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Feat/Tech Submission Thread

Here goes. I probably made it sound much more complicated than it should.

USING SPEC POINT + FEAT SLOT FROM SUMMER PMS OF 2010 :3
Feat Name: Death's Cold Shroud
Feat Type: Unique
Feat Description: Tsuneo's journey through the realm of eternal oblivion and back has wrought much damage upon his very being and spiritual essence. One of these maladies however is not wholly without its uses. Due to the painful disconnect between his soul and his body, the assassin's body is no longer able to emit spiritual pressure (i.e. 20000 reiatsu is felt as 0). However, Tsuneo is still able to withstand opposing spiritual pressure as if he still exuded his original pressure. Actions such as kidou will still be felt as normal (i.e. a 400 reiatsu attack will still be sensed as a 400 reiatsu attack)

In order to maintain the effects of Death's Cold Shroud upon the activation of shikai and bankai, however, Tsuneo must pay a cost of 100 reiatsu and 300 reiatsu per turn respectively. Should the fee not be paid, the assassin's reiatsu shall be felt as normal.
 
FA tech with Lilith.

[ Fated Alliance Technique ] - Muhansha Umarekawaru (Reborn Without Reflection)

Muhansha Umarekawaru forces the target to face fully tangible, physical depictions of themselves, each one highlighting a particular aspect of the target. These reflections are fully reborn from the target's psyche, appearing as natural and real as the target. There is one reflection per 500 reiatsu paid into the attack.

On the following round, if the target fails to dispel or escape the illusions, the imbued spells are both unleashed at once.

Usable only while Lilith and Sayis are in Bankai, each pays 5% reiatsu + the cost of a single spell.
 
Buying a Spec point and using one I have stored up.



Skeleton Key - Unique


Lucas has taken his mastery over bakudou to a new level. Understanding the ins and outs of the spells, he knows the dangers of getting caught in bindings. It leaves you open and vulnerable to attacks from your enemies, and being helpless was something he could not handle.

Twice per combat Lucas is able to draw upon the very energy imbued in bindings placed upon him or others. Upon coming in contact with a binding he is able dispel it by paying 100% of the cost of the spell. As a bonus, if Lucas has the spell equiped he needs only pay 50% of the cost.

Bakudou Specialization - Unique

Being able to widen your arsenal of available spells has also been an attractive goal for most kidou users. However most kidou users do not specialize in one type to make it as deadly or fearful as it can possibly be. Lucas however is one of those people, who had taken his skills with bakudou to a new level once again.

All bakudou spells Lucas equips have their required slots reduced by one to a minimum of one.
 
2 unique Feats, one from a stashed Spec point, the other I'm buying this week.

.::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.

Improved Sanmei Volume 1: Feng’s ability at perception is second to none, as such the talent developed from gathering information with Sanmei has further developed his own abilities to the point where he can figure out a technique simply from reiatsu fluctuations surrounding a target. This allows him to pick up on information from items and feats using the same three turn time limit as the normal Sanmei.

Improved Sanmei Volume 2: unrivaled in the world of diligent study, Feng’s mind has developed to the point in which he can begin to decipher two separate techniques at any one time.
 
ALL BY MYSEEEELFFFFFF ;_;

Beaks - Denied
Even at a 10% cost, doubling costs for people for 9 turns is way too powerful. I could see something like a "pay X%, increase costs for the next turn by X%” thing, or even "pay X%, double costs, cooldown”, just not 9 turns for 10%.​

Tits - Approved

Mango, Will - Approved
There’s going to be so many reflections with both of your rei levels >_>​

Bob 1 - Approved

Bob 2 - Approved with Note
Hmm, this feat works... it’s just that Sene has a bakudou specialization feat which is better than yours. His halves the amount of slots needed for bakudou, rounding up, so he saves more slots than you, until you tie at the 2 slot kidou mark. I’m not really a fan of copy-pasting feats [they’re supposed to be UNIQUE, you know], but maybe you could change this into a trained feat or maybe talk to sene.​

Shade 1 - Approved w/Format
Bold Tags gawsh

Improved Sanmei Volume
Type: Unique
Feng’s ability at perception is second to none, as such the talent developed from gathering information with Sanmei has further developed his own abilities to the point where he can figure out a technique simply from reiatsu fluctuations surrounding a target. This allows him to pick up on information from items and feats using the same three turn time limit as the normal Sanmei.​

Shade 2 - Approved w/Format

Captialization gawsh
Improved Sanmei Volume 2
Type
: Unique
Unrivaled in the world of diligent study, Feng’s mind has developed to the point in which he can begin to decipher two separate techniques using Sanmei at any one time.​
 
(Spec point purchased with Kan 4/21/2011)

Feat Name: Weight Of Ten Thousand Sins
Feat Type:
Unique
Feat Description: Upon engaging the foe she was sent to dispatch in Hueco Mundo, Tsubaki fell prey to a feigned weakness on the part of her opponent. Once the beast used the moment of confusion to immobilize her, one of the core pieces of the Hollow took possession of her right eye, forever tainting it with the toxic presence of the beast's malice.

Each round the eye is in effect the victim will begin to suffer hallucinations of sight and sound. This begins with a high pitched scratching sound that penetrates even the most resolved sense of concentration. As it progresses, some may witness those they love suffer horrible deaths, others may hear the screams and wails of forsaken women and children. Should the effects remain in play for 4 rounds or more the victim will begin to suffer increased paranoia, even to the extent of feeling unearthly creatures slithering and twisting around their limbs.

While powerful, the longest Tsubaki can keep this technique active is 9 rounds. Attempting to force it further results in the unholy power sealing itself, making it unusable for a period of two weeks (Real time).

Visual reference
evil-eye-eyes-14801232-600-424.jpg


HORCRUX MOTHERFUCKER.​
 
Dun dun dunnnnnnnnnnn

Beaks - Approved w/changes
Add a cost of 1% of Tsubaki's reiatsu per turn and limit the activation to 7 turns. Also, you can get shrink the whole sealing thing at the end and make it like a one day break, or even just make it once per battle​

NOTE READ THIS
Alright, so this is what I decided by the powers vested in me as feat staff lawl. So, if you have feats relating to a kai, and you get a kai changed -using a spec point of course- you can refund the spec points for the kai related unique feats to sub new UNIQUE FEATS. Also, the refunded feats must directly relate to your kai. So no refunding things that are kind of related to your kai but don't really need it.
 
From character change 3 of 3

Feat: Sight Seeing in Paris
Type: Unique

By seeing a target's eye, Picca can turn her right eye into a copy of that eye, mimicking almost every feature of it. The only thing different is the sized, as it is scaled to fit her eye socket. Aside from that, there are no other cues that anything has taken place. The copy will stay for one day from the last time Picca has last seen the target's eye and she can switch the effect on and off as she wants to.

During this time, the copy eye will allow Picca to see everything the copied eye sees, exactly as it sees it.
 
Spec Point From Winter PM '10

Feat: Trained

Belligerent Stupor:

Drinking affords the user the ability to ignore
his/her physical limits, allowing the user to expend
reiatsu to allow a temporary boost to Martial Prowess.

Effect:

An increase to overall physical combat damage dealt
to opponents by 15% (15% to Hakuda) and the ability to temporarily ignore
mild to moderate wounds. The effect lasts for three rounds.

Costs:

5% of total Reiatsu to activate. User must be intoxicated.
 
Sight Seeing - Approved

Belligerent Stupor - Denied
You need to reword this feat. 15%+ to Haduka is different than 15% increased damage from physical attacks. It could mean physical zanpaktou attacks or even zanjutsu attacks. If you want this to be a flat buff write it so it only means that and resub.​
 
( I had left it at 15% phys damage/ 15% hak because I figured you'd find one or the other to be more acceptable. Me being me, I forgot to actually explain that. My bad, Feat Master D: )

Resub

Spec Point From Winter PM '10

Feat: Trained

Belligerent Stupor:

Drinking affords the user the ability to ignore
his/her physical limits, allowing the user to expend
reiatsu to allow a temporary boost to Martial Prowess.

Effect:

The buff provides an increase to the user's Hakuda stat by 15%, and the ability to temporarily ignore
mild to moderate wounds. The effect lasts for three rounds.

Costs:

5% of total Reiatsu to activate. User must be intoxicated.
 
*coughs* Using Feat Slot from Chasing Shadows that I claimed, liek, a few mins ago.
...An' actually applying it 'cause Shade said it's fine. D: *asked for some advice D: *



Feat Name: Zoufuku Suru
Feat Type: Unique

Through the constant study and practice of Kidou, Yuurei has learned to exceed the normal limitations for a kidou spell. Through Zoufuku Suru, Yuurei is able to amplify the effects of a spell by spending the required reiatsu needed for a spell times the number of times Yuurei wishes to amplify a specific spell.

Example~
Tensoku (Foot Binding) - Bakudou #6, 60 Kidou
Description: The caster stomps a foot on the ground and a glowing string of blue Kidou will chase the target's corresponding foot for a distance of 5 feet. In case Tensoku manages to reach the target's foot, it will anchor his foot to the ground for 10 seconds.​

By paying 120 Kidou, Yuurei can choose to multiply either the duration or the distance by two, allowing her to reach someone within ten feet, and to anchor the opponent’s foot to the ground for 20 seconds.

Clarification for Eishouhaki
It does work even with the use of Eishouhaki, but adheres to the general rule in which Eishouhaki limits the kidou efficacy. Since the efficacy of a spell dwindles to 50%, it becomes the base amplification point of Zoufuku Suru.

Example:

Hainawa (Crawling Rope) - Bakudou #4, 25 Kidou
Description: A rope of kidou energy extends up to 10 feet from the user's hand, wrapping around the opponent's limbs or body.​

Eishouhaki reduces the length by half, thus limiting the effect of this spell to 5 feet. By paying 50 Kidou, she can use it at its full 10 feet. By paying 75 Kidou however, it would only extend its use to 15 feet.​
Super important and needed side note: Will use within reason.
 
Making you work for that god damned staff bonus Hiren.

I'm resubmitting my Heishuu Ryuuou feat. It's grossly underpowered and not really worth the feat slot. This revamp, however, is. I just got a spec point for the PM "Chasing Shadows" so that's the spec point.

Old Heishuu Ryuuou

[Heishuu Ryuuou] - "To Corrupt the Dragon King"
[Unique]

In his return to Seireitei, Haresuno has been reborn anew. In this rebirth, Hitei Reiatsu has also become altered. Now, rather than just protecting him from energy-esque abilities, Hitei Reiatsu has become Heishuu Ryuuou. An aggressive feature that literally devours the world around Haresuno with a touch.

Every three rounds, Heishuu Ryuuou starts breaking down the world and absorbing it. Replenishing Haresuno’s reiatsu by 15% of whatever he spent in those three turns. This ability will not work on spiritually powered weapons such as zanpakuto or Quincy bows.


New Heishuu Ryuuou

[Heishuu Ryuuou] - "To Corrupt the Dragon King"
[Unique]

Upon Haresuno’s return to Seireitei from Rukongai, much more to him has been altered - not just his overall view of the world. In this rebirth, Hitei Reiatsu (the twisted attribute which shields him) has changed as well. Now, rather than just protecting him from energy based powers, his reiatsu has evolved to become Heishuu Ryuuou. A viscious ability that devours the world around him, trying to restore Haresuno to full power.

This is translated into a 2% regeneration of reiatsu that Haresuno is missing at the end of every turn. For example, if Haresuno is missing 5000 reiatsu because he’s been laying traps, then that turn he would recover 100 reiatsu. The next turn, assuming he hadn’t spent any more, he would only be missing 4900 reiatsu and so would recover 98 that turn.

If Haresuno is missing 20% or more of his total reiatsu, at any time he may choose to actively feed Heishuu Ryuuou. This action manifests to all appearances as a disintegrating touch. Upon touching an object or effect, Haresuno can absorb an amount of reiatsu equal to 10% of his missing reiatsu. For example, if Haresuno has 25000 reiatsu total and has used 5000 reiatsu, that is exactly 20% of his total reiatsu. Then, in addition to the normal amount of reiatsu regeneration at the end of each turn, Haresuno can touch an object, effect, or person and drain from him, her, or it 10% of the amount of Reiatsu Haresuno is missing. In this case, Haresuno would drain 100 reiatsu directly from the target. This might result in disintegrating the object, draining an opponents reiatsu, or destroying an effect. Creatures without a reiatsu reserve take physical damage. If Haresuno is not missing at least 20% of his total reiatsu, this ability cannot be used.
 
[ Belligerent Stupor ]
Approved

[ Zoufuku Suru ]
Denied

Right now this feat gives you way too much utility for no change in cost. I like the idea of a kidou cast buff, but you need to specificity what factors you can affect. At most, I'd say 2, as long as it isn't damage. Also, add an increased cost for when you cast these boosted up spells, like 150% of the spell's normal cost.

[ Heishuu Ryuuou ]
Denied

This feat is waaaaaaaay too powerful. The regen is fine, just the second part. A 10% death touch at that point could almost cripple an opponent. If you want a reiatsu construct dissolve, perhaps make it like a 3 time use per battle reiatsu drainer, where you get 50% back. These are rough ideas made up off the top of my head so the numbers are off. Just, I really dislike how complicated you're making a regen feat in that second paragraph. TALK TO ME BRO.
 
Alrighty. After talking extensively with Hiren it has been determined that my omega-awesome-super-unique feat Hitei Reiatsu must be resubmitted. The earlier version is, as it was verified by Hiren, too powerful. Like. OOP. Yeah. So here we go with a super-awesome-omega-unique feat re-do! Heishuu Ryuuou included!

Old Hitei Reiatsu
[Hitei Reiatsu] - "Negation Reiatsu"
[Unique]

Because Haresuno is constantly receiving attacks from kidou, or kidou-esque attacks, his reiatsu has adapted itself to resist such assaults.

Haresuno is able to reduce the effectiveness of any kidou or energy-based effects (cero, energy based kai, or race equivalent) by half. This is a passive effect against abilities or kidou that cost up to 4% of his total reiatsu. He can actively choose to pay 10% reiatsu per round to dampen stronger abilities, but can only maintain that for up to one round per 4000 connection.

This resistance is a double-edged sword, however: it also passively dampens beneficial abilities such as Chiyudou or personal buffs, and spells that target the caster such as Banshiissei.


Old Heishuu Ryuuou
[Heishuu Ryuuou] - "To Corrupt the Dragon King"
[Unique]

In his return to Seireitei, Haresuno has been reborn anew. In this rebirth, Hitei Reiatsu has also become altered. Now, rather than just protecting him from energy-esque abilities, Hitei Reiatsu has become Heishuu Ryuuou. An aggressive feature that literally devours the world around Haresuno with a touch.

Every three rounds, Heishuu Ryuuou starts breaking down the world and absorbing it. Replenishing Haresuno’s reiatsu by 15% of whatever he spent in those three turns. This ability will not work on spiritually powered weapons such as zanpakuto or Quincy bows.


And here are their revision!

New Hitei Reiatsu
[Hitei Reiatsu] - "Negation Reiatsu"
[Unique]

Haresuno has been, much to his dissatisfaction, at the receiving end of too many powerful attacks. Many of which have been wrought through the mystical powers of reiatsu, only then to be unleashed upon him.

In a much needed attempt to deter such events in the future, Haresuno’s own reiatsu took on a unique property after some prodding. He has learned through trial and error that for the cost of 4% his overall reiatsu he is able to use his reiatsu to weaken, or even nullify, techniques up to the that amount.

This effect will hit techniques within 10m of Haresuno and can be used 5 times per battle.


New Heishuu Ryuuou
[Heishuu Ryuuou] - "To Corrupt the Dragon King"
[Unique]

Haresuno has changed much since his first arrival in Seireitei. He has learned various lessons and many techniques. Among his arsenal is a skill developed personally to restore what power Haresuno loses. Feared by the unlearned, and rumored to destroy anything he touches, Heishuu Ryuuou is the ability which will rip you away from the reincarnation cycle.

This is untrue of course, as Haresuno would not lower the status of shinigami with such a technique. In reality Heishuu Ryuuou is a reiatsu draining touch. Any thing with a substance form made of energy (excluding people and their unique items) from any of the races is under threat from this technique should Haresuno be close enough to touch it.

Once something has materialized on a physical level Haresuno may absorb up to 2% of his total reiatsu from the target (providing they have more than that). Should the target not have sufficient reiatsu the touch effectively destroys whatever the reiatsu was being taken from. This is often seen as a disintegrating effect. Luckily for his opponents, Haresuno is only able to use this a maximum of five times per battle.

This effect comes about visually as Haresuno’s twisted reiatsu fluctuates and condenses eventually. The air around his hands waver like intense heat rising from the ground, and sick spiked vines of black spread across his hands like a viral disease.
 
Hiren please don't kill me. Credit to the Write ups for the stats themselves and the Douryuu techs go to HIREN b/c he's awesome.


General Q techs
[ Fuubi ] - "Overpower"When a Quincy is restrained or bound and has been left with no other alternative, they can try to force their way out through sheer strength and raw reiatsu. Especially dangerous to the Quincy's body and soul, they must pay the same cost as what bound or restrained them, using Shuuhaku and Reiatsu as necessary. The more reiatsu used, the more painful it is for the Quincy.
Requirements: 1,000 Reiatsu

[ Reiatsu Noukan ] "Spiritual Pressure Perception"
The heightened ability of a Quincy to sense Reiatsu. Its potency and maximum range grows as the user's reiatsu level rises, and will be able to single out the signature of a single entity within range. A target may choose to mask their signature, making their exact location difficult to ascertain. However, the presence of a strong fighter in combat is unmistakable. As traditional hunters, all Quincy possess exceptionally high sensing abilities, able to precisely pinpoint targets up to their full range.
Requirements:
Class E : 1 km / 500 reiatsu
Class D : 3 km / 1,000 reiatsu
Class C : 6 km / 2,000 reiatsu
Class B : 9 km / 3,000 reiatsu
Class A : 12 km / 4,000 reiatsu
Class S : 15 km / 5,000 reiatsu

[ Reiraku Takan ] "Spiritual Thread, Deep Perception"
A special sensory skill reserved only for Quincy whose capabilities have matured markedly. Reiraku Takan allows the Quincy to deeply focus upon the spiritual signatures of all surrounding entities within a certain area and manually compress them all into different-colored "threads." The maximum range of this ability is the same as the Quincy's highest Reiatsu Noukan range. Colors are as follows:

White : Normal soul, Plus soul, Quincy
Red : Shinigami
Black : Hollow
Dark Red : Arrancar, Vizard
Requirements: 3,000 Reiatsu

[ Ransou Tengai ] "Chaotic Dress, Heaven's Enormity"
Unlike Shinigami, Quincy are subject to aging and all the drawbacks therein. To counter this, the Quincy developed a technique with which to still remain effective. By using thin threads of reiatsu, a Quincy can pull his limbs using only his reiatsu control rather than his body. This has proven to be an effective technique for younger Quincy as well in situations of grave injury, broken bones, paralysis, or when bound. Ransou Tengai also allows a Quincy to resist any binding ability.

To activate this technique, a Quincy must expend 1% of his reiatsu per round. To resist being bound, a Quincy must expend the ability's cost in reiatsu. These costs cannot be deducted from a Quincy's Shuuhaku pool.
Requirements: 10,000 Reiatsu

Shuuhaku
Shuuhaku (Accumulation Pool)

Advent Humans, Vizards, Hollows, Arrancar and Shinigami all use their own reiatsu to fuel their attacks and abilities. Quincy abilities are based on their ability to gather and use the ambient reiatsu that exists in the world around them by harnessing spiritrons. Their ability to naturally attract this energy is their Shuuhaku. Mechanically, this means a Quincy can use a small bit of reiatsu every round ‘for free’. This amount is based on a Quincy’s Reiatsu. If a Quincy is in the living world, this amount is 10% of their reiatsu, but if they are in a higher realm such as Soul Society or Hueco Mundo, this amount is bumped up to 15%. A Quincy may increase their Shuuhaku pool by 1% for every 2,000 Reiatsu they have maximizing at 25% in the living world and 30% in a higher realm. The amount resets from turn to turn, preventing their body from being overwhelmed by the build-up of spiritons.

Shuuhaku also determines the base power and cost of a Quincy’s arrow. These figures may be modified as a Quincy grows in power (See Energy Weapon Information and for more details). It is used as a base point for damage estimation. Originally a Quincy can only spend as much energy per turn as their Shuuhaku. When firing an arrow, the user’s Shuhaku pool is divided amongst the total number of arrows they fire. I.E. firing one arrow would be as strong a the Quincy’s Shuhaku. Two arrows would each have 50% of the Quincy’s Shuhaku and so forth.

Eventually, a Quincy develops the ability to overload their bodies and forcibly attract more energy. Due to their fragile bodies, a Quincy will take damage beyond a certain point. Note that a Quincy’s Shuuhaku pool is buffered in higher Quincy bow forms and a ‘reiatsu threshold’ is added. If a Quincy wishes they can use energy to forcibly attract more spiritrons, attracting more power equal to the amount they spend – this is the ‘reiatsu threshold’. A Quincy can garner even more power beyond that point but they will take physical damage as well as the toll required to pull in those spiritrons. This is ‘overloading’.

For example, a Quincy with 10000 Reiatsu would have 1500 Shuuhaku in the Living World, and 2000 Shuuhaku in Soul Society and Hueco Mundo. This amount is essentially a pool of energy that can be used for free; using this energy is never harmful to the Quincy.

However at certain times utilizing reiatsu is necessary. In such cases any amount of Reiatsu used which exceeds a quincy’s Shuuhaku pool is subtracted from their pool the following turn until a positive number is reached again. For example a quincy with 2000 Shuuhaku using 5000 reiatsu in a turn would gain 0 Shuuhaku the following turn and then the next turn only receive 1000 reiatsu. They may still use techniques, however they would function purely on reiatsu further distorting their ability to utilize ambient spiritrons.


Chakudan
Chakudan (Impact)

Chakudan is the measure of a Quincy’s ability to effectively channel the spiritrons he accrues when using his weapon. This stat determines the power within a Quincy’s projectile, and thus alludes to an arrow’s destructive potential, properties and area of effect.

[ Ryuusei ] "Falling Star"
Quincy bolts have raging destructive potential, and through the years Quincies have learned to apply that damage on a wider scale. After training, Quincy arrows can gain a 'splash damage' attribute. The effect is limited to 1 foot per 1000 Chakudan.

Requirements: 1,000 Chakudan



[ Streuschuss ] - “Scattershot”
As devastating as a hundred arrows may be, sometimes it just doesn’t cut it and you feel yourself in the need of something more specialised. Quincies who have started to gain a clearer understanding of the Chakudan-tree of shooting an arrow may find themselves capable of infusing a single arrow with 500 reiatsu, releasing it from their bow and remotely detonate it to release five arrows in a scatter-like fashion, each as strong as 20% of the original arrow’s power.

Requirements: 2,500 Chakudan


[ Staffeln Schuss] - “Stagger shot”
Quincy who train to high levels of devastation with their bows find that their arrows can stagger what they don’t outright kill. For every 2000 points in Chakudan a quincy’s arrow will knock back a target by 1m, this effect also applies to the splash effect of Ryuusei, however secondary targets will only be thrown half the distance.

Requirements: 7,500 Chakudan

[Vernichtung] - Annihilation
Pure unbridled devastation and the epitome of a quincy’s destructive nature given form ___ requires the quincy pay 7500 reiatsu from either their own reiatsu or their Shuuhaku pool to power an arrow. The arrow fires as normal empowered by the extra energy. While this seems normal, the true horror of this techniques comes when it encounters a barrier or other object and has more power than the barrier or object, the arrow will destroy the barrier and continue on losing none of its power until it hits its maximum range or an object it cannot destroy. The power of this technique limits its use to twice in any given battle.
Requirements: 10,000 Chakudan
Kyuuzu
Kyuuzu (Bow Hand)

Kyuuzu is the discipline of handling an energy weapon, and this stat determines a Quincy’s dexterity with his bow. Kyuuzu can be thought of as ‘skill with a bow’, and thus many Quincy techniques are based on one’s Kyuuzu stat. Kyuuzu also determines the time it takes to fire and a Quincy’s accuracy with their bow, arrow speed, and maximum range are also defined by this stat. Max range is equal to 20m + 1m per 500 Kyuuzu

[ Suzumegun] - "Flock of Sparrows"
Quincy who have manifested their weapon can fire arrows as quickly as they can create them, allowing them to loose large amounts of arrows per second. Beginning at 1000 Kyuuzu, a Quincy gains one extra arrow per turn per 250 total Kyuuzu. Arrows fired like this are weaker than normal arrows, but the vast quantity make them effective in various situations.
Requirements: 1,000 Kyuuzu

[ Abwartend] - "True Shot"
Master hunters, the best Kyuuzu practitioners have learned to save their energy until when a hit can be guaranteed. Working as a delayed overload, any reiatsu spent is only 66% effective, additionally the Quincy may only overcharge up to 50% of their Shuuhaku pool in reiatsu into the arrow.
Requirements: 5,000 Kyuuzu


[ Adlerauge ] - "Eagle’s Eye"
Hitting prey when they least expect it, masters of Kyuuzu are able to cause their arrows to hunt down any nearby Reiatsu signatures. When firing a single arrow a quincy may pay 500 reiatsu to embed it with a reiatsu sensor. Along its path if the arrow comes within 5m of a reiatsu signature it will deviate from its path up to one time towards the nearest source of reiatsu. This technique does not distinguish between friend or foe and it is easy to mistakenly run through an ally.
Requirements: 7,500 Kyuuzu


[ Betrüger] - "Trickster"
The most masterful of Quincy archers have been known to have arrows which defy every one of the expected rules. At the cost of 1000 reiatsu each, Betrüger coats up to 4 quincy arrows in an excess of spiritons allowing the arrow to not just go straight through something it makes contact with. Once a solid object has been hit, the quincy can elect to have the arrow return at any trajectory within 45 degrees of its contact point. This can be done twice, with an additional bounce obtained every 5000 Kyuuzu up to five. However each additional bounce increases the cost of the technique by 250 reiatsu.
Requirements: 10,000 Kyuuzu




Douryuu
Douryuu (Movement Flow)
Determines base agility in order to dodge as well as, at higher levels, one’s ability to use Hirenkyaku. Furthermore, this stat dictates the Quincy’s overall footwork and the ability for the Quincy to navigate terrain.

[ Hirenkyaku ] - “Soaring Screen Slide”
A commonly taught skill for the Quincy, allowing them to ride and direct currents of reishi. Though it may be learned at an early level, mastering the technique for near-instantaneous movement is another matter entirely. As one's skill in Douryuu grows, the Quincy's Hirenkyaku movements become faster and more fluid. As this relies partially on the flow of energy in an area, the distance a Quincy can move in Soul Society and Hueco Mundo is greater.

By paying 200 reiatsu from either their own reiatsu or Shuuhaku pool, a Quincy can normally travel 20 m. In Hueco Mundo and Soul Society, this distance is increased to 30 m. Hirenkyaku may be used once per round, plus an additional use per round per 5,000 Douryuu.
Requirements: 1000 Douryuu

[ Ihousha ]- “Law Breaker”
Quincy skilled with the art of manipulating reishi to improve their movement have developed a technique that allows them to stay airborne after jumping into the air. This technique costs 200 reiatsu to use and lasts for one turn. A Quincy may use an additional 100 reiatsu per turn to keep the technique active for up to two additional turns. Requires a one turn cool down until used again.
Requirements: 3,000 Douryuu

[ Hirenkyaku Kuzen ] - “Soaring Screen Slide Perfection”
By moving at an extremely high rate of speed, a Quincy is able to create up to three illusions of themselves by jumping back and forth between places faster than the eye can see. Each illusion costs 33% Shuuhaku to create and costs the same again to maintain. This technique is dispelled the second a Quincy switches to attack.
Requirements -- 6000 Douryuu


[ Kokaku ] - “Lone Traveller”
Doubling as a desperation move as well as a powerful distracting mechanism, a Quincy with complete skill to ride the currents of reiatsu around them can activate this powerful technique. Expelling a large portion of their Shuhaku and Reiatsu, the Quincy is able to craft a direct pathway of reishi in front of them. As they accelerate forward, afterimages of their body’s motion are left along the pathway every few feet. Each image lasts roughly five seconds before disappearing. Each image are fixed, simply representing the body’s orientation at that point.

The total distance travelled is equal to the total distance the user can travel with all their uses of Hirenkyaku. Any opponent with twice the skill of the user’s Douryuu is able to quickly track the user’s movements. To activate this technique, the Quincy must spend 6,500 reiatsu from the Shuhaku pool and Reiatsu.
Requirements: 10,000 Douryuu
 
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Feat Name: Zoufuku Suru
Feat Type: Unique

Through the constant study and practice of Kidou, Yuurei has learned to exceed the normal limitations for a kidou spell. Through Zoufuku Suru, Yuurei is able to double the effects of a spell by spending 150% of the spell's original cost. She may not, however, amplify a spell in all its aspects. Yuurei can choose to amplify duration, range or durability (for bakudou spells), but never two or all of them at the same time.

Since a spell's power dwindles by half when used with Eishouhaki, it becomes the base amplification point for Zoufuku Suru. Thus when used with the feat, Yuurei can restore a certain aspect of the spell at 100% efficacy.​
 
K, so I wanted to find the threads and stuff that substantiate my two remaining spec points but I honestly couldn't find them. The last two were from the last PM's that Moot hosted iirc. I mentioned these two submissions in my Kai submission, but I'll post the kai that just got approved so you have an idea of what I'm looking to do.

"Paroxysmal Descender"
Ability: Kimblee bomb kai
Attack: Small bombs, cost 1% of rei
Attack: Big bombs, 15% rei
Attack: Fart cloud, 1% rei for every 1m affected up to 10m

Now, the two unique feats designed to work w/ kai (descriptions will become more wordy after staff review mmk):

Feat: Darius can move the energy he's put into an explosion up to 10m away
Feat: Darius can choose to double the cost of his attacks, raising the effect accordingly

Thanks for reivew :)
 
...... Lambo, I honestly have no clue what you want me to review/even do with this...

If you wanted me to make the unique feats, I'm not doing that. You can contact me outside of this thread for help, but you need to actually have some prepared INCLUDING PARAMETERS before you contact me. I'm too busy to create myself now.
 
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