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Feat/Tech Submission Thread

Edit: Hueco Mundo invasion feat slot

[Astral Stride] name is subject to change if I can find something less cliche and more epic. Suggestions are welcome :P
Due her disreputable past and her newly adopted combat ethic, Terentia understands the merits of being quick, flexible, and unpredictable in order to subdue her opponent as swiftly and efficiently as possible. She has designed Astral Stride around these principles, creating an ability that allows her to make her way across dangerous and impossible paths.

By expending 5% (or 10%?) reiatsu, Terentia can travel over walls, hot coals, and the surface of water, even leaping from the flight of a spear to another if she so wishes. This ability which allows her to abuse the physics of reality also makes it possible for her to traverse any insubstantial trail of matter, barring that of empty air. This requires Terentia to be in constant motion, and if she is interrupted, or if she slows to anything less than a run, the effects of reality take hold to possibly dangerous effects. This ability can only be performed 3 times each chapter or collab with an extra use every 1,000 hohou capping at 6 uses.

As with reality, Terentia is affected by the properties of her 'paths'. For example, if she runs against the current of a river or the blast of an energy beam, it would be more difficult than running with the current of the river or energy beam. When it comes to stepping on a path created by reiatsu, such as that of kidou or a cero, the 5% reiatsu expended must be greater than the cost of the creation of such a path. The distance she can travel with Astral Stride is equal to half of the maximum steps she can travel with shunpo.

Again, I'm willing to make this trained if there are people who are interested.
Requirement – 10,000 hohou

Walking on water feat is go~
 
[ 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 regeneration capacity. When the process is active, the natural self-regeneration of organic tissues, flesh, organs, cells and bones will be boosted and the resistance to poison, disease and any other biological attacks majorly increased accordingly with the reiatsu spent. A phenomenon of spontaneous regen

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.

To activate Fujimi, Sanji spends
5% 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. It has a fixed 4 turns cooldown to be used again.

While having Fujimi active, Sanji's amber irises will glow in the same color.
 
Oh and here is that branch div tech I said I would submit.

[Deimos Touch]
Some members of the Peacekeepers find no advantage to dealing mercy to their victims. These shinigami forsake the knowledge of the Eleus Touch for the Deimos touch, an ability that allows the user to increase the pain dealt by their weapons or the touch of their hand. By expending 3% reiatsu, the user can increase the pain of their weapon's strike or their hand's touch three times during a chapter or collaboration.

However, just as with the Eleus Touch, a potential student of the Deimos Touch must first obtain understanding. Thus, those who wish to learn to control the ability must learn through carefully supervised exercises which concern with pain and hurt. Those who have dedicated their knowledge to performing the Deimos Touch find that the lines on palm and fingers are blackened by constant use.

Eleus Touch for reference
[Eleus Touch]
Shinigami of the Peacekeepers 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. Those who dedicate their knowledge to performing the Eleus Touch notice the lines on their palms and fingers taking on a silvery hue.
 
Finally spending one of my horded Spec Points from Summer PM's ummm... lets use the '09 one

Also, I know this looks suspiciously like beaks trained feat from a week ago, but when I saw his, I thought we were really missing some trained feats or techniques in the rp for zan users. Something that would help give them a bit more of the diversity that them kidou users have... so I wrote up another one.

[Rushing River Style]

Feat Type:
Trained

Feat Description: A beautiful style of fighting focused on the fluid movements of multiple weapons, and or dual wielding. The concept of the style is a seamless and relentless assault of blades designed to evade tough defenses where possible, and otherwise overpower them, like a river through a canyon.

Prerequisites:


Level 1:
4,000 Zanjutsu, 1,500 Hohou (Training collab with level 1 or above required) and use of multiple weapons.

Level 2: 5,000 Zanjutsu, 3,000 Hohou (Training collab with level 2 or above required) and use of multiple weapons.

Level 1: Trickling Creek

Through relentless hours of careful training a practitioner of this technique understands how to fluidly use their weapons as a relentless and seamless stream of attacks. This manifests as a 1% increase to the users Hohou stat, and a 2% increase in overall damage dealt. This bonus stacks each consecutive hit they score, without being wounded themselves, capping at 3% and 6%, if the practitioner is hit, the bonuses are reset, at 1% and 2%. To maintain this, the practitioner must spend 1% reiatsu per turn.

Level 2: Rushing Rapids


A level 2 practitioner of the Rushing River Style understands when they have finally started to overcome their opponent. When the user’s Hohou boost, and damage boost are at 3% and 6% they realize that their opponent is at their weakest. By utilizing a sudden finishing move with all weapons they attempt to capitalize on the weakness. By spending 5% of their reiatsu they strike with the full force of all of their weapons. Each blocked attack strengthens each of the others that bypasses the enemies defenses, adding an additional 5% damage to each unblocked attack. For instances where this would exceed 5% to one attack, this bonus may only be applied to a maximum of two additional attacks, and caps at a 15% increase for each of those two attacks. Using this technique resets the bonuses to Hohou and damage done at 1% and 2%, due to the break in fluidity of the sudden movements.

Practitioners: Hayashi, Amaya: Level 2
 
Feat and Spec point from '10 PMs

[La Pluie Démoniaque - Demonic Rain]
Type: Personalized Cero

Using the principles of Bala, Absolon’s control over condensing ceros has reached a point that can only be called mastery. By paying 1% reiatsu, 2% rage, generating 1% emptiness, he can create 1 cero senbon. Unlike most cero, the needles are not launched instantly on creation. Instead he can hold them for up to 3 turns before they must be fired. He can create a maximum of 10 senbon per turn.

These needles travel twice as fast as a regular cero due to their unique shape, rivaling the speed of bullets. The maximum range the needles can travel does not change. Upon impact with the target, the needles cut through the skin like regular senbon before exploding on contact.
 
[La Pluie Démoniaque - Demonic Rain]
Type: Personalized Cero

Using the principles of Bala, Absolon’s control over condensing ceros has reached a point that can only be called mastery. By paying 1% reiatsu, 2% rage, generating 1% emptiness, he can create 1 cero senbon. Unlike most cero, the needles are not launched instantly on creation. Instead he can hold them for up to 3 turns before they must be fired. He can create a maximum of 10 senbon per turn.

These needles travel twice as fast as a regular cero due to their unique shape, rivaling the speed of bullets. The maximum range the needles can travel does not change. Upon impact with the target, the needles cut through the skin like regular senbon before exploding on contact.

Approved with changes below:

[La Pluie Démoniaque - Demonic Rain]
Type: Personalized Cero
Using the principles of Bala, Absolon's control over condensing Cero has reached a point that can only be called mastery. By paying 1% reiatsu, 2% rage, generating 1% emptiness, he can create 1 Cero senbon. Unlike most Cero, the needles are not launched instantly on creation. Instead he can hold them for up to 3 turns before they must be fired. He can create a maximum of 5 senbon per turn, and can carry no more than 10 total.

The senbon travel the same speed and distance as normal Cero but with greater precision. Upon impact with the target, the needles cut through the skin before exploding.​
 
Summer 2010 Feat slot

Non-lethal Vow

Having taken a vow to not kill unless absolutely necessary Ayako has taken it upon herself to learn every spot on the human body that when hit can incapacitate most targets quickly and efficiently.

Shots from guns and even awakened abilities can be guided to not cause normal damage but to instead debuff targets speed stat (Agility, Houhou, etc) an amount equal to the attack. The debuff total maxes out at 15% of her combat stat, and each debuff lasts for up to three rounds.
 
Gosh, so much extra information on these feats XD

[Moon Walk 8D]
Approved as below

Feat
Due her disreputable past and her newly adopted combat ethic, Terentia understands the merits of being quick, flexible, and unpredictable in order to subdue her opponent as swiftly and efficiently as possible. She has designed Astral Stride around these principles, creating an ability that allows her to make her way across dangerous and impossible paths.

By expending a small portion of reiatsu from the bottom of her feet, Terentia can travel over walls, hot coals, and the surface of water, even leaping from the flight of a spear to another if she so wishes. This ability which allows her to abuse the physics of reality also makes it possible for her to traverse any insubstantial trail of matter, barring that of empty air. This requires Terentia to be in constant motion, and if she is interrupted, or if she slows to anything less than a run, the effects of reality take hold to possibly dangerous effects. This ability can only be performed 5 times each chapter or collab.

As with reality, Terentia is affected by the properties of her 'paths'. For example, if she runs against the current of a river or the blast of an energy beam, it would be more difficult than running with the current of the river or energy beam. When it comes to stepping on a path created by reiatsu, such as that of kidou or a cero, 2x the cost of her current max shunpo must be paid. The distance she can travel with Astral Stride is equal to half of the maximum steps she can travel with shunpo. This can only be used 4 times total.


[Fujimi]
Approved as below

Feat
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 regeneration capacity. When the process is active, the natural self-regeneration of organic tissues, flesh, organs, cells and bones will be boosted and the resistance to poison, disease and any other biological attacks majorly increased accordingly with the reiatsu spent. A phenomenon of spontaneous regen

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.

To activate Fujimi, Sanji spends 5% of his maximum reiatsu to bolster 1 healing ability. This ability can only be used a maximum of 3 times.


[Deimos’ Touch]
Approved

[Rushing River Style]
Denied

Alright, the buff since it works exactly like Beak’s should be limited to zanjutsu. That means replace "increases damage” with zanjutsu. That way, you aren’t gaining all that damage increase and launching a kidou with it.

Rephrase the second part, because you refer to "all their weapons” and I have no clue what that means. Does this multiply their weapon by like 7? Also, the way the other half of the well... other half is phrased, it makes it sound like it’s turning into some massive, unblockable thing by having a possible 15% damage buff on top of another possible 6%.

[Non-Lethal Vow]
Approved as below

Feat
Having taken a vow to not kill unless absolutely necessary Ayako has taken it upon herself to learn every spot on the human body that when hit can incapacitate most targets quickly and efficiently.

Shots from guns and even awakened abilities can be guided to not cause normal damage but to instead debuff targets speed stat (Agility, Houhou, etc) by 2% per hit. The debuff total maxes out at 15% of her combat stat, and each debuff lasts for up to three rounds.
 
Here's the combat-friendly div tech replacement for the trap detecting one.

[Sophrosyne’s Prudence]
The very ideals of peacekeeping makes aggressive combat an enemy. In the development of the Peackeeper philosophy, division members have learned to place focus on fighting, not the attacker, but the offense-based styles of combat.

Thus, Sophrosyne's Prudence is an ability that discourages their opponent's offensive tactics. Affecting an area of 20 feet, tendrils of the user's reiatsu wind their way around the limbs, bodies, and weapons of all within its radius. Each time the offender expends energy, whether reiatsu or physical, to attack, they are affected by a disorientating feeling which compounds with every additional attack. Eventually, after five or so such affected attacks, it would become difficult to maintain good aim, footing, and even strength.

This ability costs 2% each turn.

___________________________​

Need to explain this next one...
So anyways, this is a trained feat I've been toying with for a while now. It's based much like the way shunko will be when it's finally posted up for review. It needs a lot of tweaking though since it's a system we haven't really applied before for a feat. I do not feel that it's too strong though concept-wise, especially since Shunko will be up. It's just more versatile and complicated then the feats we usually submit.

Hiren, you know that I'm always open for discussion :)

Oh and yeah, I'm using my feat slot and spec point from the The Grand Tournament of Seireitei.

Trained Feat
[Way of the Hidden Maven] also known as the Hitsujikai Discipline
Sometimes, a fighter with the philosophy of defeating an enemy without drawing blood or causing pain faces an aggressive foe with no such qualms. Such a battle would leave the fighter exhausted from dodging attacks and pulling their own blows. Way of the Hidden Maven gives such warriors another tool to use in order to help them prevail while keeping with their values.

This style of combat is based off of the deep and extensive study of pressure points along with a nudge of helpful reiatsu. To master this style, the user must train to obtain the knowledge of the individual techniques.

Level 1 Prerequisites: 3,000 Hakuda
(Puppeteer)
The user strikes a joint on one of the opponent’s limbs with a knife strike, expending 100 reiatsu and weakening the victim’s control over the struck joint.
(Drunken Palm)
With Drunken Palm, using the heel of their palm, a user strikes the center of the opponent’s chest, sending a shockwave of 1% reiatsu through their body and affecting their sense of balance.

Level 2 Prerequisites: 5,000 Hakuda
(Sherlock Strike)
Swinging both fists inwards, the user boxes the victim’s ears with 150 reiatsu, causing a sudden loss of hearing for three turns.
(Choked Fang)
The user shapes their hand into a fist with the middle finger knuckle jutting out. Surrounding the attacking fist with a current of 200 reiatsu, the user strikes just between the victim’s neck and jaw, forcing them to be mute for three turns.
(Piercing Phoenix)
With a clawed hand, the user strikes the area around a bleeding wound while pressing painfully. By expending 150 reiatsu, the user can stop the bleeding for three turns.

Level 3 Prerequisites: 8,000 Hakuda
(Tyrant’s Embrace)
The user wraps their arms around the opponent’s neck, places a hand on the side of their head and expends 500 rieatsu. For the next two turns, the victim is unable to utilize any reiatsu based technique.
(Wuxi Finger Hold)
The user takes hold of the opponent's finger between their thumb and forefinger with the pinky lifted. When the pink drops, voluntarily or not, the user expends 10% of their reiatsu to force the same amount of reiatsu from the victim’s combat statistic of their choice. Because of the amount of reiatsu used and forced out by this technique, the wave of combined energy ripples through the environment up to a 20 feet radius, creating intense reiatsu pressure for a moment and forming around the combatants a deep indentation within the ground. The effects last for three turns.​

Current Practitioners: Terentia

Just as with kidou (and I suspect, shunko), I'd like this to be open for more technique submissions and higher levels. Also, kudos for those who know what the Wuxi Finger Hold and the Sherlock Strike references :P .
 
[Sophrosyne’s Prudence]
Approved w/Changes

It looks fine except for those last 2 words. By saying it effects strength it kind of seems like a sneaky debuff to a combat stat. Remove the strength part and its fine.

[Way of the Hidden Maven]
Denied

Alright, I don’t know about how shunko will work in the way of submissions, but for now, as a trained feat this is doing a bit much. For each level chose only one of the two abilities you wrote down there. After that, we can work on balancing it, because things like Tyrant’s Embrace is super powerful, since your shutting down all reiatsu moves such as shunpo, kidou, and any SK and even BK abilities. Resub with chosen ones and we can work on it.
 
Subbing some Q BLtechs (and putting up app'd ones again for reference - will be noted if there are changes). More will come as plox allow. Certain parts censored to keep the dream alive.

--
Bloodline Techs
NOTE – as most of the family’s arts were lost in the Black Night, the Elders of the family and its Patriarch are now attempting to reform and rediscover the family’s techniques.
[ Werdenpfad ] – Willpath ([app’d by Hiren 7/26, but edited for 540 degrees from 360])
A user of this technique is able to bend the path of an arrow into an arc, with a 5 degree bend added to the path of the arrow per 500 Kyuuzu, maxing at 540 degrees total. For an extra 1% Shuuhaku cost a hard ‘elbow’ can be made instead of the normal gradual curve. Multiple elbows can be used in the same shot, but the total angle change cannot exceed the normal limit of using it in an arc. One elbow is gained per 1k Kyuuzu, maxing at 5.

[ Geistfessel ] – ‘Ghost Shackle’ [app'd but I think it's a little weak, tbh. Max at +10%? Or higher for less turns? We can IM if you want]
By adjusting the make-up of their arrows, an Erdeschalk Quincy can disrupt the reiatsu flow of an opponent to tax their bodies heavily. Any arrow with this attribute that hits an opponent leaves a disruptive fragment of spiritrons in the opponent’s body, adding +1% extra cost that stacks and maxes at +7%. An individual arrow’s effect fades after four turns, but any new arrow fired that would otherwise exceed the cap replaces the oldest arrow. A Quincy can fire one arrow with this attribute per ten normal arrows, and an opponent’s body can only be affected for 4 turns plus the Quincy’s Dentouritsu divided by 1500 maxing at 8 turns – after which the body starts to compensate for the disruption.

[ ??? ] – ???
Any Quincy is painfully aware that their bodies are brittle compared to other spiritually active entities. By using aggregated spiritrons an Erdeschalk Quincy can use vicious currents to tear at any energy attack or barrier or physical object within their immediate area, either weakening or destroying them. A Quincy’s ability to use this depends highly on their ability to attract spiritrons, and thus can only channel a certain amount of energy – specifically, their Shuuhaku pool times their Dentouritsu divided by 10,000, which maxes at 20,000 Dentouritsu (200%). A Quincy can use up to three fourths their Shuuhaku pool, and using more than that taxes their body heavily as they must pay twice the remaining cost in Reiatsu. The affected area is one foot per 2,000 Dentouritsu, maxing at 20,000 Dentouritsu.

Requirements - Must know at least two other Bloodline Techs

Ex
To put it in perspective - Sebastian can use 1050 of his Shuuhaku to pay for a 'ripping' effect that can be up to 2800 Rei, but must pay an additional 3500 Rei to get a barrier that strong. If Sebastian used the tech up to 1050 units, then it would draw only from Shuuhaku.

The way that it works out for a Quincy who has fully mastered it (>20k Dent), they will always pay 1.25 times the barrier's max strength in Rei to get the barrier to max strength.


SLOT

SLOT​

--

[ Bloodline Techs ]

[ Blutung ] – Hemorrhage [app’d]
A ??? Quincy focuses on only their destructive power. Amongst the most basic skills is their ability to agitate gathered spiritrons to act like serrated edges. Any wound created by an energy weapon used by a ??? leaves a lingering current of spiritrons that irritates and causes further damage. Regeneration is hindered by 50% and 10% extra damage is done for each of the next three turns.

[ Unaufhaltbar ] – Unstoppable
Recognizing that all their enemies possess varied powers, the Quincy have long looked for ways to adapt. This technique is one of those measures. A practitioner of Unaufhaltbar can hone their arrows so their Chakudan is valued at +30%, but damage done to a being is reduced by -40%.

[ Endlosen Suche ] – Endless Quest
Having studied martial arts all their lives, ???s have often mastered their forms of combat in comparison to other mortals. This gives them a pseudo ‘Combat’ stat worth .6 of their Kyuuzu defining their ability to wage war with the weapon (or lack of weapon) used by their art. Many a ??? has praised this practice, for such skill allows a Quincy the ability to fend off an opponent long enough to effectively use their primary weapon: their bow. The weapon used must be specified in the user’s profile.

Note
The weapons must be subbed as items. I am gonna talk w/ Willem and Sen if this passes about if the weapons should be default no-attribute items.

[ Nachsicht ] – Forbearance
Amongst the most fearsome of the ??? Quincy’s weapons is their ability to ‘charge’ attacks. A ??? Quincy has, through their lengthy training, much higher resistance to spiritron damage over time. Thus, they can hold a certain amount of power from one turn to the next. The amount that can be held per turn is a fraction of their Shuuhaku equal to their Dentouritsu divided by 10,000, maxing at 1. The total maximum they can hold without taking damage is equal to their Dentouritsu divided by 3,000, maxing at 12,000 Dentouritsu. While these points are not counted in reiatsu thresholds or shuuhaku, it means that holding over your limit immediately damages your body. This does not increase the amount of arrows that can be fired per turn.

Requirements: Must know at least two other Bloodline Techs

SLOT​
 
Feat Slot: Summer PM Feat Slot

Wind Perception
Through Ri's continued practice and deliberate meditative exercises with his sword's spirit, Ri has gained the ability to see and hear through (shaped or unshaped) manifested wind-blades. Smell, taste, and touch sensations are not available to Ri.
 
Point: Captaincy
[Shaper of the Pale Wind]

As Theron has wielded Harbinger, the sword has begun to recognize him as a true heir to House Ascania. As such, their bond has increased, and the shinigami has learned to use some of the more arcane abilities of the weapon, granted by past wielders.

By spending 50 reiatsu per scythe to change, Theron may alter their shape into that of a kusari gama. The scythe head, and one foot of the spine-like haft separate from the base haft by a tether of sinew and muscle between spinal vertebra, giving it a ‘chain’ of up to three feet in length. In bankai, both ends detach, the ‘chain’ now six feet in length on both ends.

Additionally, Theron has gained the ability to consume scythes that have been created, regaining the reiatsu spent to generate them, and rage, if applicable, by dissolving them back into zanpakutou.
 
Feat pt: Summer PMS

[Weapons Permit]
Some agents get attached to their weapons like it is a part of them, and find it hard to part ways on an item as reliable as their weapons. Others feel that even with the weapons they have it sometimes is not the right tool for the task. Weapons Permit is a process through which an agent can obtain more firearms than what is normally permitted through Orpheus with their rank taken into consideration.

D-Tier: 4 max firearms
C-Tier: 5 max
B-Tier: 6 max
A-Tier: 7 max

Requirements:

-Proven 3k worth of writing in a PM
-1k chapter of a request submission
-2.5k collab with an agent who has the permit doing a field observation on said agent who made the request
 
[Way of the Hidden Maven] also known as the Hitsujikai Discipline
Sometimes, a fighter with the philosophy of defeating an enemy without drawing blood or causing pain faces an aggressive foe with no such qualms. Such a battle would leave the fighter exhausted from dodging attacks and pulling their own blows. Way of the Hidden Maven gives such warriors another tool to use in order to help them prevail while keeping with their values.

This style of combat is based off of the deep and extensive study of pressure points along with a nudge of helpful reiatsu. To master this style, the user must train to obtain the knowledge of the individual techniques.

Level 1 Prerequisites: 3,000 Hakuda
(Puppeteer)
The user strikes a joint on one of the opponent’s limbs with a knife strike, expending 100 reiatsu and weakening the victim’s control over the struck joint.

Level 2 Prerequisites: 4,000 Hakuda
(Drunken Palm)
With Drunken Palm, using the heel of their palm, a user strikes the center of the opponent’s chest, sending a shockwave of 1% reiatsu through their body and affecting their sense of balance.

Level 3 Prerequisites: 5,000 Hakuda
(Sherlock Strike)
Swinging both fists inwards, the user boxes the victim’s ears with 150 reiatsu, causing a sudden loss of hearing for three turns.

Level 4 Prerequisites: 6,000 Hakuda
(Piercing Phoenix)
With a clawed hand, the user strikes the area around a bleeding wound while pressing painfully. By expending 150 reiatsu, the user can stop the bleeding for three turns.

Level 5 Prerequisites: 8,000 Hakuda
(Wuxi Finger Hold)
The user takes hold of the opponent's finger between their thumb and forefinger with the pinky lifted. When the pink drops, voluntarily or not, the user expends 10% of their reiatsu to force the same amount of reiatsu from the victim’s combat statistic of their choice. Because of the amount of reiatsu used and forced out by this technique, the wave of combined energy ripples through the environment up to a 20 feet radius, creating intense reiatsu pressure for a moment and forming around the combatants a deep indentation within the ground. The effects last for three turns.​

Current Practitioners: Terentia

I cheated a little and put in 2 extra levels. Slap the back of my hand with a ruler and I will eliminate them, although the idea is to work like kidou with more than just 5 techniques you can choose to learn.
 
Unique feat, slot from these past PMs



[Toorima] Phantom Thief


Hisao’s ability to tap into kidou has extended to the point where he can master spells just by witnessing them. For the purpose of battle Hisao gains 5 additional kidou slots which remain empty until someone else uses a kidou. Should he wish Hisao is then able to equip the kidou as his own for the remainder of the battle. Once equipped, the kidou cannot be changed out and takes up as many of the slots as it would if Hisao equipped the spell normally.
 
This is a discussion to clarify [Expelling Strike] as a feat. This is as much for Hiren as Shade and Will.

The what: I wished for it to be able to reduce 'encroachment' emptiness gained weekly when one does not tame their hollow.

The why: This forces Theron to actively hunt and exterminate hollows, if he does not, he will go insane or die; likely both. Thematically, this keeps the character consistent with what I envisioned. Theron's afraid to face his inner hollow, as its beaten him in the past and it is now stronger.

The how: I'm fine with saying that the amount of encroachment emptiness he can expel on hit is less then that of rage generated emptiness, 2% encroachment instead of 5% normal emptiness, or some other differential. Basically, instead of a chapter saying he tamed his hollow, Theron uses a feat to off set that feature. Its a steeper price (granted the feat is otherwise useful) and an enduring condition.
 
[ Werdenpfad ]
Denied

Alright with this tech, you can pretty much launch one arrow, bend it so it strikes again, and again, and again, and again until you’ve reached 540 degrees like it’s worded.

[ Geistfessel ]
Denied

Alright, I was fine with it earlier because as you’ve said Quincies can launch like 50+ arrows per turn if necessary. This means that 5 of them would be the cost boosting type arrows. So, unless the person hax their way out of the range, it should be relatively easy to get a +7%, which is still pretty expensive if you look at upper level kidou or high level shunpo ect.

[Barrier Rippy Thing]
IM me

I think there’s an easier way to set this up with less math. IM me and I’ll tell you something that should take out some of the division and what not.

[ Blutung ]
Resubmit

This needs a cool down so you aren’t consistently giving people a 10% damage boost. Also, this should only work when their hit with arrows, so you need to have a limit on how many arrows you fire have this property. IM me to talk about this one more.

[ Unaufhaltbar ]
Resubmit

Hmm, 30% is a bit high. Lower it to around 20% and adjust the damage reduction to 30%. Also, this needs a round limit for this boom increase to stay active.

[ Endlosen Suche ]
Resubmit

When the Quincy is using their Quincy Axe or something, their Kyuuzu should lower by 60% to use it. That way the Quincy isn’t effortlessly transitioning between bow aim and axe wield. Furthermore, this may need a round limit, because quinces shouldn’t really be running around with Quincy Axe for long periods of time since they are BOW users.

[ Nachsicht ]
Approved w/Changes

Man this has math in it. Personally I think you should just have a set maximum of 50% of their pool being transferred per turn instead of having crazy division going on. Also, this pool reduction happens at the beginning of the turn before you shoot any arrows so you aren’t having super power arrows and then storing whatever remains.

[Wind Perception]
Denied

This needs a maximum range and a cost. Also, if you are going to refer to your zanpaktou ability in the feat, please post the ability in question along with it.

[Shaper of the Pale Wind]
Approved w/Changes

I’m fine with the form change thing. However, get rid of the absorption part. This way you can’t make scythes to store reiatsu and rage until you feel like absorbing them back to boost your rei again. That seems like a different sort of feat. Also, if you are referring to your zanpaktou ability in your feat, post the ability in question with it.

[Weapons Permit]
Guns, Guns, Guns, Approved

[Way of the Hidden Maven]
Resubmit

Remove the extra levels sing *slaps wrist with ruler* Choose the ones that you want and then repost them. Once you do that, IM me and we can work through it and parameterize.

[Toorima]
Approved w/Changes

Just add in something about the slots being emptied when the fight ends.
 
Feat/Tech Submission Thread

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. Also read the Feat/Tech Submission Guide found here, before posting.

Feats come in 3 flavors, Trained, Unique and Common.

Common feats do not require a feat slot or spec point to submit; however, they must be extremely simple. Furthermore, they must be justifiable, so there aren't hundreds of common feats with no purpose.

Trained feats require a spec point to submit, however, they do not require a spec point to equip. When submitted a trained feat there MUST be a certain stat requirement such as reiatsu, that tells the user what goal they need to meet before they can equip it.

Unique feats also require a spec point to submit; however, they are unique to the user.

When submitting all feats, specify where exactly you got the spec point and slot from, such as PMs.

______________________________________​

Any Division / Race techs are also to be submitted here too. Also, Fated Alliance abilities are posted here as well.

Be patient when submitting a feat. Heckling the staff will only serve to make the approval process more difficult.

- IMPORTANT NOTE -

If your feat is related to a release and alters it in some way, post the ability in question along with the feat. If you do not, it may not be reviewed!
 
Ok. So I want to drop Slipstream from the list of 12th div tech and replace it with this one:


[ Ki no Kouzoku ] – “Spirit Trailing”

As assassins and hunters, members of the twelfth division are often required to hunt down missing or unknown prey in order to complete the mission. Utilizing their reiatsu manipulation abilities, the twelfth can alter their own vision in order to detect faint traces of spirit particles left behind by a prey’s reiatsu. This ability allows members to pick up on reiatsu trails that have trails that have ‘gone cold.’

There are a few limitations to this technique. After two days, the spirit particles have dispersed beyond recognition. This time limit is extended to four days, however, if the prey and hunter have UF, UR, or FoT. Additionally, if the prey uses some form of cloaking, the trail exists until the point where they entered the cloak.

Requirement: Reiatsu Noukan
 

Current Date in Araevis

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