidou
Sealing Rings - Bakudou #8, 65 Kidou
Shouaku - Bakudou #15, 100 Kidou + Special
Encumber - Bakudou #16, 120 Kidou
Bansoukou - Bakudou #23, 150 Kidou
Atlas - Bakudou #26, 270 Kidou
Tangent - Bakudou #32, 320 Kidou
Daishouaku - Bakudou #35, 300 Kidou + Special
Yusuru - Bakudou #37, 450 Kidou
Tsuriboshi – Bakudou #37, 450 Kidou
Material Freeze - Bakudou #63, 1200 Kidou + 100 Kidou/extra ft.
Gravity Ring - Bakudou #74, 2400 Kidou
Event Horizon - Bakudou #85, 4800 Kidou



Lightning (13)



Beniikazuchi (Crimson Thunder) - Hadou #2, 15 kidou
Byakurai - Hadou #4, 25 Kidou
Static Blast - Hadou #6, 45 Kidou
Rakurai - Hadou #7, 50 Kidou
Flow Break - Hadou #10, 60 Kidou
Tsuzuri Raiden - Hadou #11, 80 Kidou
Raigen - Hadou #24, 200 Kidou
Raikouhou - Hadou #63, 1500 Kidou
Writhing Spark - Hadou #72, 1800 Kidou
Dancing Sparks - Hadou #87, 5500 Kidou
Hiryūgekizokushintenraihō - Hadou #88, 5750 Kidou

Gorogoro (Thundering Purring) - Bakudou #46, 800 Kidou
Divining Bolt - Bakudou #57, 850 Kidou



Reishi (18)



Banshiissei - Hadou #28, 1.4 times the Bakudou used.
Multi-Clone - Hadou #59, 300 Kidou x number of clones created

Lockdown - Bakudou #4, 30 Kidou
Mummification - Bakudou #5, 40 Kidou
Seki - Bakudo #8, 60 Kidou
Fushibi - Bakudou #12, 150 Kidou (+ cost of Hadou used)
Kansei - Bakudou #14, 85 Kidou(Plus cost of Bakudou used)
Clone - Bakudou #31, 300 Kidou
Enkosen (Arc Shield) - Bakudou #39, 475 Kidou
Surveillance Clone - Bakudou #40, 600 Kidou
Ningyōtsukaiken – Bakudou #46, 600 Kidou
Control Doll - Bakudou #49, 600 Kidou + cost of Bakudou used (if any)
Teiryuu (halt) - Bakudou #52, 630 Kidou
Máscara Roto (Broken Mask) - Bakudo # 69, 1200 Kidou
Mage Aura - Bakudou #70, x500 Kidou
Energy Clone - Bakudou #72, 1250 Kidou
Dankuu (Rejection Void) - Bakudou #81, (5000 to learn) 2 times the kidou of the blocked spell
Kin (Seal) - Bakudou #99, 9000 Kidou

shadowwind144
01-25-2009, 04:12 PM
Summer PMs (after trying to edit my other idea I found I didn't really like it so here's round two)


Ganshiki (Insight)

Torai has spent an extensive amount of time on researching anatomy. Through this he has become a walking encyclopedia of body structure. This has now transcended into his own battle style.

Through manipulation of reiatsu into his eyes Torai is able to pierce through a being’s flesh to see it’s body structure rather than the superficial outer level. He has honed this into being able to see the Skeletal, Muscular, Circulatory, or Nervous system.

It takes an initial 500 rei to activate the sight and select a view with an additional 100 rei paid every time Torai wishes to switch to a different version of seeing. While active, Torai is able to see his surroundings as normal, only living beings are affected by the effects of his enhanced sight.

In battle, Torai is able to pay 1% of his rei per turn to give one opponent or ally whichever view is currently active. Though they gain all the benifits of the sight, the sudden change of sight and they way they are used to seeing the world usually causes some confusion.

too_lazy
01-28-2009, 07:38 PM
Week 68 Review


'Sup bitches. ._<V means yo shit got denied son. Me, JT, and Mals representin stagg fo all yo suckas, gettin our shit done. Don't take it personally cause that face means we gots love and peace fo you. (Long live teh WU (http://www.youtube.com/watch?v=tesD7inx880&feature=related))


[ Piedra ] - RESUBMIT: Okay it's not really like Hierro at all so there's no point in referring to it as such, unless you want to resubmit something that is like it. Next, go with either stone or sandpaper property- because it either skids/bounces off of something or makes something get stuck, not both. Also keep in mind about sandpaper skin and the impact that'll have with unarmed strikes... and finally, the kidou property sounds like a feat in itself and just an add-on.


[ Shunko ] - ._<V - Just like with your Piedra submission, don't call a thing something it isn't. This is nowhere near the real Shunko that Yoru and Soi Fon use, and even if it was, that's a pitifully low requirement to do it. To be honest Shunko is like a mini-Bankai and will probably never get approved what with the way it is. Another problem is that Feats don't have multiple techniques to them and it seems like they'd be separate abilities in themselves. One more thing: why in the world are Shunko techs named after Knights of the Round Table? Lolwut. DENIED (feels good to say it cause we haven't in a while).


[ Seelischer Gewebe ] - APPROVED W/CHANGES: Change the cost of Rei to a 3% instead of a flat 500 and you're golden. IMO this sounds more like a Gintou but it works as a Feat too. Also this feat makes me think of this: http://www.youtube.com/watch?v=G_XUpZp7mi4 Watch. And lol.


[ Geistdraht ] - APPROVED W/CHANGES: Y'know I forgot that all it takes to cut is something of equal strength, which is one of the principles I like to go by. So change it to that please and you're approved.


[ Sydämen Syöjä ] - RESUBMIT: Hmm one of our issues was a Feat trumping a Zan ability, which shouldn't in Bleach, so we'd prefer if the cost was halved against Zanpakutou negative status effects. The other issue we had was well... this doing a bunch. So you definitely need to clarify what you mean by 'contact', how it infects someone, and a certain cost.


[ Way of Destruction ] and [ Way of Binding ] - ._<V - I know it was approved before, but denied 'cause we didn't want this to stack with the Spell Diversity Feat... you'd have 15 extra slots and that's a bit too much. Therefore, if you wanted to cut down on slots, you're better off equipping Spell Diversity instead.


[ Signature of the Tenth ] - APPROVED: They're all pretty low Kidou and a good way to boot someone out of your Div, lol.


[ Clearcasting ] - APPROVED W/CHANGES: Sounds all good minus the five extra slots thing, which seems like an add-on. Take that portion out please and you're cool.


[ Mahoubai ] - APPROVED: Nice, though I prefer the term "double-cast" instead of "combine" for a lil more clarity. That's just me though.


[ Sphere Specialization ] - ._<V - You had the right idea, but it doesn't make sense because you're categorizing Kidou that doesn't have categories. You're tinkering with a part of the Kidou system that doesn't even exist. Why not just do a general spell amp with a higher cost. We'd probly approve that, since you're not labeling and categorizing things that have no need to. Also didn't Moot and Desu advise against submitting this? Denied.


[ Ganshiki ] - APPROVED: I dunno how practical this would be in the middle of a battle, what with a person moving and flailing around all willy-nilly. Also if you view the surroundings normally, doesn't that mean you would have to get up front in a person's face to even examine what's goin on with their bodily functions? On top of that, wouldn't you also need a microscope or something for the smaller things? Take it if ya want brah.



._<V
Peace.

Tizzle
01-28-2009, 09:35 PM
[Poldora Dolen]: ._<V
lolololololololololololololololololololol

louhi
01-28-2009, 10:07 PM
Sydämen Syöjä (Eater of Heart)

A result of a massive overdose of the extract used for acquiring the 12th Division technique Mark of the Hunted. The living plague is no longer merely a resident but has become an essential part of Louhi's physiology, permeating every aspect of her body. At the core of the transformation, her own heart has been consumed and replaced.

In addition to its original use, the pestilence now acts as a hyperactive and voracious immune system, attacking and devouring any foreign reiatsu or physical substance. Even her blood, saliva, etc are corrosive and toxic on their own. Louhi's own clothing, weapons, and other possessions are immune, being close enough to her to avoid the effect.

For status effects, poisons, and so forth that have a cost in reiatsu, the pestilence consumes an equal amount of Louhi's reiatsu along with them. The maximum that can be consumed per round is 1,000 reiatsu, meaning stronger effects will take several rounds to be eradicated, but the effect can still diminish relative to how much of it has been eaten. Effects with no cost are consumed in the same way, but without any cost to Louhi. Against zanpakutou abilities, the max is reduced to 500.

Physical objects such as weapons are consumed more slowly, becoming corroded and porous over time after contacting with Louhi if they are not cleaned and disinfected. The impact on flesh is much more immediate, causing an infectious rot that can consume the weak (less than 1% of Louhi's rei) in a matter of minutes. On others, the rot spreads slowly relative to the victim's reiatsu, causing lesions and sickness if left untreated for more than a few days, and eventually can devour the heart. These effects are involuntary and occur after 5-10 seconds of contact with Louhi's bare skin, or are transmitted by her blood, spit, etc. Unlike with Mark of the Hunted, ordinary medical treatment is sufficient.

Because the pestilence doesn't distinguish between beneficial and negative intruders, chiyudou, reiki and the like also become less effective. However, positive effects do not consume any of Louhi's reiatsu. Only upon reaching the level of Fate of Triangles with Louhi can one be ignored by Sydämen Syöjä.

swaswj
01-31-2009, 08:52 PM
Revision (removed mention of slots) and replacement:

[Clearcasting]

In order to use kidou in open battle, it is necessary to maintain focus in combat. Training in Clearcasting helps to avoid distraction without blocking out what's going on around the caster. To augment the user's natural concentration, a small incantation is written in a rigid hexagon around the center point of the Signature. As such, it is extremely difficult for an enemy to interrupt an incantation, even if the shinigami is forced to move or to pause their recitation. This increased concentration improves the user's ability cast without the incantation, allowing the user to focus more power even without audible words.

Low Level
1:1 User's Kidou:Spell Cost = 88% Power
2:1 User's Kidou:Spell Cost = 100% Power
Mid Level
1:1 User's Kidou:Spell Cost = 75% Power
2:1 User's Kidou:Spell Cost = 100% Power
High Level
1:1 User's Kidou:Spell Cost = 66% Power
2:1 User's Kidou:Spell Cost = 100% Power


Requirements:
Eishouhaki - ("Revocation of the Recited Poem")


[Izonkankei]

Shinigami who have devoted enough time to studying the interrelationships of kidou and reiatsu can reduce the effective level of the spells they know. A thin line of words of power arcs inward before weaving into the circle of the user's Signature and then arcs back outward on the opposite side. The user reduces the effective level by 1 rank per 500 Kidou, maxing at a reduction of 30.

For example, a user with 1000 Kidou would reduce the effective level of equipped kidou by 2 ranks. Hadou #31, Shakkahou would be treated as Hadou #29, which confers relative weaknesses (for barriers that rely on spell rank) but also relative benefits (such as the amount of required slots).

Actual spell cost remains the same.

IshinOnigami
02-01-2009, 01:19 AM
usin feat from tournament fight.....

Enryoku no Kasokudo - Gravity Acceleration

Ishin, due to the sheer amount of time spent training in the use of his zanpakutou, has become so able to manipulate the gravity on his body that he has made his Shunpo more efficient. The gravity around his legs has been lessened to a degree that makes his shunpo come easier to him.

When Ishin is in shikai or bankai, his ability to use shunpo is streamlined. Each use of shunpo costs less, going down a tier in cost.

For example, if he were to use a 4.5k hohou shunpo, instead of costing the full 900 reiatsu, it would instead cost the same as a use of the 4k hohou shunpo, which is 800 reiatsu.

Shiggtyluffluff
02-14-2009, 10:01 PM
Week 70 Approvals!

Feat stagg:
Me, JT, Kev

[Clearcasting] – APPROVED

[Izonkankei] - APPROVED

Enryoku no Kasokudo - Gravity Acceleration – APPROVED

Sydämen Syöjä (Eater of Heart) - APPROVED

Shiggtyluffluff
03-01-2009, 12:31 PM
Whorps double posting >_> Feat slot from last PMs

Hakaisha (The Destroyer)

Subtracts 10% of Atsuma's Zanjutsu from all energy projectiles and kidou that Kanaduchi touches. If this amount is greater than the cost of the targeted energy, that energy field is destroyed. If the attack energy is greater than this cost it is dampened by that amount but is not destroyed.

Each use of Hakaisha uses up 1% of Atsuma’s reiatsu.

King Zeal
03-09-2009, 10:53 AM
Dominion – [Feat slot from Summer PMs]

Takebachi’s personal lifestyle and method of combat make him a perfect master of his own body. Through constant diligence, he has learned to fight through injury, illness, fatigue and even poisoning. His body has become so accustomed to the flow of reiatsu that accompanies his movements that he can actually will it to move simply by increasing that flow. Because of this, outside forces have a hard time affecting his physique in an adverse way.

“Dominion” allows Takebachi to retain sovereignty over his own body despite any alien influence. While activated, he is capable of ignoring the physical effects of various poisons, illnesses, pathogens or debuffs by paying 5% of his total reiatsu for each turn it’s utilized. During this period, any foreign effects that would cause Take to lose absolute control over the movement or peak function of his body will be nullified. This includes “permanent” physical changes such as atrophy, dehydration, swelling, torn ligaments, broken bones or any similar alterations.

During activation of Dominion, Take’s body glows with a bright golden hue, making his use of the technique apparent to anyone near him. The golden aura will persist so long as the ability is active. Dominion does not heal Takebachi of the offending affliction, nor does it reduce pain in any way; it simply allows his natural instinct to take over, using his muscle memory to continue movement despite his body’s protests.

Also, Dominion does nothing to protect Take’s brain or mind. Illusions, as well as drugs or poisons that may produce a narcotic-like effect, will still affect him as they would any other person. In addition, some outside elements (such as harmful gases) cannot be completely nullified, since regular breathing is still necessary for Take to remain at optimal physical and mental condition. This is likewise true for massive blood loss (over 30 percent) or anything that affects regular blood circulation.



Animus of Stone – [Feat Slot from Tourney]

Standing at an impressive six-foot-five inches, with a physique that was crafted through a lifetime of devoted physical training and intense exercise, Takebachi Soramaru is one of the most physically imposing shinigami within the Gotei 13. This, coupled with his zanpakutou’s ability to further enhance his herculean physique, makes Takebachi capable of moving mass that is exponentially greater than that of his own body. The nature of this mass or the realm Takebachi currently inhabits makes no difference: whether made of matter or spiritrons, he can move it all the same. This strength, however, has absolutely no effect on physical damage and only applies when lifting or moving various physical objects. Despite his lifting and pulling power, Takebachi’s physical blows and attacks carry the same force and impact.

In his unreleased state, Takebachi’s arm strength is equal to 5% of his total reiatsu (currently, that makes his maximum approx. 1000 lbs).

In his shikai form, Takebachi has access to two extra sets of arms, thus increasing his physical strength three-fold to 15% of his total reiatsu (currently, that makes his maximum approx. 3,000 lbs).

This technique is practically useless while Takebachi is within his bankai form, as the merger with his zanpakutou in that state surpasses any further physical enhancement.

Amadeus
03-19-2009, 10:45 PM
div techsss

Dummy Reiatsu

Weak as they are, members of the 2nd make the most of what little they have available. Through strenuous training, the user develops their ability of Reiatsu modulation, artificially suppressing and boosting their energy signature. This substantially camouflages the user's Reiatsu, allowing it to appear as low as 1% or as high as 500% of its actual value.

With sufficient practice, a member of the 2nd Division can create additional signatures at a distance from themselves, causing a chaff-like effect of dispersed Reiatsu signatures. This separation, however, requires both a large amount of practiced skill and a certain degree of focus, especially when the technique is first being learned, since projecting the signature to such a distance can cause great strain on the user. Masters of this technique can imitate entire squads of soldiers from a distance, though the usefulness of such large-scale bluffs decreases to practically nothing as the opponent approaches their position, at which point individual signature clones become more practical.

Reiatsu Bluff (down to 1%): FREE
- Reiatsu Bluff (up to 500%): 100

Signature Clone 1(One extra signature): 200
Signature Clone 2 (Two extra signatures): 300

Signature Imitation (Reiatsu of another race):
-Hollow Signature: 200
-Arrancar Signature: 300
-Vizard Signature (Masked): 350

Squad Simulation (Imitate the signatures of a squad of 50): 400



Sensory Hijack

Members of the 2nd division are masters of blending the casual with the professional, and find it difficult to separate their daily lives from those of their jobs. Simply by making physical contact with a target, a 2nd divisioner can infiltrate one of their senses, allowing them to see what they see, hear what they hear, or feel any one of their other senses, all without their target knowing. A sensory hijacking can last for several days, as long as the target and the hijacker stay within a few kilometers of each other.


Polygraph

The 2nd Division prides itself on being capable of squeezing valuable information from any source. Through intense conditioning and repeated exposure, a member of the 2nd Division becomes aware of the subtle inflections and the unconscious twitches of a target, allowing them to read into their mental state and become aware of whether the target is telling the truth. Or at least, if the target thinks they are. Masters of this technique can detect a lie simply by reading a target's Reiatsu signature, making them potent lie detectors with even the most minimal information. As a side effect, users of this technique become aware of their own tells, making it much easier for them to control their own expressions, body language, etc in the face of stressful conditions.


Cipher

Finding direct confrontation distasteful, the 2nd Division requires alternate means of pursuing their goal. As such, they have developed a massive codex of alternate languages, composed of bodily motion, spoken word, and any combination thereof. The result allows any two members of the 2nd Division to communicate freely with one another without any eavesdropper being able to understand what they are really talking about. Furthermore, members of the 2nd Division are fluent in practically all known languages, allowing them to comprehend even the most obscure human tongues.

The 2nd Division has codes for every sort of communication, allowing them to pass on confidential information even in the presence of enemies without fear of it being intercepted. The influence of the Lasalle twins on the Onmitsu Kidou resulted in the supreme application of this technique: applied to kidou, this technique allows the caster to substitute an incantation with any words of their choosing.

Kehengto
03-20-2009, 12:01 AM
Feat from Summer Plots

[Lead Blossom]

Utilizing aspects and an understanding of his latent abilities, Aragon is capable of channeling his reiatsu into his firearms to cause them to randomly spin in mid-air. As they do so, black targeting sights are released into the surrounding environment from the muzzle of the spinning firearm. The targets will remain where they land unless the object is removed from the immediate area. Not only do the targets remain “painted on” where they land, but also form a guiding link to the barrel allowing for an increased chance of accurately to hitting within the targeted area by 5%.

To use this it costs Aragon 50 reiatsu to activate a firearm with Lead Blossom plus 100 reiatsu for every targeting mark up to a quarter of his reiatsu maximum. This can be used on multiple firearms and any target generated is linked to all firearms upon which Lead Blossom is active in.

Tizzle
03-23-2009, 07:18 PM
Fighting Style: [Me'urramya Tinechor, Me'urra Ehta] Thunder Sheild, Lightning Spear

By his standard of living, Rokku Mitsukai is a man who is constantly attempting to undermine and distort the way that people perceive him as an individual. Thus it was inevitable that his fighting style would be affected by this.

The basic premises behind this way of fighting is to enter a defensive stance and make the opponent make the first move before immediately taking a fast and offensive stance to counter the attack and take advantage of the opening.

The first of the two stances is the highly defensive Me'urramya Tinechor. The standard idle position is two feet firmly planted in the ground with arms raised and hands in a bear claw-like form. While in this stance Rokku is unable to use any shunpo, his hohou stat is effectively reduced by 10% (-10%), and his Hakuda stat is raised 10% (+10%). In this position Rokku can do little more than attempt to dodge attacks, run, etc. (obvious things) but he becomes more adept at reading moves and his focus on close quarters combat becomes honed.

The second of the two is Me'urra Ehta and is a purely offensive stance. The standard position idle position is usually with the user's hands raised in a loose form with fingers apart while keeping the body bouncing lightly from side to side. While in this stance Rokku's Hakuda stat is reduced by 10% (-10%) and his Hohou stat is raised by 10% (+10%).

The most important thing about these two forms is that it is only one fighting style and thus Rokku can only be in one or the other. He will either be fast or slow, there is no in between. Also Rokku must a write a minumum of 1 turn while in one stance unless he is switching stances. This is in order prevent abuse of switching rapidly.

Poldora Dolen Extension: Rokku's other technique, Poldora Dolen, is a counter against opponent's attack's and as such would be used exstensively while in the defensive Me'urramya Tinechor. But since the counter relies on the speed which Me'urramya Tinechor cannot provide, Rokku has trained so that whenever he uses Poldora Dolen while in Me'urramya Tinechor it counts as switching into Me'urra Ehta. Also his +10% hohou stat in Me'urra Ehta is what is used to determine if Poldora Dolen hits or not since essentially he switching stances immediately before the blow.

DeDaL
03-23-2009, 08:00 PM
Shinigami General Tech

[Charon's Road]
Charon’s Road is a Sereitei-wide instant transportation system developed by the scientists of the Ninth. It can be accessed from anywhere in the Sereitei, while the exit points are fixed: one at the Academy's main gate, one at the entrances of each Division Headquarters, one at the each of Four Gates surrounding the Court of Pure Souls, one at Soukyuoku hill, one at the entrance to Tower of Penance.

Computers, operating the Charon's Road retain information on all the officers of Sereitei and allow them to use it. Higher officers have enough authority to create an exit in points different from the set ones.

To use Charon's Road one must concentrate his will and try to imagine the destination, name the place in aloud and move forward into a shunpo. The system will gently carry the user along that shunpo. For the user this travel will feel like one mere step.

Requirements:

Shunpo
Be a Seated Officer - Travel using set exit points
Be a 5th Seat or higher - Travel to any place within Sereitei

Tizzle
03-24-2009, 01:30 AM
me and kevin for week 76

[Dominion] APPROVED gj dood a nice creative feat.

[Animus of stone] DENIED but then you give us an odd one haha. since when does how big u r determine what you could move? if that were the case then jibandouwhatever gate defender wouldve been able to destroy sereitei like easy. But besides that and what ur feat does: all ur doing is making a feat that shows the physics of how ur rei makes u strong. Problem #1: physics and bleach dont go together at all. actually yeh thats enough. if you need anymore explaining just IM one of us. but yeh man you should have something for useful for ur slot haha.

[Dummy Reiatsu] APPROVED w/ changes So we figured that percents make more sense since ur bluffing with percents on the rei. and then it just didnt make sense to do percents on all of them because... it just made moar sense. But yeh the chart is how we thought it should be (changed 500% to 300%, squad of 30 instead of 50) and you should add how being weak also effects ur bluffs and clones etc. (weak ppl emit weak clones while strong ones emit strong ones?) You should definitely elaborate or else noobs will be making squads of 30 with like 1 rei.

Reiatsu Bluff (down to 1%): FREE
- Reiatsu Bluff (up to 300%): 5%

Signature Clone 1(One extra signature): 1%
Signature Clone 2 (Two extra signatures): 3%

Signature Imitation (Reiatsu of another race):
-Hollow Signature: 1%
-Arrancar Signature: 2%
-Vizard Signature (Masked): 3%

Squad Simulation (Imitate the signatures of a squad of 30): 5%

[Sensory Hijack] APPROVED w/ changes change the few kilometers to 1 mile

[Polygraph] APPROVED w/ changes well we figured this one could get really abused so we had to decide that this feat can only be used situationally/plot. Or else they would be able to call shots on how people RP their character. Though the other one to prevent others is fine.

[Cipher] APPROVED w/ changes The language is just impossible haha and it wouldnt really get much use out of the rp unless there was a place with a language that no one had ever heard before. and even then... how would you learn it? So toss the language thing and keep the body motion/verbal code thing and just explain it as a code for the 2nd that is constantly being reconstructed making it impossible to break. er something...

and the kidou part is fine just make it 1.5x the regular cost.

[Lead Blossom] APPROVED w/ changes make it 2% to activate instead of 50

[Me'urramya Tinechor, Me'urra Ehta] Kevin APPROVES

Kevin should post soon for Charon's Rd.

too_lazy
03-24-2009, 01:52 AM
[ Charon's Road ]
Charons Road is a Sereitei-wide instant transportation system developed by the scientists of the Ninth. It can be accessed from anywhere in the Sereitei, the same goes for exit points. Maintaining gates of Kidouryoku is strenuous at best, requiring specialists to properly run a gate to ferry Shinigami. Therefore Charon's Road can only be accessed by seated officers and Captains of higher stature, but only in emergency situations and specific assignments requiring the immediate use of the portal. However, seated officers in the Ninth Division are able to bypass this rule with their Hecate device.

In appearance Charon's Road is a nearly primitive looking stone gate. A soft light glows from its carved mouth and seems to stretch on for an eternity when gazing into its depths. First time users of the gate may become unfamiliar with the sensation, suffering from queasiness, vertigo, and/or nausea. Given enough time and each travel appears to feel little more than a minor hop, as the person is instantly taken to another portal at their desired destination.

With permission Shinigami simply dial an operator from the Ninth. Once dialed, the gate operators are able to pinpoint the caller's location. A special prompt, or code, is given along with proper voice identification for true verification when dealing with seated officers. For Captains and those in the Ninth Division, they are given one specific code that changes frequently for the individual (Hecate can bypass this).

Amadeus
03-24-2009, 10:16 AM
Dummy Reiatsu

Weak as they are, members of the 2nd make the most of what little they have available. Through strenuous training, the user develops their ability of Reiatsu modulation, artificially suppressing and boosting their energy signature. This substantially camouflages the user's Reiatsu, allowing it to appear as low as 1% or as high as 500% of its actual value.

With sufficient practice, a member of the 2nd Division can create additional signatures at a distance from themselves, causing a chaff-like effect of dispersed Reiatsu signatures. This separation, however, requires both a large amount of practiced skill and a certain degree of focus, especially when the technique is first being learned, since projecting the signature to such a distance can cause great strain on the user. Masters of this technique can imitate entire squads of soldiers from a distance, though the usefulness of such large-scale bluffs decreases to practically nothing as the opponent approaches their position, at which point individual signature copies become more practical.

Reiatsu Bluff (down to 1%): FREE
- Reiatsu Bluff (up to 300%): 100 Upgrade Points

Reiatsu Signature Copy 1(One extra signature): 200 Upgrade Points
Reiatsu Signature Copy 2 (Two extra signatures): 300 Upgrade Points

Signature Imitation (Reiatsu of another race):
-Hollow Signature: 200 Upgrade Points
-Arrancar Signature: 300 Upgrade Points
-Vizard Signature (Masked): 350 Upgrade Points

Squad Reiatsu Signature Simulation (Imitate the signatures of a squad of 30): 400 Upgrade Points



Sensory Hijack

Members of the 2nd division are masters of blending the casual with the professional, and find it difficult to separate their daily lives from those of their jobs. Simply by making physical contact with a target, a 2nd divisioner can infiltrate one of their senses, allowing them to see what they see, hear what they hear, or feel any one of their other senses, all without their target knowing. A sensory hijacking can last for several days, as long as the target and the hijacker stay within about a mile of each other.


Polygraph

The 2nd Division prides itself on being capable of squeezing valuable information from any source. Through intense conditioning and repeated exposure, a member of the 2nd Division becomes aware of the subtle inflections and the unconscious twitches of a target, allowing them to read into their mental state and become aware of whether the target is telling the truth. Or at least, if the target thinks they are. Masters of this technique can detect a lie simply by reading a target's Reiatsu signature, making them potent lie detectors with even the most minimal information. As a side effect, users of this technique become aware of their own tells, making it much easier for them to control their own expressions, body language, etc in the face of stressful conditions.


Cipher

Finding direct confrontation distasteful, the 2nd Division requires alternate means of pursuing their goal. As such, they have developed a massive codex of alternate languages, composed of bodily motion, spoken word, and any combination thereof. The result allows any two members of the 2nd Division to communicate freely with one another without any eavesdropper being able to understand what they are really talking about. Furthermore, members of the 2nd Division are fluent in practically all known languages, allowing them to comprehend even the most obscure human tongues.

The 2nd Division has codes for every sort of communication, allowing them to pass on confidential information even in the presence of enemies without fear of it being intercepted. The influence of the Lasalle twins on the Onmitsu Kidou resulted in the supreme application of this technique: applied to kidou, this technique allows the caster to substitute an incantation with any words of their choosing, increasing the spell's cost by 1.5x.


I'm putting these back up because there was some misunderstandings on what the techs did and such. Dummy Reiatsu deals entirely with manipulating the user's Reiatsu signature, not making clones or w/e. And all of those numbers are the required upgrade points (like those of the 12th's), not costs.

For the most part these techs have very little combat application so putting a cost that you wouldnt even have on a shikai on them isnt a great plan. And since the entire point of the div is to be really gay and know everything I'm not going to put caveats saying it can only be used in metaplot situations or w/e where we can make up whatever excuse to know stuff anyway.

Tizzle
03-24-2009, 12:27 PM
just me

K mozart Dummy Reiatsu is fine. We just had no idea those were upgrade points and so we were both wondering why they were so cheap and negligible. So haha this makes way more sense. APPROVED

Sensory thing APPROVED

OK polygraph APPROVED w/ changesim sorry but dude this one could be abused just way too much. I'm gonna say that if you change it to where you have to have a certain amount of upgrade points to obtain and then also include that difference in reiatsu also skews results. Because you have nothing in there, as of now, that would prevent a person in the 2nd (lets say he has 100 rei) from going up to Shiroi and know that he was lying about the entire LaSalles operation. It may be the most extreme exaggeration but the fact that it could happen is enough.

Cipher APPROVED i dont really like the whole language thing but i dont really see how it could be abused... But i mean it still doesnt make sense.

Amadeus
03-24-2009, 02:28 PM
Polygraph

The 2nd Division prides itself on being capable of squeezing valuable information from any source. Through intense conditioning and repeated exposure, a member of the 2nd Division becomes aware of the subtle inflections and the unconscious twitches of a target, allowing them to read into their mental state and become aware of whether the target is telling the truth. Or at least, if the target thinks they are. Masters of this technique can detect a lie simply by reading a target's Reiatsu signature, making them potent lie detectors with even the most minimal information. As a side effect, users of this technique become aware of their own tells, making it much easier for them to control their own expressions, body language, etc in the face of stressful conditions.

Read Target with 75% user's Reiatsu: FREE
Read Target with 100% user's Reiatsu: 100 Upgrade Points
Read Target with 150% user's Reiatsu: 200 Upgrade Points

Tizzle
03-24-2009, 02:46 PM
polygraph - approved

uhhh I'll look at charon's road later

Lambo-san
03-27-2009, 12:33 AM
Trained Feat Submission (Earned last summer PMs)

The Fruit of Labor

Spiritual beings generally have a greater inherent physical strength and durability than those who inhabit human form. For those dedicated to the pursuit of this type of strength, one can learn how to apply that strength in other arenas than direct combat.

This is especially true to Shinigami who raise their Hakuda stat are often able augment their physical strength to superhuman levels. Similar to the strength of the humans, a Shinigami may manifest their physical strength in different ways, some may only apply this strength when emotional or enraged, while others are just a general example of the limits to which one can train their bodies.

The increase to strength is directly proportional to the Hakuda stat. Note that this enhancement is not a modifier to the hakuda stat but rather an expression of it. (written by DarkToaster and was originally the combat stat for AH's)


1000 hakuda – 3x base human strength
2000 hakuda – 4x base human strength
3000 hakuda – 5x base human strength
4000 hakuda – 6x base human strength
5000 hakuda – 7x base human strength
6000 hakuda – 8x base human strength
7000 hakuda – 9x base human strength
10,000 hakuda – 15x base human strength



Unique/Personal Feat Submission (Earned from the First Round of Retribution missions)

Combination Aptitude

From years of trying and failing to develop his own style combining hand-to-hand and sword arts, Endymion has learned that there are times that require more skill in one art than another to properly execute a defense or attack move that combines both hand-to-hand and sword arts. This combination focuses on his ability to adapt his style from one to another to weilding them together, allowing him to transfer up to 15% of either his Zanjutsu stat to his Hakuda stat or vice versa. After the turn that the skill is performed is over, the stats return to their normal.

The feat of skill requires great concentration and reflexes, so to reduce strain can only be done twice in a single battle.

Tizzle
03-30-2009, 04:26 PM
me and kev

The Fruit of Labor - APPROVED

Combination Aptitude - APPROVED

youngsaso
03-30-2009, 05:05 PM
Grand Seireitei Tournament - Syfir Vs. Shoju (http://bleachforums.com/showthread.php?t=31500) - Collab with Khnum
Predatory Focus

Through a sort of symbiotic bond Shoju develops with the earth and air comprising his surroundings. Within a 30 ft area, he gains an intimate knowledge of the natural air currents and the ground’s surface easily allowing him to detect vibrations caused by feet on the ground or by the subtle or not so subtle changes in the air currents caused by those movements.

This gives him the ability to sense his opponent even if he can’t detect them by reiatsu signature or through his conventional five senses. In essence, he can feel foreign elements, such as an opponent’s movements/projectiles and such within the prescribed radius, allowing him to react to things he wouldn’t have previously been able to sense.

swaswj
03-31-2009, 04:04 PM
Spec point from Vice-captain promotion.

[ Kyouka Shouaku ] - Strengthened Grasp

Through his studies into the lines of power embedded in kidou's incantations and rituals, Sayis has discovered a means to realign one of his more oft-used spells: Shouaku. Rather than limiting the strength of the kidou to that of his own arm, he can tie its strength into his strength of reiatsu. By doing this, he shortens the natural range of Shouaku to one quarter (about 5 yards) and the formerly invisible arm is bathed in the glow of Sayis' reiatsu, but he can lift a weight equal to 5% of his kidou stat (in pounds). Even amplified, the bakudou caps out at one half-kan -- about 1,000 pounds -- at 20,000 Kidou.

too_lazy
04-02-2009, 02:44 PM
Ditching Iaiken and Ginenkama for my feats 'cause apparently Moot found out they're super broken and can be used in ways I didn't think of, lol. It's a good thing 'cause I guess I set bad examples and that's my fault. : (

Spec point from Tournament (http://bleachforums.com/showpost.php?p=971599&postcount=23) is being used for Stat shift. These two submissions are to replace the ones we're losing, but I don't need a Spec point 'cause this was a GM thingy done by Moot to maek things balanced, ya dig? If anybody wants to submit a revised form of Iaiken be my guest but the current one ain't gonna fly.



Trained Feat

[ Kidou Ikichi Kazou ] - “Demon Arts Threshold Increase”
As the name implies the character undertaking this Feat will have their Kidou threshold increased due to their talents over the Demon Arts. Instead of the cap being at 150% of the Kidou stat, the threshold is now raised to 175%.

Requirements – Eishouhaki (1,000 Kidou) and the ability to completely bypass the incantation of a mid-level Kidou at 100% power, which must be shown in training collab to learn.



[ Kinzokugenso Hitomane Sokkoku Musan ] - “Metallic Mimicry Instantly Vanishing”
Saika's body fades into mist, and ultimately nothingness. Dispersing from the silver breath of Sokugin is a nearly flawless clone of Rakushun, and the transition between these two moments is almost instantaneous. The replica is meant to divert and contain an enemy's attack as it is destroyed, allowing the true Raku to emerge from the silvery clouds of his Kai unscathed from an attack. Shifting his entire form, let alone creating a mimicry of himself with his Zanpakutou is an enormous strain; his body succumbs to a brief fit of nausea or uneasiness- though it is usually enough to safely move away from whatever affront he encounters for recuperation. The cost is 7% of his Reiatsu and can only be used a maximum of 4 times in battle.

Tizzle
04-03-2009, 11:48 PM
moar week 76 feats. me and kev.

[Predatory Focus] APPROVED w/ changes 1% rei for each round one is activated (either earth or wind) and 3% each round for both.

[Kyouka Shouaka] APPROVED

[ Kidou Ikichi Kazou] APPROVED

[Kinzokugenso Hitomane Sokkoku Musan] APPROVED

Amadeus
04-06-2009, 12:56 PM
Rewritten Iaiken

[ Iaiken ]

This technique was founded upon the basic principles of Iaidou- the unique art of sword drawing and cutting- but is instead performed with the fist and any adequately taut covering (i.e. pocket, obi sash, tightened sleeve, etc.). The resistance created from the covering will increase the push from the strike, resulting in a "bullet" of sheer air pressure that strikes with the speed and force of the user's normal punch. This bullet can travel a maximum distance of 30 feet before dispersing. Because these air punches grow in strength with the user, each punch consumes 1% Reiatsu. This feat is usable once for every 300 Hakuda.

-Antares-
05-21-2009, 07:05 PM
Using one of Tsubaki's spec points.

Devil Hunter

After fighting Hollows on Earth for over a century, Tsubaki has learned how to attack the beasts en masse and on an individual basis. With this knowledge, she developed a technique that shines in one-on-one combat, but may also be implemented against multiple foes. By expending 500 Reiatsu, Tsubaki can lash out at her opponent with an exceedingly fast upward stroke. This attack moves twice as fast as a normal swing, and any costs involved in blocking the attack are doubled. Damage dealt is equal to 5% of Tsubaki's Zanjutsu stat.

In a group setting, Devil Hunter is able to strike up to 5 foes at once within 2 meters. Rather than a simple upward chop, Tsubaki brings her blade about quickly in a series of flurried strokes. Damage dealt is 5% of her Zanjutsu stat split up between each foe struck.

too_lazy
05-23-2009, 10:46 PM
Just me for Week 84. JT whar are youuuuuuuu ;o;



Iaiken - APPROVED



Devil Hunter - DENIED: At first I wasn't quite sure what you were trying to do with this feat, so I consulted the almighty Moot and he said:

mootiman (11:36:05 PM): yeah dmg doesnt work liek tht
mootiman (11:36:33 PM): also this is like just making a normal thing you would do super natural
mootiman (11:37:16 PM): like he's hitting w/ a sword so it just does the damage a sword would do
mootiman (11:37:26 PM): if he wants it to do more than thats like damage amplification
mootiman (11:38:13 PM): well like i just dont really get this feat at all
mootiman (11:38:25 PM): its just like kind of a normal thing you would do and not need a feat
mootiman (11:38:30 PM): its like i just up in the air and fart
mootiman (11:38:38 PM): like i dont need a feat to jump up in the air and fart
mootiman (11:38:48 PM): i can just write doing tht
mootiman (11:39:05 PM): like he's trying to make it like a supernatural fart but...it kind of isn't tbh

tl;dr- You're just doing a normal thing but adding on some damage calcs that don't work like that. Somehow it gets faster and does more damage- but if you want faster sword swings just dump into your Zan and if you want more damage just use a damage amplifier feat.

-Antares-
05-25-2009, 04:33 PM
Devil Hunter

Devil Hunter consists of one downward slash, costing Tsubaki 5% of her Reiatsu to execute. Any damage received while initiating this attack is added to the force of the swing and paid straight back to the aggressor. Once the blow is landed the foe is thrown back several feet, appearing unharmed. One round later any damage that the foe would be dealt by Devil Hunter resolves, usually resulting in a burst of blood and gore. The force involved in inflicting such pain all at once fills the air with a hellish boom, giving the Shinigami the inspiration needed for the name.


ALSO,

Using Noburu's last spec point from Retribution (http://www.bleachforums.com/showthread.php?t=32587)

Feat Name: Heat End
Type: Unique

Description: Used immediately after Noburu's Cero-based attacks, Heat End costs 15% Reiatsu and 5% Rage, generating 10% Emptiness. This technique forcibly detonates any residual Cero energies around Noburu and her opponent.

swaswj
06-30-2009, 02:59 PM
Spec Point from Grand Tournament of Seireitei.

[ Kouseido Shouaku ] - Precise Grip

With continued application of Shouaku, Sayis has found another way to enhance the mundane version of the spell. Though normally an inexact means of manipulation, by altering certain elements, Sayis can give the kidou a far greater degree of precision without tethering it to his own arm. The normal range of Shouaku is shortened to about one quarter (about 5 yards) and the formerly invisible arm is bathed in the glow of Sayis' reiatsu, but he can wield the kidou limb as precisely, or slightly more so, than his arm.

Rather than paying the cost of Shouaku once every two rounds, as normal, Sayis must pay every round in order to use it in this fashion. Kouseido Shouaku and Kyouka Shouaku cannot be used at the same time.

Eidolon
07-02-2009, 12:08 PM
Arcadian Kyuu
Slot Gained: Plot missions (generators)
Type: Unique

Flash Death

Description: For one who has rejected traditional shinigami views of both the use of hohou and shuynpo, it is only natural that a means of offense come of his diligent training and embrace of speed. Although at first Kyuu chased a legendary concept of using speed to seek a instant severing of the soul sleep and soul power, he quickly abandoned the idea. Too often and too expectedly does a warrior use shuynpo to position for a better strike, and it is a rather simple step to avoid being pierced by an enemy whose spiritual pressure that rivals your own.

Instead, Kyuu embraced an art form of zanjutsu that was specifically tailored to compliment a precisely executed shuynpo that moved through the opponent, not near to. As such, he trained rigorously, and for once in his life began to praise his large zanpakutou.

Game Information:
When executing a flash step, Kyuu may attempt to strike at his enemies. The method is relatively simple, although mastery is a hardship of years of practice and suffering. Before launching himself into the step, Kyuu positions his zanpakutou in such a way that it will slice through the enemy as he passes near by.

Cost: Kyuu must perform a flash step to initiate this attack.
Further, because of the imprecise nature of the attack, despite his large and deadly blade, damage done with this feat suffers a -20% penalty.

Benefit: In turn for loosing his typical striking force, Kyuu gains a substantial advantage in hitting his foe. He may add 50% of his hohou stat to his zanjitsu for purposes of making a successful hit, but not damage.

too_lazy
07-04-2009, 12:04 AM
Week 90 Evaluations


Me and Moot for second opinion power.


[ Devil Hunter ] APPROVED W/CHANGES: It's all good, minus the latter half of your description. That is all flavor in writing... now see, if your character used and landed that move on say, Moot or Desu's character, they would certainly not explode in gore and stuff. Iow, less description on coolness factor, more on what it does and mechanics- hits the opponent a round after it has struck; simple yeah?


[ Heat End ] - RESUBMIT: The way you worded this kinda confused me and thanks to Moot, he interpreted it as a AoE Cero grenade of sorts. That's kewl, but you need to put a radius and stuff on that bad boy if that's the case.


[ Kouseido Shouaku ] - APPROVED W/CHANGES: Fine with me, though you need to state that if you're using this third arm to smack people with, it's going to be based off of your Hakuda stat instead of your Kidou stat, because this feat would basically erase any need of your Hak stat. The same principle applies if you're going to use the third arm as your sword arm- it's going to be based off of your Zan stat.


[ Flash Death ] - DENIED: Running in a similar vein to Will's submission, although yours is directly stated as such. With this feat you're essentially removing the need of your Zan stat when you're using your sword, so it's a no-no.

-Antares-
07-04-2009, 12:12 AM
Withdrawing feat submission.

Eidolon
07-04-2009, 11:33 AM
Arcadian Kyuu
Spec Point: Plot Missions (generators)
Type: Trained
Flash of a Thousand Steps

The third division has a narrow breadth of focus: speed. Whether you use a sword, hakudou, or kidou spells to augment your speed is the choice of every blitzkrieg member, but the undeniable truth is you move fast or you aren't in the division. With this absolute certainty in mind, the upper officers of the third division worked through long, dangerous training sessions to perfect the art of moving with shunpo.

The premise used was simple: rather than forming and unleashing the energy in a single burst, form it and maintain the momentum, moving into equal or lesser flash-steps every round. This allows for a steadily maintained speed when traveling, stretching the single input of reiatsu for up to ten minutes. With the tight and precise movements of combat, however, this momentum can only be sustained for three rounds. If the user stops or is halted while holding the energy in such a way, they will be struck by the backlash of the stored momentum and be flung violently at maximum speed in a random direction.

foulball
07-04-2009, 01:53 PM
Burst Strike
(Inspired by Yourichi versus the squad two ninjas)
Type: Trained

As always, when the third division works on improving their ability to handle threats, whether they be from hollow, vastro lorde, arrancar, or any other threat they are dispatched to intercept they focus on their excellence in speed. This feat was developed to allow death gods whove attained a measure of power in the use of hohou and either hakuda or zanjutsu to further press their advantage.

In a fight, if the user of this feat possesses a hohou greater than that of his enemy, he may attempt a burst strike. To do so, the user executes a shuynpo and pays an additional 500 reiatsu, but rather than moving in a straight line, they instead dart about in close range lashing out with a sequence of strikes. With this, they are able to make three attacks in the span of one round, either against closely grouped enemies or against the same target.

Chapter17
07-13-2009, 05:05 PM
[Ansammlung der Tatkraft] - "Gathering of the Spirit" (A.K.A. The Most Magical Tattoo)
Type: Unique

In memory of his time in the Third Division, Vincent has commissioned a wing tattoo on his ankle in the same fashion as current members of the Blitzkrieg Strikers. The young Vice Captain had this tattoo inked at the same time his Signature tattoo was finished by Nakami Kihou of the Ninth. However, as a result of using the special ink designed for the Tenth Division Signature for his wing tattoo, Vincent’s speed has now become intricately linked to his Signature, and thus to his casting ability overall.

Whenever Vincent performs a Shunpo, the wing tattoo absorbs half of the reiatsu spent and transfers it to Vincent’s Signature. This creates a pool of reiatsu the boy can use to cast kidou outside of his own Reiatsu, and does not count toward his threshold limit. The pooled reiatsu only lasts for 3 rounds before dissipating.

Feat Slot and Spec Point from Retribution (as Alexander Goddenheim)
~Link available upon request ^^;

Gargrant
07-21-2009, 07:37 PM
Spec Point: SQN Plot Missions (Summer/Fall 2008)
Feat Name: Improved Wind Manipulation
Type: Unique

Through extensive practice and meditation with his sword's spirit, Ri has learned to improve his level of control over the powers of his Zanpakutou. In addition to granting him the ability to manifest an additional wind-blade (moving his current count from 3 to 4), Ri has learned to force the wind fragments to assume a different shape. The shape must be roughly the same size as a wind-blade, neither significantly larger nor smaller. The blades cannot be made sharper, nor do they have more mass or in any other way improved killing potential. The objects can be dull, or even rounded. This power is useful in a variety of non-combat situations.

The cost of shaping an existing wind-blade is the same as manifesting one, 100 reiatsu. It's possible to re-shape an already shaped wind-blade, for an additional 100 reiatsu. Ri can manifest a wind-blade, already shaped, but the cost is the same as manifest a wind-blade and shaping it as separate actions, 200 reiatsu.

---
Link to Ri's Shikai Release Submission: http://www.bleachforums.com/showthread.php?p=807008

Veralidaine
08-03-2009, 10:51 PM
So I'm not 100% sure I'm allowed to submit these. Chat seemed to think it was alright, but we all know how accurate that can be...so yeah if I'm not allowed sorry sorry sorry and I will toddle off to fine someone with the proper authority to go annoy. Also if these get approved then I'll go ask Maki or someone for the Japanese translations.

TNK Organization Techs

"Charitable Camaraderie"
School members easily bond with others, making deep connections with their friends that inspire unusual altruism. They may elect to sacrifice themselves in the place of an ally, taking a hit aimed at anyone else up to once per round at a 10% reduction in damage.

"Quick Study"
Clever students can unravel the skills of others and learn to use them. Any member of another organization (Orpheus or Cerberus) can teach one of their organization’s techs to a school member, permanently filling the Quick Study slot with the borrowed technique.

Nanocarp
08-04-2009, 01:42 AM
EDIT: since nobody wanted that trained feat anyway lol

Unique Feat
Spec Point from Generator PMs
[ Energy Memory ]

Having come to better understand both his abilities as an Advent Human and energy based attacks in general, Rafa has learned to mimic Kidou spells used by Shinigami and Vizards – to some extent, at least. When hit by either a Hadou or Bakudou spell, he can effectively ‘remember’ the kidou energy and use a crude version of it for himself through the railgun manifested by his awakening. Due to the intricacy of the demon arts, Rafa can only remember one kidou spell at a time.

Since Kidou is an unnatural use of reiatsu for humans, a perfect mimicry of a spell is impossible. Furthermore, firing the spell from a gun rather than its normal way makes it even tougher to mimic Kidou – and puts much more strain on the human body than it would on a native user of Kidou. Because of these stipulations, all mimicked spells work at only 75% of the usual effectiveness and cost 1.5x more. In addition, he can only use the remembered spell three times per fight.

However, since some Kidou is far too intricate to learn at a low level (not to mention deadly), Rafa can only learn spells within his grasp:

Kidou 1-30 can be remembered at 2,000 Harmony
Kidou 31-50 can be remembered at 4,000 Harmony
Kidou 51-70 can be remembered at 6,000 Harmony
Kidou 71-90 can be remembered at 8,000 Harmony
Kidou 91-100: can be remembered at 10,000 Harmony

Also, to be able to fire off any Kidou, Rafa’s resistance stat must be equal or above 1.5x that particular spells cost.

too_lazy
08-21-2009, 11:11 PM
Week 97 Evaluations

Done by me w/Moot's gracious assistance. Sorry I've been puttin this off then forgettin about it haha.



[ Flash of a Thousand Steps ] - DENIED: The way that it's worded is not so good. Once you can shunpo, you can do it indefinitely like you've mastered it, with no set cost, and it's an invitation for abuse. There's no requirements either for it to be learned, which is why we're saying 1k Hohou = shunpomasta. If you want to make a travel shunpo feat (we think you were tryin to do this), you need to specify.


[ Burst Strike ] - DENIED: This is more of a thing you RP w/your partner to do in our opinion, so really you don't need a feat to do this at all, just some talkin w/ whoever you're fighting against. Feel free to use haha


[ Ansammlung der Tatkraft ] - DENIED: ...J/K, APPROVED: Interesting idea. The only part I'm denying is the fact that your nickname is a copyright by Desu. xD


[ Improved Wind Manipulation ] - APPROVED: Kewl.


[ Charitable Camaraderie ] - APPROVED: Useful when you're protectin a newb.


[ Quick Study ] - APPROVED: Pretty much like 1st Division's Tech. Aight.


[ Energy Memory ] - APPROVED: All the restrictions you place on this makes sense since you have no Kidou stat. Keep in mind, however, that your mentioning of Resistance at the end is kinda unnecessary and to quote Moot:

mootiman (11:46:19 PM): well that end part is unnecessary tho
mootiman (11:46:27 PM): in that like thats kind of how resistance works to begin w/
mootiman (11:46:41 PM): like if you use more rei than your resistance stat a round
mootiman (11:46:45 PM): you injure yourself
mootiman (11:46:55 PM): but i guess he's just saying he cant even do that
mootiman (11:47:02 PM): like fire a kidou and injure himself

Lambo-san
08-24-2009, 08:24 PM
Unique/Personal Feat Submission

Spec Point: Current PMs (http://www.bleachforums.com/showpost.php?p=1147173&postcount=12)

[Vaskr Kreller] (Gallant Spirit)

Endymion has an iron will and body to match. His battle style is to leap headlong into battle and trade blows with his opponents until one prevails. This mentality has prevailed through his family for generations and facilitates a very specific skill to go with his unrivaled endurance.

From the first turn that Endymion receives damage, he has five rounds (including the first) to absorb damage. Once the absorption period is finished Endymion receives a 5% damage reduction for every turn that he received damage lasting for 5 rounds after that. Every swing of a sword, blast taken from kidou or kai ability, every punch and Hollow ability, every type of damage intended attack can be weakened to a maximum of 25% of its original power in front of Endymion's enduring spirit.

*footnote: I'll probably do a table in my profile for the slow people.

Wayne
08-24-2009, 10:27 PM
Spec Point attained from current Summer PM's.

Unique Feat--

[Blaze Luminous]

Blaze Luminous consists of five swift and continuous bodily strikes (weapons dont count) aimed at the target. Each strike is equivalent to how much damage is dealt when Nick punches normally, combined with an additional damage boost equivalent of 1% of his Reiatsu, excluding the fifth strike which always does 2%. Each connected strike leaves a small marking on the targets body, similar in appearance to the Hell Gate crest. After the chain is successfully completed, Nick can choose to snap his fingers together to make the markings erupt in flames, causing an overall damage correspondent to 10% of the mans total Reiatsu.

If the five-shot combo is to be stopped, the previously given strikes before the interruption still do damage, although the markings for the detonation will fade away. The combo must then be done all over again.

swaswj
08-24-2009, 10:52 PM
Using spec-point from current PMs to combine two of my current feats, since they're pretty similar effects.

[ Shouaku Jukutatsu ] - Mastered Grasp

Through his studies into the lines of power embedded in kidou's incantations and rituals, Sayis has discovered a means to realign one of his more oft-used spells: Shouaku. Rather than limiting the spell by his physical ability, its potency is now decided by Sayis' kidou mastery.

By altering the spell, he shortens the natural range of Shouaku to one quarter (about 5 yards) and the formerly invisible arm is bathed in the glow of Sayis' reiatsu.

With Kyouka Shouaku, he can lift a weight equal to 5% of his kidou stat (in pounds). Even amplified, the bakudou caps out at one half-kan -- about 1,000 pounds -- at 20,000 Kidou.

With Kouseido Shouaku, he can give the kidou a far greater degree of precision, unbinding it from his own arm. While this effect is active, he can wield the kidou limb as precisely as, or slightly more than, his own arm. Where applicable, his skills in zanjutsu or hakuda direct the arm.

Kouseido Shouaku and Kyouka Shouaku cannot be used at the same time.

ururu_blue
08-29-2009, 12:22 PM
Supremacy of the Healing Word

[Spec Point from Second Siege of Seireitei, circa 2005]

After utilizing Chiyudo for centuries, Moira's grasp of its mechanics and how living cells grow and interact has led to a more efficient approach to healing. During shikai and bankai, when Uraryuu allows her to stop everything from happening within a certain space, she found that Chiyudo's effectiveness became even more pronounced without the need to focus on keeping her patient's respiration and blood flow moving.

As such, with these limitations removed, Moira has found that she can cast Chiyudo much faster, and the effects of the spells are made immediately manifest. Wounds that would normally take minutes to hours to heal are healed within seconds. Since she is pouring more energy into her efforst, Chiyudo used in this manner cost another 20% in order to attain speed and maximum efficiency.

too_lazy
08-29-2009, 09:56 PM
Week 98 Evaluations



...Brought to you by the RPer Lazy and the GM Moot.


[ Vaskr Krellr ] - APPROVED W/CHANGES: This should only be usable once per battle. And at the end change the 25% to 75%.


[ Blaze Luminous ] - DENIED: Quite a number of issues w/this one. Multiple hits won't work if you're thinking it will all go down in one round. You'd hafta write each individual attack. The maximum damage done is pretty much Ban Kai level if you manage to connect all, which isn't so good for a Feat. Top that all off that he can use this move indefinitely, and it's like he has a buff to his attacks at all times. So really this turns into a Shikai level submission or even an Awakening.


[ Shouaku Jukutatsu ] - APPROVED: This doesn't seem too bad overall.


[ Supremacy of the Healing Word ] - APPROVED: Yay Chiyudou buff Feat :D

Lambo-san
08-29-2009, 10:46 PM
Posted for posterity, thanks lzy & moots


Unique/Personal Feat Submission (approval version)

[Vaskr Kreller] (Gallant Spirit)

Endymion has an iron will and body to match. His battle style is to leap headlong into battle and trade blows with his opponents until one prevails. This mentality has prevailed through his family for generations and facilitates a very specific skill to go with his unrivaled endurance.

Once per battle, from the first turn that Endymion receives damage, he has five rounds (including the first) to absorb damage. Once the absorption period is finished Endymion receives a 5% damage reduction for every turn that he received damage lasting for 5 rounds after that. Every swing of a sword, blast taken from kidou or kai ability, every punch and Hollow ability, every type of damage intended attack can be weakened to by a maximum of 25% of its original power in front of Endymion's enduring spirit.

Crysal
09-01-2009, 11:30 AM
01/11/2010 - EDIT: Feat submission retracted. Changed my mind.

Kamar
09-06-2009, 04:10 PM
Unique Feat - Slot from current PMs

[Grimoire]
While under the effect of his Shikai, Conrad has perfect memory. This makes it very simple to recall a vast number of spells, something which would normally take weeks or even months of studying.

For every 500 Kidou Conrad has, he gains an additional spell slot, accessible only during Shikai. The level of any spell in these extra slots must be less than the level of Conrad's strongest Kidou in a normal slot.

Nanocarp
09-09-2009, 08:10 PM
Note: no more bro feat. if anyone else wants to submit that one, feel free.

Unique Feat Feat Slot/Spec Point from these PMs. (http://bleachforums.com/showpost.php?p=1174523&postcount=28)
[ MegaEther ]or "unshake n bake" ufufu


With a big ol' railgun for an arm, the utilization of a completely offensive-oriented battleplan is the norm for Rafa. It is because of this, along with the already unwieldy nature of a giant cannonarm, that any kind of defense on the battlefield is impossible - even despite his resistance-heavy stat build. Instead of making use of the Physical and Energy Damage Reduction that is awarded with each stage of the AH base tech, Unshakable, Rafa shifts any energy wasted in defense into general Reiatsu regeneration.

By sacrificing the Damage Reduction parts of the Unshakable AH base tech, Rafa can double his reiatsu recovery. Instead of the restoration capping out at 3% rei/round, Rafa's max is 6% rei/round.


To accommodate this change, rei regen is still awarded in 1% increments. Ex: The first stage begins at 5000 resistance and the last stage is still received at 10,000.

Several Zombies
09-13-2009, 03:04 PM
Thanks Vera =3

Feat slot/Spec point from this PM.

[Kiriishi] "Hewn Stone"

Masato's increased mastery of Kuzureta Ishi no Kawa (http://www.bleachforums.com/showpost.php?p=990259&postcount=3) has allowed him a finer degree of control over his abilities, to the point where he can now extend the Kekkai beyond himself. While it's not a dramatic shift in his abilities, the new found power opens up various offensive possibilities for his formerly passive ability. Using any inanimate object as a framework for the Kekkai, Masato can shape and mold the barrier into a variety of improvised weapons.

At the cost of 2% of his reiatsu, Masato can extend Kuzureta Ishi no Kawa onto an object and shape the Kekkai to his liking. While being made of the same dense spirit matter as his armor, these extensions aren't as durable as they are not directly attached to Masato.

Veralidaine
09-14-2009, 01:27 PM
Feat slot and spec point from current PMs for unique feat.

[ Guiol ] : Puppet Theater

Nora’s severe need to mask herself created the ability to use her strings to create an actual illusion to cover herself in, imitating another person perfectly in every physical way, as well as mimicking the feel of their reaitsu (if applicable). The illusion cannot double any abilities the person may possess that Nora normally could not imitate.

After she has entered someone’s mind or seen a person within their thoughts, she becomes intimately aware of that person and can in effect make herself into their double. Her perception of their mind, however, may be heavily colored by the perception of the mind through which she has seen the person she is doubling. This may cause her doubling of actions, mannerisms, etc. to share similarities with the perception rather than reality.

Tenchra
09-15-2009, 12:06 PM
Using Spec point from Last PM's...


[Bastion of Strength]
After training with Akai, he was taught the ways to strengthen his own body to mitigate damage, the same way he learned. This technique was taught to help his become the instrument of battle he was meant to be, an unstoppable juggernaut. Though their wills are different, and thus their defensive ability is too.

Once per battle, when Stern receives damage. His body begins to channel the defensive nature of the bastion. Once 3 turns have passed his body forms the protective barrier, and mitigates all damage by 10% and increasing by 10% for 3 turns.

shadowwind144
09-16-2009, 08:12 PM
Slot and Spec from these PMs.


Megurushi no Dokusei Kami (Mark of the Virulent God)

As Hisao has slowly but steadily gained the trust of his zanpakutou spirit, Gaku’s siphoning has permeated its owner’s reiatsu. For a cost of 5% of his reiatsu Hisao can infect any kidou he uses with the illness. Upon contact with an opponent Gaku begins to weave his way into their reiatsu signature. Any ability normally affected by the siphon now costs the user double the reiatsu for the next 3 rounds and damage is not increased; the excess reiatsu is transferred directly into Hisao’s reiatsu pool.

32ndKechapu
09-27-2009, 11:38 PM
Feat
Fraus' Sealed Form

Description
Due to Taiyōrinmaru's spirit appearance being that of his mother's, whose betrayal led to the death of Shingo's father, Shingo nicknamed his Zanpakutō "Fraus" after the Roman Goddess of the same name, the Goddess of Treachery. The inimical relationship between Shingo and his Zanpakutō, coming to a height when he first learned it's Shikai, causes Shingo's power to dissipate at times and only fully being released during times of need for Shingo when his life is in danger.

Abilities
If Shingo calls his Zanpakutō "Fraus" upon releasing it, the sword only changes its form from the katana form to the physical form of the Shikai. The small star within the ring hilt of the Zanpakutō Shikai, which gives Shingo all his sword's abilities, does not form for 5 rounds nor does he see the 10% increase in his reiatsu.

Note: Yeah it's weird but it fits my character. Purely for story/character development.

Senej
09-30-2009, 10:24 AM
- This is more or less the regeneration for hollows, but with a few twists: first of all it is based on Connection, since you need to synch with your spirit to maintain stability of the process; then, there's not the possibility for a sudden burst of regeneration.
- This started with the following threads, but the arc is not finished yet. So, approved or not, my char cannot have it at the moment, but I would like to know anyway if it was feasible.
http://bleachforums.com/showpost.php?p=1149827&postcount=1
http://bleachforums.com/showpost.php?p=1163383&postcount=3
http://www.bleachforums.com/showpost.php?p=1178980&postcount=2
- I don't know if this should be a unique feat or a trained feat... I'm asking the jury to help here, please... in the case of a trained one, I have added some requirements at the bottom...


- Current PM feat slot and spec point -


[Regeneration]

Through extensive studies, started by the discovery of a book of an old scientist codename Forge, the use of particular equipments, the loss of an arm and the help of his own spirit, Giorgio was able to realign his reiatsu modulation in order to be able to regenerate, as much as hollows do. This ability is based on the relationship with his spiritual alter ego, in order to maintain the stability of the process that is otherwise uncontrollable.


Minor scratches, burns and stabs in non-vital places can be healed in 3 rounds.
Deep wounds, internal injuries and non-lethal damage to the mask area can be healed completely in 5 rounds.
Major wounds, such as missing limbs, large swaths of missing flesh or high levels of damage to the mask area can be healed completely in 10 rounds.


This is an active process so note that wounds are constantly being healed rather than as a quick burst.

This property has a limit, however and when the shinigami is near exhaustion at 50% reiatsu or lower, all of these times are multiplied by two. They are multiplied by four at 25% reiatsu or lower.

For each 10,000 connection attained, it is possible to subtract a round from all these figures, capping out at three rounds. This means that, at 30,000 connection, the subject is not affected by anything short of deep wounds.

Requirements:

At least two collabs with Giorgio Ricasoli
3000 Connection
A willing zanpakuto spirit

Kisuke The Inventor
10-02-2009, 10:03 AM
Using spec point and feat slot from these PMs.

[Tongue of the Wild]


Katsumi has always had a great affinity to all of nature, whether it be animals or plants. Actually, it is so much that even his zanpakutou, a part of his soul, is themed around it. As the days passed by, Katsumi found himself in the forest more and more as his bond with nature grew more.

As of such, he is now able to understand animals and communicate with them. This ability comes from his soul itself and partially from his zanpakutou, too. Because of this, this ability is not so good at a lower connection -- Katsumi will not be able to understand animals that well. But as the connection between him and his zanpakutou grows, he will be able to understand them better.

Veralidaine
10-04-2009, 04:52 PM
Two more Cerberus techs to fill it up to four.


[ Covert Operative ]
Many of Cerberus’s missions require that the agent remain unnoticed. For agents with a noticeable amount of reiatsu, this often requires that they become experts at hiding their spiritual presence. Other missions require the agents to use intimidation. Operatives with this ability can effectively suppress their spiritual presence to the point where they appear to be average humans or completely devoid of a spiritual presence, or cause their spiritual pressure to seem up to twice as strong (in feeling only).

[ Extra-Terrestrial ]
As agents seek to further human evolution, they may find that some particular abilities of other races are impossible to match, and therefore learn to negate those threats. This technique allows the user to cut the effectiveness of any kidou down by any amount of reiatsu that they choose to use. The reiatsu used will negate half its value, meaning a 100 reiatsu use of this tech reduces a kidou of cost 100 to half its effectiveness, and can be used to fully block kidou of half the value.

Bloodhawk 248
11-02-2009, 11:46 PM
Right, if this goes through I'll ditch Skill Focus for it.

Feat Slot and Spec Point from Summer PMs of '09

Sumiyaka Kumori (Speed Shadow)

Due to an overuse of shunpo, Hikaru's body has adapted slightly, allowing him to string together flash-steps more so than before. From that, a new ability was born.

By adding 5% of his reiatsu to the cost of the lowest level shunpo available, through repeated shunpo Hikaru's body blurs, leaving behind afterimages. While at first they are simply dim likenesses that vanish soon after, as his hohou increases, the shadows begin to resolve themselves, becoming solid-looking, realistic, and longer lasting. These clones, while weak, are imbued with Hikaru's reiatsu, and as such have resiliency enough to resist one fatal strike or several less powerful ones.

At base level the speed clones last only for a few seconds, blurring and amorphous. Once Hikaru reaches 5000 Hohou, they become more solid and last for half a minute, copying the position he was in at the time. At 10,000 Hohou, they can last for a minute, and duplicate any motions Hikaru makes.

Such repeated shunpoing does take focus, and Hikaru may use this technique once per every five RP turns. Such focus also means he is completely absorbed, paying little attention to anything outside his immediate sphere of perception. In addition, once in motion he cannot stop quickly, and the technique does not allow him to go through solid objects.

Veralidaine
01-11-2010, 01:56 AM
Unique Feat
Slot and spec point from becoming an org leader


[ Conductor del Crneo ] : Cranial Conductor

When an attempt was made to amplify Nora’s ability to read minds through a drug derived from Seeker X, the resulting effects never wore off. By using any conductive material as a kind of loudspeaker for the telepathic powers of her strings, Nora can now hear the thoughts of others at a distance. The greater the conductivity of the substance a string comes into contact with, the greater the effects on the neural impulses that reach the strings.

For example, Nora’s thread in contact with a small piece of steel, like a doorknob, or a small amount of a conductive liquid, like water, would result in her hearing the thoughts of anyone within range of having a normal volume conversation. Putting the string into contact with say, a copper statue would afford Nora the ability to hear anyone in a space about the size of a ballroom. If a thread were to be put into contact with a superconductor like aluminum cooled to extreme temperatures, or a conductor as strong as the ocean, she would be unable to hear anything but a cacophony of thoughts, indistinguishable due to sheer volume.

hirenkyaku12123
01-12-2010, 05:01 PM
Since items are being revamped, my old sub doesn't really apply anymore...

Feat Slot and Spec point from recent summer PMs

[ Laverna ]


As a member of Cerberus Research and Development, Ciro has done an in-depth analysis of his own reiatsu field. Through a massive amount of experimentation and drug trials, his reiatsu has been forcibly twisted and warped into an odd hybrid. Through his experimentation, his ability to control reiatsu pulses and fields has allowed him to skew his presence into different forms.

By paying 2% of his reiatsu per turn, he can warp his reiatsu field to make him appear to be another race. Furthermore, as he moves, he can leave an imprint of his reiatsu at a location, allowing him to appear in multiple places at a single time. The imprints last three turns, or until Ciro eliminates them.

Kehengto
01-13-2010, 09:11 AM
Ok I probably should have listed a reason for the deletion, but I wil explain here. With Orpheus under going some major restructuring changes, some of the past techs have become obsolete. The two I speak of are Hawk Eyes and Accumulate. The follow techs are meant to replace them.

[Customize] : Kasutamaizu
-Every agent whether conscious of it or not, tends to find that one firearm that is the perfect fit. The elements all seem to come together when the agent draws this weapon from rest. It is this familiarity that allows the agent to know when something is wrong or even how to improve functionality to suit them and their combative style.

By use of this tech an agent knows which upgrades are best suited for their selected firearm. It also grants Orpheus agents access to the depths of the organization's armory, with their level of clearance improving with each rank gained.

[First-Aid] : Kyuukyuu
-In this line of work it is inevitable that there will be a time at which the agent will be injured. There are some cases in which the injuries the agent receives can be ignored until healed by natural means; however there are also injuries that can be received in which medical attention takes extreme priority. It is this problem with being human that advents contend with just as often as the spiritual realm. However by finding a safe location an agent can force the natural healing process to be expedited. By spending reiatsu equal up to 10% of their resistance and agent can reduce the severity of their injuries allowing them to fight on longer than normal. This process however can not be interrupted, if so it can have the opposing effect making the injury worse.

Feats:

[ Back Up ] - This feat allows players to equip one more gun of either the sidearm or heavy variety, in addition to the two they are initially alloted for a total of three. This works the same for a player character that has either the Charge Launcher or Masterkey underbarrel upgrades, allowing a total of two carried weapons.

[ Size Matters ] - With this feat equipped, player characters can freely carry a heavy weapon outside of the specified missions designated by the Task Force Captain. Of course, Agents should be aware that these guns are not as easily concealed as Orpheus Issue sidearms. And it should be duly noted that the denizens (and law enforcers) of Japan might not be so cool with a rifle-toting ghost-hunter, so keep that in mind.

[ Trigger Happy Club Membership Discount ] - Maybe you go through ammo like there's no tomorrow; maybe you just think you can never have enough of shells around. Whatever the case, with this feat equipped a player character gets a 25% discount on all ammo below Advanced Tier. This includes Masterkey shotgun ammo and Charge Launcher canisters.

[ Monkey Hands ] - This feat allows players to use heavy firearms as if they were hand guns negating the penalty to accuracy one would otherwise receive. It also allows the player to be ambidextrous when using either firearm.

DarkToaster
01-13-2010, 09:09 PM
Lamboner – you are fine

Kamar – this would double your kidou slots in shikai. That’s a bit much brah. The concept is okay, just lower the amount of slots you get. I know it doesn’t seem like that big of a slot gain at low levels, but it also has no upper limit, so you need to pay for that by lowering the rate of growth.

Carp – approved

Zomboner – ill get back to u

Veraldo – puppet feat: pretty much like the 12th tech but with a lil fancier awakenin part, approved

Hiding tech – traditionally they did this with reiatsu inhibiting tattoos, or at least in Mizuki’s case. However you want it to work is fine though.

Kidou nerfing tech – this is okay, but you might want to save a tech slot for a salary tech thing so choose which techs to keep. You are faction head so its up to you.

Mind reading feat – yeah that seems okay. Don’t overdo it though!!

Tenchra – the wording on this is confusing. Does he start with 10% damage reduction and then go to 20% the next turn, capping out at 40%? Does the reduction go away after the last turn? Hewlp

Shad – ill get back to you

Ketchap – Do you even have a feat slot?

Senej – This feat is conceivable, but not with the mechanics presented on the hollow sheet. The reason hollows are NPC only is because a lot of their features are not necessarily 100% in balance with what a pc is supposed to be. Basically, hollows are designed to be antagonists and given abilities to make them more challenging for PCs.

I don’t think giving a guy full vastro lorde regeneration is really something we want to do, but if you neutered the regen time by a fair amount, then this feat would be more doable. Even more so as a trained feat since unique feats are stronger than trained.

Sucky the inventor – Approved, but don’t let it get out of hand. Plants and animals are dumb, you know. Don’t let it become a big vehicle for metagaming.

Hawk – The cost is kind of wonky in that the after image effect is pretty much constant. The duration grows, yes, but only in three different steps. Why not just have three different costs? That is, unless the images have some sort of resilience and the 5% is to give them reiatsu, in which case I’ll approve it. It’s up to you.
Hiren – that seems okay

Zen – Customize – I would really rather prefer you just amp the price of certain guns to a high level for non Orph than exclude them from buying the item altogether. Non-orph AHs already have to pay double for non faction stuff, so why penalize them even further by limiting their selection?

First-aid – I can understand busting rei to amp the regeneration given by the resistance stat, but there are a few problems here. First, the mechanics are a little wonky in that I think the amount spent should amplify the passive AH tech and work off of that rather than creating an entirely new mechanic. What is the point of tying two regeneration powers to the Resistance stat when you can just combine this tech into the base mechanic? I realize that the problem with tying the two together is that only high levels of Resistance actually have regeneration, but it can be worked around.

Barring all of that, it kind of works weird in that it doesn’t really say that the effect is less if you are spending less. What I mean is that a person with a higher resistance stat ends up paying more for what appears to be the same effect. The cost for this tech is so widely divergent depending on build, that I’m not sure we can really get a good idea exactly what it actually does.

The last problem is that Orpheus is not really going to be a resistance heavy group. As guns will require baseline Combat to use, and drugs will require baseline Resistance so resistance-based techs favor Cerberus, not Orpheus. That is assuming this tech requires a decent Resistance in the first place.

Feat:

Back up – I’ve been thinking about it I’d prefer the equip rate be more contingent upon a person’s money and carrying capacity than instituting an unnecessary mechanic regulating how many guns they can have. Considering a person with high combat can bench press a truck, I don’t think someone carrying a bunch of guns is that bad if the character wants it. It’s okay if you initially allot the wussiest gun, but the upgrades from there should be up to the player.

Size matters – same as above, I’d rather not limit players more than I have to. If a guy wants to carry a rocket launcher around, then I say let him and have him deal with the consequences IG.

Ammo discount – this is fine and a good use of item feats

Monkey hands – we don’t actually have a system for heavy arms being less accurate or whatever, but the wording makes it sound like we do. The concept is fine, I just would prefer wording that doesn’t make it sound like there is a concrete stat penalty if you are using a big gun.

Bloodhawk 248
01-13-2010, 09:51 PM
Not sure if I need to resubmit, but doing so anyway to make sure. Change in red.

Sumiyaka Kumori (Speed Shadow)

Due to an overuse of shunpo, Hikaru's body has adapted slightly, allowing him to string together flash-steps more so than before. From that, a new ability was born.

By adding 5% of his reiatsu to the cost of the lowest level shunpo available, through repeated shunpo Hikaru's body blurs, leaving behind afterimages. While at first they are simply dim likenesses that vanish soon after, as his hohou increases, the shadows begin to resolve themselves, becoming solid-looking, realistic, and longer lasting. These clones, while weak, are imbued with Hikaru's reiatsu, and as such have resiliency enough to resist one fatal strike or several less powerful ones.

At base level the speed clones last only for a few seconds, blurring and amorphous. Once Hikaru reaches 5000 Hohou, they become more solid and last for half a minute, copying the position he was in at the time. At 10,000 Hohou, they can last for a minute, and duplicate any motions Hikaru makes.

Such repeated shunpoing does take focus, and Hikaru may use this technique once per every five RP turns. Such focus also means he is completely absorbed, paying little attention to anything outside his immediate sphere of perception. In addition, once in motion he cannot stop quickly, and the technique does not allow him to go through solid objects.

Kamar
01-13-2010, 10:03 PM
Unique Feat - Slot from current PMs

[Grimoire]
While under the effect of his Shikai, Conrad has perfect memory. This makes it very simple to recall a vast number of spells, something which would normally take weeks or even months of studying.

For every 500 Kidou Conrad has, he gains an additional spell slot, accessible only during Shikai. After every five slots, the requirement for further slots increases by 500; 1000, then 1500, etc., etc. The level of any spell in these extra slots must be less than the level of Conrad's strongest Kidou in a normal slot.

Redfin
01-13-2010, 10:17 PM
Point from here (http://www.bleachforums.com/showthread.php?t=36853)

SSS β

Hotate and any of her parts (i.e. the bankai) become immune to any abilities (kai attacks, kidou, feat, techs) they use themselves. Any such abilities will pass right through them as if they weren't there. This is always on for no cost but can be turned off if desired.

Kehengto
01-14-2010, 09:35 AM
After a discussion with Moots, several changes have been made.

[Salary Raise] : Shoukyuu
- Based on an agent’s rank they receive a weekly base salary which they can use to purchase upgrades, ammo, or additional weaponry. However as with all financial matters, there tends to be more days in the week than yens in the paycheck. For most, such this conundrum requires a bit more careful planning in allocating finances. With Salary Raise however, and agent can receive what would in essence be a raise. Not only does it affect the week pay, but also affects any payment an agent would receive from completing a mission.

The percentage of the raise would be contingent upon the agent’s rank starting at 6% and increasing by 1% with each rank promotion yet not exceeding 10%.

[Stealth Field]: Suterusuba
-One of the most crucial skills any agent should posses is the ability to go unnoticed. Staying out of the public eye is important, but sometimes keeping a low profile can mean the difference between life and death. A weak but chaotic field of reiatsu, emitted around the agent, serves to scatter light rays ever-so-slightly, refracting and blurring the users figure, allowing them to blend in with their surroundings more easily. This technique also helps to confuse and misdirect any beings capable of sensing spiritual power, if only momentarily and may even cause a lapse of memory for the time one was in the presence of agent that was using this technique. However this side effect does not affect those who have learned Stealth Field.

Veralidaine
01-19-2010, 06:58 PM
Cerb techs replacing Laboratory Conditioning and...iunno yet. probably kidou nerf. must confer w/ the powers that be.


[ Bonus ]
This tech adds benefits onto an agent’s Cerberus salary (the thing you rp on your own that let's you buy toothpaste). The benefits come in the form of credits that can be spent within the company on the organizations’ items that have undergone enough testing to be viably used in the field, or on any other items available to all Advent Humans for purchase (e.g., kidou scrolls). An agent’s benefits scale along with his position into the following tiers:
Agent – 2k credits per week
Senior Agent – 4k credits per week
Assistant Department Director – 8k credits per week
Department Director – 20k credits per week
Note: Additional salary bonuses may be earned through missions.

[ Cocktail Tolerance ]
Agents who have learned this technique have built up the internal tolerance necessary to protect their system from the dangerous side effects that can occur with Cerberus drugs. This allows the agent to safely mix two chemicals on a single mission.




Cerb trained feats

[ Miser ]
Agents may elect to receive more credits instead of other benefits (goodbye dental plan, hello drugs). This feat increases an agent’s weekly pay by 1.5 times.

[ Junkie ]
Some agents who wish to use Cerberus’s innovative drugs may find it difficult or impossible to obtain the physical prerequisites that stave off the deadly side effects of the drugs. Through training in this technique, an agent can learn to build up an immunity to these effects, effectively halving all apothecary prerequisites.

Senej
01-19-2010, 07:17 PM
- Current PM feat slot and spec point -

This's a unique feat.

[Regeneration]

Through extensive studies, started by the discovery of a book of an old scientist codename Forge, the use of particular equipments, the loss of an arm and the help of his own spirit, Giorgio was able to realign his reiatsu modulation in order to be able to regenerate, as much as hollows do. This ability is based on the relationship with his spiritual alter ego, in order to maintain the stability of the process that is otherwise uncontrollable.


Minor scratches, burns and stabs in non-vital places can be healed in 5 rounds.
Deep wounds, internal injuries and non-lethal damage to the body area can be healed completely in 10 rounds.
Major wounds, such as missing limbs, large swaths of missing flesh or high levels of damage to the body area can be healed completely in 20 rounds.


This is an active process so note that wounds are constantly being healed rather than as a quick burst.

This property has a limit, however and when the shinigami is near exhaustion at 50% reiatsu or lower, all of these times are multiplied by two. They are multiplied by four at 25% reiatsu or lower.

For each 5,000 connection attained, it is possible to subtract a round from all these figures, capping out at five rounds. This means that, at 75,000 connection, the subject is not affected by anything short of deep wounds.

Kishyotai
01-31-2010, 05:07 PM
(Acting) Captain slot/point

[ Unique Feat ]

[ Tenkaichi ] – 'the One who Stands Under Heaven'

Through his constant exposure to some of the greatest swordsmen to ever exist Masato has been able to facilitate a similarly prodigal strength with the sword. Surpassing even that, however, Masato has seen some of the greatest fundamental truths of swordsmanship. Combined with his laundry list of near-death experiences and undefeatable foes, the young shinigami has found a way to mimic the oppressive power of those men and present himself with a similar aura – as the 'one who stands under heaven'. The opponent's mind is made to think, with exposure, that there is no way to defeat Masato. This aura's end result is a debuff on the opponent's primary attacking stat (Zan or Hak) by 4% of Masato's Zanjutsu per round engaged in battle, stacking to a maximum of 25%. If more than one opponent is present, all opponents can be debuffed up to 15% (multiple opponents force this – Masato cannot 'focus' on one opponent in the midst of many). If the opponent can successfully escape Masato for 4 turns or Masato disengages the opponent permanently, the aura's effect is broken and the debuff is reset.


Reduced growth % slightly from initial submission.

Unholy
02-02-2010, 01:15 PM
Using Pm spec and Slot

[Unique Feat]

[Iron Palm]

While Shin had learned his shikai, the spirit taught him another technique that he could use anytime. Because of the boys constant handstands during his life and in the soul society, the boy slowly gained upper body strength. The spirit, deciding to put such frivolous play to good use, had the boy develop a technique to focus all of his strength into a single finger...allowing him to deliver precision strikes to critical areas. Because of the boys lack of sword skills, he took this a step further and strengthened his palm to the point where he could either weaken or completely defend against swords strikes with his bare hands. The least Shin's stat can be to block an attack without losing his hand from wounds is if his hakuda stat is about a quarter of the enemies zanjutsu stat.

Costs 7% reiatsu per block/attack

DarkVortexX
02-04-2010, 09:33 AM
Okay, try try try try gooo goooo go go go go go!! Okay, Feat Slot from Summer PMs here I come!

[Unique Feat]

[Glissire lectrique] (Electrical Slide)

Coming to a better understanding of her electrical prowess Miki has learned to utilize her abilities to its fullest.

By paying 1.5x the cost of the regular shunpo/fight to flight chart she can perform an instant step following the normal shunpo chart for said steps. Because this ability is driven by her electrical abilities she is able to perform an instant step with which she can move through physical objects.

She can not move through spiritually-build objects.

Nanocarp
02-06-2010, 11:21 PM
Them orph div techs~


[ Mod Steel ]

Outside of an agent's personal abilities, firearms are the Orpheus Initiative's best counter to spiritual threats. However, due to the barebones funding the initiative receives from the United Nations, weapons that can utilize ghost-fighting ammunition are in short supply.

To make up for the lack of weapon variety agents previously enjoyed with the stocked Orpheus armories in the past, these firearms are highly customizable. Corresponding to the tier of weapon an agent qualifies for, that gun can be accessorized with a set number of modifications to it's owner's liking. These things cost money though, so agents better have the cash to pay for them!

These can range from silencers to different firing mechanisms to attachable scopes, so check out the Armory post in the Orpheus thread to see what modifications your gun can handle!

D-Tier upgrades are available to Orpheus Corporals (0-5000 Reiatsu)
C-Tier upgrades are available to Orpheus Sergeants (5000-10,000 Reiatsu)
B-Tier upgrades are available to Orpheus Lieutenants (10,000-20,000 Reiatsu)
A-Tier upgrades are available to Orpheus Brigadiers/Major (20,000+ Reiatsu)


[ Payday ]

Every agent employed by the Initiative receives a weekly salary for their valued services, payed in the form of Credits, or ₢. As Orpheus' jurisdiction extends beyond the borders of any individual nation, paying in one particular currency would cause problems. As such credits, while not physical money, represent real, legal tender and can be used practically anywhere. An agent's pay increases according to his or her ranking within the organization.


Corporal – 2000₢ per week
Sergeant – 4000₢ per week
Lieutenant – 8000₢ per week
Brigadier/Major – 20,000₢ per week

In addition to weekly pay, additional funds can be acquired through specially sanctioned missions.


And an Orpheus Trained Feat~


[ Gunsmith ]

How to properly modify ones firearm is a need-to-know skill for any good agent. Still, there are some who show more talent for crafting weapons than others. The line between a well-built weapon of war and a useless heap of scrap is a fine one. Those who have mastered the art of weapon-tuning gain access to an extra upgrade slot on one currently equipped weapon.

Nanocarp
02-07-2010, 02:03 AM
Superbowl Sunday and Jerry Springer is on. My time to shine.

Edit: if you submit a feat that modifies your release in any way, please link your shikai/bankai/whatever. Thanks.

Handful of Undead - Approved.

Shades of Shade - Approved. This is okay, but since it's kind of like a buff to your kai, you'll have to link it whenever you go bankai on someones butt.

Chickenhawk - Approved.

Villa del Kamar - Approved, but you have the option of resubmitting this feat with a flatter rate. The way you have it right now makes it much less useful later on. It's up to you, but you only have a week for resubmittal - otherwise that spec point is good as spento.

Huckleberry Fin - Approved.

Zen -


Salary tech: Denied. We already discussed this and the way it didn't really fit with the pricing of things.

Stealth field: Denied. The customize tech (our first choice, see below) got accepted, so I'm not sure if this one is still too important. Either way, the 'memory lapse' part kind of comes out of left field and probably isn't going to fly.

Vera the Sockeater -

Div Techs: Approved.


1st Feato: Denied. A raise falls under more of a unique/non-affiliated feat. Since this is a Cerberus trained feat it should probably affect the prices of Cerberus stuff in the form of a discount.

2nd Feato: Denied. Halving the requirements is just too much, if y'all still want this one it'll have to be nerfed.

Senej - Approved w/ changes: Take out the last paragraph that reduces turns over every 5,000 connection. The way it's written now, you're dipping your hand into two different race sheets w/ a few too many benifits.

Kish - Denied. This is a pretty big debuff that autohits and doesn't cost anything. Also the duration only requires you to keep fighting. It's kinda post-BK stuff and needs to be fixed.

Unholy - Denied. Handstands? Really? How does upper body strength correlate to sword blocking hands in the first place? If you want to use your hands to block sharp things, just state that and it'll be fine. This doesn't even need a cost really.

Rob - Approved. also lol electric slide.

And for orph stuff:


12:56:03 AM mootiman: okay for the armory thng do u need a rei chart for it
12:56:07 AM mootiman: liek are we doin it by rank
12:56:08 AM mootiman: or rei
12:56:22 AM nanocarps: the rei is just the stuff from the item faq
12:56:29 AM nanocarps: and those are the ranks
12:56:39 AM mootiman: well liek which is it tho
12:56:53 AM nanocarps: oh ranks i guess
12:57:00 AM mootiman: okey u dont need the rei in there
12:57:19 AM mootiman: otherwise liek a lieutenant at 20,001 might thnk he gets a stuff
12:57:24 AM mootiman: he might liek qualify for it rei wise
12:57:33 AM mootiman: but he wouldnt qualify for the a tier add ons rite
12:57:46 AM nanocarps: oh rite
12:57:53 AM nanocarps: okay that makes it easier
12:57:56 AM mootiman: okey just nuke the rei part so ppl dont get confuesd
12:58:02 AM mootiman: b/c i was a lil u see
12:58:33 AM mootiman: okay pay is fine
12:58:47 AM mootiman: okay gunsmith is fien

Kishyotai
02-07-2010, 09:13 PM
EDIX - Using Summer PM Slot/Point

[ Unique Feat ]

[ Tenkaichi ] – 'the One who Stands Under Heaven'

Through his constant exposure to some of the greatest swordsmen to ever exist Masato has been able to facilitate a similarly prodigal strength with the sword. Surpassing even that, however, Masato has seen some of the greatest fundamental truths of swordsmanship. Combined with his laundry list of near-death experiences and undefeatable foes, the young shinigami has found a way to mimic the oppressive power of those men and present himself with a similar aura – as the 'one who stands under heaven'. The opponent's mind is made to think, with exposure, that there is no way to defeat Masato. This aura's end result is a debuff on the opponent's primary attacking stat (Zan or Hak) by 5% of Masato's Zanjutsu for every attack landed upon the opponent, stacking to a maximum of 25%. If more than one opponent is present, all opponents can be debuffed up to 15% (multiple opponents force this – Masato cannot 'focus' on one opponent in the midst of many).

Tenchra
02-08-2010, 09:56 AM
Resubmitted for wording issues.

[Bastion of Strength]
After training with Akai, he was taught the ways to strengthen his own body to mitigate damage. This technique was taught to help him become the instrument of destruction he was meant to be, an unstoppable juggernaut. Though their wills are different, and thus their defensive ability is too.

Once per battle, when Stern receives damage. His body begins to channel the defensive nature of the bastion. After two turns his body hardens giving Stern a 10% reduction on all incoming damaging attacks, and increasing by 10% for two turns, capping out at 30% for one turn, then the reduction drops off completely.

Kamar
02-08-2010, 11:13 AM
Unique Feat - Slot from current PMs

[Grimoire]
While under the effect of his released zanpakutou, Conrad has perfect memory. This makes it very simple to recall a vast number of spells, something which would normally take weeks or even months of studying.

For every two Kidou slots Conrad has, he gains an additional slot accessible only during release. The level of any spell in these extra slots must be less than the level of Conrad's strongest Kidou in a normal slot.

If this is too flat, my secondary option is this:

For every Kidou slot Conrad has, he gains an additional slot accessible only during release. After five extra slots, the requirement increases by one slot. After an additional five extra slots, the requirement increases a final time to three slots per extra. The level of any spell in these extra slots must be less than the level of Conrad's strongest Kidou in a normal slot.


Also, I changed it from "Shikai" to "release" so that when (if) I ever make it to Bankai I don't have to waste a point to fix it.

Unholy
02-13-2010, 08:47 PM
Using Pm spec and Slot

[Trained Feat]

[Iron Defense]

This technique was developed by Shin to make up for his lack if swordsmanship skills with the help of his zanpaktou spirit. The boy strengthened his muscles to the point where his skin and his hands could defend against edged weapons. In roleplaying terms, Shin uses his hakuda like zanjutsu in terms of blocking edged weapons. The least Shin's stat can be to block an attack without getting completely slashed is if his hakuda stat is about a quarter of the enemies zanjutsu stat.

Seraph
02-15-2010, 10:46 PM
Going with something a little less...unique. Spec point from recent Summer PM's.

Trained Feat:

[Kattohira]
Cutting Palm

By focusing reiatsu to the user’s arm, it can be used to counter long-range abilities such as kidou, cero, or generally any reiatsu-based attacks. Paying 5% of their reiatsu the user will split the attack in two around them, creating a small ‘wake’ through the attack so that the two halves pass by harmlessly, though they are still very capable of harming anything behind them. The blade-like reiatsu created by Kattohira then remains for the next 2 rounds to be used as seen fit. If the cost is repaid, then the time is reset and the amount of reiatsu within it is reset to its maximum of 5% of the user’s reiatsu. If the reiatsu is less than the reiatsu within the attack the user is attempting to split, then Kattohira is unsuccessful.

shadowwind144
02-21-2010, 09:03 PM
using spec point from me getting Vice captain

[Trained Feat]
Inin (Charge)– Through a connection with their inner hollow a vizard is able to spend 5% of their reiatsu, 10% of their rage and generate 5% emptiness to augment the power of any energy attack that they use.

Amadeus
02-21-2010, 09:33 PM
[ Aggressive Soul ]

A Vizard with a particularly aggressive Hollow has their automatic Rage supply increase by 2.5%.


[ Restrained Soul ]

A Vizard with particularly powerful restraint has their automatic rage supply decrease by 2.5%.


[ Calm Soul ]

A particularly calm Vizard has their total Rage capacity increased by 10%.


[ Ironclad Soul ]

A Vizard with a particularly resilient spirit gains another use of Subconscious Defense.

Lambo-san
02-21-2010, 11:54 PM
Vizard "Wing" Techs

Ala Ensifer (Zanjutsu Wing)

[Byakko Hakkou] (White Tiger Corona)

Provided the user keeps their Rage reserves over 30%, allows the user to cut through damage and pain reducing barriers or abilities.

[Majingetsueika] (Moonlight Demon)

By spending 300 reiatsu, the user can create an energy projection that effectively triples the size of their weapon. The user must charge the projection with an additional 2% Reiatsu to energize each swing.


[Kakutei Gekido] (Indignation Judgement)

In battle, fighters using this technique focus their minds to forego their base instincts and subduing the rage Vizards normally gain per round. For this exertion in concentration, they receive a 5% boost to their primary combat stat for every round they do not automatically gain rage.


[Kagirinai Shougaizai] (Endless Infliction)

A Vizard who receives a successful enemy blow or has one of their own attacks blocked while using this technique gains 5% rage to their rage reserves.




Ala Exarmo (Hakuda Wing)

[Menace to Society]

Once activated the user will gain 5% Rage Reserve for every successful attack landed.

[Double Decker Coffin]

Once activated, the user soaks their body in the Rage gained from their inner hollow. Upon every successful hit landed by the user, 1% reiatsu and 5% of their total rage is transferred via the direct blow into the victim's body upon impact, maximizing a landed blow's power. In exchange they gain 1% emptiness per successful hit landed.

[Rusty Jack Knife]

For members of the Exarmo Wing speed is not typically their primary focus. By spending 5% of their reiatsu they can affect a single transfer from their primary combat stat to their hohou stat of 25%. The effect is only temporary, in that, once the turn is over the user's hohou stat will return to normal and the they will lose 5% of their primary combat stat for 3 turns, after which time the stat returns to normal. This technique can be performed once per battle and the ability to sustain the technique multiples times is determined by connection, with 1 additional turn being added per 10,000 connection.


[Toe Jammer]

Users of this technique may activate it using 500 of their own reiatsu to cause a penalty to the enemy for performing any series of Flash Steps. A mark will appear on a selected enemy and at any given time during this activation, that single enemy target will receive 100% of their own reiatsu spent on a Shunpo back as damage to both them and their reiatsu. The technique is limited to a 50 meter radius (this is the approximate distance that the initial activation cost would allow the target to travel) while the technique is active.





Ala Venatio (Hohou Wing)

[Absolution Edge]

User of this technique learned to channel the hollow energies of their vizard masks into raw speed on the battlefield. While masked, the user receives a 5% increase to their hohou for each 10% rage they have, to a maximum of 30% increase to their hohou stat.

[Plunge into Darkness]

Those trained in the use of elaborate shuynpo arts are also capable of drawing out greater power from their Hollow selves through use of the high speed maneuver. Each time a shuynpo is performed, a masked vizard gains 5% rage immediately.

[Dispersal Stream]

(Normal shuynpo costs + 10% rage)
Using this technique, the Vizard elevates the power of the slipstream
technique to create a potent new use for the rapid travel. With this
technique, the vizard uses the stream to sip briefly from their current
plane, allowing their shuynpo to travel through objects or barriers present there


[Slipstream Guide]

(Normal shuynpo cost + that same cost for each projectile)
This technique was designed to combat the use of long range energy attacks that might be leveled against the speedier vizards. By enhancing the slip stream, the user can ?tag? kidou or energy based attacks and drag it with them as they move. The energy will follow them, and move to the terminal end of the stream with the approximate speed of the shuynpo. Practitioners start with the ability to ?guide? one projectile, improving the number by one for each 5000 hohou attained up to three times.





Ala Veneficium (Kidou Wing)

[Less of Loss]

The caster can cancel their own energy skills as long as it still exists and gain back half of the cost spent. Any skills with limited usage is not counted as having been used if canceled.

[Omnipresent Massive Ground]

By paying 150% of the normal cost, the user can increase the size of their energy skills to twice their normal size, for example, the range, size of explosion or size of area affected.

[Wrathful Tyrannical Forth]

By adding 4% rage to an attack, that attack can be coated with special energy that gives it push away properties in addition to its normal effect. Weaker targets can be completely blown back while stronger targets will be staggered. Each usage generates 2% emptiness


[Bring Back Quiet]

By paying 2% rage and some reiatsu energy, the user is able to purge any negative effects affecting their own body. Any negative effects that cost less than the amount of reiatsu spent will be removed. This can be used on even when the user does not know they have been affected by something as long as they pay more reiatsu. For 6% rage cost and some reiatsu, this tech can remove any effects, positive, negative or indifferent from another target that cost less than the reiatsu spend. Rage can be removed this way at a rate of 2 reiatsu per 1 rage. Removing rage this way will generate half that amount of emptiness on the target. Using the tech on self generates 1% emptiness while using it on others generates 3%. Emptiness is the only thing not removable by this tech.

Kehengto
02-25-2010, 05:18 PM
Last tech for orph

Friendly Fire: Orpheus Agents are trained to be stalwart combantants in situations where they find themselves in one on one combat. They're even better in teams. This manifests itself as a 10% constant buff to combat, that increases by 5% with for every nearby agent within 25 meters, capping at 15%.

Trained feat; using Captain of Orpheus Spec point for this one:

[Blackmarket Shaman]
Kidou Scrolls are nothing new to humans. In the right humans' hands these spells offer both offensive and support practicality, but since human bodies aren't fully compatible with the intricacies of demon magic, only low level spells can normally be used without harm. However, through intensive physical and mental training, scrolls containing much more potent kidou can be utilized by an Advent Human. With this feat equipped an Advent Human is allowed to purchase and use Kidou Scrolls 1-50 of both disciplines.

Requirements:
• 3k Resistance
• Training Collab to Learn

Nanocarp
03-08-2010, 01:37 AM
My angel... and my girls... my sunshine!

Oh, oh let's go!

Kish - This is pretty much okay, but its too big a debuff to not have a duration on it.

Bob - Approved. Be aware that this can't stack with other damage reduction abilities though.

Kamar - The second option is good, approved.

Unholy - The wording is a little bit confusing. Is it his entire skin that is capable of blocking swords or is it just his hands? Fix the grammar stuff and resubmit.

Raph - Approved w/ changes. Cut down the time from three rounds to two, otherwise you're gettin a bit to much a bargain for what you're paying.

Shad - For this to work, it'll have to be rage only since adding rei makes it a bit too overpowered. Also you'll have to choose a specific energy application to put the augmenter. PS stay away from augmenting those vizard attacks since they're already more power lenient.

Desu - All approved yayy

oh boy vizard tex


Zan wing

Byakko Hakkou - fine

Majingetsueika - the cost should be flat all around, like 300 rei per round. Also some type of limiter needs to be placed on it because it has the potential to make city-sized zans which is a no.

Kakutei Gekido - First off the buff should be zan only since this is the zan wing. Also since not every vizard gains the same rage a round the way the buff reflects whats being paid needs to be stated better.

Kagirinai Shougaizai - Fine

Hak wing

Menace to Society - Fine

Double Decker Coffin - rage needs to be 2.5% w/ new rage rules but otherwise fine

Rusty Jack Knife - fine

Toe Jammer - the way the mark is inflicted needs to be a little more intricate than just wishing it on someone. also the cost is concrete for a weird effect and needs to be changed.

Hohou Wing

Absolution Edge - this buff is way too high for tech level stuff. max should be 10%, with something like 40% rage. 2.5% increase for every 10% rage.

Plunge into Darkness - fine

Dispersal Stream - does this work as slipstream + phasing, or just the phasing part? It's fine if it's just phasing but the distinction needs to be made in the text.

Slipstream Guide - haha what is with these ?s ? Anyhow this is supposed to be a guide for allied projectiles but its worded to be a super broken enemy projectile reflector. Fix it up and resubmittu

Kidou Wing

First off, all of these that say 'energy skills' need to address kidou only so that they don't make kai abilities super hax.

LOL - Doing this with kidou is fine, not w/ kai effects etc.

OMG - Same thing w/ this one. Augmenting kidou is okay but not with other stuff. Also does this increase power? If it does 1.5x is pretty iffy.

WTF - fine

BBQ - haha, how much is 'some reiatsu'? this is crazy and looks like an unfinished c/p so figure out everything and resubmito

Zen - for the tech, drop the passive buff to 5% and its fien. Trained feat is approved.

Redfin
03-10-2010, 07:55 PM
Change summary
- Changed to kidou only for most abilities
- Clarified that Omnipresent Massive Ground does not increase power
- Reworded Bring Back Quiet, cost changed slightly

[Less of Loss]
The caster can cancel their own kidou as long as it still exists and gain back half of the cost spent. Any kidou with limited usage is not counted as having been used if canceled.


[Omnipresent Massive Ground]
By paying 150% of the normal cost, the user can increase the size of their kidou to twice their normal size, for example, the range, size of explosion or size of area affected. This does not affect the power of the kidou.


[Wrathful Tyrannical Forth]
By adding 4% rage to a kidou, that kidou can be coated with special energy that gives it knock back properties in addition to its normal effect. Weaker targets can be completely blown back while stronger targets will be staggered. Each usage generates 2% emptiness


[Bring Back Quiet]
By paying 5% rage, generating 2.5% emptiness and any amount of reiatsu, the user is able to remove any negative effects affecting their own body that costs less than the amount of reiatsu paid. As this tech isn't targeted, it can be used on even when the user does not know they have been affected by something.

For 10% rage, generating 5% emptiness and any amount of reiatsu, this tech can remove any effects, positive, negative or indifferent from another target that costs less than the reiatsu spent. Rage can be removed this way at a rate of 2 reiatsu per 1 rage. Removing rage this way will generate half that amount of emptiness on the target.

For example, if a person is affected by debuff that costs 300 and another one that costs 500. The user decides to pay 400 reiatsu, they will get rid of the 300 cost one but not the 500 one.

shadowwind144
03-11-2010, 02:30 PM
Vice-Captainness point changin it completely to better the RP, you're welcome xP This is a trained feat.


[ Kindou ] - Way of Forbidden Words

A branch of demon magic that so tested the fabric of reality that it was sealed away, forbidden to be taught. The spells that fall under this mantle bend laws that were never meant to be tampered with.

No longer monitored as closely as centuries past, the knowledge of the forbidden spells has been discovered and surreptitiously spread. Only accessible to those of paramount skill in the demon arts, these Kindou require a full round's concentration and a complete incantation to cast.

Training Requirements: 10,000 Kidou

Lambo-san
03-12-2010, 03:38 AM
I think I've made all the edits correctly, if I messed anything up someone please just let me know, I'm just a humble lambo :">

Vizard "Wing" Techs

Ala Ensifer (Zanjutsu Wing)

[Byakko Hakkou] (White Tiger Corona)

Provided the user keeps their Rage reserves over 30%, allows the user to cut through damage and pain reducing barriers or abilities.

[Majingetsueika] (Moonlight Demon)

By spending 300 reiatsu and 300 reiatsu per round to maintain, the user can triple the size of their weapon impact area with an aura surrounding their sword. Blunt energies beyond three times the original size of the sword cannot be maintained.


[Kakutei Gekido] (Indignation Judgement)

Vizards normally gain 10% of their rage per round simply by wearing their mask. Fighters using this technique focus their minds to forego their base instincts and subduing the rage Vizards normally gain per round. For this exertion in concentration, they receive a 5% boost to their zanjutsu stat for every round they do not automatically gain rage.


[Kagirinai Shougaizai] (Endless Infliction)

A Vizard who receives a successful enemy blow or has one of their own attacks blocked while using this technique gains 5% rage to their rage reserves.


Ala Exarmo (Hakuda Wing)

[Menace to Society]

Once activated the user will gain 5% Rage Reserve for every successful attack landed.

[Double Decker Coffin]

Once activated, the user soaks their body in the Rage gained from their inner hollow. Upon every successful hit landed by the user, 1% reiatsu and 5% of their total rage is transferred via the direct blow into the victim's body upon impact, maximizing a landed blow's power. In exchange they gain 2.5% emptiness per successful hit landed.

[Rusty Jack Knife]

For members of the Exarmo Wing speed is not typically their primary focus. By spending 5% of their reiatsu they can affect a single transfer from their primary combat stat to their hohou stat of 25%. The effect is only temporary, in that, once the turn is over the user's hohou stat will return to normal and the they will lose 5% of their primary combat stat for 3 turns, after which time the stat returns to normal. This technique can be performed once per battle and the ability to sustain the technique multiples times is determined by connection, with 1 additional turn being added per 10,000 connection.


[Toe Jammer]

Users of this technique may activate it using 300 of their own reiatsu per round to cause a penalty to the enemy for performing any series of Flash Steps. Through physical contact with the target, a glowing mark is planted that strains the target's ability to perform any Flash Step maneuvers. While this technique is active all shunpo is self-damaging to the enemy target resulting in 100% of their own reiatsu spent on a Shunpo back as physical damage for up to 5 rounds. Marks may be planted and sustained on multiple targets for the same cost per target, per round up to the maximum round limit.


Ala Venatio (Hohou Wing)

[Absolution Edge]

User of this technique learned to channel the hollow energies of their vizard masks into raw speed on the battlefield. While masked, the user receives a 3% increase to their hohou stat for every 20% rage.

[Plunge into Darkness]

Those trained in the use of elaborate shuynpo arts are also capable of drawing out greater power from their Hollow selves through use of the high speed maneuver. Each time a shuynpo is performed, a masked vizard gains 5% rage immediately.

[Dispersal Stream]

(Normal shuynpo costs + 10% rage)
Using this technique, the Vizard elevates the power of the slipstream
technique to travel through objects or barriers in their path.

[Slipstream Guide]

(Normal shuynpo cost + that same cost for each projectile)
By enhancing their own slip stream, the user or an ally can cast an energy or kidou based projectile attack and drag it behind them, causing a trail of damage based on the original strength of the projectile. Practitioners start with the ability to guide one projectile, with the ability to perform the technique once and an additional time for every 5000 points alloted to their hohou stat.

Seraph
04-28-2010, 08:55 PM
[Rei Genkai – “Zero Limit”]
[Type: Trained]

The user has put his/herself through brutal, rigorous and punishing training. This training resulted in them gaining both a pain threshold far beyond anything thought possible, and the ability to surpass the body’s physical limitations regularly with little consequences. They now have a passive resistance to all forms of pain and manipulation, be they physical, mental, emotional or otherwise. In addition, by paying 1% of the user's reiatsu per round, their body may ignore any wounds inflicted on their body, grevious or not, allowing the user to continue fighting without any detraction to his/her fighting abilities.

Learning Requirements:
- At least 2 training collaborations with another user

shadowwind144
05-02-2010, 07:29 PM
Point from '08 summer plot, taken over from viz transfer

Oonami no Akuma [Demon Surge]
In delving into the demon arts, Hisao’s energies have synched far more with the spells than normal. This bond has now translated into the ability to cast a unique spell on himself. By paying up to 10% of his kidou stat in reiatsu Hisao is able to transfer the amount into his Hakuda stat for three rounds. The reiatsu spent for this ability is counted as though Hisao has casted a normal kidou. Only one instance of this ability can exist at a time.

Haresuno
06-14-2010, 11:16 PM
[Negation Reiatsu]

Because Haresuno’s constant battery against kidou from fellow members of the Tenth, or other kidou-savvy shinigami, his reiatsu has become twisted as a defense against such arts. For anyone relative – or lower – to Haresuno’s reiatsu, that is casting kidou or kidou-esque abilities at Haresuno, the effectiveness is halved. For those who are greater than his reiatsu this effect is reduced to 1/3 instead of half its potential. This change does not affect Haresuno’s own casting abilities.

hirenkyaku12123
06-20-2010, 10:34 AM
Hello my pretties, time to get things moving *mumbles something about those darn vizzles*

[Less of Loss]
Approved w/reword

Look at all the conservative kidou casting that will soon appear. Also, by limited usage I’m assuming you mean things like hadou spells and those funky fast bakudou like Tangent and what not. You might just want to add a bit more of a distinction.
[Omnipresent Massive Ground]
Approved

Huzzah, spell shape v2.0 in tech form. Yeah this seems fine.
[WTF]
Approved

I got tired of writing out the names of these. Like nano said earlier, this is still fine. Now you have a gigantic personal bubble.

Resubmit

After some talking and clarification, post again for one final ruling on this thing.
[Kindou]
Approved

What a kind act shady haha. Now it's will's problem to deal with kindou subs ;D Well here’s another way for shini/vizzle to completely wipe out Tokyo…

[Byakko Hakkou]
Approved

[Majingetsueika]
Approved w/ Changes

That initial, extra 300 rei isn’t really needed tbqh. Just keep it at 300 rei per round and that’ll work. Have fun with your club swords.
[Kakutei Gekido]
[B]Resubmit

There should be a limit on the zan buff. At this point it seems as if it stacks every turn that they don’t get rage, you could theoretically get a point where a guy is walking around with a 70% zan buff or something.
[Kagirinai Shougaizai]
Approved

[Meance to Society]
Approved w/Changes

This should really be limited to physical hak hits considering this is the hak wing and all. [Double Decker Coffin]
Approved

[Rusty Jack Knife]
Approved

[Toe Jammer]
Resubmit

The way this is worded is funky… When it is used, are they still able to use shunpo, just with the backlash, or is it completely shut down, because “strains ability to perform Flash Steps” is quite vague. Other than that, you followed the specification in how this is activated will work. It’s pretty much in a MoH style activation. Resub with clarification and I’ll check again.
[Absolution Edge]
Resubmit

This should have a maximum limit to the buff, considering you have a tech giving you 5% rage per shunpo and a vizzle naturally gets 10% when masked. The buff would add up pretty quickly.
[Plunge into Darkness]
Approved (But shouldn’t lots of shunpo give the other person more rage 8D [/pun])

[Dispersal Stream]
Approved

As long as this only affects the user of the tech, it’s fine.
[Slipstream Guide]
Resubmit

When you say that the trail damages the target as well, are you talking about the actual slipstream or the projectile following the slipstream? Are you turning the projectile into a stretched out line of damage, or just guiding it to a new target? Specify a bit more because it’s a bit hazy at this point.

[Demon Surge]
Approved w/ notice

This appears to be a kidou-tard’s version of battle adaptation so it seems fine. However, just as a little disclaimer about the way you worded this… If Hisao is going to use treat this as a normal spell, the cost will ALSO be subtracted from your kidou threshold. Also, if it’s going to be counted as a spell and you’re not going to use double cast then you can’t cast anything else that turn. You’ll have to talk to Will about how you’ll factor this into to double cast seeing that it’s not really a bakudou or hadou.
[Zero Limit]
Approved w/changes

Laboratory Conditioning V2.0 I see… The ability seems fine barring the last sentence. Even if you can’t feel anything, physical injuries will still be able to hamper fighting power. If your arm is broken, it’s broken. No matter how much pain medication you take, you won’t be able to swing a sword “without any detraction” with a broken arm. Rephrase the sentence stating that while pain will be ignored, physical harm can debilitate fighting power, or something to that extent.
[Negation Reiatsu]
Denied

Hmm… even for a unique feat, this is extremely overpowered. Firstly, what exactly do you mean by kidou-esque. Are you counting solely kai attacks based off kidou stat? Is this going to include energy abilities? This term is way too broad to use. Specify if you are only going to be targeting kidou, or energy based attacks, such as cero and the like. This feat theoretically applying a 33% and 50% damage reduction to vague “kidou-esque” attacks. One half damage effectiveness reduction is way too much, especially when you combine it with your broad based terminology. Also, for enemies stronger, it still remains at a 1/3 reduction. These levels are similar to ones you’d see for metaplot baddies like Myrias (whose kai had the ability). Finally, all of this is happening without any cost…

In summary here’s a brief rundown of what needs help:
1) Define kidou-esque
2) Lower reduction from 50% and 33% (10-15% at best)
3) Add a cost reflective to the damage reduction

Code of the Noble
06-20-2010, 11:21 AM
*throws tons of paperwork on hiren's desk* Here you are sir, my tech submission for the future Eighth Division...

[Kenkyouka] - “Sword Empowerment“

Utilizing their own kidou energy, the practitioner has the ability to cast a kidou spell onto their blade. Once the blade comes in contact with the opponent, the spell will automatically activate. Whatever damage or effects are done by sword and spell, will be unleashed on to the opponent. With continuous use of the technique, the caster will gain the ability to have two spells imprinted on their blade at one time, once the user gains 5k kidou or zanjutsu stat.

[Jin'ishi] - “Bladed Will”

Zanjutsu and kidou are both essential to achieve victory in the Eighth Division. As such, one must learn to adapt their minds and take advantage of this new found strength. With Bladed Will, the practitioner has learned to augment their fighting abilities. By paying 10% base reiatsu, the user of this tech imbues their mind, body, and sword with power to understand, and at times, fight on par with a once overwhelming opponent. This change in combat expresses itself as a direct transfer of 50% of one's base kidou stat to their zanjutsu. The user can maintain the energy for only three rounds. This skill is a one time use per battle.

[Hagane no Kizuna] - “Bond of Steel”

The user of this tech has created a bond between their kidou and their zanpakutou, allowing the sword to store and augment a limited amount of kidou spells. This has the effect of granting the practitioner five additional kidou slots, at the start, and gaining one additional slot, per every 1000 Zanjutsu, to a max of ten slots. The zanpakutou must be in hand for the shinigami to have access to the spells. Even though kidou which are bonded to the zanpakutou itself are cast at its normal cost in reiatsu, the kidou threshold is reduced by half the spells cost, allowing the practitioner to cast the spells bonded to their sword more effectively than normal.


[Kyousei Taikyou] - “Forced Ward“

Spell and Zanpakutou are one to a member of the Eighth. A practitioner of this technique will gain the ability to completely bypass the incantation of barrier based kidou. Furthermore, the user of this tech will also have the ability to augment any barrier by paying 10% reiatsu, to be included to the barrier's potency. The size and shape of the barrier may vary, depending on the amount of reiatsu placed into the spell.

Haresuno
06-20-2010, 11:40 AM
[Negation Reiatsu]

Because Haresuno is constantly receiving attacks from kidou, or kidou-esque attacks, his reiatsu has adapted itself to resist such assaults.

Haresuno is able to reduce the effectiveness of any kidou or energy-based effects (cero, energy based kai, or race equivalent) by half. This is a passive effect against abilities or kidou that cost up to 4% of his total reiatsu. He can actively choose to pay 10% reiatsu per round to dampen stronger abilities, but can only maintain that for up to one round per 4000 connection.

This resistance is a double-edged sword, however: it also passively dampens beneficial abilities such as Chiyudou or personal buffs, and spells that target the caster such as Banshiissei.

hirenkyaku12123
06-22-2010, 01:37 PM
At least one div is now out of the way

[Sword Empowerment]
Approved w/ changes

Just to avoid any abuse of the wording, add in that it takes a turn to cast the spell(s) on the sword. Common sense says that they would be doing it anyway, but you can’t take it for granted.


[B]Approved


Approved (yay for being reminded what threshold actually was)

[Forced Ward]
Approved

Never mind, after talking with you it's okay

[Negation Reiatsu]
[B]Approved

Congrats, you’ve just officially made yourself an enemy of the Fourth. Hope you don’t get injured to bad anytime soon >_>

shadowwind144
06-22-2010, 06:15 PM
Vizard Racial Tech

[Elija su mal] (Pick Your Poison)
Vizards have only themselves to rely on. As such their inner hollows have developed an affinity for others. Certain hollows thrive on Rage or Emptiness thus vizards developed a technique that can transfer these between other vizards. In essence a vizard is able to trade their rage for an equal amount of another vizard’s emptiness or vice versa, i.e. 10% for 10%. This ability is not without its limitations, and only 25% of either stat may be transferred at once. Beyond this the transfer can only occur every 5 turns in order to keep the inner hollow sufficiently suppressed.

Code of the Noble
06-23-2010, 04:51 PM
Alright this is my first Unique Feat submission, which is an extension of my kai. I have attached my shikai to this submission for a quick ref for you and so you know what Spiritual Laceration is.

Oh yeah: Using last spec point from this pass PM's to submit this.

Unique

[Hanpatsuryoku no Seika] - “Repelling Energy Hymn”

Upon attaining Bankai, Senesati and Ouritsu Tatsujin came to understand one another in many combat situations. As such, they combat their foes in a well-synced and diverse style. By paying 2% of his reiastu per spiritual laceration inflicted, not to affect more than 3 ribbons max, Senesati taints each ribbon within a 20ft radius of himself with his own reiatsu signature for the next 3 rounds. Being as though his energy is temporarily infused with that of his enemies, he gains the ability redirect an enemy's attack (Kidou, Cero, or Ginto), which was otherwise meant for him, back at his foes with unerring accuracy as per the shikai description. Senesati is required to mark his enemy with Spiritual Laceration, before he can initiate this skill. The enemy's attack must exceed 1.5 times the cost of this skill to negate its effect.

Ability: [Reiresshou] - "Spiritual Laceration"

When Senesati wounds an enemy with Ouritsu Tatsujin, the wound sprouts a spirit thread dyed in the hue of the enemy's race. This ribbon is merely a representation of Ouritsu Tatsujin's ability that cannot be severed by the victim, nor can it impede their movement in any way. Healing the wound that created the ribbon will cause the ribbon to disappear as well. The unique Reiatsu signature emitted from the ribbon, however, will allow the victim to be tracked in spite of concealing effects or high-speed movement.

The ribbon's primary effect is somewhat more nefarious. If Senesati can touch the ribbon or strike it with his Zanpakutou, the Shinigami can cast a Kidou numbered from 1-50 into the ribbon, which will burn its way toward the target and strike with unerring accuracy, in spite of physical impediments. Only five ribbons can exist at any time, on any combination of targets, though Senesati can cancel a ribbon from a target if he so pleases.

Eidolon
06-25-2010, 03:12 PM
Div techs for hollow specialists

Inhibit – Members of the squad are all trained in how to keep a hollow, vizard, or arrancar down once they have stuck a blow. By spending 1% of their reiatsu, the user may forcibly inject it into the opponent’s form, nullifying regeneration on wounds given that round until the end of the combat.

Go for the Mask – By training to specifically combat a narrow breadth of enemy, members of the unit have learned to exploit the weaknesses of their foes to the fullest extent, offering a 15% increase to one offensive stat when fighting hollowkin for up to 5 rounds. This may only be used once per battle.

Vital Resurgence – Through training with a high ranking officer or the captain personally, a member of the unit learns to most effectively prepare themselves for a prolonged battle against their foes. By spending 5% of their reiatsu, the user may begin a slow regenerative process. Small injuries are mended in a round, moderate injuries in three, and severe wounds mend in six. Due to the stress this places on the shinigami’s body, this may only be used once per week.

Don't fear the fire – Without a doubt, the most devastating ability of all hollowkin is their ability to unleash a cero. Knowing this, members of the unit have diligently trained in an attempt to endure this massive offensive capability. If fired upon by a cero, a member trained in this difficult ability can attempt to redirect the flow of the cero away from their body, by paying an equivalent cost to the reiatsu (not rage) amount used to generate the cero. However, in so doing, they may not spend more then 15% of their own reiatsu.

Eidolon
06-25-2010, 03:29 PM
Annnnnd unique feat for K . . . Theron

1 spec point - Battlefield HM PMs

Expelling Strike[vizard] - When successfully striking a hollow, vizard, or arrancar with his zanpakutou, Theron may transfer up to 5% emptiness into the victim. If the target is a Vizard, their emptiness simply increases 5% in addition to the affect described after. If the target is arrancar or hollow, the injection of emptiness causes a distorting, internally conflicting debilitation, lowering one of their combat statistics by 10% of his zanjutsu for 2 rounds(this doesn't stack, just overlap duration). Further, Theron may only transfer up to 20% emptiness in total to any one target.

hirenkyaku12123
06-27-2010, 09:51 AM
After some old fashioned AIM bothering, here we go! If you've got any questions IM me

[Pick Your Poison]
Approved

[Repelling Energy Hymn]
Approved w/reword

Alright, after talking to you on AIM it's good now. Just reword it a bit saying that it's 3 turns max and not 3 turns per ribbon...
[Inhibit]
Approved

[Go For The Mask]
Approved w/Changes

Add something about it only being used once per battle, so it can’t be boosted again after 5 turns or something.
[Vital Resurgence]
Approved

[Don’t Fear the Fire]
Approved w/changes


Without a doubt, the most devastating ability of all hollowkin is their ability to unleash a cero. Knowing this, members of the unit have diligently trained in an attempt to endure this massive offensive capability. If fired upon by a cero, a member trained in this difficult ability can attempt to redirect the flow of the cero away from their body, by paying an equivalent cost to the amount, the rage cost added to the cero is ignored, used to generate the cero. However, in so doing, they may not spend more than 15% of their own reiatsu.

That darn rage mechanic counts the 10% rage used in the cero as an extra 10% power in the reiatsu. If I were to factor that in, you’d be paying around 20-25% of your rei just to redirect a cero, so ignore the extra power the rage provides…
[Expelling Strike]
Approved

shadowwind144
06-27-2010, 10:40 PM
Using Faction Head/Captain Level slot to sub somethin for myself :3



Jubaku Kuugeki (Spell Void)- Through becoming more aware of his abilities as a vizard Hisao has learned how to shift a kidou’s direction after casting. By paying 1% of his reiatsu and using 5% rage generating 3% emptiness, he can create a Garganta void around any spell that he casts. This void can then be opened anywhere within 10m of its original position at which time the spell will reappear as though nothing happened. The void can remain unopened for one additional turn before the spell inside is broken down. The maximum use of this ability per battle is 5 + 1 per 5k reiatsu maxing out at 15 total. In addition this ability cannot be used two consecutive turns in a row.

hirenkyaku12123
06-27-2010, 11:07 PM
When I was looking through some of the common feats, I noticed that like 4 out of 9 didn't apply to AH, so here's some common feats to even things up a bit I guess...




Compared to other races, an Advent Humans reiatsu is much more flexible than most; thus, they can easily mold it to dampen certain attacks. An Advent can choose to sum the damage reduction he or she gets from the Unshakable tech to focus on one source of damage, energy or physical. However, this leaves them more susceptible to the other form of attack, therefore damage is increased by the sum. This effect can lasts up to 5 turns, and cannot be canceled during those turns.
[B]Requirements: 3000 Resistance

[Adept]

While some characters focus on combat, defense or agility, some focus on the wielding of various items. Any character equipped with this feat increase the damage done by their items by 5%.

Hao
06-28-2010, 12:22 PM
Spec point for writing so many words in last summer's PMs yada yada.

[Taekwondo] - Trained

True to his Korean ancestry, Park Taesoon has mastered (or something close to mastered) the traditional art of Taekwondo. A person who practices martial arts to such an extreme has no doubt unintentionally increased their reaction time. As such, a practitioner of Taekwondo (or any martial art, really) gains an additional .75% to their reaction time per belt level (or equivalent), capping at 7.5% increased reaction time.

How it was obtained: Park has been a practitioner of Taekwondo since the age of five. He has achieved his Third Degree black belt.

How someone else obtains it: Training collaboration with an expert (or personal chapter with an NPC expert) PER BELT LEVEL.

Eidolon
06-29-2010, 01:39 AM
Last spec point - VC
Shadow Sickle [vizard]
Through rigorous training, Theron has learned to mask the nature of his cero by mimicking the abilities of his release. When preparing a cero, Theron must pay 10% reiatsu and be holding at least one of Harbinger’s scythes in hand. Then he may pour as much rage he wishes into the reaction, super charging the zanpakutou with its energy. For the next three rounds, if the scythe meets with an opponent or clashes against a barrier or object, Theron may discharge the energy from within, causing it to blast past the obstacle and strike at his opponent with his zanjutsu stat, the attack coming in the shape of a second, ingido scythe wreathed in black slipping out from the first.

Wayne
06-29-2010, 11:43 PM
Replacing 'Skill Focus' with a Unique Feat. Fist try, so not so suuuure. :/


Asura [Unique Feat]
Spec Point from last PMs

As a method of conserving energy while still doing as much collateral damage as he possibly can, Kyuketsu is able to retain the destructive power of his swords ability, Sesshou, (and its Ban Kai equivalent) into his blade rather than firing it as to greatly augment each swing. By adding an additional 25% reiatsu payment to the original cost, the swordsman can imbue the beam onto his zanpakutou for a maximum of three turns, in which it continually weakens with time until it completely dissolves.

At any point within the three turns, Kyuketsu can choose to fire the trapped energy from his sword, albeit its strength would be analogous to the amount of time spent infused over the weapon.

shadowwind144
06-29-2010, 11:45 PM
Div Techs for Athena whose write up should be appearing soon...



[Shintou]
Athena members specialize in inflicting large scale damage, even when operating solo. As they surrender more to their inner hollow, the being grants them more power in their attacks. For 2% of their reiatsu, the Athena member may embed any attack with a shockwave. For every 10% emptiness the Athena member possesses the shockwave increases 2ft starting at 10%. There is a cap to this ability as the concussive damage of using the technique repediately can cause long term physical harm to the user. Uses are capped at 5 and Athena members gain an additional use every 2k reiatsu they grow maxing out at 15 total uses.

[Kyoukyou]
Athena members are known to dominate the battlefield with their presence; their very reiatsu can strike fear into the hearts of those that stand against them. By spending 3% reiatsu, the user’s eyes being to go pale, almost bleaching into white. Any souls unfortunate enough to wander within 5 meters are immediately subject to an irrational fear of the Athena member, relative to their reiatsu. For those who are less than half of the Athena member’s reiatsu, they are stricken with terror and can only attack every other round. For those of relative strength (between 51-199%), they are badly shaken and can only attack every two out of three rounds. Those double or more strength are able to almost withstand the assault and can attack three out of every four rounds. To keep this aura active, the practitioner must spend an additional 5% rage and generate 3% emptiness per turn and can only sustain it for 3 plus 1 round for each 3k reiatsu attained.

[Bakufuu]
Athena members understand that it often better to deliver a blow when the enemy least expects it, in the wake of another. After making a successive hit on an object, with any attack, the Athena member may pay 2% of their reiatsu and 2% of their rage, while generating 1% emptiness, to embed an explosive charge of reiatsu. Whenever the Athena member wills it, or three turns later, the charge automatically detonates exploding an area roughly 10ft in diameter. Only 1 charge may exist on an object at a time.


[Engun]
Though they often work alone to cause their massive damage, Athena members become truly terrifying when accompanying another being in battle. Their impressive nature increases the effectiveness of any United Front or United Resistance bonuses in battle by 1.5. In addition, should they reach the pinnacle of co-operation and obtain a Fate of Triangles technique, its power is valued 1 level higher than it actually is.


Names can and will change at any time.

hirenkyaku12123
06-30-2010, 11:05 PM
Look at me attacking three different submission pages in one day~

[Reiatsu Kaden]
Approved but…

Alright, at this point it’s approved. However, to be quite honest, I think they’re probably better ways to use this feat slot and spec point. A feat that causes mild discomfort really isn't a good use. Plus, what on earth would this do anyway. You only get a new feat slot every 6 months or so, so really think about this. I suggest resubmit, but if you're really fine with feat of o' useless, it's fine
[Spell Void]
Approved w/ Changes

Lower 15 to like 12. It’s a weird number but 15 is a bit much for sneaky kidou launching
[Taekwando]
Approved

Have fun writing up to 10 training klabs per person
[Shadow Sickle]
Denied

Alright, this really needs more that ‘some reiatsu’. Put a set cost on this thing. Also, this attack should be based off the rage/rei you put in it. Basing it off the zan stat can lead to some really ridiculously powerful cero.
[Asura]
Denied

This is more to help you, but 25% storage is ridiculous. Paying of your reiatsu for a single blast of doom seems too much. Especially considering that your ability adds an extra 5% in shikai, and with bankai anywhere from 40% to 50%. I suggest lowering the cost to around 10%, just to make it a non-rei sink. Resubmit it with adjusted costs, unless you're truly fine with losing 50%ish.
[Shintou]
Approved

Yay for IMing these things earlier
[Kyoukyou]
Approved

[Bakufuu]
Approved

As long as the blasts don't stack, it's fine
[Engun]
Approved

Eidolon
07-01-2010, 12:07 AM
spec point - VC
Essential Grace
When his inner hollow was finally unleashed, the once prominent and powerful vastro lorde impacted Theron's psyche, and his spiritual form. A hint of the beast's power now shines through when Theron dawns his mask. Whenever spiritual pressure is used to create an effect and Theron is masked, he may choose to drain 1% of his reiatsu from the reaction, though the source must be within fifty feet of him. This drain doesn't prevent the ability from being used, but the appropriate rei is subtracted from the desired effect, weakening it in relative value. This effect may only be triggered once per round.

shadowwind144
07-01-2010, 10:49 AM
[ Garganta ]

Using a Hollow's raw power, Vizards can tear holes in space, allowing them to move between dimensions. However, barriers like the one engulfing Seireitei cannot be penetrated using this ability. It takes time to prepare such a gate and two turns must be sacrificed to charge the gate. It cannot be used in combat.

[ A Vizard must have 5,000 Reiatsu in order to equip this tech]

Downgrading Garganta from a Feat to a Technique.

Wayne
07-01-2010, 02:06 PM
I already explained over PM's. Scale added by 30%~

Asura [Unique Feat]
Spec Point from last PMs

As a method of conserving energy while still doing as much collateral damage as he possibly can, Kyuketsu is able to retain the destructive power of his sword’s ability, ‘Sesshou,’ (and its Ban Kai equivalent) into his blade rather than firing it as to greatly augment each swing. By adding an additional 25% reiatsu payment to the original cost, the swordsman can imbue the beam onto his zanpakutou for a maximum of three turns, in which it continually weakens with time until it completely dissolves. On the first and second turns passed, its power weakens by 30%; by the third and final turn, its remaining 40% dissolves completely.

At any point within the three turns, Kyuketsu can choose to fire the trapped energy from his sword, albeit its strength would be analogous to the amount of time spent infused over the weapon.

Redfin
07-01-2010, 07:42 PM
Techs for Panacea

Chiyudou
Requires: A sunshine kind of guy/gal*
Allows use of chiyudou. This may not be learned by vizards outside of the caste.


Good Show
Requires: A british accent*
Members are trained to continuously draw energy from the surrounding environment and convert it into useable spiritual energy. This energy does not heal anything nor does it increase the amount of reiatsu available for kidou but otherwise works like normal reiatsu.

This tech allows the user to regenerate 2% reiatsu per turn. Optionally, the user can meditate and gain 6% reiatsu per turn. Meditating requires a lot of concentration and peace of mind and will leave the user completely defenseless so it is dangerous to use in battle.

Soul Society being denser in spirit particles will increase regeneration per turn to 3% and 9% meditating. Hueco Mundo adds the optional choice of generating 10% extra rage per turn instead of reiatsu when masked.


Good Morning
Requires: Chiyudou, not having the Good Evening tech
Use the power of rage to increase the potency of chiyudou. By adding 10% rage cost, generating 5% emptiness onto a chiyudou, the caster can increase the speed and effectiveness of that chiyudou by 100%.


Good Evening
Requires: Chiyudou, not having the Good Morning tech
By manipulating the energies, members of the caste are able to disguise their other abilities (kidou, kai skills, techs, feats, etc) as chiyudou by adding 5% rage cost, generating 2.5% emptiness onto the ability. Chiyudou is naturally more penetrating and more accepted by the body so these modified abilities will be unaffected by any damage resistance, barriers, difference in reiatsu or counter abilities that does not specify chiyudou as one of the things they block.

Using this tech will decrease the effectiveness of the ability to 75% however since they are no longer made up from only offensive energy.


Switching between the 2 techs requires a training session and removal of the other tech.


Good Bye
Requires: Jazz Hands*
Members of the caste are able to maintain balance in their own bodies by forcefully expelling any outside influences. This will remove any sort of effects on the body, positive, negative and all others for a reiatsu cost equal to or less than how much the effect costs with an additional 10% rage cost, 5% emptiness gain. Users will need to make a guess at how much reiatsu to use if they don't know.


Some requirements not actually required. Specifically those marked with a *. Other requirements are required. Consult your doctor before learning techs. If you have chest pains, shortness of breath or dizziness, do not learn techs. Use caution when taking other techs with these techs. Stop using techs immediately and go to a doctor if you experience Sudden Death, Overtime, Shootouts or Vuvuzelas for more than four hours. Always properly dispose of techs when finished. This disclaimer may or may not appear on the final product.

hirenkyaku12123
07-02-2010, 08:48 AM
Since people are posting up castes and stuff with this information, I'll try to keep the delay as short as possible.

[Essential Grace]
Approved w/changes

This should really be limited to energy attacks like cero and kidou. I don’t really understand how you can drain reiatsu from a sword swing or something. So yeah, other than that approved.
[Garganta]
Approved
[Asura]
Approved w/Reword

Write in that the extra 25% is from the amount you’re paying for the ability in the first place and not your total reiatsu. Otherwise, it gets really annoying to figure out and decipher.
[Chiyudo]
Approved

[Good Show]
Approved

Passive rei regen is fine~
[Good Morning]
Approved

Go chiyudo buff. Evil chiyudo buff D8
[Good Evening]
Approved w/Changes

This needs an rei activation cost. Something around 3% of their reiatsu for an attack will work well.
[Good Bye]
Resubmit

This needs a set cost of reiatsu to be spent. ‘How much ever they want’ is a really vauge term and needs to be specified. If not, you’re pretty much making yourself to all debuffs, even something like Faust’s debuff. Put a % cost, so that all abilities less than that cost are expelled.
I'm also approving all the requirements to be the official requirements. I want to see sunshiny, british, vizards with Jazz Hands. I want Monty Python Div!!

Sormeki
07-02-2010, 09:51 AM
This is using the earned spec point and feat slot from whichever PMs this was. (http://www.bleachforums.com/showthread.php?30269-Feat-time%21-Release-Change-announcement&p=872853&viewfull=1#post872853)

Kousotsu (Armored Warrior) - Centruries of fighting has hardened Kansuke not only emotionally, but physically as well. To enemies weaker than himself Kansuke's skin is as tough as solid steel. When an opponent with reiatsu 50% or less than his own strikes him with a blade it will not cut his skin. If they strike him with a punch or kick it is like striking a brick wall. This does not prevent internal injuries if someone strikes with enough force to break bones. Enemies with more than 50% up to 75% of Kansuke's reiatsu will find it hard, but not impossible, to break flesh or bone depending on the attack. Those with reiatsu more than 75% of Kansuke's don't notice any extra strength to his skin and thus cause damage normally. Kidou/Ginto and other energy based abilities are not affected by this and also deal damage normal. Quincy arrows "bounce" off Kansuke's flesh if the Quincy is below 50% of his reiatsu, but strike normally otherwise.

shadowwind144
07-02-2010, 12:51 PM
Postin changes for meh feat:


Jubaku Kuugeki (Spell Void)- Through becoming more aware of his abilities as a vizard Hisao has learned how to shift a kidou’s direction after casting. By paying 1% of his reiatsu and using 5% rage generating 3% emptiness, he can create a Garganta void around any spell that he casts. This void can then be opened anywhere within 10m of its original position at which time the spell will reappear as though nothing happened. The void can remain unopened for one additional turn before the spell inside is broken down. The maximum use of this ability per battle is 5 + 1 per 2k reiatsu maxing out at 12 total. In addition this ability cannot be used two consecutive turns in a row.


And adding a new vizard technique:


[ Garganta Broadcast ]

Taking Garganta to the next level a vizard is able use the tears in space created by the Garganta to spy on targets. Once used the target, and their immediate surroundings, are broadcast in front of the vizard as though on a television screen. While the surroundings are displayed the viewers are given no information as to where that location is just a visual.

In order to do so, the vizard must be masked and pay 2% reiatsu per display. Targets that can be accessed by this ability are limited to those that the vizard knows, who are not cloaked, and are in the same realm as the vizard. The maximum amount of screens that can be open at any one time is limited to 1 per 3k reiatsu.

Requirements: Must be Dikastes rank or above.

Redfin
07-02-2010, 11:02 PM
Good Bye
Requires: Jazz Hands*
Members of the caste are able to maintain balance in their own bodies by forcefully expelling any outside influences. This will remove any sort of effects in the body, positive, negative and all others for a reiatsu cost equal to or less than how much the effect costs with an additional 10% rage cost, 5% emptiness gain. Users will need to make a guess at how much reiatsu to use if they don't know.

The user can only spend up to 10% reiatsu so anything that costs over 10% will not be affected.

*Something's supposed to go here though I don't remember what. Need to go take some blarglfargl. Blarglfargl is a trademark of Farglblargl and may not be redistributed without permission.

hirenkyaku12123
07-02-2010, 11:11 PM
Twice in one day? Oh my... Since this was finny's last tech needed, it would be stupid to wait very long.

[Armored Warrior]
Approved w/reword

Add in something about how it doesn’t change the pain felt from each strike and its fine. Also, things such as sword strikes should still be able to cause internal wounds, even if it doesn't break through the skin. At least now you’ll never have a visible paper cut.

[Spell Void]
Approved

[Garganta Broadcast]
Approved w/changes

Changes: This better be in HD*
[Good Evening]
Approved

Yeahhhhhhh last tech done!

*Seriously I demand TIVO, HD, Ability to play video games and Netflix on this TV

Lambo-san
07-03-2010, 05:01 PM
Artemis Echelon Techs

**Note: Fly Swatter is formerly Moonlight Demon and was approved, I simply added rage/emptiness mechanics to it. No changes to Double Decker Coffin. Hangman's Neuse and Bite the Bullet are previous Vizard techs from the old Gungir caste.

[Fly Swatter]

Not quite to the scale of the Athena Echelon but equally as effective, this Artemis Echelon technique mimics large-scale damage tactics for sword users. Users employ their masked abilities to cause more damage with each strike than normal, amplifying impact damage with an aura surrounding their sword.

By spending 300 reiatsu per round to maintain, along with 4% of their rage per round, the user can triple the size of their weapon impact area, gaining 2% emptiness with each passing round. Blunt energies beyond three times the original size of the sword cannot be maintained.

[Double Decker Coffin]

Created by Silas Silvanus specifically out of his enjoyment of violence and hand-to-hand expertise, Artemis Echelon members that also use a melee style of fighting can attempt to inflict massive damage using their Hollow powers.

Once activated, a masked user can soak their body in the Rage gained from their inner hollow. Upon every successful hakuda-style attack landed by the user, 1% reiatsu and 5% of their total rage is transferred via the direct blow into the victim's body upon impact, maximizing a landed blow's power. In exchange they gain 2.5% emptiness per successful hit landed.

[The Hangman’s Neuse]

Members of the Artemis Echelon are considered lone operators and must take every opportunity to restrict their enemy’s ability to last in a battle. This has bred an ability to use their newfound Hollow powers in an attempt to end the battle and cause as much damage as possible.

While masked, users of this technique are able to bypass and seal an opponent’s self-healing skills. The user utilizes 5% of their maximum rage, gaining 2.5% emptiness and curses their weapon with it, nullifying their opponent's ability to heal, mitigate or lessen injuries left by the cursed weapon. Both passive and active abilities are pacified, unless the enemy has twice the total Reiatsu of the Artemis officer who inflicted it.

After three turns the effect is dispelled and the user can renew the sealing for the same initial cost.

[Bite the Bullet]

Few in number as Vizards and many times operating alone as members of the Artemis Echelon, users of this technique have cultured their ability to persist in battle, overcoming pain and injury in order to become more powerful.

Whether by lust for battle or the desperation needed to survive, users are able to regenerate a percentage of their total reiatsu each time they receive a blow. This technique does not heal any wounds or dull any pain but for each wound inflicted to the user, from negligible to heavy, the user recovers 1% of their reiatsu.

The more one of these Vizards suffers, the stronger they become, costing the user 5% rage and generating 2.5% emptiness every round active.


**Note to my note: please note - this is the note for you to note: I might change names cuz I'm fickle like that ;]
**Edit: Added write up for Bala

Vizard General Tech Submission:

[Bala]

Requirements: 5,000 reiatsu, Cero learned/equipped

The user spends 5% Rage, 5% Reiatsu, and gains 3% Emptiness to compress a single Cero into 5 quick release shots. The method of release is variant on the user. While Cero is fired as a cone of energy, Bala are simply compressed rings of that same energy with a relative diameter of 18 inches. Maximum range is [User's Reiatsu/500] in meters.

hirenkyaku12123
07-05-2010, 11:52 PM
[Aries/Artemis w/e Techs]
APPROVED

Since I've already approved half, and the other two seem fine... wow that was simple >_>

[Bala]
APPROVED

-Antares-
07-07-2010, 03:12 PM
(Point from Acting Captainship (Cleared with Will)

Working Title: Onslaught
Feat Type: Unique
Description: Tsubaki's record of service has put her in the presence of some of the most terrifying Reiatsu pressures ever known, both in Soul Society and Hueco Mundo. To combat this, the Onslaught technique was created. While it does nothing to increase the Reiatsu Tsubaki has available, the technique doubles the pressure she exudes when utilizing her release or techniques. (Example: 40,000 Reiatsu will feel like 80,000 Reiatsu and so on.) This increase in the strength of her pressure allows Tsubaki to withstand stronger Reiatsu signatures with less effort.

While active, the aura around Tsubaki is stained a mixture of deep silver and black, causing her to appear engulfed in dark fire. This technique carries no inherent cost, but can only be utilized when Tsubaki is actively using her Reiatsu. Actions such as casting Kidou, using Division Techniques or going into Shi Kai/Ban Kai will feel doubled. Waiting quietly at the bus stop will not. The amount of additional pressure generated is dependent on the woman's Reiatsu, and will rise and lower appropriately as her current Reiatsu rises or falls.

swaswj
07-07-2010, 03:49 PM
(Point from Acting Captainship (Cleared with Will)

^ Meaning this is Feat Slot from Vice-captain rank. He's not a captain, yet.

Aredil
07-08-2010, 11:51 AM
Feat slot from summer plot missions '09.


[ 習熟 Shūjuku ] – “Skilled”
Hayato is able to shift between and merge his physical combat abilities with exceptional skill. As a result, whenever he is fighting with a zanjutsu-based weapon, his hakuda is lowered by 10% and that 10% is transferred into his zanjutsu; when he is fighting with a hakuda-based weapon (or unarmed), his zanjutsu is lowered by 10% and that 10% is transferred to his hakuda. The feat is active for 5 turns, plus 1 turn for every 1000 reiatsu (up to 20 turns).

Lady Stumble
07-08-2010, 06:52 PM
Hands of Themis Division Techniques

[Eleus Touch] Shinigami of the Hands of Themis are taught to subdue when there is no need to kill, coerce when there is no need to maim, and show mercy when there is no need to strike further. With the Eleus touch, division members can temper their weapons by expending 3% of their reiatsu, dulling the deadly effects of the tools they wield, and controlling the physical damage an attack inflicts. By expending an additional 1% reiatsu per turn, the user can also lower the amount of pain their weapon deals.

However, to obtain control, one must first obtain understanding. Thus, those who wish to learn to control Eleus Touch must learn through carefully supervised exercises which concern with pain and hurt.

[Pistis Bond] Members of the Hands of Themis soon discover their need to work well with their comrades, to the point where absolute chemistry is necessary to realize their objectives. In addition to this, even though the Thirteenth division prides itself in being the division who guards against the guardians, they are also aware that they must guard against themselves. With these two sobering essentials in mind, Pistis Bond was established as an essential technique to master.

Through intense one on one training with another being, division members learn to find a slight foothold within their companions’ mind. With beings of death, such as shinigami and vizards, this entails entering a faint reflection of the other’s inner world. Once this link is established, mental communication between the two beings is absolute and can only be severed by dimensional distance. This link is the tool through which teammates can collaborate with each other without outside interference as well as a means to look out for one another. However, the technique, being very invasive, requires a complete trust and sense of integrity to exist between the participants.

A strange side effect to this technique is that each participant can hear the other spirits that also occupy their partners’ minds including zanpakutou spirits and vizard hollows.

Requirement: Must have obtained United Front to train Pistis Bond with another

[Sophrosyne’s Wisdom] Often-times, in the pursuit of division ideals, restraint is found to be the number one life-saving trait. Traps lie everywhere, laid by an elusive criminal, hiding within a burning building, or lurking behind an enemy’s smile. Thus, discretion is highly valued. By expending 3% reiatsu, a master of this technique will send their reiatsu out into their surroundings, springing traps and hazards harmlessly. This technique can only be used once every 5 turns, and it affects a half circle area of 20 feet with an additional 5 feet for every 1% reiatsu expended to a limit of 50 feet. Each additional 5 feet can only be controlled when the user reaches each 5,000 reiatsu interval, starting with 5,000.

[Kharites’ Grace] There is no conflict where there is contentment. To dispel a potentially violent situation before it can occur, members of the Hands of Themis have learned to harness their own emotions to project upon agitated beings. By expending 3% reiatsu, the eyes of the wielder turn a soothing blue, enveloping the target with a sensation of security and peace for 3 turns. The effect of this technique depends on the strength of the user. If the target’s reiatsu is 75% less than the wielder’s they succumb completely and unwittingly under the user’s gaze. If the target’s reiatsu is higher than 125% more than the wielder’s, they will be aware of the manipulation, and can choose to fight or yield. To obtain the ability to control this technique for extra turns, which increase by one with every 5,000 reiatsu, the user must expend an additional 1% reiatsu.

hirenkyaku12123
07-08-2010, 11:17 PM
Alright, I'm heading off on vacation on Saturday, so this is probably the last review until after the 20th.

[Onslaught]
Approved

[Shujuku]
Resub

This needs an activation cost. Also, 20 turns at 1000 spacing a piece is a bit high. Either cut down 20 to 10 (how many fights really go that long) or increase the spacing.

[Eleus Touch]
Approved

[Pistis Bond]
Approved w/changes
Put a flat cost to activate a link with a person, like 100 rei per turn talking. Also, if you're using this on a vizard, prepare to be mind spammed with inner hollow obscenities.

[Sophrosyne’s Wisdom]
Resubmit

The way the mechanics work from your wording, it shouldn’t instantly disable all traps by paying that 3%. Instead, it should only affect traps that are less than or equal to the amount of rei you put it. That way a newb can’t disable a 4K kansei kidou trap or something with 10 rei. If you want to increase the number you can destroy, you could technically increase 3% to around 5%. Also, you can reduce 5 turn cooldown to 3 if you want.

[Kharites’ Grace]
Approved

Lady Stumble
07-09-2010, 12:15 AM
Thanks hiren :)

Btw, I didn't even consider kidou/reiatsu created traps, haha. I was thinking old-fashioned indiana jones traps or like precarious wood-beams, etc. But thanks for the heads up.

Also, for Pisits, I can deal with 100 reiatsu, but can it be lower? Like 50 reiatsu? 100 reiatsu seems a bit too exhausting for a mental walkie talkie.

[Pistis Bond] Members of the Hands of Themis soon discover their need to work well with their comrades, to the point where absolute chemistry is necessary to realize their objectives. In addition to this, even though the Thirteenth division prides itself in being the division who guards against the guardians, they are also aware that they must guard against themselves. With these two sobering essentials in mind, Pistis Bond was established as an essential technique to master.

Through intense one on one training with another being, division members learn to find a slight foothold within their companions’ mind. With beings of death, such as shinigami and vizards, this entails entering a faint reflection of the other’s inner world. Once this link is established, mental communication between the two beings is absolute and can only be severed by dimensional distance. This link is the tool through which teammates can collaborate with each other without outside interference as well as a means to look out for one another. However, the technique, being very invasive, requires a complete trust and sense of integrity to exist between the participants, and costs 100 reiatsu per turn to use.

A strange side effect to this technique is that each participant can hear the other spirits that also occupy their partners’ minds including zanpakutou spirits and vizard hollows.

Requirement: Must have obtained United Front to train Pistis Bond with another

[Sophrosyne’s Wisdom] Often-times, in the pursuit of division ideals, restraint is found to be the number one life-saving trait. Traps lie everywhere, laid by an elusive criminal, hiding within a burning building, or lurking behind an enemy’s smile. Thus, discretion is highly valued. By expending 5% reiatsu, a master of this technique will send their reiatsu out into their surroundings, springing traps and hazards harmlessly. Any trap laid purposely by way of reiatsu or kidou can only be nullified if the 5% cost equals to more reiatsu than the trap itself. This technique can only be used once every 3 turns, and it affects a half circle area of 20 feet with an additional 5 feet for every 1% reiatsu expended to a limit of 50 feet. Each additional 5 feet can only be controlled when the user reaches each 5,000 reiatsu interval, starting with 5,000.