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Feat/Tech Submission Thread

*ahem* AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Man I denied a lot this week -.-

[Tenkaichi]
Denied
Alright, there are few peeves I have with this submit. A debuff feat is fine, it just needs to be made in a proper way. Firstly, 25% and 15% potential debuffs are pretty high in the first place, especially for 1% per round. The 15% potential for multiple people is still pretty high. A way you could set this up is as more people are there, the debuff potential decreases by X%. Also, this debuff needs a round limit or a much higher cost. At 10K zan, we’re looking at a 2.5K stat debuff after only 5 hits with a sword, which is a no.

[Van’s Techs]
-For the record, I really really really really really really don’t like upgrade systems. They just seem like sneaky ways to turn so called “underpowered” techs into really over powered ones. I mean 12th has some of the craziest techs I’ve ever seen. Also, concerning each tech, I don’t see how their monstrously underpowered. What’s so underpowered about a 10% buff, super heal, cero redirect and super wound maker?


[Devil’s Bane]
Cost Removal- Denied, free anti-heal? I think not.
Factor Increase- Approved, as long as this does not increase damage delt.

[Go For the Mask]

Buff increase- Approved though, make the cost in points be 150 points
Round increase- Approved though, limit at 5 rounds

[Vital Ressurgance]
Anti-Debuff – Denied, Finny’s div already has this tech. I mean, it’s almost a complete copy of his tech…

[They Who Walk Through Fire]
Resubmit
This needs either a cool down or restriction on number of times used in battle. That way you aren’t diverting things every single turn. Also increase 2% to 3%.

300 points- Approved

[Animagus]
Approved
*tackles sing* Harry Potter terms makes me nerd spazz.

[Defer to the Superstar]
Denied
Okay, super attack acceleration hasted attack w/e is really over powered. Firstly, I have a feeling that this might lead to some super godmodding because how else can you write hasted sword attacks and what not with out detailing what happened with the earlier ones. Also, a person could technically be able to super spam kidou and launch 3 Meteor Rains and what not in one two turns which is crazy.

[Item Specialist]
Denied
One of the bounty rewards is already an Unique Item Slot, I see no need for feat.

[Overturning Bad Luck Style]
Denied
Hmmm… this seems like a thing that you could naturally RP doing, though it is a bit hazy. I may be wrong, but wouldn’t stealing somebody’s zanpaktou make it heavy/painful to wield since it’s out of the user’s hands? Also, what if a person is in Shikai or Bankai? Disarming people’s Bankais and whatnot would be a no. Plus, I would assume there would be some severe reiatsu rejection to this. Finally, after you launch this counter attack, you’re pretty much holding your opponents weapon, what then?

[Swordsman’s Virtue]
Denied
Heirro is such a ridiculously overpowered ability. At your connection, stopping everything short of major wounds is such ridiculous. Also, there needs to be either a round limit or a cost. Personally I say leave this to metaplot, purposely overpowered baddies.

[Taihou Kata]
Approved

[Beak’s Long Japanese Phrase]
Resubmit
Originally I thought this was fine, but after talking to some people, I realized how strong this one is. A few people in this RP have kais or abilites that run solely off of mental abilities such as Sing's. I don't think an instant immunity for no cost works in this situation. However, something like this might. IM me because I want to talk this over a bit more.

Revised
Feat Name: 国防正しい悪魔 Kokubō Tadashii Akuma (Defense of the Righteous Devil)
Feat Tier: Unique
Description: Tsubaki's mind has come under considerable attack in the past, both from past Captains of the Eleventh Division as well as her former Zanpakuto, Shiraha. To combat this, Kokubō Tadashii Akuma enables her to quite literally lock away her mind from any outside influence. This feat makes it difficult for others to break Tsubaki's mental barriers in their attacks. Tsubaki can temporarily reinforce her mind to block these constant attacks. By paying 3% of her reiatsu, she prevents the ability from affecting her mind. Any existing effects still remain however. Furthermore, the user of the ability suffers recoil damage equal to half the reiatsu he or she spent on the ability. This ability severely strains her mind however. As such, she must wait 2 turns before activating the ability once more.
 
OMG the upgrades are gone! 3rd div for the 3rd and final time, of course:

[Go for the Mask] – Members of the division have been thoroughly instructed on the strengths and weaknesses inherit to the races of hollows, vizards, and arrancar. Further, training sessions with the captain may increase their ability to read attack rhythms, defensive techniques, and special abilities used by hollowkin. Due to this singular focus of training and dedication, each member may gain a 15% bonus to a combat stat against a hollowkin opponent for 5 rounds. This may only be used once per combat.

[Devil bane] – This technique is used by division members to help them overcome the abilities of their enemies to ignore damage and restore lost flesh. Through intense training and meditation, members of the division have learned how to inject a burst of spiritual pressure that prevents wounds inflicted on hollowkin(arrancar, vizards, and hollows) from healing for the duration of the battle. Further, damage dealt by the user against those with damage resistance is considered one rank higher in severity, minor wounds are now moderate, and moderate blows are considered major damage. When trying to subdue those not with this tainted spiritual pressure, the user must expend 2% of their reiatsu, imbuing their blade for one round. This may be preformed once per battle, with an additional use gained every 5,000 connection.

[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 regenerative process, healing wounds existing and inflicted during this resurgence. 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 executed once per combat with a single extra use gained at 6,000 connection.

[They Who Walk Through Fire] - The strength of one's soul cannot be measured by spiritual pressure alone: there is a undefined and powerful truth to the nature of the human spirit and will to carry on. This power, this elusive strength of character and hope can be brought forth in desperate times if one is properly trained to do so, allowing the user to for a brief moment, cast off the forces of despair and woe that may enslave their failing bodies. By expending the entire cost of the ability, attack, or kidou that is giving them a negative status effect, a division member may ignore its effects for up to 2 rounds. If at this time the effect would still be ongoing, it returns once more in full force or otherwise be reapplied normally. This gambit of the human will cannot be easily drawn out, and thus may only be used once in combat, with a single extra use bestowed upon the legendary few who achieve 10,000 connection or more.
 
[One Thousand Scars]
Theron’s body has fought for thousands of years as a shinigami, and in those years he’s been damaged by some of the most fierce and legendary attacks and enemies anyone could face. Because of this, he has developed a particular strength of soul that reflects in his reiatsu and his [Hollow Resiliency].

If an enemy uses a technique that attempts to bypass [Hollow Resiliency], they must have a reiatsu value of at least 150% of Theron's. Further, if Theron is masked, he may attempt to turn a blow from landing a potentially killing stroke. By spending 2% of his reiatsu, Theron can eject a compact, forceful burst of spiritual pressure from a point on his body, diverting an attack just enough that it does not instantly slay him, usable a maximum of twice per battle. One additional use is gained at 10,000 connection.
 
Feat slot is from Summer PM's 10

[Ichijin Gunryo – “One Man Army”]
[Type: Unique]


Tougen’s expertise in kidou doesn’t extend terribly far. There is, however, a single school of spells where he truly excels. Clone-based kidou and their variants are his absolute specialty, and this has been shown in Ichijin Gunryo. Whenever using a clone-based kidou, he may transfer the effects of another clone-based kidou by paying the full cost of the extra spell, with these added effects not contributing to his kidou threshold. This does not transfer the way in which the clone is dispelled, keeping said method of the original spell. (i.e. a Control Doll imbued with the Hadou-casting ability of Shade will not dispel after casting said Hadou, but once a lethal blow has been delivered as per Control Doll’s own specifications)
 
Feat Slot from Summer PM's 2010.

Feat Name: 国防正しい悪魔 Kokubō Tadashii Akuma (Defense of the Righteous Devil)
Feat Tier: Unique
Description: Tsubaki's mind has come under considerable attack in the past, both from past Captains of the Eleventh Division as well as her former Zanpakuto, Shiraha. To combat this, Kokubō Tadashii Akuma enables her to quite literally lock away her mind from any outside influence. This technique allows Tsubaki to identify anyone attempting to probe or control her mind, regardless of previous acquaintance. In addition, Tsubaki may expend 3% of her Reiatsu to lock her mind to that person and prevent any tampering for the duration of their encounter (The duration of the collab or event).

While Tsubaki can lock out multiple individuals with this technique, the cost must be paid each time for new targets.
 
[ 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, Masato has seen some of the greatest fundamental truths of swordsmanship. Combined with his laundry list of near-death experiences and exposure to 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 2% of Masato's Zanjutsu for every turn of combat, stacking to a maximum of 25%. If more than one opponent is present, the maximum debuff is lowered by 3% per opponent to a minimum of 7%. The buff remains for the fight's duration but if an opponent disengages from Masato and creates substantial distance between them (i.e., retreat significantly to stop the battle and Masato does not pursue) then the effect is nullified. Projecting this aura costs 1% of Masato's reiatsu.
 
[Kyopuku-ryu] - "Overturning Bad Luck style”
[Type] Trained

While many shinigami focus on zanjutsu and kidou, those who place enough effort into their study of hakuda will find two techniques of the Kyopuku-ryu. It’s designed to turn the tides of a battle instantly - or simply disarm an opponent without much damage.

Hadome (lit. "Stop the Sword”) is the first and most important technique. Without it the other isn’t possible. Able to be applied both inside of combat and in domestic situations, Hadome shines in combat situations. While there are variations, the most effective method is when the user crosses their arms overhead, allowing a practitioner to stop an enemy swing by catching their attack with the back of their hands without dropping their own weapon. If the user is wielding their sword, they are not required to drop their weapon while halting the attack.

Hadome can only per performed a maximum of five times per combat situation.

From the Hadome stance, a practitioner may execute a counter-attack and disarm simultaneously. This move is called Hawatari (lit. "Cross the Sword”) and can only be performed after a successful Hadome. It calls for the user to twist their wrist, thereby automatically stripping their opponent of their weapon and giving the user an opportunity to counter-attack with their own weapon in a single movement.

Hawatari is usuable only twice per combat, with an additional use every 4,000 hakuda.

Hawatari can only be used on reasonably sized blades, and has been shown to be less effective counter-attacking when pit against those whose study of zanjutsu is greater than the practitioners study of hakuda.

Requirements: 4,000 Hakuda

Practitioners: Haresuno Uchiharu (undeniablenation)
 
[3rd Techs]
Approved

[One Thousand Scars]
Approved w/changes

The hollow resiliency is fine, however, the defensive ability isn’t. This needs to have a limited number of uses. I say 2 uses gaining another use every 3000 reiatsu, maxing out at 4. The reason why the numbers are so low, is because you already have the mask defense as a vizard which does the same thing, except in a more defensive way.

[One Man Army]
Approved

[Beak’s Long Name Feat]
Denied

Like I said earlier, this needs a round limit. That way you aren’t just paying 3% of your rei and being immunized from mind abilities the entire time. Place a limit like this can only work for 4 rounds and you’ll be fine. Also, the way this is set up, if the ability the person is using is greater than the 3% you put into the ability, I should be able to override it.

[Tenkaichi]
Approved

[Overturning Bad Luck Style]
Approved
 
Using the spec point from Summer PM's 2010.

Tempest Blade Style
Feat Type: Trained
Feat Description: A style previously believed lost to the clutches of antiquity, the Tempest Blade Style enables one to emulate the speed and suddenness of a raging storm, cutting a violent swath through foes. This style is restricted to those who have devoted their lives to the blade, as no measure of proficiency is possible in hand to hand combat.

Prerequisites:
First Level - 5,000 Zanjutsu, 1,000 Hohou - Training Collab with Level One or above obtain.
Second Level - 7,000 Zanjutsu, 2,000 Hohou - Training Collab with Level Two or above to obtain.
Third Level - 9,000 Zanjutsu, 3,000 Hohou - Training Collab with Master to obtain.

Level One Technique: Draw the Storm - Through careful practice and concentration, a practitioner of this technique is able to control the air around his or her body, using it to increase the speed at which they are able to strike and dodge. This manifests as a 2% Cumulative increase in ones Zanjutsu stat and a 1% Cumulative increase in ones Hohou stat, capping out at 8% and 4% respectively. Usage of this technique requires 1% Cumulative Reiatsu per round to maintain, capping out at 4%.

Level Two Technique: Sudden Updraft Defense - A Level Two initiate of the Tempest Blade style gains access to this technique, further increasing his or her mastery over the winds themselves. For 5% Reiatsu per round, a Shinigami may use Sudden Updraft Defense to slow the strikes and movements of an opponent by an amount proportional to their own accumulated bonuses. For example, if a Shinigami has accumulated an 8% Zanjutsu and 4% Hohou bonus using Draw the Storm, they may pay 5% Reiatsu and sacrifice these bonuses to lower an opponents Zanjutsu and Hohou stats by the sacrificed percentage.

Level Three Technique: Thunder Before Lightning Counter - A Level Three user of the Tempest Blade style gains the ability to utilize the winds to counter an opponent mid-strike, showing a true mastery of the style. For 10% Reiatsu a Level Three user may command the winds around their body to increase in ferocity and force, turning aside one physical attack and striking in the same instant. This technique is not without flaw however, as once the Thunder Before Lightning Counter is executed the winds and energies generated by the Tempest Blade Style dissipate and cannot be resummoned for the duration of the battle. In addition, this technique requires that Draw the Storm be active long enough to create a minimum of 6% Zanjutsu and 3% Hohou boosts to fuel it.

Practitioners:
Tsubaki (Master)
 
Feat slot attain from

Feat Name: Nikukyuu Ho (Paw Pad Cannon)
Feat Type: Unique Cero
Feat Description: While Rashii was adapting to living with his hollow half, he had also become one with nature thanks to Hisao. With his new ability of shapeshifting and cero, Rashii can blast his cero from his hands. The cero can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone that is in the path of the cero will receive injuries Rashii were previously inflicted with in that battle. What can be transfered is base on his connection stat. 2k = minor wounds such as: cuts,slashes, and bruises; 4k = moderate wounds: deeper gashes, applied debuffs, and fractures; and finally 8k = major wounds such as: broken bones, stab wounds, infections (like poison), and even lost limbs can transfer in which the receiver would be paralyzed in that appendage, rather than loosing the said limb. The cost of this cero is 10% rei 20% rage.

This ability can only be used once intially, once more at 5k reiatsu, and for a final time at 10k reiatsu.
 
Feat slot from Hueco Mundo PM.

[ Satori ] - Understanding / Enlightenment - (Unique Feat)

Through countless battles alongside other shinigami and an almost uncountable amount of his life spent by merely observing those around him and their lives, Tetsuo reached a form of comprehension about others and the world that surrounds him that’s rivaled by few amongst his peer. This allows him to not only better understand the reasons and motives of others, but also to work better with them when necessary, easing the process of bonding between Tetsuo and others.

Satori acts as a catalyst on all techniques that require a number of words shared between two players, decreasing in 20% the necessary word count total.
 
Resubmit after discussion. Same spec point yada yada. Only thing that is changed is how the haste works (note at the bottom).

Defer to the Superstar! (Unique - Park Taesoon)
Seeing Park Taesoon in a fight is awe-inspiring; so much so that his allies have learned to defer to him when times are tough! By spending 3% of his Reiatsu, Park's eyes begin to sparkle with stars; his thumbs up becomes a signal of better times to come, causing all allies within 7 meters of him to be struck with uncanny amounts of confidence (or stupidity, depending on who you ask). Inspiration is derived from ignorance, of course, and those affected react differently to this aura. Those who have lower Reiatsu than Park experience an inspiration like none other, gaining the ability to attack 4 times for every 2 turns. Those of relative Reiatsu see the merit in Park's antics and are able to attack 5 times every 3 turns. Finally, those who are much stronger than Park--those bastards--find the whole antic a bit ridiculous, but are still impressed by his motivation, allowing them to attack 3 times for every 2 turns. In order to keep this aura active, Park must spend 500 Reiatsu per turn for up to 3 turns. For every 5000 Reiatsu Park gains, he can sustain the effect for additional turn.​

This effect does not work on Oonishi Daisuke >:[

NOTE: A haste turn works like this--You announce doing your haste turn. Next, your opponent gets a turn to do anything BUT attack. You get your hasted turn. I also remember some kind of caveat about how the free turn you get can only be a physical attack, but we'll see what Hiren says.
 
[Tempest Blade Style]
Denied

Hmm, after thinking about this a bit more, I think this is too strong for the Trained Feat area. The first level is okay since it’s just a passive buff, however, when combining with a debuff and a defensive maneuver I think this is trying to do too much at a single time. I can see part 1 working with part 3 and being passable; however, all three being together is a bit too powerful for a trained feat. Also, for part two is overpowered since it needs a maximum debuff on a person. My advice for this is to ditch the second level, and only have part one and three.

[Paw Pad Cannon]
Approved w/Changes

Also, the cost needs to change depending on the severity of a wound. The amount of rei to inflict a paper cut =/= paralyzing a limb. Finally, get rid of it transferring debuffs onto people as well. Also, multihit ability is a bit too much for wound swap cero… One last thing, even though it says transfer this doesn’t mean you get to instaheal back your limb.

Approved as below:

Feat
[Paw Pad Cannon]
While Rashii was adapting to living with his hollow half, he had also become one with nature thanks to Hisao. With his new ability of shape-shifting and cero, Rashii can blast his cero from his hands. The cero can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone that is hit cero will receive injuries Rashii were previously inflicted with in that battle. This ability does not heal any wounds inflicted on Rashii.

What can be transferred is base on his connection stat. 2k = minor wounds such as: cuts, slashes, and bruises; 4k = moderate wounds: deeper gashes, and fractures; and finally 8k = major wounds such as: broken bones, stab wounds, infections (like poison), and even lost limbs can transfer in which the receiver would be paralyzed in that appendage, rather than losing the said limb. The cost of this cero is 5% reiatsu and 10% rage for minor wounds, 10% reiatsu and 20% rage for moderate wounds, and finally 15% reiatsu and 25% rage of major wounds.

This ability can only be used once intially, once more at 5k reiatsu, and for a final time at 10k reiatsu.


[Satori]
Approved w/Changes
Add something about this reduction can’t stack with any other reductions. That way if you’re nexusing a person the counts don’t decrease by 53%.

[Defer to the Superstar!]
Approved w/changes
The haste turn should only allow the people to use physical attacks or gun attacks. That way you aren’t attacking people multiple times with abilities and whatnot.

Feat
[Defer to the Superstar!]

Seeing Park Taesoon in a fight is awe-inspiring; so much so that his allies have learned to defer to him when times are tough! By spending 3% of his Reiatsu, Park's eyes begin to sparkle with stars; his thumbs up becomes a signal of better times to come, causing all allies within 7 meters of him to be struck with uncanny amounts of confidence (or stupidity, depending on who you ask). Inspiration is derived from ignorance, of course, and those affected react differently to this aura. Those who have lower Reiatsu than Park experience an inspiration like none other, gaining the ability to attack 4 times for every 2 turns. Those of relative Reiatsu see the merit in Park's antics and are able to attack 5 times every 3 turns. Finally, those who are much stronger than Park--those bastards--find the whole antic a bit ridiculous, but are still impressed by his motivation, allowing them to attack 3 times for every 2 turns. There can only be a maximum of 1 hasted attack per turn. During a hasted turn, no abilities or kidou can be used. Only physical attacks or gun-based attacks can be used on the target.

In order to keep this aura active, Park must spend 500 Reiatsu per turn for up to 3 turns. For every 5000 Reiatsu Park gains, he can sustain the effect for additional turn maxing at 6 turns total.

This effect does not work on Oonishi Daisuke >:[

NOTE: A haste turn works like this--You announce doing your haste turn. Next, your opponent gets a turn to do anything BUT attack.
 
Using the spec point from Summer PM's 2010.

Tempest Blade Style
Feat Type: Trained
Feat Description: A style previously believed lost to the clutches of antiquity, the Tempest Blade Style enables one to emulate the speed and suddenness of a raging storm, cutting a violent swath through foes. This style is restricted to those who have devoted their lives to the blade, as no measure of proficiency is possible in hand to hand combat.

Prerequisites:
First Level - 5,000 Zanjutsu, 1,000 Hohou - Training Collab with Level One or above obtain.
Second Level - 7,000 Zanjutsu, 2,000 Hohou - Training Collab with Level Two or above to obtain.

Level One Technique: Draw the Storm - Through careful practice and concentration, a practitioner of this technique is able to control the air around his or her body, using it to increase the speed at which they are able to strike and dodge. This manifests as a 2% Cumulative increase in ones Zanjutsu stat and a 1% Cumulative increase in ones Hohou stat, capping out at 8% and 4% respectively. Usage of this technique requires 1% Cumulative Reiatsu per round to maintain, capping out at 3%.

Level Two Technique: Thunder Before Lightning Counter - A Level Three user of the Tempest Blade style gains the ability to utilize the winds to counter an opponent mid-strike, showing a true mastery of the style. For 5% Reiatsu a Level Two user may command the winds around their body to increase in ferocity and force, turning aside one physical attack and striking in the same instant. This technique is not without flaw however, as once the Thunder Before Lightning Counter is executed the winds and energies generated by the Tempest Blade Style dissipate and requires 2 rounds of cooldown before it can be reactivated. In addition, this technique requires that Draw the Storm be active long enough to create a minimum of 6% Zanjutsu and 3% Hohou boosts to fuel it. Should the practitioner's Zanjutsu & Hohou boosts be maximed at 8% and 4% the Thunder Before Lightning Counter repels the target backwards up to a maximum of 3 meters once the counter is landed.

Practitioners:
Tsubaki (Master)
 
[ Unique Feat ]

[ Fujimi ]
"invulnerability/ immortality / insensibility to pain "

As the wise ones have spoken for ages, the nature of one's soul soon manifests itself on the flesh. With spiritual beings, that fact is manifested much sooner and incredibly stronger than in any other being in creation.


Through the few years since his power as a shinigami has manifested itself and gave birth to an outstanding healing type zanpakutou, Sanji experienced a deep exposure to powerful recovering and regenerative processes. Those energies became imprinted within his organism, taking over the very core of the cells and reishi particles of his being. With the help of Kojizumi and a good bit of intuition, Sanji learnt how to manipulate this latent capacity to his self aid.


Basically, with the ability which he baptized as "Fujimi", Sanji is able to, during a limited period of time, augment his self regeneration capacity. When the process is active, the natural self-regeneration of organic tissues, flesh, organs, cells, bones, will be doubled and the resistance to poison, disease and other biological attacks majorly increased. Being so, the effect of
any healing ability applied on him will also have its effect doubled, which means, they will need half the energy to achieve the effect they normally do.

Also, due to the enhanced regeneration, Sanji will have his physical resistance to both meelee or magical damage highly increased, becoming hard skinned, tough boned and less vulnerable to pain, self regenerating bullwark.


To activate Fujimi, Sanji spends
10% of his maximum reiatsu. At 10,000 reiatsu, Fujimi lasts for 5 consecutive turns, lasting an additional 1 for each 2,500 reiatsu, maxing at 8 turns. Fujimi has a fixed 4 turns cooldown for it to be used again.

While having Fujimi active, Sanji's amber irises will glow in the same color.
 
Captaincy equivalent point

SSS γ
Hotate can infect an energy ability (kidou, kai attacks, feats, techs, etc.) within 20 meters of her with her own reiatsu by paying half the cost of that ability. The ability will now count as if Hotate fired it. This will not change its direction or its power, however, if the ability can be controlled by the user after being fired, then Hotate will be able to manipulate it. Any automatic friend/foe targeting will also be changed.

The maximum amount of reiatsu Hotate can spend on this is 10% and it can only be used once every three turns. This is capable to taking over summoned creatures assuming the creature has a low enough reiatsu cost.
 
Unique Feat from Summer PM's 2010


[Unnamed as of yet]

As an extension to his Shi Kai’s ‘Hakudou Tenshi’ ability, Kyuketsu can choose to double its cost to 1,000 reiatsu upon activation. Thereafter, Not only does the skill’s usual effect take place, but for the duration of the fight, each swing and each thrust Kyuketsu does, his opponent (the one who’s affected by HT) will fall under the impression that the swordsman’s strikes are becoming faster, more accurate, and ten times deadlier to the point that they would think a simple cut would make them lose their head. While not doing much in terms of real-time damage, its true impact lies with the demoralization of the enemy.

Note that like the zanpakutou ability that it enhances, this skill requires Kyuketsu to first cut the target to let his sword get a feel for their spiritual pressure. In its Ban Kai equivalent, the cost is now 2,000 reiatsu.


Zan skill for reference.
[ Hakudou Tenshi ] - Heartless Angel

At the cost of 500 reiatsu, Kyuketsu can endow his blade with a curse, first needing to cut the victim with his zanpakutou to let the sword get a feel for the opponent’s spiritual pressure. Each subsequent wound after that (caused by the sword, of course), the victim’s spiritual composition is jammed by Zansatsu, thus causing additional pain of greater extremes than that caused by just a normal sword-based injury alone.
 
2009 VC appointment feat slot

[ Familiar ]
For one reason or another, Terentia’s zanpakutou spirit, Providence has found his purpose is to stay by his wielder’s side, constantly, much to the woman’s chagrin.

With the accumulation of incredible strength of will and endurance, Providence has the ability to step beyond the plane separating his shinigami’s inner world and reality to walk at her side for as long as he wishes. The results in his permanent manifestation in the form he embodies. While in the real world, he exhibits no special abilities and acts only as a constant, rather immortal, companion.

providence's manifestation for reference
Providence takes the form of an unassuming greek sheepdog. Cream white, he retains large paws and a playful nature, being still a pup, but sees himself as Terentia's guardian, despite his inability to physically protect her. He is fiercely loyal, but retains a youthful tendency to warm to the people Terentia encounters, rather quicker than she does.


I agree with Will that while it was not specified before, a feat would be ideal for something like this so that we don't have half naked ladies and fire-breathing dragons floating around all the time. There are some issues that may need to be addressed anyways: combat and the like. Oh and if anyone else is interested (besides the naked ladies and dragons) I can make this a trained feat.

But here we go :)
 
[Tempest Blade Style]
Approved

[Fujimi]
Denied
After thinking about this for a while, this is doing too much for a single feat and should really be split into 2 parts. This first part would be a heal buff while the second would be your defensive part. The way the second part works is also a bit weird.

The second part needs to be clarified to state what exactly "highly resistant” means and such. Furthermore, you can lower to cost to 5% in that feat. For the second feat decide if you want energy damage reduction + pain reduction or physical damage reduction + pain reduction. Depending on which one you choose the set-up will be different. If you choose to go this route IM me and we’ll fix it up.​

[SSS y]
Approved w/Changes
Place a limit of only being able to control a summon for 3 turns. The cooldown would take place after the control has been completed.​
[Wayne]
Approved

[Familiar]
Approved
Yeah this can totally be a trained feat since some people might find it interesting. As for the battle part, since costs not rei to use, this spirit would not be able to fight in any way since its reiatsu would essentially be 0 rei. That also means that after a single hit, it would disappear for the fight. Other than that, if it doesn’t get hit it could be a nice commentator giving a play-by-play : P​
 

Current Date in Araevis

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