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Feat/Tech Submission Thread

AND THEN THERE WERE FEATS.

[ Kokutan-Denka :: Ebon-Charge ]
[ Unique Feat :: Arano ]
[ Feat Slot :: Final Release ]


Tapping into his unique affinity for subterfuge and stealth, Arano has learned to further the strength and longevity of his Awakening by creating Kokutan-Denka, or Ebon-Charges. An Ebon-Charge is automatically created whenever Arano uses one of his Awakening's abilities, for up to three charges.

Once an Ebon-Charge has been made, he may spend it at any following point while using one of his Awakening's abilities (or related feats and items). Spending a Charge automatically 'refreshes' the ability, reducing it to its base cost, cooldown, turn duration and resetting all other stacking or duration-based effects. When using an Ebon-Charge on an ability, Arano spends 50% of that ability's cost to use the Charge.​


[ Kyouka-Yoinokuchi :: Mirror Flower Nightfall ]
[ Unique Feat :: Arano ]
[ Feat Slot :: Captaincy ]


The pinnacle of his mastery over shadows, Kyouka-Yoinokuchi encompasses the manipulative side of Arano's personality. By paying 2000 Reiatsu, Arano may directly manipulate and shape all shadows that his Awakening controls. While under his control, all shadows retain a physical status, fully capable of interacting with the world around them and able to form a wide variety of shapes and forms. Yoinokuchi lasts 3 rounds after activation, upon which its cost must be repaid or the control is lost and all shadows revert to their original positions and shapes.​


[ Shindou :: Force of Motion ]
[ Trained Feat :: Advent Humans ]
[ Feat Slot :: Summer PMs (2009) ]


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.​


[ Shosou: Shinpo :: First Phase: Impact Step ]
The core principle of Shindou is to prefer speed over raw strength, sacrificing one for the other to afford them mobility in combat. This core is known as Shinpo, a parody name of the Shunpo used by Shinigami and Vizards.

By paying 5% of their Reiatsu, Shinpo is activated for the remainder of the fight and can only be de-activated by paying an equivalent amount. While in use, the user detracts 10% of their Combat and adds it to their Agility. This does not affect available base techniques or benchmarks in base techniques, but serves as a direct detraction from their close-quarters capabilities.

[ Nisou: Shuuren :: Second Phase: Convergence ]
As one's proficiency with Shinpo becomes more refined, a user may encounter a phenomenon in their speed known as Shuuren – a convergence of power. By exploiting a brief lapse of power in Shinpo, those utilizing Shuuren can maximize their offensive capabilities between speed and power.

Usable only when Shinpo is activated, Shuuren is activated the moment the user attempts to attack a target. When used, the Agility boost from Shinpo is returned two-fold, returning them to their standard Agility during the attack in exchange for directly adding the bonus and all other active bonuses to the user’s lifting strength.
 
Looks like I'll be needing... AN UPGRADE. BAHAHA.


Trained #1 [PMs] – Fruit of Labor, keeping

Trained #2 [PMs] - Kidou Ikichi Kazou, also keeping.
And Hiren, I've had this feat for awhile now (co-discovering it with Kaede), so you can add Lilith to the practitioner list.

Trained #3 [VC] – Mahoubai (Legacy), again... keeping


Unique #1 [BK] – Kansou Choushuu, editing since it's rather repetitive with my Division Item, Taidan. I want to remove the transmission facet of the feat and boost the mind-reading.

Through an increased awareness of the people and things around her, Lilith can now read thoughts. In order to establish this bond, Lilith must be familiar enough with the person to circumvent the initial barriers that prevent her from accessing his or her inner mind. In battle, however, the shifts and surges of reiatsu concentrations dampen her ability to descry the cerebral waves. Thus Lilith is hampered from reading and predicting the battle tactics of her opponents. At times when Lilith cannot read another's mind, she will always be aware of their emotions.

This ability requires 100 reiatsu per turn and may only be successfully activated when there is a shared word count of 10,000 between the writers.


Original Feat
Through an increased awareness of the people and things around her, Lilith can now read and transmit thoughts. In order to establish this bond, however, Lilith must be familiar enough with the person to circumvent the initial barriers that prevent her from accessing his or her inner mind. This ability requires 100 reiatsu per turn and may only be successfully activated with individuals whom she has attained United Front with.

In battle, however, the shifts and surges of reiatsu concentrations dampen her ability to descry the waves of the mind. Thus Lilith is hampered from reading and predicting the battle tactics of her opponents, but she is still capable of transmitting messages and/or collaborating with allies.




Unique #2 [Captain] – Musei Jumon, I want to upgrade Clearcasting to a more personal, stronger version for Lilith. Since I'm not entirely sure of the strength boost I can get away with, I'm going to throw a % out there, and you can feel free to just call me crazy and nerf it. (Or be super fabulous and tell me that I can actually retain 100% efficacy)

As the former vice-captain of the Arcane Specialists, Lilith has become a master in Clearcasting and is especially skilled in maintaining focus during spellcasting. That, combined with her increased psychal capacity to influence the spiritual realm through thought, Lilith has discovered a way to augment her former division technique and successfully cast spells without verbally speaking.

The unspoken spell will retain 85% of its efficacy.

Clearcasting
In order to use kidou in open battle, it is necessary to maintain focus in combat. Training in Clearcasting helps to avoid distraction without blocking out what's going on around the caster. To augment the user's natural concentration, a small incantation is written in a rigid hexagon around the center point of the Signature. As such, it is extremely difficult for an enemy to interrupt an incantation, even if the shinigami is forced to move or to pause their recitation. This increased concentration improves the user's ability cast without the incantation, allowing the user to focus more power even without audible words.

A bypassed incantation retains 75% of its normal effectiveness.

 
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Cleaning up two Orph techs and replacing two others.

Two versions of Covering Fire. Take the one that's less retarded.
[Covering Fire]

While every agent of the Initiative is a stalwart combatant in their own right, Orpheus’ modus operandi focuses heavily on teamwork and cohesion as a unit. Owing itself to the Initiative’s paramilitary nature, fire-teams of Orpheus agents are trained to foster this concurrence and work towards strength as a whole. Covering Fire is the ultimate expression of this notion. When activated, the user may bolster one of his or her stats by 25% of a nearby allies corresponding stat for one turn. After use, an agent cannot activate Covering Fire again for another three rounds.​



[Covering Fire]

While every agent of the Initiative is a stalwart combatant in their own right, Orpheus’ modus operandi focuses heavily on teamwork and cohesion as a unit. Owing itself to the Initiative’s paramilitary nature, fire-teams of Orpheus agents are trained to foster this concurrence and work towards strength as a whole. Covering Fire is the ultimate expression of this notion. In the event that the user or an ally finds themselves pinned down by an attack or ability, the practitioner of this technique may intercept the ability with an attack of their own -- expending ammunition (and thus, reiatsu) up to the cost of the offending ability in order to nullify it.​



[Danger Close]

Though heavier ordinance are available in the Armory, more often than not agents will be equipped with some kind of sidearm or carbine. Fast, effective and rugged, these weapons are generally the most suitable choice for any member of Orpheus working in the field. However, the functionality of this form factor comes at the cost of stopping power; something already at a premium when squaring off against Hollows and other spiritual foes. Still, never let it be said that Orpheus agents are lacking in ingenuity. While ammunition used by the Initiative already draw on the users reiatsu to enhance their potency, practitioners of Danger Close have devised a way to utilize the actual firearms unique composition as a medium for transferring spiritual energy into their shots. In layman's terms, this technique allows an agent to overload their bullets with reiatsu, causing them to fracture and explode on impact, like a hollow-point round crossed with a hand-grenade -- flinging shrapnel over a small radius (about one meter). These detonations retain any special properties of the initial round.​



[Gumshoe]

A fact often drowned out by the paramilitary nature of the organization is that Orpheus agents are skilled detectives. Though in recent times the organization has been characterized by significantly more vicious encounters, it is at its heart an agency designed for the explicit purpose of investigating paranormal phenomena as well as combating spiritual threats. Using the faintest traces of reiatsu and the smallest clues, an astute agent can gain invaluable insight into any situation. Passively, this ability reduces the efficacy of illusionary abilities, as the user can detect even the slightest of inconsistencies that might give the ability away. This does not allow the user to see through illusions, only make them aware of the ability. Practically speaking, these same traits are used by agents to hunt their spiritual quarry and bring them to justice. As such, a character trained in this technique may track anything that has gone by within a week regardless of cloaking or misdirection abilities. Again, this does not allow them to see through the actual ability, but they will always be on the trail.​



[ Mod Steel ]

Outside of an agent's personal abilities, firearms are the Orpheus Initiative's best counter to spiritual threats. However, due to the barebones funding the initiative receives from the United Nations, weapons that can utilize ghost-fighting ammunition are in short supply.

To make up for the lack of weapon variety agents previously enjoyed with the stocked Orpheus armories in the past, these firearms are highly customizable. Corresponding to the tier of weapon an agent qualifies for, that gun can be accessorized with a set number of modifications to it's owner's liking. These things cost money though, so agents better have the cash to pay for them!

These can range from silencers to different firing mechanisms to attachable scopes, so check out the Armory post in the Orpheus thread to see what modifications your gun can handle! Upgrades are limited to the users current available item tier.​
 
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'Suuuuuup. Hare here to give you the weekly break down on feats, techs, and all those fun little things we like to use to squash baddies. Or heroes. Squashing heroes is also acceptable.

Gravity Accel - Approved w/ Changes

Gravity Accel said:
Ishin's affinity for gravity has made his movement skills become such that he can use the gravity control he has to enhance his shunpo. Instead of the standard 20 meters, his range is now 30 meters, and he can make a 90 degree turn while in the shunpo and use the rest of his movement during the same step at no additional cost.

Grav Armor - Denied

As this feat goes, we ran into some hiccups with it. As is it could be permanently active, and in need of watering down, or if it's switched on and off we need some cooldowns or limits per battle.

Deluge - Approved

Ebon-Charge - Resubmit

Kay, so, we had some trouble getting an idea as to what exactly you were trying to do. Get a hold of either Hiren or myself when you can and talk to us about this. Also, next time remember to include your kai - as this feat deals with your Awakening abilities.

Nightfall - Approved w/ Changes

Lower the rounds from 3 to 2.

Shindou - Denied

You failed to include the original version. Yes, we are completely serious. Archive or no, everyone has to include the original versions when resubmitting a previously approved feat.

Kansou Choushuu - Approved

Musei Jumon - Sorry gal, but no 100%. 85% is good, though Approved

Danger Close - Approved w/ Changes

We would like to see a cap of 1% rei per bullet. As awesome as it would be to flood a bullet with 20k rei - it's just no so beuno for mechanics.

Gumshoe - Approved -grumble,grumble- ppl and their illusion dispels...

Mod Steel - Approved

Covering Fire - Approved w/ Changes

We need to see a reasonable cooldown for this. Matrix Gun Kata against shini seems a bit too much. 1 turn in between should suffice.
 
[Covering Fire]

While every agent of the Initiative is a stalwart combatant in their own right, Orpheus’ modus operandi focuses heavily on teamwork and cohesion as a unit. Owing itself to the Initiative’s paramilitary nature, fire-teams of Orpheus agents are trained to foster this concurrence and work towards strength as a whole. Covering Fire is the ultimate expression of this notion. In the event that the user or an ally finds themselves pinned down by an attack or ability, the practitioner of this technique may intercept the ability with an attack of their own -- expending ammunition (and thus, reiatsu) up to the cost of the offending ability in order to nullify it. This ability can only be activated once every other turn.​



[Danger Close]

Though heavier ordinance are available in the Armory, more often than not agents will be equipped with some kind of sidearm or carbine. Fast, effective and rugged, these weapons are generally the most suitable choice for any member of Orpheus working in the field. However, the functionality of this form factor comes at the cost of stopping power; something already at a premium when squaring off against Hollows and other spiritual foes. Still, never let it be said that Orpheus agents are lacking in ingenuity. While ammunition used by the Initiative already draw on the users reiatsu to enhance their potency, practitioners of Danger Close have devised a way to utilize the actual firearms unique composition as a medium for transferring spiritual energy into their shots. In layman's terms, this technique allows an agent to overload their bullets with reiatsu, causing them to fracture and explode on impact, like a hollow-point round crossed with a hand-grenade -- flinging shrapnel over a small radius (about one meter). These detonations retain any special properties of the initial round. Each use of Danger Close costs the agent 1% of their reiatsu.​
 
[ Shindou :: Force of Motion ]
[ Trained Feat :: Advent Humans ]
[ Feat Slot :: Summer PMs (2009) ]


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.​


[ Shosou: Shinpo :: First Phase: Impact Step ]
The core principle of Shindou is to prefer speed over raw strength, sacrificing one for the other to afford them mobility in combat. This core is known as Shinpo, a parody name of the Shunpo used by Shinigami and Vizards.

By paying 5% of their Reiatsu, Shinpo is activated for the remainder of the fight and can only be de-activated by paying an equivalent amount. While in use, the user detracts 10% of their Combat and adds it to their Agility. This does not affect available base techniques or benchmarks in base techniques, but serves as a direct detraction from their close-quarters capabilities.

[ Nisou: Shuuren :: Second Phase: Convergence ]
As one's proficiency with Shinpo becomes more refined, a user may encounter a phenomenon in their speed known as Shuuren – a convergence of power. By exploiting a brief lapse of power in Shinpo, those utilizing Shuuren can maximize their offensive capabilities between speed and power.

Usable only when Shinpo is activated, Shuuren is activated the moment the user attempts to attack a target. When used, the Agility boost from Shinpo is returned two-fold, returning them to their standard Agility during the attack in exchange for directly adding the bonus and all other active bonuses to the user’s lifting strength.


Previous Version
[ 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.

Requirements: 5,000 Combat, 3,000 Agility
 

[Nibui Haji: Dull Edge]
Feat Type: Trained Feat
Feat Slot: PM Trained Slot(aka My only feat slot...)

By training with their blades to find ways to incapacitate opponents instead of killing them a soul reaper can use the flat of their zanpakutou to stagger an opponent for a turn, creating a quick opening. By spending 2% reiatsu the user can have this attack cause anyone up to 1.5 times the user’s zanjutsu stat to be unable to use anything, feats, techs, items or abilities, that costs reiatsu to use for one turn if it hits.


 
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Well, here we go...

[ Houmatsu :: Ephemeral ]
[ Unique Feat :: Arano ]
[ Feat Slot :: Final Release ]


Putting high values on his own ability to attack without fear of retaliation, or to provide himself with a ready escape, Arano has cobbled together his own ability to mask his presence from what he has glimpsed of the Quincy’s and Shinigami’s own abilities to do so.

Arano’s reiatsu is passively subdued whenever it is not being expended, reducing it to an undetectable level by conventional methods (Reiatsu Noukan). Should Arano begin to actively expend reiatsu for whatever purpose, Arano may cover this expenditure by paying 1% of his reiatsu per round, accounting for a brief spike of energy for whatever is used before his reiatsu is once again suppressed. The only state in which Arano cannot mask his own reiatsu is if he reaches Overdrive.
 
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[Dull Edge] - Denied

The repeated uses pretty much makes it that if someone like beaks got this, who's zan attacks are essentially unblockable, they could just keep spamming it and shut down someone's rei use for the entire fight. Plus, it really screws over anyone who did anything other than build ONLY zan. Come talk to one of us for assistance on how to make this less OP.

[Houmatsu] - Approved w/Changes

-- Increased Cost
-- Cannot Mask reiatsu in TA and Overdrive

[ Houmatsu :: Ephemeral ]
[ Unique Feat :: Arano ]
[ Feat Slot :: Final Release ]


Putting high values on his own ability to attack without fear of retaliation, or to provide himself with a ready escape, Arano has cobbled together his own ability to mask his presence from what he has glimpsed of the Quincy’s and Shinigami’s own abilities to do so.


Arano’s reiatsu is passively subdued whenever it is not being expended, reducing it to an undetectable level by conventional methods (Reiatsu Noukan). Should Arano begin to actively expend reiatsu for whatever purpose, Arano may cover this expenditure by paying 2% of his reiatsu per round, accounting for a brief spike of energy for whatever is used before his reiatsu is once again suppressed.
Arano cannot mask his reiatsu while in True Awakening or Overdrive.
 
i have no idea what i'm doing
TRAINED FEAT

Shinken no Kata: Bushido | 真剣の型: 武士道
True Sword Style: Way of the Warrior-Knight

Requirements: Kenkyouka (Sword Empowerment)

Gorou’s mastery of the katana as a samurai easily transitioned into use of the zanpakutou as a shinigami. By learning to become a spellblade Gorou was shown a way to link zanjutsu mastery and kidou study. Through tireless and regimented practice Gorou has found a synergy between his experience as a samurai and his new-found role as a spellblade.

Most spellblades store kidou in their zanpakutou only to cast them the first chance they get. By paying an additional 5% of the kidou’s total cost, Gorou is able to keep the spell within his blade and strengthen his attacks as a result. For the purposes of damage alone, half of the spell’s base cost is added to Gorou’s zanjutsu stat. Additionally any elemental properties that the spell has (fire, electricity, etc.) will cause the weapon to react accordingly (it becomes wreathed in flames, sparking with lightning, etc.). Both effects will only remain on the weapon for a maximum of five rounds, or until the spell is released and casted. This ability can only be used once per battle and an additional time per 2000 in Kidou or Zanjutsu, capping out at 5 uses.
 
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As per my talks w/ you two:

Gappeidou (Way of Fusion)
Type: Trained
After training extensively in Mahoubai, Hisao has developed a way of transcending merely bending two spells in succession. The Tyrant has now developed a way to actually fuse the kidou energies of two distinct spells. Spells fired through Gappeidou share properties of both the original spells, for example Big Bang and Sealing Rings would cause the rings to explode upon contact. In order to do this 1.5 the amount of total kidou of the two original spells must be paid. A single Gappeidou spell counts as both spells possible in a single turn. Full incantations for the spells are the incantations for each part of the spell, however names can be adjusted to either be the two original names said in succession or some amalgamation of the spells.

As with Mahoubai, spells that require four slots or more cannot be combined. When used against kidou negating abilities, the cost of the spell is considered to be the sum of the base cost of the combined spells. If a spell is a combination of a hadou and a bakudou, half of the spell may be eliminated, if the correct technique is used. If the spell is a combination of solely bakudou or hadou, then the entire spell may be overcome if the correct technique is used.

Requirements: 5,000 Kidou, Mahoubai




And version 2


Gappeidou (Way of Fusion)
Type: Trained
Kidou energies can be rewritten, even hard fast rules can be undone with enough focus. Gappeidou allows users to bend together two distinct spells into one combination effect. Spells fired through Gappeidou share properties of both the original spells, for example Big Bang and Sealing Rings would cause the rings to explode upon contact. In order to do this 1.5 the amount of total kidou of the two original spells must be paid. A single Gappeidou spell counts as both spells possible in a single turn for a Mahoubai users, standard kidou users lose the ability to cast a spell the following round should they use Gappeidou. Full incantations for the spells are the incantations for each part of the spell, however names can be adjusted to either be the two original names said in succession or some amalgamation of the spells.

As with Mahoubai, spells that require four slots or more cannot be combined. When used against kidou negating abilities, the cost of the spell is considered to be the sum of the base cost of the combined spells. If a spell is a combination of a hadou and a bakudou, half of the spell may be eliminated, if the correct technique is used. If the spell is a combination of solely bakudou or hadou, then the entire spell may be overcome if the correct technique is used.

Requirements: 7,500 Kidou
 
.-. Wordy as all fuck.

[ Youzai :: Flux ]
[ Unique Feat :: Arano ]
[ Feat Slot :: Captaincy ]


With his familiarity of the spiritual world ever-rising, Arano's persistent curiosity has thrown itself into what he considers the most fascinating of subjects – kidou. His repeated meetings and encounters with the demon arts and their practitioners gave way to the notion of replicating the unknowingly famous Seal of the Arcane, trademark of the First Division. The result, sadly, was far less than he wanted.

Intertwined with the scars that run the length of his arms, the improper seal often pulses with malignant energy, teeming with destruction untapped. When channelled, he is wrestled of any grasp for kidou or their derivatives, the seal's presence destabilizes them.

Making the best of a bad situation, Arano has learned to harness this corruptive nature to counteract a majority of spells he encounters – though this is limited to those that come into direct contact with him. Youzai, as he's come to refer to it, can be activated by paying 3% of his reiatsu, after which it passively drains 1% of his reiatsu per round unless he pays equivalent sum to deactivate it.

Whenever active, all kidou and their sub-types that come into contact with Arano have their strength directly drained by the amount paid to activate Youzai up to the point of utterly negating a spell. This similarly affects kidou which he attempts to use via scrolls or other empowerments.
 
Alrighty boys and girls, children of all ages, Feat Staff is here with your weekly review.

Shinken no Kata: Bushido | 真剣の型: 武士道 - Resubmit

When going over your feat, we found that -while nice and possible to approve- there was just too much about your character, and not enough about the feat. Please resubmit and re-word so that there is more about the feat. Also, please specify which feat slot you're using and how you got it -look at Raph's post for an example- or get the denied stamp next submission.

Gappeidou (Way of Fusion) - Approved

You went over this with both Hiren and myself in chat, and luckily you told me in chats which slot it's taking. Remember for future posts you need to include which slot it's taking up w/ the how you go it.

[ Youzai :: Flux ] - Approved

Enjoy your new feat, Raph. Just keep in mind you narrowed it only to kidou.
 
These puppies are taking up a GM slot from the Retribution PMs from way back when and my vizard feat slot, both of these are Unique level. Spell void got rid of a usage limit (considering rage is a natural limiter) and also got its cost adjusted to fit the new system. Mark is a direct copy/paste.

[Jubaku Kuugeki (Spell Void)] - Through becoming more aware of his abilities as a vizard Hisao has learned how to shift a kidou’s direction after casting. By paying 1% of his reiatsu and generating 3% rage, he can create a Garganta void around any spell that he casts. This void can then be opened anywhere within 10m of its original position at which time the spell will reappear as though nothing happened. The void can remain unopened for one additional turn before the spell inside is broken down. In addition this ability cannot be used two consecutive turns in a row.

[Mark of the Virulent God]
Type: Unique

Hisao's entire zanpakutou is based on the destructive nature of reiatsu expenditure. The relic has now managed to learn how to add this destructive nature into his natural attacks. By paying 5% reiatsu, any attack Hisao chooses becomes warped with this corruptive reiatsu. Once contact is made with an opponent, their ability to accurately manipulate reiatsu becomes severely dampened. Any abilities normally affected by Hisao’s siphon ability are increased by the amount paid for 2 rounds. Damage does not increase and this extra reiatsu is implanted directly into Hisao’s kai reiatsu pool.This also does not change the effective kidou cost when factored against defensive abilities such as Kawasu. Once an infection is implanted Hisao must wait 5 turns before another one can be used.

Siphon
BK Version: Ability: Endai Kyokukan (Grand Siphon)

The draining nature of Hisao’s shikai has been amplified to affect every being caught within Hisao’s web. The drain is 20% of the cost of any kidou, gintou, cero, faction techniques, release abilities, feats, and basic techniques. This energy can only be used for the sole purpose of casting more spells or for use in his bankai attacks and does not take away from the actual damage of the ability used. The total amount of stored reiatsu cannot exceed Hisao’s kidou stat though Hisao now gains the ability to decide whether to spend his own reiatsu or the reiatsu stored when casting a spell.

sk version:
Ability: Kyokukan(Siphon)

The single ability of Hisao’s zanpakutou is constantly active. The old’s man reliance on kidou to defend himself has caused his weapon to be able to draw off energy from the very demon arts its master is so dependent upon. Whenever a kidou, cero, gintou, or release ability is used within 15m of Hisao 10% of the reiatsu cost of the ability is stored within Gakuryoku. This energy can only be used for the sole purpose of casting more spells and does not take away from the actual damage of the ability used. The total amount of stored reiatsu in Gakuryoku cannot exceed more than 50% of Hisao’s kidou stat and is always drained first when a spell is cast.



 
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Have fun Hare. 104K WC and nexus so we've had this for a while.

[ Organized Chaos ]

Type:
Fated Alliance
Users:
Arano and Ciro Martelli

Hardened hatred converted into stalwart companionship, the development of Arano and Ciro Martelli has been a strange one indeed. Time spent both hating and helping one another has led to an almost uncanny knowledge of the other’s psyche. However it is by surrendering to their madness and placing their sanity behind them that the two can enter a state of synergistic chaos, wreaking their insane vengeance upon those who would dare stand before them.

Ciro and Arano both pay 5% of their reiatsu to initiate the zone which lasts for four turns. Upon spending their reiatsu, the thirty meter area around both of them warps and starts to bend as the fabric of reality in the area is affected by the chaotic influences created by both of them.

While in the zone, the continuous chaotic energies from the two users bleed into their opponents. The air becomes heavy, almost suffocating to stand within. They barrage the minds of their targets, causing them to act less from rational thought but more from instinct. The inanimate objects in the area are altered while the zone is active. Buildings in the area may break apart and appear to be floating haphazardly in mid-air. The color palette of the zone is altered, causing green objects to suddenly glow red.

However, the true secret of the domain is how it affects how the two users. Any motion Ciro or Arano make leaves a trail of three afterimages behind them. The after-images persist for the following turn before disappearing. The after-images cannot directly harm the target but can easily overwhelm enemy targets. When the ability is deactivated the area returned to it’s original state.

Arano and Ciro are able to decide who suffers from the effects of the zone when the ability is activated, allowing them to spare allies. Repeated uses of the ability strengthen the effects of the zone and increase the effect that ability has on their opponents.
 
Cerbz all up in dis bizz.
Old Techs: http://www.mangaden.net/forum/showt...-Corporation&p=1241233&viewfull=1#post1241233

[ Oushurin ] - "Controlled Response"

Cerberus operatives know the value of reiatsu allocation during and battle and are adept at its usage. During battle a Cerberus member may put up to 20% of his or her reiatsu away into storage. This reiatsu pool grows by 10% of that amount per round, up to +50% of the stored reiatsu.

This reiatsu must all be used in the round it is reclaimed. The bonus reiatsu that is spent or stored does not add to the user’s Resonance.​

[ Seigainin ] - "Extra -Terrestrial"

Even with their main focus on evolution, there are certain actions that the human body physically cannot recreate. In order to level the playing field, Cerberus agents are trained in the identification and neutralization of such threats. When an opponent activates a feat, kai ability or racial technique, the Cerberus Agent can lock onto the ability used. They enter a state of hyper-analysis and are able to pick apart how the ability works.

By paying 5% of their reiatsu and contacting the opponent, the user can seal the opponent’s ability to use the technique for three turns. This seal must occur during the turn of analysis or the following. Sealed abilities remain unusable for 3 turns. Only one ability can be sealed at a time. They can only analyze one ability at a time and cannot analyze an ability when another is sealed.​

[ Sougou ] - "Synthesis"

Cerberus' wide Apothecary is a key part of the agent's life. While relying on their own powers is well and good, a properly chosen drug can change the tables instantly. The art of strain combination is one that’s reserved for agents who have proved their worth to the Corporation. Agents who learn this technique gain the ability to mix strains during battle and gain access to purchase catalysts. Certain ranks get certain access to apothecary strain, though the Chairman or Vice-Chairman can clear specific agents to access higher strains if needed.

Agents can access D-Rank strains
Senior Agents can access C-Rank strains
Directors can access B-Rank strains
The Chairman and the Vice-Chairman can access A-Rank strains.​

[ Kairososhi ] - "Circuit Element”

One of the main tenants of Cerberus is the power of information control. Through extended training in Reiatsu Nouken and the use of a variety of cerebral boosting strains, the user is able control the flow of information from one human to another. By tapping into the reiatsu field formed by all supernatural creatures, the Agent is able to create a network of energy links. Using the skill of Kairososhi, agents have learned how to transform the skill into a team ability. The range of this ability is equal to the Operative’s Reiatsu Nouken range. This allows them to send information through a mental link.

This allows them to relay their senses to a different target, allowing the ally to see what they see and so forth. The Agent can contact one other unit per 1,000 reiatsu they have with a maximum of 5. The cost of this ability is 200 reiatsu per unit per turn. This a one-way link, unless the receiver also knows Kairososhi.​
 
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[ Spell Void ] - Approved

[ Mark of the Virulent God ] - Approved

My stuff (Fated Alliance Technique and Cerberus Techniques) will be reviewed individually by Hare
 
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