• Ready to join Post Terminus?

    Click to get started and submit your first character.

    Getting Started

Feat/Tech Submission Thread

Resubmitting Third Tier Shindou technique as per GM Review. First two tiers placed for reference points.

|Shindou|
The result of shunning all refined arts of combat in favour of creating a single, brutal way to wreak destruction, Shindou’s name means exactly what it says. It takes speed and force, and then combines the two into a seamless manner of attacking. Defence is forsaken by it, made entirely for the purpose of crushing an opponent. The learning of any techniques of Shindou require training with a master of all its techniques, a separate occasion of training for each technique being required.

|Level One: Shinpo|
At its core, Shindou relies on the person’s ability to gather and retain speed at all times. Thus, the first principle of its practitioners is ‘Shinpo’, named for a parody of the Shinigami technique, Shunpo. For every turn that the user of this fighting style is in motion, and retains that motion, they gain a cumulative 3% bonus to their Agility stat, maxing at 9%. This ability costs 2% of the user’s reiatsu per turn to maintain.

|Level Two: Shuuren|
Having adhered to the core principles of Shinpo, the next step in Shindou forms the basis of its application in combat. Once momentum is gained, the next goal is to apply that momentum to their own strength, using their reiatsu as a means to bridge that gap.

As such, the user of Shuuren can apply the same bonus gained via Shinpo to their Combat stat. This boost is not cumulative, but can be increased up to the maximum amount of bonus that Shinpo is capable of gaining. Both Shinpo and Shuuren may each have a maximum buff of 9% simultaneously. Each shift costs 2% of the user’s reiatsu, but remains throughout the battle.

|Level Three: Fudoumyouou|
The pinnacle of strength achievable by Shindou, manifested by the expression of an immovable object, Fudoumyouou. Bridging the gap between velocity and force via reiatsu, the practitioner now learns to apply that into a direct attack.

Sacrificing the combined bonuses to their Combat and Agility stats and paying equivalent reiatsu to the sum of them, the user of Fudoumyouou unleashes a single, devastating strike capable of being expressed as the combined reiatsu of the bonuses.
 
Finally...


Ah hem, FINALLY...THE ROCK HAS COME BACK TO...remodel the Fourth Division techniques. Ghost Surgery and Numbing Touch will be dropped and converted into chiyuodou spells in favor of the following:

[Reiteki Atemi] – “Spiritual Strike”

With time, healers of the Fourth Division will have honed their understanding of the flow and control of reiatsu to such an extent that a whole new avenue of offensive ability becomes available for their utilization. Using this knowledge and precise reiatsu manipulation, an experienced healer can be molded into a dangerous force in close combat situations. A healer trained to use Reiteki Atemi is able to infuse their palms with “disruptive” energy that can cause not only physical damage, but disrupt the flow of reiatsu through the body.

By expending 5% reiatsu (once per round) a healer can activate Reiteki Atemi, either distributed to both palms or to one particular, to deliver a blow to an opponent that can cause numbness and/or a decrease in functionality of a limb (especially in the case of an attack upon a joint). Along with the physical aspects a blow from Reiteki Atemi are spiritual effects. With the introduction of foreign reiatsu, the ability of the opponent to use reiatsu based techniques is hindered, increasing their cost by half the cost of Reiteki Atemi. To clarify, strikes landed to the upper body/arms/shoulders/joints would be more likely to hinder the use of kidou spells since most are channeled through the arms/hands. The same can be said of physical abilities that draw on reiatsu use. Strikes landed to the lower body would hinder the use of shunpo as reiatsu must be expended to utilized such an ability.

This technique may be used two times, gaining another use with every 4000 reiatsu, capping at six. Two turns after the final use of this technique the foreign reiatsu will have dispersed enough to allow the normal use of the affected limb and reiatsu based abilities.

[Chiyudou Multicast]

Similar to Chiyudou Mastery, an intensive training session is required to obtain Multicast. This training will be centered on not only casting but safely maintaining two chiyudou spells, since unlike other schools of kidou, chiyudou generally requires channeling over time as opposed to an instantaneous release. Once adequately skilled, a healer will be able to cast one additional kidou per round at a cost of 1.25x face value.
 
Name: Shinryaku

Type:
Unique

Ability: Causing enemies to focus on you rather than your team mates is harder than it sounds. Through rigorous training, Lucas has developed a way to expend reiatsu to trigger primal instincts within his targets, mainly aggression. By triggering this instinct, the targets of Kousei find it rather difficult, to the point of near impossibility, to ignore him and will seek out ways to attack and destroy him first above all others.

By expending 5% of his reiatsu, Lucas emits a 15 yard pulse from his body. All enemy spiritual targets hit by this pulse will have their aggression heightened towards Lucas himself. They will attack him above all others and focus everything on him. This effect lasts for 3 turns.
 
Div revamp, take one.

Change Notes:
Blade of the Templar -> Hostilitas of Ego
Bastion of Blood -> Tectum of Fides
Blood Bond -> Sacramentum of Cruor
Martyr’s Reckoning -> Cruor of Adamans


Division Techniques:

Hostilitas of Ego (Enmity of Self) - As those of the Arcane Specialists and Heralds of Death are privy to an instant sense of recognition, the Blood Templar are no exception to the rule. Upon receiving this technique the Templar adopts a secondary title to which their name and reputation is inescapably tied. Through defense of others, loyalty to one’s self and one’s code and remaining true to the path the Templar receives a 10% return on any skill or spell used. This 10% is representative of the cost of the skill used, not the user’s Reiatsu total. Actions wrought that would damage one’s reputation or the repute of the Blood Templars as a whole drain an additional 10% from the Templar on any skill or spell used in wrongdoing.

As fame and infamy grow, they weave bonds from which not even a god can escape. Doings of kindness are kinder still, acts of evil or cruelty invite only calamity in kind.

Acquisition: Training Collab

Tectum of Fides (Shelter Of Faith) - A technique literally forged in the fires of the enemies of the Gotei, this Division specialization enables the Blood Templar to summon forth a suit of unique armor to aid them in combat. Made from the remains of the Four Horses that ravaged Tokyo, the suits are initially given to the officer in question by Tsubaki herself as a sign of great trust and faith. After the Division Technique has been learned, the armor may be released and sealed as would a Zanpakuto in or out of combat. This technique is tied to the Division Item [Armor] and the finalized suit unique to the RP’er must be submitted and approved through item staff. Effects, appearance, name & personal aesthetics are all up to the RP’er.

Acquisition: Training Collab, Armor available at 9th Seat and higher once approved.

Sacramentum of Cruor (Oath of Blood) - The bonds of honor and the rigidity of one’s code may seem needless shackles to some, but in experienced and enlightened hands they can prove weapons as effective as a naked blade. For a cost of 10% of the user’s Reiatsu, a critically injured Templar can continue to fight at 100% of his physical ability without consequence for 5 rounds. Bones that are broken may be moved as if uninjured, torn flesh or muscle are no hindrance and all pain previously inflicted is numbed. In addition, once activated Sacramentum of Cruor can absorb one lethal attack, after which the effect is dispelled. While powerful, this technique is considered by many to be little more than borrowed time, as once it is cancelled the previous injuries of the user come back to their full debilitating effects.

Acquisition: Training Collab, 9th Seat and higher, cannot utilize Cruor of Adamans in tandem

Cruor of Adamans (Blood of the Unyielding) - The bonds of honor carry a price that cannot be paid by the trivialities of man, a somber truth that each Templar must come to understand in their own way. The Blood of the Unyielding runs fiercely in hearts that cannot abandon the defense of the innocent, nor turn a blind eye to the misdeeds of those who hold power over the meek. For this ideal a Templar will give their blood, their life, and their honor. By paying a cost of 10% of their Reiatsu, the Templar gains a cumulative damage reduction of 5% for each round they are injured. This cost is only paid once per activation, and is only cancelled once the Templar goes for 3 rounds without receiving an injury or the total damage reduction has reached 30%. Once either of these effects come to pass, the reduction applies itself as an equalled boost to a single attribute (Zanjutsu, Hakuda, Hohou or Kidou) for 1 round.

This technique may only be used once per week, and the bonus to the attribute does not increase the Hohou or Kidou thresholds, nor provide additional spell slots/Shunpo tiers.

Acquisition: Training Collab, 9th Seat and higher, cannot utilize Sacramentum of Cruor in tandem
 
REFUND

[Overlimit]
Type: Unique
Partly due to her power-leveling and partly due to her above average MP stat, Lucia has refined the art of chiyudo channeling to the level of mastery. Due to her ability to quickly organize and separate information in her mind, she is able to manipulate the number of chiyudou she can channel at one time. This feat allows her to cast the same chiyudou multiple times on multiple targets. This does not let her bypass the normal number of chiyudou which can be casted per turn, however. Furthermore, this feat allows her to use multiple casts of the chiyudou on the same target; however, this does not allow her to increase the amount of reiatsu that is generated, solely the number of wounds which are healed.

[Friend Request]
Type: Unique
You know, the best way to stalk a person is through social networking. Lucia, through years of “liking” posts and “commenting” has taken the skill of e-stalking to what can be called an art. Her skill has allowed her to create bonds with almost everyone she meets within minutes. As such, she gains a 33% reduction in necessary word counts for team techniques, such as United Front. This reduction cannot stack with other word count reductions.
 
Hey look at us~

Way of the Drunkard – Denied
If you try combining this to an across the board buff to physical attacks, it’s too strong. Considering, you’re encompassing, feats, tech, kais and mundane attacks. A way we suggest to fix this is: pay a cost of say 5%. Then for the next (3-4) turns he gets a 15-20% buff to hakuda or zanjutsu and a minor pain reduction. Then he can repay the cost to redo the buff.​
Adaptation - Denied
While you based it off an AH tech, it still doesn’t change the fact that you get a 30% dodge bonus after three turns. Looking at feats which are copies of techs, if you want to use a feat slot to get a tech that you normally can’t get, the feat is usually at the same level as the tech (see: Sev’s shunpo clone feat). Fight or Flight maxes out at 20% at 10K agility. I think the same applies to this feat. If you lower it to 20% you don’t need three turns to max it.​
Fudoumyouou – Approved

Reiteki Atemi - Approved w/changes
The duration is weirdly worded. The cost increase should last for 2 turns in each duration; however, can be stacked if the user uses the ability multiple times in a row. So...

[Reiteki Atemi] – "Spiritual Strike”
With time, healers of the Fourth Division will have honed their understanding of the flow and control of reiatsu to such an extent that a whole new avenue of offensive ability becomes available for their utilization. Using this knowledge and precise reiatsu manipulation, an experienced healer can be molded into a dangerous force in close combat situations. A healer trained to use Reiteki Atemi is able to infuse their palms with "disruptive” energy that can cause not only physical damage, but disrupt the flow of reiatsu through the body.

By expending 5% reiatsu (once per round) a healer can activate Reiteki Atemi, either distributed to both palms or to one particular, to deliver a blow to an opponent that can cause numbness and/or a decrease in functionality of a limb (especially in the case of an attack upon a joint). Along with the physical aspects a blow from Reiteki Atemi are spiritual effects. With the introduction of foreign reiatsu, the ability of the opponent to use reiatsu based techniques is hindered, increasing their cost by half the cost of Reiteki Atemi. To clarify, strikes landed to the upper body/arms/shoulders/joints would be more likely to hinder the use of kidou spells since most are channeled through the arms/hands. The same can be said of physical abilities that draw on reiatsu use. Strikes landed to the lower body would hinder the use of shunpo as reiatsu must be expended to utilized such an ability.

This technique may be used two times, gaining another use with every 4000 reiatsu, capping at six. The cost increase lasts for two turns after every strike, but the functionality decrease may persist longer. The cost increase can be staked if multiple uses of the technique are used.​
Chiyudou Multicast – Approved w/Buff
No need for the cost multiplier.​
Shinryaku – Denied w/suggestions
While we really really really like your idea of making team feats, we think that this feat has a high probability of being abused. The whole, carried over multiple turns, thing is what bothers us, but we do have suggestions. Firstly, what about it absolutely baits the enemy for the following turn, but it has a limited number of uses. Or, we could do a whole, he can carry it over multiple turns, but Lucas has to focus on the enemy he baits. Or, we could always do, the enemy can escape the bait if they pay an equal amount as Lucas paid in. That was you’d still be harming them.​
Hostilitas of Ego – Denied
So, we think we got the first part, but the last part really confused us. Do you mean, if someone tries to do something against and 11ther they have to pay 10% more. Or do you mean if they attack the 11ther, 10% of the attack’s strength is drained? Or do you mean they get a 10% Damage Reduction. We weren’t completely sure what our judgment on the first part is, we just want to know what the second half means so we can look at the tech as a whole.​
Tectum of Fides – Approved
Sacramentum of Cruor – Denied
5 turns to ignore wounds is really over-powered. Plus, the ability on top of that to block a fatal wound, is overpowered. We could see a subconscious defense type tech which blocks a fatal wound or a Rei Genkai pain suppression type thing but not 5 turns or fatal wound.​
Cruor of Adamans – Denied
As far as damage reduction goes, we don’t work off of % anymore. We’ve moved to the wound system (mild, moderate, severe, fatal). When worded like this, it’s like a free 30% barrier which weakens attacks which is too powerful. Switch this to the wound system.​
Hiren Feats (ala Gargle) - Approved
 
Note
Have not thought about the name of this feat yet. In a nutshell this feat only allows sene to doublecast spells when one of the two division techs in ref are in play. He cannot outright doublecast two kidou spells, like the tenth, but it has the same parameters.


????? - Since his taishuu where he faced Sayis Inuzuri, Senesati has been working non-stop at finding a way to mimic the Tenth's double-cast technique, Mahoubai. In numerous attempts, he has arrived at a more useful but imperfect way at using the skill.

This technique allows for Senesati to tie two separate kidou and cast them on his blade at the same time, or he can cast one on his blade and the other at his enemy when used Kenkyouka. It can even be used in conjunction with the Eighth's barrier tech, Kyousei Taikyou (Forced Ward). This technique does not allow him to flat out cast two spells at the opponent like the Tenth's version.

Parameters:

Senesati may combine kidou of the same class -- hadou or bakudou -- by paying an additional 25% to the reiatsu cost, but when it comes to mixing hadou and bakudou, the amount is increased to 50%.

Kidou that require four or more slots may not combine with others when casting two spells onto his blade in a single turn.

Techs in ref

[Kenkyouka] - “Sword Empowerment“

Utilizing their own kidou energy, the practitioner has the ability to cast a kidou spell onto their blade. Once the blade comes in contact with the opponent, the spell will automatically activate. Whatever damage or effects are done by sword and spell, will be unleashed on to the opponent. With continuous use of the technique, the caster will gain the ability to have two spells imprinted on their blade at one time, once the user gains 5k kidou or zanjutsu stat.

[Kyousei Taikyou] - “Forced Ward“

Spell and Zanpakutou are one to a member of the Eighth. A practitioner of this technique will gain the ability to completely bypass the incantation of barrier based kidou. Furthermore, the user of this tech will also have the ability to augment any barrier by paying 10% reiatsu, to be included to the barrier's potency. The size and shape of the barrier may vary, depending on the amount of reiatsu placed into the spell.
 
Shinryaku - resubmit


Unique



Ability: Causing enemies to focus on you rather than your team mates is harder than it sounds. Through rigorous training, Lucas has developed a way to expend reiatsu to trigger primal instincts within his targets, mainly aggression. By triggering this instinct, the targets of Shinryaku find it rather difficult, to the point of near impossibility, to ignore him and will seek out ways to attack and destroy him first above all others. By expending 3% of his reiatsu, Lucas causes all enemies within a 15m radius to focus their attacks on him for the next turn. This ability can only be used a max of 4 times per combat.
 
More stick-art, Hiren! =D Replacement movement feat for the one I lost D8<. Using Entropy spec point. TA is here

[Sori Taryoukyou] - "Warp Prism"

featplate2copy.png


By paying 2% of his reiatsu after an attack dealt by Taryoukyou no Zoufukuki strikes a designated target, Masato may brand the point of impact with a prismatic sigil. The symbol serves as a designator of sorts, allowing Masato to pass through Yuusou Taryoukyou himself -- instantly moving to the marked location. The sigil itself can persist for up to three turns so long as Masato does not move through the portal -- as completion of the technique renders the mark inert. This ability can only be used once per turn, and has a total number of uses per chapter or collab equal to one for every 2k in Agility (max 5).

Mark, just 'cuz
MarkThing.png
 
10th Division
Mystics of the Divine

The Mystics are composed of men and women who share an uncanny relationship with their ability to read and understand reiatsu and the spiritual signatures of every person and thing around them. They are especially bound to supersensory aspects of life, seemingly ethereal and superseding the standard realm into the divine.



[Division Techniques]

Soshi (Elements)

Soshi refers to the elements of the divine world that culminates into telekinesis -- the most basic, fundamental ability required of a shinigami to become a Mystic. A shinigami's journey in the Tenth begins with a keen awareness of the universe and an exceptional talent in reiatsu manipulation. The Mystic must be able to harness their spiritual abilities and apply it in anomalous ways to the physical world.

With Soshi, the Mystic learns to move objects with their mind. Its range of effect is within a 15-meter radius, and the strength of Soshi is directly related to 1/10th of the user's reiatsu in pounds. It costs the Mystic 1% reiatsu to perform this ability per turn. During battle, however, when an opponent is releasing negative reiatsu, it acts as a repellent to Soshi, thus preventing the Mystic from lifting enemies.


Hitomane (Mimicry)

Mystics have the ability to read the most intricate fluctuations of spiritual energy. Therefore, whenever another summons an ability that utilizes some expenditure of reiatsu, the Mystic can temporarily imprint a map of the inner energy coursing through the target in their own mind. This imprint lasts for only a brief period of time, but within this frame, the Mystic can replicate the reiatsu paths and ultimately mimic the ability used.

However, a mimicked ability lacks the efficacy and naturalness of the primary user. All mimicked abilities are therefore 25% more expensive than normal, with no increase in potency, and can only be used on the turn immediately following when the ability was first applied. Kai abilities and unique feats are particularly specific to the primary user and cannot be mimicked. Hitomane is also blocked if the Mystic lacks an item or insignia that is required to act in concordance with the ability.


Senrigan (Clairvoyance)

The separate and obscure dimension of time is one that the the average soul can only hope to follow in a single, continuous direction. Mystics however, with their mysterious link to the divine, can momentarily access this alternate plane and see beyond the normal and regulated earthly time patterns. By spending 5% of their reiatsu, the Mystic can pass the ramparts of time and instantaneously see the next ten seconds of their immediate surroundings. This ability allows the clairvoyant practitioner to see the future and prepare the next action accordingly.

Although fairly inexpensive, the barriers of time should rarely be fiddled with. Thus this ability can only be used once per battle by the regular mystic. As the Tenth member grows stronger, so does the link to the divine. The Mystic gains the option to summon the ability a second time at 5,000 connection and a third time at 10,000 connection. Despite these additional use opportunities, each time Senrigan is cast, a two-turn duration is necessary before the link to the alternate dimension of time can be established again.


Sora Harukani (Far Skies)

Members of the Tenth Division are capable of utilizing the energy around them with such swift and careful precision that they can instantaneously replace the spirit particles of the air around them with their own bodies, as well as the people and things they are touching. This ability allows the Mystic to travel anywhere within the user's Reiatsu Noukan range.

This ability requires 750 reiatsu to use. It cannot be used to pass between separate realms.

 
.::Division Techniques::.

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

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

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

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

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

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

Only one technique or ability can be studied at one time and it takes three (3) rounds before said technique or ability is fully studied.

If the user is struck with the technique/attack/ability while trying to analyze it, it gives them further insight on how the ability is used; one less round is subtracted from figuring out their opponent's skills. More or less this technique lets the user bypass the feigning ignorance rule.

When using a technique that has been acquired though combat studies, must pay 1.5 times the original cost of the ability.

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

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

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

.::Defence Type::.
The limb may expand upon its surface area and change into a barrier, powered by Reiatsu and thus creating an even more durable shield. It may specialize in either physical or energy based defences, but only form or the other. It may take the damage of 1.25x the user's Reiatsu, but not much more. Reiatsu drain is 5% per activation, each use gained per every 3,000 Reiatsu. This 5% is also the durability of the barrier. (So if you have 15.000 rei and you’d activate this ability, you’d have a barrier worth 750 reiatsu.)

.::Demon Magic Type::.
The limb is turned into a literal Kidou Scroll; any one Kidou numbered 30 and below may have its Incantation Bypassed, its cost reduced by 25%, and does not take a Kidou slot, but only for its first two uses, wherein it reverts to becoming a normal Kidou spell and retains its actual cost and must be incanted if necessary. User must have the Kidou stat prerequisites to equip said spell. Number of uses is dictated by Kidou spell chosen and Kidou stat.

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

Only one variation may be chosen. Modifications can be changed weekly. An additional variation/mod may be added once the Officer reaches 4,000 Reiatsu. Maxes out at 2 modifications total. Must be approved by Captain.

.::Void Vault::.

By tapping into the void’s powers, a portal to a space in the Ninth member’s inner world opens. This space can be used to store objects only, and can contain a Ninth’s zanpakutou and all of his or her items. Due to the additional space provided by this chamber, a Ninth officer gains one (1), or two (2) unique item slots – depending on the class choice they make -, and these items must be stored in their vault.

A member with this technique can either choose to have one (1) extra unique item slot at their own tier, so for example: an A-Tier guy has two (2) unique A-Tier items, with this technique he can have one (1) additional A-Tier item.

Or they can choose to have two (2) extra unique item slots at a tier below their current tier, so for example: an A-Tier guy has two (2) unique A-Tier items, with this technique he can have two (2) additional B-Tier items.

A member of the Ninth can, at any given time, tap into their void’s power and open the portal to retrieve any given item. The item restriction rules still apply and a member with the Void Vault technique can still only have two (2) unique items at any one given time in use. They can, however, swap freely between the three (3) or four (4) items they have.

This ability cannot be employed in battle.

Basically I changed one tech and the other 3 techs are still there albeit tweaked.
 
Alright! After months in storage I think it's about time to post these as well. Hare's taishuu won't be but a handful of collabs away now, so it's only right. Here's hoping they're good!

[God Hand]

Founders are uniquely tied to the world in a physical sense. A rope that allows them to feel the interwoven spiritual particles of any world with an acute awareness. Making their senses keener than most because of this intimate relation, and helping them to understand the world around them. The true reason behind this new-found enhancement, is the ability to manipulate the very fabric of reality to their own desire.

Outside of battle, a Founder has the opportunity to alter the world according to their whim. Able to take a desolate canyon and make it into a field of flowers if they so choose, and have the power to. This allows a Founder to even establish traps where ever they so choose as well within their domain, making them formidable planners and tricksters.

Within combat a Founder’s ability to access [God Hand] is not revoked, but due to the strenuous conditions of a fight, their focus is greatly reduced. For the price of 500 reiatsu a Founder is able to twist a 5 m area to their control and shape it. This may only be used once per turn and only a maximum of 10 m may be altered at one time.

[Schematic]

As a Founder, a Fifth division member is privy to structural knowledge others might lack. This makes them unquestionable identifiers of structural weaknesses and strengths, and devious planners. All a Founder has to be is generally familiar with a piece of land, or an object, and they can understand how it is composed. With land that means they remember up to 150 square yards perfectly - every nook and cranny of the place -, but with structures like buildings or siege weapons even, they can put together a map of it in their head perfectly.

While this gift is amazing, it comes at a cost to the Founder. The mental strain on memorizing so many minute and (sometimes) worthless details, makes it difficult to remember more than just one place or object at a time. So if a Founder wishes to learn a new construct or piece of land, they have to forget everything about the last one they had in their head.

On the plus side, during combat in a piece of land they have memorized, a Founder can help guide massive kidou or volleys of kidou that are launched into friendlies so the casualty count on their side is significantly lower. And with increased growth the Founder may even be able to create pockets where those kidou cannot spread.

[Pitfall]

The Fifth division, while prideful of its natural connection to the world, is not without a percentage who delve into the magical aspects. Of those, a smaller percentage are the jesters and and jokers who enjoy nothing more than to see the reaction of someone getting hit by White Lightning when they open a door. For those people, there is [Pitfall] to help them.

A nasty little technique for those whose extensive knowledge in kidou, traps, and the enchanting arts needs room to grow. They are traps, uniquely created and triggered to specifications of the person’s desire within a 10 ft area when a kidou is imprinted on to an object.

The caster begins by choosing the object they wish to enchant, then they pull in the needed energies for the kidou (the cost of which being 1.25x kidou cost, while taking up half normal threshold), all the while speaking the requirements to spring the trap. Whether it be timed, touch, or something a bit more complex. Whatever it takes to make sure a trap does not go off accidentally on an unintended target. It is said that members of this technique are not only harder to trick with traps themselves, but that you can use this technique to go off on specific reiatsu, only if you are familiar with the person and the complex patterns of their reiatsu makeup.

[Chain Casting]

The Fifth division, while prideful of its natural connection to the world, is not without a percentage who delve into the magical aspects. Of those, there is a group who do not believe there is a need to run and hide when you could just drop bombs on everyone instead. When a member pays an additional 50% of the cost to an area-of-effect spell, the range of that spell is increased by half. If there are up to three Founders using this technique in a single place where their spells overlap, the kidou will combine across the respective areas.

For an additional 150%, a Founder may take the spell of someone who they’ve gained Unified Front with, and manipulate their AoE spell like they would their own.
 
Behold New Feats for new character:

Plague bearer’s Armory: Mastering the ability of his numerous diseases to resist nearly every form of antibiotic, Feng can create a natural barrier around himself by infusing 3% of his reiatsu a turn. A noxious black substance is secreted from every pore of his body negating the damage of minor wounds, and reducing moderate wounds to minor.

Plague bearer’s Bounty: After a successful strike, Feng can pay 2% reiatsu to cause the viruses his body naturally produces to assault the target’s nervous system causing a one turn debuff of 10% of Feng’s zanjutsu from their highest stat.

Plague bearer’s Caress: Using the multitude of viruses within his bloodstream, Feng can use their virulent nature to cause a natural restorative effect in a person he touches. By paying 1% of his reiatsu per turn after making contact with an ally the virus’ reproduction processes naturally boost their own cells healing powers. Minor wounds are healed in two turns, Moderate in four turns, and major wounds in six.
 
Hiren and Gargle tango with techs:

???? (Sene) – Approved

Shinryaku – Approved w/notice
Careful with this one Bob. Don’t overestimate your character’s defensive ability. This will call every enemy in that range that range to attack you, even if you weren’t even fighting them. So yeah, you could get completely pasted using this feat incorrectly.​
Sori Taryoukyou – Approved w/note
The way this is worded, to use this teleport, you’ll need to have hit them with the attack that passed through the prisim, so it’ll be a good chase mechanism. But, if that attack that you shot didn’t hit, then you can’t teleport chase.​
Soshi – Approved w/changes
Cap the lifting at 2000 lbs. Also, add something in that this can’t lift people in general, even out of battle. Like, no teaming up with another person and pretty much being able to fly haha.​
Hitomane – Approved w/changes
Kay, we wanted to add this final line, because theoretically you guys could copy things like cero with this, even though you don’t even have a rage mechanic as a shini. So yeah, you can’t copy things that shini don’t have a mechanic for like shuhaku stuff or cero stuff.​
Hitomane (Mimicry)
Mystics have the ability to read the most intricate fluctuations of spiritual energy. Therefore, whenever another summons an ability that utilizes some expenditure of reiatsu, the Mystic can temporarily imprint a map of the inner energy coursing through the target in their own mind. This imprint lasts for only a brief period of time, but within this frame, the Mystic can replicate the reiatsu paths and ultimately mimic the ability used.

However, a mimicked ability lacks the efficacy and naturalness of the primary user. All mimicked abilities are therefore 25% more expensive than normal, with no increase in potency, and can only be used on the turn immediately following when the ability was first applied. Kai abilities and unique feats are particularly specific to the primary user and cannot be mimicked. Hitomane is also blocked if the Mystic lacks an item or insignia that is required to act in concordance with the ability. The Mystic can only copy abilities that do not require a mechanic unavailable to their race.
Senrigan (Clairvoyance) – Approved with changes
No increasing number of uses in this one. It’s too powerful for multiple uses. Limit it to once per fight.​
Sora Harukani (Far Skies) – Denied
This technique is waaaaaay too powerful. It gives you the ability to teleport 10 km in any direction and can be used in battle. It pretty much is a super-shunpo that can let you jump huge distances with groups. We have some solutions for this so contact either me or gargle.​
Genkakuido – Denied
Rawb, resub this with a less weird cost set-up. Wall walk and hide should not be this complicated. Make it a flat percent. Also, if you’re doing a wall hide, limit the number of turns you can hide.​
Sanmei – Denied
Really this one is waaay too strong. Some of this stuff that was passed in the old days is just ridiculous. I don’t like the idea of copying kai abilities in techs. So limit it to the learning thing.​
Ikimi Kengeki – Denied
The assault form is fine. The demon magic one is a bit too strong when considering you have options by having 2 different tech options. The defense one is just ridiculously overpowered. The ability to block 1.5x your rei is crazy. That’s like me being able to block 57K rei by paying 5%. Make it work like a normal 1:1 barrier. This tech gives you options. This means you need to overall nerf each individual part in exchange.​
Void Vault – Approved w/change
Limit it to one-rank below your current one, though a D-rank person can have another D-rank. This way you can’t run around with 2 S-ranks.​
God Hand- Approved w/note
Careful with this one. If we see you guys suddenly creating pits of lava instantly, we’ll have to take it up again. What we’re trying to say is that we’re demanding some flavor text so people can actually see that the area is transforming so it instantly doesn’t affect them. Maybe a huge arcane flashy circle 8D?​
Schematic – Approved w/changes
Get rid of that last sentence. It makes it sound like some sort of Spell-shape ability. We understand the whole “let’s not aim here so we can minimize friendly fire” part. Just that last sentence is weird.​
Pitfall- Approved with buff? Maybe?
This one line: It is said that members of this technique are not only harder to trick with traps themselves. We don’t know if that’s just flavor text or not. But anyway, change it to "People with this technique are aware of traps in their immediate area, even if they're not sure what they are, exactly." It gives them like a trap spider-sense >_>​
Chain Casting – Approved w/changes
Get rid of that whole “teamwork makes the spells even larger” part. We’re fine with the AoE boost for the individual person. Note, this will increase the range of spells too.​
[Chain Casting]
The Fifth division, while prideful of its natural connection to the world, is not without a percentage who delve into the magical aspects. Of those, there is a group who do not believe there is a need to run and hide when you could just drop bombs on everyone instead. When a member pays an additional 50% of the cost to an area-of-effect spell, the range and radius of that spell is increased by half.​

PB Armory – Approved w/buff
Reduce the cost from 3% per turn to 1% per turn. IF YOU’RE OKAY WITH THAT xD​
PB Bounty – Approved
PB Caress – Resub
Alright, the feat is fine persay, just really UP when compared to chiyudou. Plus, you didn’t specify if he needs to stay in contact. But yeah, it’s UP so you can resub it with a buff and that clarification if you want. Tbh, healing is a bit sketchy since chiyudou will always outshine it.​
 
Okk... I made the edits (which are added in magenta). Posting now for formality's sake.


10th Division
Mystics of the Divine

The Mystics are composed of men and women who share an uncanny relationship with their ability to read and understand reiatsu and the spiritual signatures of every person and thing around them. They are especially bound to supersensory aspects of life, seemingly ethereal and superseding the standard realm into the divine.



[Division Techniques]

Soshi (Elements)

Soshi refers to the elements of the divine world that culminates into telekinesis -- the most basic, fundamental ability required of a shinigami to become a Mystic. A shinigami's journey in the Tenth begins with a keen awareness of the universe and an exceptional talent in reiatsu manipulation. The Mystic must be able to harness their spiritual abilities and apply it in anomalous ways to the physical world.

With Soshi, the Mystic learns to move objects with their mind. Its range of effect is within a 15-meter radius. The strength of Soshi is directly related to 1/10th of the user's reiatsu in pounds, capping at 2,000 lbs. It costs the Mystic 1% reiatsu to perform this ability per turn. The reiatsu of others acts as a repellent to this ability, therefore, at no point can Soshi be used to levitate other spiritual creatures or people.


Hitomane (Mimicry)

Mystics have the ability to read the most intricate fluctuations of spiritual energy. Therefore, whenever another summons an ability that utilizes some expenditure of reiatsu, the Mystic can temporarily imprint a map of the inner energy coursing through the target in their own mind. This imprint lasts for only a brief period of time, but within this frame, the Mystic can replicate the reiatsu paths and ultimately mimic the ability used.

However, a mimicked ability lacks the efficacy and naturalness of the primary user. All mimicked abilities are therefore 25% more expensive than normal, with no increase in potency, and can only be used on the turn immediately following when the ability was first applied. Kai abilities and unique feats are particularly specific to the primary user and cannot be mimicked. Hitomane is also blocked if the Mystic lacks an item or insignia that is required to act in concordance with the ability.
The Mystic can only copy abilities that do not require a mechanic unavailable to their race.


Senrigan (Clairvoyance)

The separate and obscure dimension of time is one that the the average soul can only hope to follow in a single, continuous direction. Mystics however, with their mysterious link to the divine, can momentarily access this alternate plane and see beyond the normal and regulated earthly time patterns. By spending 500 reiatsu, the Mystic can pass the ramparts of time and instantaneously see the next ten seconds of their immediate surroundings. This ability allows the clairvoyant practitioner to see the future and prepare the next action accordingly.

Although fairly inexpensive, the barriers of time should rarely be fiddled with. This ability can only be used once per battle.


Sora Harukani (Far Skies)

Members of the Tenth Division are capable of utilizing the energy around them with such careful precision that they can replace the spirit particles of the air around them with their own bodies, as well as the people and things they are touching. This ability allows the Mystic to travel anywhere within the user's Reiatsu Noukan range.

This ability requires 750 reiatsu to use per person they are carrying. It cannot be used to pass between separate realms. Furthermore, in order to access the distance that Sora Harukani allows, this ability requires two turns to use. The first turn will activate Sora Harukani. However, due to the necessary concentration required of this ability, hostile acts that either injure or require defense from the Mystic cancels the teleportation attempt. It is not until the second turn that the Mystic will successfully travel to their desired destination.
 
Plague bearer’s Caress: Using the multitude of viruses within his bloodstream, Feng can use their virulent nature to cause an enhancing effect on an ally of his choice. Upon contact with someone he may pay 2% reiatsu to bestow a 1 turn buff of 10% of his zanjutsu to their highest stat.
 
Okay, so on Sanmei I get what you're saying, but I think we could've turned this into something similar to Lil's mimicry without you having to flat-out deny it, but h'okay.
Edits:
- Genkakuido; changes in bold.
- Sanmei; removed the copy stuff.
- Ikimi Kengeki;
Assault type: remains the same.
Defence type: I forgot I still had that one line (The barrier can take 1.25x the user's rei) which was kind of dumb, because of the 1:1 in the latter part. So hopefully it's okay now.
Demon Magic type: Got rid of the cost reduction, also got rid of the 'turns into normal thing' and added an amount of turns usable, plus cooldown.
Void Vault: Just two extra items below your current level, not sure if you wanted it to be just one, though. If you do, I'll change that... well, the next time.



.::Division Techniques::.

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

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

The cost of Genkakuido is 2% of the user's Reiatsu per round, and can be maintained for 3 turns before the researcher has to abort the hiding and find a new place again.

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

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

Given enough time in combat, the user may ultimately know every detail concerning the technique/Kai and its weaknesses. Only one technique or ability can be studied at one time and it takes three (3) rounds before said technique or ability is fully studied.

If the user is struck with the technique/attack/ability while trying to analyze it, it gives them further insight on how the ability is used; one less round is subtracted from figuring out their opponent's skills. More or less this technique lets the user bypass the feigning ignorance rule.

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

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

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

.::Defence Type::.
The limb may expand upon its surface area and change into a barrier, powered by Reiatsu and thus creating an even more durable shield. It may specialize in either physical or energy based defences, but only form or the other. Reiatsu drain is 5% per activation, each use gained per every 3,000 Reiatsu. This 5% is also the durability of the barrier. (So if you have 15.000 rei and you’d activate this ability, you’d have a barrier worth 750 reiatsu.)

.::Demon Magic Type::.
The limb is turned into a literal Kidou Scroll; any one Kidou numbered 30 and below may have its Incantation Bypassed, while the costs remain the same, and does not take a Kidou slot. Users must have the Kidou stat prerequisites to equip said spell.

This kidou can be used up to 3 times in one fight, and has a cooldown of 1 turn per use.


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

Only one variation may be chosen. Modifications can be changed weekly. An additional variation/mod may be added once the Officer reaches 4,000 Reiatsu. Maxes out at 2 modifications total. Must be approved by Captain.

.::Void Vault::.

By tapping into the void’s powers, a portal to a space in the Ninth member’s inner world opens. This space can be used to store objects only, and can contain a Ninth’s zanpakutou and all of his or her items. Due to the additional space provided by this chamber, a Ninth officer gains two (2) unique item slots, and these items must be stored in their vault.

A member with this technique can choose to have two (2) extra unique item slots at a tier below their current tier, so for example: an A-Tier guy has two (2) unique A-Tier items, with this technique he can have two (2) additional B-Tier items.

A member of the Ninth can, at any given time, tap into their void’s power and open the portal to retrieve any given item. The item restriction rules still apply and a member with the Void Vault technique can still only have two (2) unique items at any one given time in use. They can, however, swap freely between the four (4) items they have.

This ability cannot be employed in battle.
 
Alright, I have decided after a long time of thinking to go ahead with this. Same feat I subbed last time, but 5% instead of 10% increase. Using spec point from first feat slot (earned in the PM's before Halcyonic Entropy)

Gekiretsu Rippuku (激烈立腹)

Unique Feat - One of the main problems Shukumei has had with his Zanpakutou’s shikai form is the negativity unleashed upon its release. The spirit of Gekijin always forced the warm-hearted teenagers darkest memories and emotions into the front of his mind, that usually spurred on a more sadistic side of the fallen Shinigami.

Since his Hollowfication, however, his surviving Zanpakutou spirit has had to fight for the dominance as the primary spirit inside the arcanist’s world. Such a powerful occurrence has had a profound effect on Shukumei’s shikai abilities, the collision of both his Hollow and Zanpakutou spirits augmenting his already corrupted reiatsu. As a result, while masked and also in shikai, Shukumei gains an extra 5% rage each turn on top of the usual amount.
 
SPEC POINT BOUGHT WITH SPACE MONIES.

Blood Legacy
Type:
Unique
Description: Through Tsubaki all Blood Templar are united under a common banner and cause, each one bearing the same ancient strength that flows through her own veins. As time has passed the Captain has learned greater control over this bond, allowing others to view or even take part in the Captain's personal memories and experiences. For a cost of 500 Reiatsu per participant, Tsubaki is able to allow others to view events and battles of her past. For 1,000 Reiatsu per participant, the memory is temporarily made real, allowing those present within it to see and interact with those who are visiting, as well as the ability to inflict harm and have harm inflicted upon them.

This technique requires a substantial sacrifice on the Captain's part, and each use gives Tsubaki a minor wound that cannot be prevented or reduced (This wound cost applies once per technique usage, not per participant). Tsubaki and those who enter the memory are considered temporarily indisposed in the material world, and cannot be harmed by forces outside the memory while viewing and interacting with it. However, this technique cannot be used in combat due to the mental strain it demands on the Captain's part.

While the bond between Templar is the strongest due to the shared blood, Tsubaki can use the technique on those not of the Eleventh Division, at a cost of 1,000 Reiatsu per non-interacting memory and 2,000 Reiatsu per tangible memory.
 
Div Revamp Update...takeu twou...


Change Notes:
Blade of the Templar -> Hostilitas of Ego
Bastion of Blood -> Tectum of Fides (Approved)
Blood Bond -> Sacramentum of Cruor
Martyr’s Reckoning -> Cruor of Adamans


Division Techniques:

Hostilitas of Ego (Enmity of Self) - As those of the Arcane Specialists and Heralds of Death are privy to an instant sense of recognition, the Blood Templar are no exception to the rule. Upon receiving this technique the Templar adopts a secondary title to which their name and reputation is inescapably tied, as well as a brand of their own choosing applied somewhere visible on the body (Similar to the Limiter Seals). Through these bonds of fame or infamy, each and every soldier from those without seats to the Captain herself are held responsible for their actions without respite.

In time the Templar learns to turn these liabilities into strength, drawing resolve from their burdens to bear. This manifests as a 20% refund on any skill or spell used once this technique is learned. The 20% applies to the Reiatsu expended for the cost of the skill, attack or spell, and not the user's Reiatsu pool as a whole.


Acquisition: Training Collab, All titles and marks must be submitted to Captain for approval prior to use.

Tectum of Fides (Shelter Of Faith) - A technique literally forged in the fires of the enemies of the Gotei, this Division specialization enables the Blood Templar to summon forth a suit of unique armor to aid them in combat. Made from the remains of the Four Horses that ravaged Tokyo, the suits are initially given to the officer in question by Tsubaki herself as a sign of great trust and faith. After the Division Technique has been learned, the armor may be released and sealed as would a Zanpakuto in or out of combat. This technique is tied to the Division Item [Armor] and the finalized suit unique to the RP’er must be submitted and approved through item staff. Effects, appearance, name & personal aesthetics are all up to the RP’er.

Acquisition: Training Collab, Armor available at 9th Seat and higher once approved.

Sacramentum of Cruor (Oath of Blood) - The bonds of honor and the rigidity of one’s code may seem needless shackles to some, but in experienced and enlightened hands they can prove weapons as effective as a naked blade in defense of those they love. For a cost of 10% of the user’s Reiatsu, the Templar makes an unspoken oath to stand fast in the face of death, absorbing 50% of each attack made against them. This does not reduce the effectiveness of the attack in question, but half of the Reiatsu used to wage it is absorbed by the Templar. This effect lasts 4 rounds, and provides no additional defense against wounds or damage, merely the determination to continue fighting against all odds. This technique may be used in succession, but requires a 3 round cool-down between activations.

Acquisition: Training Collab, 9th Seat and higher, cannot utilize Cruor of Adamans in tandem

Cruor of Adamans (Blood of the Unyielding) - The bonds of honor carry a price that cannot be paid by the trivialities of man, a somber truth that each Templar must come to understand in their own way. The Blood of the Unyielding runs fiercely in hearts that cannot abandon the plight of the innocent, nor turn a blind eye to the misdeeds of those who hold power over the meek. For this ideal a Templar will give their blood, their life, and their honor. For a cost of 50% of the user's Reiatsu the blood of the Templar rises to the apex of its destructive powers. For 3 rounds, the user's attacks will be felt by the foe no matter the defense, for no shield born of wicked ways can hope to stop the light.

All physical attacks made by the Blood Templar while Cruor of Adamans is active are treated as though they connect, even if blocked. While a potent tool, attacks that would bypass defense are only valued at 50% of their overall effectiveness. This technique may be used in succession, but requires a 3 round cool-down period per use.

Acquisition: Training Collab, 9th Seat and higher, cannot utilize Sacramentum of Cruor in tandem

Pump pa-pump pa-pump it up and back it up like a Tonka truck.
 

Current Date in Araevis

Back
Top