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Feat/Tech Submission Thread

[ Sansai :: Three Calamities ]
[ Gunji Doumei Inga :: Ciro Martelli & Arano ]

Insanity breeds insanity, and birds of a feather flock together. Through a synergistic potential of chaos and mayhem, two mortals have transcended ordinary bonds for the purposes of levelling absolute destruction on what lays before them. Their trials by fire have left them with an unusual level of rivalry upon the basis of the distant promise of fighting to the death. To this end, they refuse the other to die save at their own hands. So Ciro and Arano surrender themselves to madness, and direct it towards those who dare interfere.

Shadow is given form, Arano paying 15% of his reiatsu to grant substance and shape to all shadows within a 30m radius (this radius is not centered on him, but must be initiated by physical contact with a shadow). They are twisted and morphed, called to him in a dark pool of darkness that opens up beneath him to match its range. Form is given purpose, Ciro paying 15% of his reiatsu to lend the darkness shape and power, warping and twisting the normally incorporeal shadows to his whimsy as he alters their very essence.

The shadows are loosed, their new forms given terrifying visages of all manner of natural disaster as the duo looses it for the following three rounds, their energy lending terrifying destructive potential to any and all caught within its range. Only as the Sansai fades do the shadows return to their former placing, their purposes ended and their appetite for havoc sated.
 
Kat - Approved w/ Changes!

Time
Urashimaha [Wave of Time Dilation]
Unique Feat (Bankai)
From her prolonged exposure to the remnants of Ishin’s bankai attempting to make them a workable shield, Adelaide has been affected by the power of the prisoner Captain’s reiatsu. Though Urashimaha, the normally quite weak force of gravity now being exerted by Adelaide’s reiatsu grows dramatically stronger. Adelaide can pay 5% of her reiatsu for a single turn slowing down the world around her based on the cost of sustaining the field. Though Adelaide doesn’t have conscious control over this ability’s activation (the ability can manifest spontaneously at any time it normally could do so, or be purposefully activated), she can exclude up to two people.


Ganner - Approved w/ Changes!

Your feat was as strong as Ketch's unique as far as the regen qualities go. To fix this you need to boost the cost up to 8% and stretch out the turns. 2 minor, 5 moderate, 8 major.

Hiren - DENIED LIKE THE ROTTEN PIG YOUARE D<<<<<< Approved w/ Changes discussed

Eve-lution
[Shinkaronsha ] - “Evolutionist”
Type: Trained

Trained warriors speak of the moment they enter battle. They speak of the emotion, the awareness, the intuition suddenly granted to them by pure survival instinct. Advent humans fight with their body and spirit as one. As such, they have an attunement to battle which is much stronger than many races. When they fight, they are forced to devote both their mind and body to the challenge at hand. In a manner similar to the Pulse technique, Advents who truly devote themselves 100% to a fight gain a manner of intuition rivaled by the most honed of warriors.

While Shinkaronsha is active, the Advent continuously emits pulses of energy which engulfs the area of 20 meters around the Advent. Slight changes in motion, the movement of the opponent’s stance, even the falling of a single leaf will trip their senses, allowing them to actually examine its motion. This increased perception massively increases their ability to recognize and evade attack in a manner similar to muscle memory. Furthermore, it assists their ability in identifying the motion of the target, increasing their ability to recognize the movement of enemies, allowing them to identify the high-speed movement. The Advent can now recognize and track hohou at 35% of the enemy hohou rather than at 50%. To remain active, the Advent must pay 2% of their reiatsu per turn.
Requirements: 5,000 Combat, 5,000 Agility


Your FA are under review atm. I'll get to them later.

Ketch - Approved as is brah.

We'll brb w/ more feats, techs, and shenanigans.
 
Kay so, problems with the FA that have been subbed is that you should not be in control of giant combo attack as you've both got written out. Giant super-nova attacks are all and well, but you've already got as much control to let those off when you want. Creating and then holding off on it seems counter productive to the nature of FA.

Three Calamities - Denied You know what you gatta do.

Invocation of the Demon - Approved w/ stuff talked about chat kept in mind.
 
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Using feat slots from PMs of Summer 2010, and the freaking long one of 2011 along with slot acquired for being a VC. Hoohah

Feat Name:
Speed Demon
Feat Type:
Trained
Requirement:
10,000 Hohou, Training Collab

Feat Description:
Body and soul hardened by constantly being pushed beyond the limits of human speed, near-death experiences, and the process of actually escaping the embrace of Death itself, Tsuneo has found a way to squeeze out even more speed from a seemingly exhausted body. After exhausting all normal shunpo usages in a turn, be it in a single maneuver (Utsusemi) or through multiple maneuvers (two senka in a row, etc, etc.), Tsuneo can force his exhausted body into the realm of super-speed once again, either through up to two shunpos at 1.5 times their normal cost or one senka attack at twice its normal cost. Additionally, these additional usages of shunpo are subtracted from the next turn's allotment of shunpo usages. Speed Demon's cost is doubled every consecutive turn it is used (i.e. cost for shunpo goes from 1.5 times normal to 3 times normal cost to 6 times normal cost, etc. etc.). Speed Demon can be used for up to three consecutive turns, after which a one turn cool-down period is required in which the user cannot use shunpo. Once the cool-down criteria has been met, Speed Demon returns to its original cost and increases accordingly.


Feat Name: Flash Drive
Feat Type:
Trained
Requirement:
20,000 reiatsu, 13,000 hohou, Training Collab

Feat Description:
After the ordeal in the Central Forty-Six Chambers, Tsuneo realized he was outclassed and outmatched. Flash Drive is one way he concocted to deal with such a disparity.

After years of moving at high speeds, the assassin has learned even the most minute nuances of his body as it enters and exits the realms of superspeed. is a product of such knowledge. By paying twice the normal cost of a speed maneuver (shunpo, senka, etc.), Tsuneo has gained the ability to run through solid objects, barriers, and beings without touching them. As this is simply a means of more efficiently going from point A to B, he cannot simply stop within an object. A user of this ability can through a barrier created through an ability or spell with a cost that is less than the cost of Flash Drive without cost or penalty. When attempting to pass through a barrier with a cost that is higher than the cost of the ability, the user must make up the sum difference in costs to successfully pass through or instead run smack dab into the barrier at maximum velocity.

Feat Name: Run Forrest Run!
Feat Type:
Trained
Requirement:
10,000 hohou, Training Collab to acquire

Feat Description:
A master runner can challenge the limits of normal endurance and surpass them. Run Forrest Run! is an extension of that dictum. As an adept expert of the speed realms, a user of this ability can string together shunpos to extend the duration of their runs. The cost of each additional shunpo is the same as a normal shunpo’s would be. When adding length to a senka run, the additional distance cost will be calculated as that of a normal shunpo.
 
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Feat Name: Comfortably Numb

Type: Unique

Description: Zakeriah's releases are all about rage and essentially becoming a kind of controlled berserker. Taking advantage of his kai's allows him to focus on his opponents without worrying about little things like his own personal injuries. This feat allows Zak to become numb to all pain while in his released states, this is not an immunity to injury or an ability to completely ignore things that should kill him. Zak simply does not feel anything that would register as pain, allowing him to constantly function fully so long as his body is able to perform. This feat is as dangerous as it is beneficial, he is totally unaware of damage to is body unless he actually sees it which means he would not know to heal it (or seek healing) otherwise. While this lends him considerable combat fortitude Zak can easily die by being unaware of damage rendered to his being. He doesn't know it he is bleeding out, on fire, or even poisoned.
 
Back by popular demand, umm this is filling my vizard slot I guess?

Oonami no Akuma [Demon Surge]
Type: Unique
In delving into the demon arts, Hisao’s energies have synched far more with the spells than normal. This bond has now translated into the ability to cast a unique spell on himself. By paying up to 10% of his kidou stat in reiatsu Hisao is able to transfer the amount into his Hakuda stat for three rounds. The reiatsu spent for this ability is counted as though Hisao has casted a normal kidou.
Incant: Give me strength to fight where angels fear to tread. Oonami no Akuma.
 
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[ Sansai :: Three Calamities ]
[ Gunji Doumei Inga :: Ciro Martelli & Arano ]


Insanity breeds insanity, and birds of a feather flock together. Through a synergistic potential of chaos and mayhem, two mortals have transcended ordinary bonds for the purposes of leveling absolute destruction on what lays before them. Their trials by fire have left them with an unusual level of rivalry upon the basis of the distant promise of fighting to the death. To this end, they refuse the other to die save at their own hands. So Ciro and Arano surrender themselves to madness, and direct it towards those who dare interfere.

Shadow is given form, Arano paying 5% of his reiatsu to grant substance and shape to all shadows within a 30m radius (this radius is not centered on him, but must be initiated by physical contact with a shadow). They are twisted and morphed, called to him in a dark pool of darkness that opens up beneath him to match its range. Form is given purpose, Ciro paying 5% of his reiatsu to lend the darkness shape and power, warping and twisting the normally incorporeal shadows to his whimsy as he alters their very essence.

The shadows are loosed, their new forms given terrifying visages of all manner of natural disaster as the duo looses it, their energy lending terrifying destructive potential to any and all caught within its range. Only as the Sansai fades do the shadows return to their former placing, their purposes ended and their appetite for havoc sated.
 
Unique Feat Slot from Captaincy (refunded via Resubmission purchase)

*KYOUKA-SHINSUI
Bending the laws of reality themselves, Arano imbues energy with life, and power to the insubstantial. Paying 1000 of his reiatsu while in any contact with a shadow (the shadow must be under his Awakening’s control) he may animate it. The state of this shadow is relative to the abilities affecting it, as are its capabilities. A solid shadow may interact with its surroundings, but an intangible one may move through the tiniest of spaces.

While animated, shadows are fully subject to any of Arano’s abilities regardless of range, provided he pay their full prices. A shadow will remain animated for 3 rounds before disappearing and returning to its original state and location - no longer subject to Arano’s control.
 
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Kyouka-Shinsui - Resubmit
  • Resubmit with you kai/tech brah. You know the rules.

Demon Surge - Approved
  • Yes, you can double cast it, but remember it'll tank your kidou


Comfortably Numb - Denied
  • This feat is really underpowered, Rei Genkai does the same thing and is trained

Speed Demon - Approved w/Changes
  • Instead of fully resetting after the cool-down turn, you gain half your max available shunpo back for the following turn. With the following cooldown, it's essentially giving you a free 2 shunpo before you run out. With returning half, after X amount of turns based on your hohou you'll fully reset (since you'll eventually just round to reset).

Flash Drive - Approved

Run Forrest, Run! - Approved w/Notice
  • You have to pay 200 per shunpo, even if you don't end up travelling the max distance of the shunpo. That is say you mix in 3 shunpos. Each shunpo is roughly 15 feed. Even if you go 35 feet, you have to pay fully for that third shunpo.
 
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Feat Slot from Summer PMS 08

Feat Name: Electric Slide

Type: Unique

Description: At a fundamental level, every aspect of the human body functions using electrical potential. Xavier, with his mastery over this energy, has taken these principles to extremes. By imbuing his muscle tissue with electrical energy and reiatsu, Xavier can accelerate his body to incredible speeds (even by Advent Human standards), allowing him to quickly dash up to ten meters away in a straight line. The nature of the technique, however, means that this ‘supercharged’ state cannot be maintained indefinitely -- lest Xavier risk serious damage to his still very human body. As such, upon completing the technique, the Advent quickly releases his build up energy, creating a small electrical explosion at his point of impact, roughly one meter in diameter. Each use of Electric Slide costs Xavier 2% of his reiatsu and may only be used once per turn.
 
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Electric Slide - Denied
  • With current feat rules you don't have a unique feat slot
  • PM slots (of which you can have a max of 2) can only hold up to trained level feats
  • True Awakening/Bankai and Captaincy give you a Unique Feat slot
  • GM Feat Slots may also hold Unique Feats
  • Vice Captaincy gives a Trained Feat Slot
  • No feat slot ---> No feat
 
Acquisition: PM Feat Slot from Generator PMs in '08
Type: Trained

Antei - Toughness

Through tireless devotion to keeping their bodies pillars of physical perfection, shinigami can unlock extreme levels of endurance and durability. As a passive effect, practitioners of Antei reduce the effectiveness of attacks made against them by 5% of their reiatsu. Though Antei does not block abilities and attacks from hitting, it operates according to the barrier rules.

Requirements: Shinigami or Vizard, 5,000 Reiatsu
 
Using my Retribution GM Slot for a unique feat :O
[Akutai] - ‘Abusive Language’


Hisao’s skill with Kidou is nearly unparalleled in both the human world or Soul Society. In the depths of his extensive study of the demon arts, the vizard has learned how to get around normal kidou incantations. Hisao is able to substitute an incantation for section of speech of equal length and still count it as though he fully incanted the spell. To accomplish this, the relic’s left arm now bares a number of intricate runic designs the basis of which is the remnant of his tenth division mitsutome. When incanted in this way, his arm glows in a slight grey hue and if analyzed closely the runes will repeat the kanji of the name and school of the kidou being used. However, this script is often so small unless actively looking very close to the old man’s hand they are indistinguishable.
 
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Using dat Trained Slot I just got...go easy!

Feat Name
Kouken (後見, Guardianship)

Feat Type
Trained

Description
Kouken is the ultimate expression of the connection between a Zanpakutou and its wielder. It is a level of understanding between the two spiritual entities where the separation between master and guardian is both made and understood. One does not merely need to attain manifestation and the name of their Zanpakutou’s Bankai; they must come to know their spiritual partner inside and out via extensive Jinzen sessions with nothing left unsaid between the two.

First Level: Sakai no Kouken (後見の球, Ambit of the Guardian): Sakai no Kouken is the first ability awakened when training in Kouken, allowing the practitioner to manifest a single appendage of their manifestation into the real world during combat. For example, the arm or leg or mid-section or even tail of the Zanpakutou’s manifestation form can be summoned as condensed reishi just off of the user’s body. Only one can be summoned and used at one time and, though the size can vary, the reach of the appendage may not extend more than 5 meters from the user. It can be used offensively and defensively, its resilience determined by the cost paid for it, and moves according to the user’s will.

Upon learning Sakai no Kouken, the user can manifest this appendage for 1 round with an additional round added for every 1,000 Reiatsu gained afterwards, capping at 5 rounds when Bankai is attained. It costs the user 10% Reiatsu to summon the appendage. Additionally, as each Zanpakutou is unique to each user, a minor effect unique to a single specific appendage of the manifestation form may be submitted to Feat staff for approval by all practitioners.

Requirements: Manifestation (10,000 Reiatsu)


Second Level: Bitoku no Kouken (後見の美徳, Virtue of the Guardian): Bitoku no Kouken is the second and final ability granted to the user who has come to master both sword and self, allowing them to manifest the spirit form of their Zanpakutou into the real world during combat. The manifestation has 50% of all of their Zanjutsu, Hakuda, and Hohou stats to the summoned manifestation while it is in use though it can only perform melee attacks (it cannot use Zanjutsu, Hakuda, Hohou, Kidou or other Feat techniques). The size of the manifestation may vary but it cannot stray more than 30 meters from the user. This costs the user 15% Reiatsu and may only be used when the user’s Zanpakutou is sealed. At 15,000 Reiatsu, the manifestation may be maintained for 1 round with an additional round for every 1,000 Reiatsu gained afterwards, capping at 10 rounds. Sakai no Kouken cannot be used in conjunction with Bitoku no Kouken though the minor effect does carry over to the manifestation of this level.

Requirements: Bankai (15,000 Reiatsu)​
 
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Toughness - Denied
  • It's pretty much on par with Vasto Lord Heirro
  • The barrier rules part doesn't make sense because you aren't paying any rei
  • I'm not sure how a flat 5% rei reduction would decay
  • This really needs a cost
  • It's a bit too close to the AH tech True Grit, except MUCH stronger since it scales off rei instead of a stat

Abusive Language - Denied
  • Needs a cost for spells bypassed in this manner
 
[Akutai] - ‘Abusive Language’

Hisao’s skill with Kidou is nearly unparalleled in both the human world or Soul Society. In the depths of his extensive study of the demon arts, the vizard has learned how to get around normal kidou incantations. Hisao is able to substitute an incantation for section of speech of equal length and still count it as though he fully incanted the spell. To accomplish this, the relic’s left arm now bares a number of intricate runic designs the basis of which is the remnant of his tenth division mitsutome. When incanted in this way, his arm glows in a slight grey hue and if analyzed closely the runes will repeat the kanji of the name and school of the kidou being used. However, this script is often so small unless actively looking very close to the old man’s hand they are indistinguishable. Spells bypassed in this manner cost 1.25 times their original cost. Mahoubai and Gappeidou can be used in conjunction with this technique, however their costs are additive.

[ Mahoubai ]

Numerous powerful symbols are formed into small serrations around the outside of the Signature. The wielder of this mark gains a deeper understanding of the connections between kidou, allowing the user to bind two separate kidou to cast them at one time. The caster may combine kidou of the same class -- hadou or bakudou -- by paying an additional 25% to the reiatsu cost.

Since Bakudou and Hadou are fundamentally different, it is more difficult to combine the two. The user may do so, but must pay an additional 50% of the normal cost.

Kidou that require four or more slots may not combine with others.

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.

 
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ROUND 2! READY! FIGHT!

Ketch, brah, so. Like. Sorry mang. Apparently full on summons are a no go in feats. But, I come w/ good tidings as well. While Lvl 2 was pretty much denied, lvl 1 could be subbed as a new trained feat w/ some modification. So if you want you can resubmit w/ following changes to it.
-You'd be summoning 3 limbs per turn starting at 10k
-For every 2k you gain after, you get a new shiny limb per turn
-Limit would be 6 limbs per turn by the end. This would be representative of the character's growth w/ their sword.

Shady, you're approved. Though I wouldn't want to be Hisao when you unleash these feats at once. You'll drain the poor bugger of rei in nothing flat.
 
Name: Idaten (韋駄天) - "Swift Running, Heavenly Warrior"
Type:
Trained
Slot:
Vice-captaincyAt the peak of one’s physical speed, shinigami often have little else to explore in the realm of hohou, and so forsake it. There are those, however, who seek to induct other schools of the shinigami into their tremendous speed. One such incarnation of these hybridizations, is Idaten.


Idaten, the way of the Heavenly Warrior, is a pinnacle of hohou and kidou synchronized to one another. Those who practice it will find their spell-casting to be fast-paced and rapid in nature, their ability to think on the fly for incantations and spells to use unmatched. Their true genius is revealed, however, with the use of their specialized spells.

With GM approval, a practitioner of Idaten may submit a kidou spell designed specifically for the feat. This spell typically dwells in the realm of fusing hohou techniques to kidou properties, with some variances to attest to the quick-thinking nature of the users.

Requirements: 10,000 Hohou, 5000 Kidou

Practitioners: Amaterasu Nana


 
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Feat Name: Terra Regina
Feat Type: Unique
Feat Slot Acquisition: PM's 2012
Feat Description:
Over time Tsubaki learned to incorporate the fickle art of reading and redirecting the winds themselves into her fighting style. While potent, the inability to utilize her Zanpakuto to the fullest has left the technique somewhat lacking in utility. Terra Regina is the newly adapted and discovered art of bending rock, soil, and various forms of earth to her will, be it for utility or combat. Terra Regina costs 1,000 Reiatsu to activate, and the cost to maintain it increases by 1,000 Reiatsu per round. With the increased cost comes increased focus as well, as the amount of earth and stone the woman can move increases by 1,000 pounds per round as well (After the initial limit of 1,000 lbs).

The number of independent objects that can be controlled with Terra Regina increases by one every other round, and cannot exceed twenty. In addition, the Tempest Blade style cannot be combined with Terra Regina, as the energies that make up the two are almost polar opposites in nature. Terra Regina has no effect on metals or ores that have been refined or processed, as their makeup is too pure to alter.

Acquisition of Feat: Personal Chapter
 

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