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Feat/Tech Submission Thread

Feat Slot: Summer PMs
Feat Type: Unique

Wind Perception
Ri's meditative exercises and increased connection to the Kamiarshi has paid off with increased coordination with the Kamiarashi. For a flat cost of 100 reiatsu, Ri is able to create a connection to any particular wind-blade for a single hour - through this connection, Ri is able to see and hear through that wind-blade as though he were present.

He is not able to use reiatsu sensing abilities through these intermediaries. Ri can choose to repay the flat cost to re-connect to any wind-blade. The power is not explicitly range-limited, but destruction of the wind-blade destroys the connection and annuls the investment.

For reference: Ri's Shikai Kamiarashi
 
Resuqqqqqqqq

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 ] - 'Will Path'
A Quincy's powers, however strong, cannot destroy what they cannot hit. After an arrow hits an opponent, an Erdeschalk Quincy can choose to create and maintain a connection for 1% of their Reiatsu per round. This connection pulls any of the Quincy's arrows toward an opponent no matter their original orientation, guiding and accelerating them. While not allowing conscious control the path, this allows the practitioner a certain amount of flexibility. The connection only pulls arrows that are have equal or lesser power than the connection-creating arrow. The pulling force is determined by the Quincy's Dentouritsu stat but also lessened by an opponent's Connection (or analogous) stat. This connection only pulls on an arrow through the user's next turn.

Note
This is not intended to be 'auto-hit'. More like a magnetism thing. Arrows can still be dodged, especially when they're close (think a jet trying to outmaneuver a missile?). Also as I said earlier, I envision Q arrows as anti-matter that disintegrate when they do damage so this won't allow someone to be hit multiple times. I'ma talk to Willem about editing that into racial sheet.

[ Geistfessel ] – ‘Ghost Shackle’
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 for any ability that stacks and maxes at +10%. 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 2500 maxing at 8 turns – after which the body starts to compensate for the disruption and this tech can no longer effect the opponent.

[ ??? ] – ???
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. This technique has a one-turn cool down.

Requirements - Must know at least two other Bloodline Techs [Elite Tech]




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 - specifically, 10% of the original attack's damage for the next three turns. Regeneration on the incurred wound is inhibited by 50%. The effect has a two-turn cooldown after the three turns of damage.

[ 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 +20%, but damage done to a being is reduced by -30%. This can be used once per three turns.

[ Endlosen Suche ] – Endless Quest
Having studied martial arts all their lives, ???s have often mastered their forms of combat in comparison to other mortals. A ??? Quincy is skilled in the use of one weapon (or in the lack thereof), and their Kyuuzu determines that proficiency. When using a material weapon, the Quincy's Kyuuzu is reduced by -40% for that turn. 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.

[ 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. A ??? Quincy can reserve half of their Shuuhaku until they become Autonomous, when they can hold the entirity of their Shuuhaku. 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. The energy is reserved at the beginning of a turn.

Requirements: Must know at least two other Bloodline Techs [Elite Tech]

SLOT
 
[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
(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.

Level 3 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: Thaleia
 
Feat Slot/Spec point from Vice Captaincy Equivalent. VC thread is here. This needs to be reviewed by another Staff Member.

[Serrurier - Locksmith]
Type: Unique
Description:
Jealously is one of Absolon’s premier traits. If he wants something that he can’t have, then there’s no way in hell anybody else can. As such, he has a particular knack in making sure others don’t do what he can’t do. By combining his knowledge in reiatsu control as well as his knowledge in kidou, he can overwhelm the target’s ability to use reiatsu with a single attack. Using the ability of his hollow to cause interference, he makes it difficult for targets to properly control their reiatsu.

To activate, he must pay the cost of a spell along with 5% of his reiatsu along with 5% rage, generating 3% emptiness to instantly lace the kidou with his sealing ability. Once the kidou contacts the target, Absolon can choose a division, echelon, bloodline, or organization technique and prevent the target from using it for the next 3 turns. Only one technique can be locked at a time.
 
Spec Point: Captaincy

Feat: [Shaper of the Pale Wind]
Type: Unique

Description:
When sealing Harbinger's release, Theron may gather up remaining scythes and reincorporate them into the zanpakutou. Doing so, Theron regains any expended reiatsu and/or rage used to generate the weaponry. Ingesting the reiatsu takes both the zanpakutou and its owner some time, requiring three turns to regain the weapon's spiritual pressure. If Theron re-releases his blade before this duration expires, the absorption fails and the reiatsu is lost.

Harbinger
Shikai
Phrase – Reap, Harbinger

Form
Harbinger extends and sprouts a long, slender bone blade from the end of the now long, ivory shaft fashioned of dense bone, the segmentation and hue of it resembling a spine. Opposite the blade is a skull, shaped as a humans, the jaw and set of the eyes suggesting malevolent intent. The overall length of the scythe is five feet in length and the blade extends two feet through its curve.

Ability – Shadows of the Eventide -15%
Harbinger’s first ability is the simple duplication of its form. By paying 15% of his reiatsu, Theron is able to make another of Harbinger’s forms to emerge, which in all ways retains the resiliency and power of the zanpakutou. He may summon one additional form initially, with only 1 more opening at 10000 connection.

Ability – Pale Wind -2% per round
By bestowing some of his reiatsu, Theron is able to guide and control the scythes of Harbinger’s shi kai form within his visual range. This is controlled by his Zanjutsu stat.

Vizard – Onset of Night -2% reiatsu 4% rage 2% emptiness per scythe
While masked, Harbinger’s scythes can multiply further, though the extra numbers lack the power of a zanpakutou, they are still deadly. By feeding Harbinger with a substantial portion of his own reiatsu and rage, he can cause another scythe to be summoned forth to be controlled just as the others.


Harbinger of Dusk


Form
When in its full release, Harbinger elongates the hafts of bone to a total of seven feet, and another, opposite facing blade emerges from the other end of the haft from the first, both reaching 4’ in total length Each has a sinister skull set across from the extending blade.

Ability – Fading of Dusk’s Light
Harbinger’s ability while in Ban Kai release is to suck in the spiritual pressure of the enemies he’s wounded. Each round, Theron may drain .5% of his reiatsu from an opponent’s per wound he’s inflicted(.5 x number of wounds = total drain). This caps at an amount of .5% reiatsu for each 5000 connection Theron has attained, to a maximum of 5% at 50000 connection per round.

Attack – Shadow Fracture – 10% of reiatsu per scythe
In its Ban kai form, Harbinger’s ability to duplicate itself has been radically improved. By paying 10% of his reiatsu, Theron may duplicate Harbinger’s form, up to one additional scythe plus one extra for every 5000 connection Theron has attained, to a maximum of four extra.

Attack - Pale Wind – 2% per turn
By bestowing some of his reiatsu, Theron is able to guide and control the scythes of Harbinger’s ban kai form within his visual range. This is controlled by his Zanjutsu stat.

Attack - Ephemeral Dusk -1% of reiatsu

When one of Harbinger's scythes strikes an opponent, Theron may expend 1% of his reiatsu to start a reaction in the wound that causes it to erupt with indigo flames. That round and for four there after, the wound drains the victim's spiritual pressure, at a rate of 1% of Theron's per turn. This effect does not stack, and only one Ephemeral Dusk may be started on a person at a time.

Vizard – Forever Eclipse – 15% reiatsu, 30% rage, 15% emptiness

True to form, Harbinger's final attack in ban kai is both draining and devastating. Arranging at least three total scythes, Theron forms a sort of 'looking pane' between himself and his opponent. Unleashing a cero, the attack travels through the pane and is empowered and hasted by the reiatsu and rage used to generate this attack, further, it drains any reiatsu or rage in the created scythes, adding such to its strength rating and dissolving the weapons as it passes. Traveling through this lens, the cero condenses into a fine line of energy and reorients itself towards the chosen victim, exploding violently when impacting with them.
 
Spec point from Captaincy feat slot

[ Shunko ] - "Flash Cry"
Trained Feat

The highest merging of hakuda and kidou, Shunko is an advanced technique that combines hand-to-hand combat and kidou energy to explosively increase a shinigami's offensive capabilities. A highly-pressurized kidou surges throughout the user's body, enhancing their arms and legs for battle. The amount of energy used to employ the high-level kidou of Shunko is daunting, and controlling it even more so. With the proper training, the kidou energy itself can be controlled and fired at opponents from the body, or can even protect against other kidou.

All Shunko techniques draw from the practitioner's Kidou threshold as well as their reiatsu. Each Shunko technique also counts against the user's kidou per round.

Since the energy primarily accumulates in the upper back and shoulders, any fabric there is blown away. A keisen uniform, with no back or sleeves, may be useful to practitioners.

Requirements: 5000 Hakuda, 3000 Kidou

Shunko Kidou
...​

Hanki (Reverse Demon) - Shunko #69, 1x Target's Kidou

Description: While Kyuuzou Maou is active, a Shunko practitioner can activate Hanki, an ability which nullifies an opponent's kidou by hitting it with their own burst of kidou, of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements if they are amplified by kidou or reiatsu -- for instance, users propelled by Bansoukou or attacks using Breaking Palm. Most importantly, other Shunko practitioners' attacks can be halted by matching the movement and paying 500 reiatsu.

Incantation: None

Hakkeiki (Demon's Release) - Shunko #85, 2000 Kidou

Description: While Kyuuzou Maou is active, the user builds up kidou energy at a point in their body and then releases it in a blast of raw, destructive force. The energy must be released within seconds of concentrating it, or it will explode in the user's face. It takes a remarkable kidou user, at least 8000 base Kidou, to be able to divide or restrain the blast once it's released.

Incantation: None

Kyuuzou Maou (Devil's Surge) - Shunko #99, 3000 Kidou

Description: The user pressurizes their kidou energy around the back and shoulders, channeling it through the body and down their legs. This energy is volatile and difficult to control, and can only be maintained for two rounds plus one round per 3000 kidou, up to six rounds. At the end of the technique, the pressurized energy must be released. If the user doesn't voluntarily direct the release or has nowhere to release it, the energy will detonate, severely damaging the user and everything within a five-foot radius.

While in this state, one half of the caster's kidou stat is transferred into the attacking power of the Shunko user. Their skill in Hakuda still determines their prowess and accuracy.

Incantation: None



Note: Users with the feat may create new kidou but their approval is not guaranteed.
 
[ Togishi ] - "Sharpener of the Sword, Polisher of the Mirror"
Trained Feat
Incorporating the themes of his zanpakuto, Sayis Inuzuri was able to develop a fighting style blending the disciplines of zanjutsu and kidou. The practitioner coats the blade in a layer of kidou energy. Capable of sharpening the user's strikes, this kidou energy can also extend into the air, expressed as writing and symbols following the arc of the blade.

This feat gives access to Togishi kidou. Those with the feat may submit additional attacks as Kidou.

Requirements: 5000 Zanjutsu, 3000 Kidou

The attacks that go with the feat.
 
[Spirit Trailing]
Approved

[Wind Perception]
Denied

This still needs a solid range so you’re listening and seeing people like 100 miles away using your wind blades. Also the cost needs to be changed to around 150 reiatsu per turn active.

[Will Path]
IM me

[Ghost Shackle]
Approved

[???]
Yeah after talking it’s Approved w/Changes

Increase cool down to 2 turns.

[Blutung]
Approved

[Unstoppable]
Approved

[Endless Quest]
Approved

[Forbearance]
Approved

[Way of the Hidden Maven]
IM me Sing, I think I have a solution finally

[Shaper of the Pale Wind]
Approved w/Changes

Feat
When sealing Harbinger's release, Theron may gather up remaining scythes and reincorporate them into the zanpakutou. Doing so, Theron regains half of any expended reiatsu used to generate the weaponry.


[Shunko]
Approved

[Togishi]
Approved
 
[ Werdenpfad ]Willpath
A user of this technique is able to bend the path of an arrow into an arc. Each arrow can only be bent once and to a maximum of 60 degrees per arrow. For an extra 1% Shuuhaku cost a hard ‘elbow’ can be made instead of the normal gradual curve. For every 1k Kyuuzu, a Quincy can introduce one elbow into a different arrow - maxing at 10. This ability can only be used once every 2 turns.



[ Nische ] - Niche
Erdeschalk Quincies specialize in fighting the most flexible opponents, and thus require varied talents themselves. An Erdeschalk Quincy can request training in a single bloodline tech of another group of Quincies and equip that tech in this slot. These slot can be emptied and re-applied with a new training session. A link must be present to the training session collab in the practitioner's profile. If the Quincy is Autonomous, then an Elite Tech can be equipped (ignoring the requirement of having two other Bloodline Techs equipped).


The following is a Quincy Race Tech to parametrize the shit Ishida pulled off in HM. This will, in effect, replace Chiakihou Shinou for Qs.

[ Shumidan ] - Dais for a Buddhist Image
A natural application of Hirenkyaku, Shumidan is the ability of a Quincy to create 'platforms' to stand on and traverse upon. These platforms originally may only support the Quincy's weight, but these attributes rise with the Quincy's skill in Hirenkyaku. For every 1,000 Douryuu past the prerequisite a Quincy may support another 15% of their body weight on the platform. A platform will move at a speed of 1 m/s per 1,000 Douryuu. Platform speed and maximum load is multiplied by 1.5 in a reishi-rich environment.

Requiements - 3,000 Douryuu
 
Spec Point: Captaincy

Feat: [Shaper of the Pale Wind]
Type: Unique

Description:
When sealing Harbinger's release, Theron may gather up remaining scythes and reincorporate them into the zanpakutou. Doing so, Theron regains any expended reiatsu used to generate the weaponry. Ingesting the reiatsu takes both the zanpakutou and its owner some time, requiring ten turns to regain the weapon's spiritual pressure. For each round its sealed after using this feat, 10% of the spent reiatsu is added back into Theron's pool.

Note for consideration: This doesn't recoup spent reiatsu on Pale Wind, Emphemeral Dusk, or other attacks during release. Not does it directly empower him in any one encounter, it just gives him greater longevity for extended fighting and thematically fits with the weapon's abilities. (also note I submitted this before any talk of a tourney was announced :P);

Harbinger
Shikai
Phrase – Reap, Harbinger

Form
Harbinger extends and sprouts a long, slender bone blade from the end of the now long, ivory shaft fashioned of dense bone, the segmentation and hue of it resembling a spine. Opposite the blade is a skull, shaped as a humans, the jaw and set of the eyes suggesting malevolent intent. The overall length of the scythe is five feet in length and the blade extends two feet through its curve.

Ability – Shadows of the Eventide -15%
Harbinger’s first ability is the simple duplication of its form. By paying 15% of his reiatsu, Theron is able to make another of Harbinger’s forms to emerge, which in all ways retains the resiliency and power of the zanpakutou. He may summon one additional form initially, with only 1 more opening at 10000 connection.

Ability – Pale Wind -2% per round
By bestowing some of his reiatsu, Theron is able to guide and control the scythes of Harbinger’s shi kai form within his visual range. This is controlled by his Zanjutsu stat.

Vizard – Onset of Night -2% reiatsu 4% rage 2% emptiness per scythe
While masked, Harbinger’s scythes can multiply further, though the extra numbers lack the power of a zanpakutou, they are still deadly. By feeding Harbinger with a substantial portion of his own reiatsu and rage, he can cause another scythe to be summoned forth to be controlled just as the others.


Harbinger of Dusk


Form
When in its full release, Harbinger elongates the hafts of bone to a total of seven feet, and another, opposite facing blade emerges from the other end of the haft from the first, both reaching 4’ in total length Each has a sinister skull set across from the extending blade.

Ability – Fading of Dusk’s Light
Harbinger’s ability while in Ban Kai release is to suck in the spiritual pressure of the enemies he’s wounded. Each round, Theron may drain .5% of his reiatsu from an opponent’s per wound he’s inflicted(.5 x number of wounds = total drain). This caps at an amount of .5% reiatsu for each 5000 connection Theron has attained, to a maximum of 5% at 50000 connection per round.

Attack – Shadow Fracture – 10% of reiatsu per scythe
In its Ban kai form, Harbinger’s ability to duplicate itself has been radically improved. By paying 10% of his reiatsu, Theron may duplicate Harbinger’s form, up to one additional scythe plus one extra for every 5000 connection Theron has attained, to a maximum of four extra.

Attack - Pale Wind – 2% per turn
By bestowing some of his reiatsu, Theron is able to guide and control the scythes of Harbinger’s ban kai form within his visual range. This is controlled by his Zanjutsu stat.

Attack - Ephemeral Dusk -1% of reiatsu

When one of Harbinger's scythes strikes an opponent, Theron may expend 1% of his reiatsu to start a reaction in the wound that causes it to erupt with indigo flames. That round and for four there after, the wound drains the victim's spiritual pressure, at a rate of 1% of Theron's per turn. This effect does not stack, and only one Ephemeral Dusk may be started on a person at a time.

Vizard – Forever Eclipse – 15% reiatsu, 30% rage, 15% emptiness

True to form, Harbinger's final attack in ban kai is both draining and devastating. Arranging at least three total scythes, Theron forms a sort of 'looking pane' between himself and his opponent. Unleashing a cero, the attack travels through the pane and is empowered and hasted by the reiatsu and rage used to generate this attack, further, it drains any reiatsu or rage in the created scythes, adding such to its strength rating and dissolving the weapons as it passes. Traveling through this lens, the cero condenses into a fine line of energy and reorients itself towards the chosen victim, exploding violently when impacting with them.
 
Feat Slot: Summer PMs
Feat Type: Unique

Wind Perception
Ri's meditative exercises and increased connection to the Kamiarshi has paid off with increased coordination with the Kamiarashi. For a flat cost of 100 reiatsu, Ri is able to create a connection to any particular wind-blade for a single hour - through this connection, Ri is able to see and hear through that wind-blade as though he were present.

He is not able to use reiatsu sensing abilities through these intermediaries. Ri can choose to repay the flat cost to re-connect to any wind-blade. The power is not explicitly range-limited, but destruction of the wind-blade destroys the connection and annuls the investment.

Moreover, Wind Perception is cognitively demanding. Ri must remain stationary, preferably seated comfortably, to use this ability. Taking any physical actions, besides maintaining breath and posture, renders the connection inoperable until he can refocus himself. The connection remains but cannot be utilized.

For reference: Ri's Shikai Kamiarashi
 
Just resubbing Hagane no Kizuna to place a requirement on it for the route in which I want to take training this technique in the 8th. The rest of the tech is the already approved version by Mr. Hireny himself.

[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.

Requirements:
- Shikai
- Training with a 5th Seat or higher
 
*BOOM* For unique Cero slot!


Cero Gunsman

Description: Instead of firing a normal cero, Zetsuei is able to compress the range of the cero and split it into five seperate beam shots without losing any of the overall strength of the original. The width of the cero is stuck at two feet and the beams can only go straight. Bala can also be used this way, but its make up is a little different. A bala is a a cero compressed into five quick shots. Zetsuei can compress this even further so that each bala shot creates ten “bullets”. Each bullet is no bigger than four inches. As Zetsuei gets stronger, so does his ability to compress and form more bullets to use.

3000 Reiatsu = 10 Bullets per bala shot
6000 Reiatsu = 20 Bullets per bala shot
9000 Reiatsu = 30 Bullets per bala shot capped.

Zetsuei pays the normal cost of a cero to use the cero beams. After the 5th shot, he must pay again for another 5 shots. As for the bala attack, it could either be done 1 bullet at a time ( at high speed) or as a full shotgun blast( Meaning that the entire bala slot is fired). Zetsuei can have up to 4 Bala slots, but it will cost him an extra 5 rage% per slot and he gains the corresponding emptiness. Zetsuei can fire from both hands at the same time if he has enough shots for it.
 
Using Captaincy point....

クリムゾンテイルズオブジアビス
Kurimuzonteiruzuobujiabisu (Crimson Abyss)

Feat Type: Unique
Description: By channeling her own Reiatsu and fury through the blade of former Vice Captain Kanzaki Tetsuo, Tsubaki is able to draw out a small measure of the sword's strength in a sheathed draw. During a fight Tsubaki may choose to feed 1% Reiatsu per turn into the blade, so long as it remains sheathed. For each round she does so, the attack strength of Crimson Abyss increases by 5% of her Zanjutsu, up to a maximum of 20%. The cost of building this strength must be consecutive, and should she lapse in payment for a round the attack strength will go down by 5%, but can never fall below 0%.

Once Tsubaki decides to utilize Crimson Abyss, she draws the blade in one solid flourish, sending a rippling wave of carmine and abyssal fire towards the enemy. While giving her additional range over a traditional sword, the wave only extends 2 Meters from her striking position. Crimson Abyss increases Tsubaki's Zanjutsu for the round it is used to attack by the percentage it has accumulated, and the bonus is applied to Tsubaki's base Zanjutsu along with whatever bonuses to the stat she may have accrued. As the cost of Crimson Abyss is paid in charging it and maintaining the bonus, the strike itself carries no cost.
 
*runs around in circles before falling down and dying*

[Willpath]
Approved

[Niche]
Approved w/Changes
Hmm... this should work like a vizard tech slot, 1st Tech or the TnK’s Quick Study. By that, I mean only being able to select one technique and that fills up that slot. So in other words, rephrased as below.

Feat
[ Nische ] - Niche
Erdeschalk Quincies specialize in fighting the most flexible opponents, and thus require varied talents themselves. An Erdeschalk Quincy can request training in a single bloodline tech of another group of Quincies and equip that tech in this slot. If the Quincy is Autonomous, then an Elite Tech can be equipped (ignoring the requirement of having two other Bloodline Techs equipped).


[Shumidan]
Approved w/Changes

Just add a cost saying that the use of hirenkyaku creates the platform.

Feat
[ Shumidan ] - Dais for a Buddhist Image
A natural application of Hirenkyaku, Shumidan is the ability of a Quincy to create 'platforms' to stand on and traverse upon. These platforms originally may only support the Quincy's weight, but these attributes rise with the Quincy's skill in Hirenkyaku. For every 1,000 Douryuu past the prerequisite a Quincy may support another 15% of their body weight on the platform. A platform will move at a speed of 1 m/s per 1,000 Douryuu. Platform speed and maximum load is multiplied by 1.5 in a reishi-rich environment. The cost to create a platform is equal to the cost of Hirenkyaku at the Quincy’s level.

Requiements - 3,000 Douryuu


[Shaper of the Pale Wind]
Denied

I posted an approved version of the technique earlier.

[Wind Perception]
Approved

If you truly want to have it be a sitting/meditating ability, rather than a mobile version just with a range restriction... I guess its fine...

[8th Tech]
Approved

Though I don’t really think you need to resub to increase the requirements to Shikai *shrugs*

[Cero Gunsman]
Approved

[Kurimuzonteiruzuobujiabisu]
Approved w/changes

Looooooooooooong name
クリムゾンテイルズオブジアビス
Kurimuzonteiruzuobujiabisu (Crimson Abyss)

Feat Type: Unique
Description: By channeling her own Reiatsu and fury through the blade of former Vice Captain Kanzaki Tetsuo, Tsubaki is able to draw out a small measure of the sword's strength in a sheathed draw. During a fight Tsubaki may choose to feed 1% Reiatsu per turn into the blade, so long as it remains sheathed. For each round she does so, the attack strength of Crimson Abyss increases by 5% of her Zanjutsu, up to a maximum of 20%. The cost of building this strength must be consecutive, and should she lapse in payment for a round the attack strength will go down by 5%, but can never fall below 0%.

Once Tsubaki decides to utilize Crimson Abyss, she draws the blade in one solid flourish, sending a rippling wave of carmine and abyssal fire towards the enemy. While giving her additional range over a traditional sword, the wave only extends 2 Meters from her striking position. Crimson Abyss increases Tsubaki's Zanjutsu for the round it is used to attack by the percentage it has accumulated, and the bonus is applied to Tsubaki's base Zanjutsu along with whatever bonuses to the stat she may have accrued. After the attack has been completed the zanjutsu bonus is reset back to 0%. As the cost of Crimson Abyss is paid in charging it and maintaining the bonus, the strike itself carries no cost.
 
Using feat slot and spec point to sub this unique feat. Spec Point and Feat Slot can be found here.

[Shintousei] - "Osmosis”

In his continued practice with spell and sword, Senesati has derived at a technique that allows him to not only absorb, but utilize an opponent's attack that he has captured. By paying 10% reiatsu, Senesati imbues his blade with a magnetic property; one that allows him to trap an enemy's reiatsu based attack in his blade and later unleash it as if it were his own, for better or worse. The attack is valued at the original cost, but is calculated as if Senesati himself initiated the attack. The absorption fails if the attack in question is greater than 1.5 times amount of reiatsu put out for this skill. Shintousei can only be used twice per battle.
 
Osmosis
Approved as Below

Feat
[Shintousei] - “Osmosis”
In his continued practice with spell and sword, Senesati has derived at a technique that allows him to not only absorb, but utilize an opponent's attack that he has captured. By paying 10% reiatsu, Senesati imbues his blade with a magnetic property; one that allows him to trap an enemy's reiatsu based attack in his blade and later unleash it as if it were his own, for better or worse. The attack is valued at the original cost, but is calculated as if Senesati himself initiated the attack. The absorption fails if the attack in question is greater than 1.5 times amount of reiatsu put out for this skill. Furthermore, this ability cannot absorb abilities that are too big to be controlled by a sword, such as Area of Effect abilities. Shintousei can only be used twice per battle.


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ALSO, after thinking it over, I've swapped the earlier cerb techs with more... CERBY ones... Synthesis replaces Cocktail Tolerance, Overload replaces Salary tech.

[Synthesis]
Cerberus’ wide Apothecary is a key part of the agent’s life. While relying on their own powers is well and good, a properly chosen drug can change the tables instantly. The agent is trained in bolstering their body’s ability to handle the effects of multiple drugs at the same time. However, when this is completed, they are able to access a new portion of the Apothecary, allowing them to fuse two individual drugs together. Each drug must be bought separately. This technique allows the user to have up to two drugs circulating through their system at one time.

The activation cost of the fusion drug is equal to the sum of the individual activation costs x1.5. If the two drugs have different round durations, the round duration is set to the higher number. In the case of drugs whose cost is paid over multiple rounds, the combined activation cost must be paid per use.​

[Overload]
By paying 2% of their reiatsu along with 50% of the drug's original activation cost, the user is able to focus the effects of a capsule based drug to a single area of their body. Through physical contact with their target, the agent can spread the effects of the drug to the target at 75% of its original strength. The remaining round duration of the drug is transferred instead of being reset. Only two capsule based drug can be transferred per battle.

After the transfer has been completed, the effects of the drug on the user disappears. If a capsule fusion drug is chosen, it can still be transferred, however it counts as two individual drugs and 50% of the combined activation cost must be paid.​
 
Resubbing animagus with a few changes

Spec point

Animagus

Certain individuals are able to tap into their own mind channeling reiatsu to cloak themselves in the skin of a creature they feel most akin to. Their form changes and they gain any abilities the creature they morph into possess. Any scars present on the spiritually awakened being prior to the switch will appear on the animal. During this time they are unable to use any reiatsu abilities aside from sensing spiritual energies, and for the most part, appear to be just an ordinary version of the chosen creature. There are two notable exceptions, though minute much more so than usual, the transformed being will still exhibit a small amount of reiatsu and the transformed still possesses the ability to speak.

Transformations require one full turn to complete either way, either turning from or to the animal. Only one animal may be selected, if a user wishes to change animal another training collab is required to switch.


Requirement: 2000 Reiatsu

Animagus Addon - Sqoosh
Each animal form is allowed one minor effect or ability that must be submitted to the feat staff. This does not take up another slot, require extra training or cost a spec point to submit. Having this is entirely optional.


And submitting an effect for my Leopard Seal
Hotate Sqoosh Effect: Repeal Seal
Costs 50 reiatsu per turn in effect and must be in the cute form
By turning into a super cute, deformed version of a seal that looks like a sphere, Hotate can dissuade people from attacking her through that cuteness. A light amount of reiatsu is given off to help accentuate the effect. This works better on caring people and has less of an effect on cold hearted people.

Form
spheal.png
 
Spec point and feat slot from Summer PM
Relevant data on the character in question: here

Unique feat: Getsumen Hokō - "lunar walk"

Born out of the stubborn effort that results from a total lack of understanding of what should and should not be attempted, Getsumen Hokō allows Kumakichi to do what man has long dreamed of: fly. By holding onto one of his orbs, Kumakichi can use its levitation to lift himself into the air. Alternatively, the young man can stand on the orb, although using two orbs in this case makes balancing far easier. The continuous strain this act places on Kumakichi's body manifests itself as a one percent drain from his thanatoresonance (reiatsu for you non-cerbies) per turn. Additionally, given the nature of Fight Or Flight, the teenager is unable to use the two techniques simultaneously.
 

Current Date in Araevis

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