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Feat/Tech Submission Thread

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
 
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.
 
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.
 
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​
 
[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
 
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
 
[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​
 
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.
 
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
 
[Sankakuen Technique] - Kidou Synergy


Note
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
 
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.
 
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.
 
Week 51 approvals​

Stagg:
Me - Mals
Kev - too_lazer_penor

[Sankakuen Technique] - Kidou SynergyApproved 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.
 
[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
 
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.
 
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. )
 
Áœberbeladung (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.

AuflÁ¶senreichweite (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. )
 
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.
 

Current Date in Araevis

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