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Feat/Tech Submission Thread

Replacing Mod Steel for Orph.

[Senkoutaihou Kata] - “Flash Cannon Style”

A style of gunplay learned only through intense physical training and conditioning, Senkoutaihou Kata is more akin to a martial art than anything. The style emphasizes fluid attacks - its series of complex stances and maneuvers are strung together in order to maximize a firearm's field of fire while keeping an agent clear of statistically traditional vectors of counter attack. With Senkoutaihou Kata very little motion is wasted during attacks, making it possible for agents to quickly shift from offense to defense, stance to stance, and to quickly adapt to a variety of battlefield scenarios. While its main focus is the use of standard side arms in combat, any available firearm can be potent in the hands of a Kata user. In practical terms, this technique increases one's spatial awareness, as well as the agents accuracy and reaction time whilst handling firearms. Simply put, the premise of the style is to shoot where the enemy ought to be, and not to be where the foe ought to shoot.

Upon dodging an attack from an enemy, the user may immediately counter attack, dealing damage equal to the output of a single equipped firearm (reiatsu is still paid for this attack), plus an additional 1% of their reiatsu.
 
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D-D-D-Double post!


[Slipspace Rupture] - 死角破裂
“Shikaku Haretsu”

A machine equal parts high-technology and arcane magic, Kaisen Karakuri is truly a marvel of scientific advancement. The research both conducted by APACHE and commandeered from the Order on Hollows -- and their ability to tear holes in space-time in particular -- has lead Rune to design a truly peculiar device to add to his puppet’s already impressive array. More of a proof-of-concept than a fully-functioning prototype, Shikaku Haretsu allows Kaisen Karakuri to briefly open a rift in space -- switching places with anyone else in it’s vicinity. A far cry from the arcane ability Hollows utilize -- Kaisen Karakuri can only switch places with a target 10 meters from it, though it cannot pass through barriers. Each use costs Rune 2% of his reiatsu, and the ability can only be activated once every three rounds.
to use a technique before it can be selected.
 
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Senkoutaihou Kata - Approved

Slipspace Rupture - Approved w/Changes

[Slipspace Rupture] - 死角破裂
“Shikaku Haretsu”

A machine equal parts high-technology and arcane magic, Kaisen Karakuri is truly a marvel of scientific advancement. The research both conducted by APACHE and commandeered from the Order on Hollows -- and their ability to tear holes in space-time in particular -- has lead Rune to design a truly peculiar device to add to his puppet’s already impressive array. More of a proof-of-concept than a fully-functioning prototype, Shikaku Haretsu allows Kaisen Karakuri to briefly open a rift in space -- switching places with anyone else in it’s vicinity. A far cry from the arcane ability Hollows utilize -- Kaisen Karakuri can only switch places with a target 10 meters from it, though it cannot pass through barriers or other spiritually dense constructs. Each use costs Rune 5% of his reiatsu, and the ability can only be activated once every three rounds to use a technique before it can be selected.​
 
11th Division Techs go!

[Lockdown]
Forged in the harshest cesspits of conflict and strife, it is the Eleventh’s code to quickly assert supremacy over an opponent the moment contact is made. A Duelist does not allow their quarry to distance themselves from the fray, opting instead to thoroughly exterminate whatever gap comes in between their way. By landing a hit on a target and paying 3% reiatsu, a user can mark them for the next 4 rounds. At any time during the said turns, a Duelist is able to instantly reel in the victim within striking range, with the pull’s speed being tantamount to the target’s proficiency in hohou. There is a two-turn cool down period before the technique can be used again.​

[Vandal]
A Duelist’s zanpakutou is not only a symbol, but also a declaration. It is the materialization of one’s fortitude, as well as the testimony of a fighter’s desire for victory at all costs. Weaponizing conviction is second nature to many of the battle-hardened warriors of the Eleventh, and thus can, little by little, completely annihilate their enemy’s focus.

For 2% reiatsu every turn the technique is active, whenever a War Eater’s soul cutter lands a successful strike, be it a clash or a direct hit, the target suffers a concussive feeling all throughout their body. Their reaction time dwindles with each successive blow, becoming more and more dazed and disoriented to the brink of wanting to vomit or collapse. Continual subjugation could, when given the opportunity, prove disastrous to the victim. Should a practitioner halt his or her assault, the effect diminishes entirely after two rounds.​

[Die Standing]
One must always consider the impact of the past and the shockwaves it sends both through the present and into the future. The Eleventh Division holds with it a millennium’s worth of legacy bound in blood. It is in this squad that many of the Soul Society’s best and most vicious combatants originated, a number of which were centered and connected to the legendary title of Kenpachi. As homage to the techniques outfitted by the Fearless Duelists of old, a long lost skill had been resurrected. Based entirely on Stetit Audacter, War Eaters are called upon to showcase unyielding valor and fearlessness in the face of certain death. If the user willingly chooses to take a severe blow full on from his or her opponent, the next retaliatory attack they land will carry normal damage plus half the amount dealt from the hit absorbed earlier.

A double-edged sword, the technique carries with it a great amount of risk. If the enemy attack proves too strong for the user to bear, any chance of retribution could easily dwindle down to zero. Not only is the outcome of the battle placed at risk, but the Duelist’s own life is put on the line. One’s ability to use this dangerous maneuver is limited to three times per 10,000 reiatsu achieved.​

[Scorched Earth]
The notion of ‘shock and awe’ is what instills meaning into a Duelist’s fighting mentality. It is a tenet which has been pounded into the hearts and minds of all War Eaters to the point where it has become as instinctive to them as breathing. As such, those under the banner of the Eleventh have developed within themselves an internal, unquenchable fire which aims solely to crush and rapidly dominate their foes. The very presence of a seasoned Duelist in the battlefield incites trepidation and unease within the enemy ranks, so much so that the land itself becomes subjugated to their power.

For the cost of 3% of their reiatsu per round, a War Eater’s spiritual pressure morphs and grows denser as it further weighs down on the combat zone. This reflects as a dramatic increase in the area’s overall temperature to the point where nearby water even begins to boil and evaporate. The closer one is to the user (roughly 10 feet), the more intense the influence becomes, pushing them further and further into dehydration and heatstroke. In turn, as time progresses, this could inevitably cause one’s actions to stammer and falter. Needless to say, this dangerous ability does not discriminate between friend and foe, with only the sole exception being other Duelists. Should a group of practitioners amass and synchronize their aura, the result could very well prove catastrophic to everything and everyone around them.​
 
Scorched Earth:
[video=youtube;J91ti_MpdHA]http://www.youtube.com/watch?v=J91ti_MpdHA[/video]​


[Lockdown] - Approved as follows
- Setting a cap range
- Limiting it to one mark per person
- Reducing the number of turns
- Speed is now more like Daishou ect.
- Lowering the CD as compensation


[Lockdown]

Forged in the harshest cesspits of conflict and strife, it is the Eleventh’s code to quickly assert supremacy over an opponent the moment contact is made. A Duelist does not allow their quarry to distance themselves from the fray, opting instead to thoroughly exterminate whatever gap comes in between their way. By landing a hit on a target and paying 3% reiatsu, a user can mark them for the next two rounds. At any time during the said turns, a Duelist is able to instantly violently reel in the victim 15 meters towards the Duelist. Only one mark can exist on a target at a time. After reeling in a target, the Duelist must wait a single turn before attempting to apply a new mark.

[Vandal] - Approved as follows
- Removing weird removal clause. Like most sort of direct blows and concussive attacks, they should fade normally overtime.

[Vandal]

A Duelist’s zanpakutou is not only a symbol, but also a declaration. It is the materialization of one’s fortitude, as well as the testimony of a fighter’s desire for victory at all costs. Weaponizing conviction is second nature to many of the battle-hardened warriors of the Eleventh, and thus can, little by little, completely annihilate their enemy’s focus.

For 2% reiatsu every turn the technique is active, whenever a War Eater’s soul cutter lands a successful strike, be it a clash or a direct hit, the target suffers a concussive feeling all throughout their body. Their reaction time dwindles with each successive blow, becoming more and more dazed and disoriented to the brink of wanting to vomit or collapse. Continual subjugation could, when given the opportunity, prove disastrous to the victim.

[Die Standing] - Approved as follows
- Cutting it down to two uses

[Die Standing]

One must always consider the impact of the past and the shockwaves it sends both through the present and into the future. The Eleventh Division holds with it a millennium’s worth of legacy bound in blood. It is in this squad that many of the Soul Society’s best and most vicious combatants originated, a number of which were centered and connected to the legendary title of Kenpachi. As homage to the techniques outfitted by the Fearless Duelists of old, a long lost skill had been resurrected. Based entirely on Stetit Audacter, War Eaters are called upon to showcase unyielding valor and fearlessness in the face of certain death. If the user willingly chooses to take a severe, major -ound level, blow full on from his or her opponent, the next retaliatory attack they land will carry normal damage plus half the amount dealt from the hit absorbed earlier.

A double-edged sword, the technique carries with it a great amount of risk. If the enemy attack proves too strong for the user to bear, any chance of retribution could easily dwindle down to zero. Not only is the outcome of the battle placed at risk, but the Duelist’s own life is put on the line. The user is initially afforded one use of this technique, gaining another at 15,000 reiatsu.

[Scorched Earth] - Approved as follows
- Ditch the aura synch ability. For what essentially are duelists, having a team ability wrapped in is weird. Plus the way its worded is off... It affects everyone, except duelists, sometimes if they’re not using it?

[Scorched Earth]

The notion of ‘shock and awe’ is what instills meaning into a Duelist’s fighting mentality. It is a tenet which has been pounded into the hearts and minds of all War Eaters to the point where it has become as instinctive to them as breathing. As such, those under the banner of the Eleventh have developed within themselves an internal, unquenchable fire which aims solely to crush and rapidly dominate their foes. The very presence of a seasoned Duelist in the battlefield incites trepidation and unease within the enemy ranks, so much so that the land itself becomes subjugated to their power.

For the cost of 3% of their reiatsu per round, a War Eater’s spiritual pressure morphs and grows denser as it further weighs down on the combat zone. This reflects as a dramatic increase in the area’s overall temperature to the point where nearby water even begins to boil and evaporate. The closer one is to the user (roughly 10 feet), the more intense the influence becomes, pushing them further and further into dehydration and heatstroke. In turn, as time progresses, this could inevitably cause one’s actions to stammer and falter.​
 
So, with the one-style rule, I had to choose between Kindou and Togishi. Now that Togishi is gone, I figured I should replace it. I'm also filling the Unique Slot I've had open for a very long time.


[ Yoteisetsu ] – “Predestination”
Unique Feat

Through continued use of the Way of Forbidden Words, Sayis has garnered much more than a glimpse into the rules that govern existence, space, and time. With the proper application of will, he is able to pluck the threads of causality, warping the temporal formation of a spell, sending the kidou to a point in the near future.

This ability increases the cost of the chosen kidou by 10% and causes the spell to go off, on its original target or trajectory, two turns after casting.

[ Kyoumen-Kou ] – “Steel Mirror’s Surface”
Unique Feat

Reflection is the very definition of Sayis Inuzuri, transcending any singular meaning of the word, and Kyoumen-kou blends this piercing trait into his zanpakuto. What reflections are caught in the surface of his sword become his own.

This ability costs 2% of Sayis’ reiatsu. When used, his sword will be visually imbued with traits of one ability or attack reflected by the blade (for instance, turning black if reflecting a shadow ability). A variation of the reflected ability can be used once, at a strength equal to the 2% cost paid. The reflection is stored indefinitely until released, but can only be used once.
 
Predestination - Approved w/Changes (Suggestion?)
- Up to you if you want to include this, but I'm honestly fine with you adding the ability to redirect the kidou when it blinks back into space-time.

[ Yoteisetsu ] – “Predestination”
Unique Feat

Through continued use of the Way of Forbidden Words, Sayis has garnered much more than a glimpse into the rules that govern existence, space, and time. With the proper application of will, he is able to pluck the threads of causality, warping the temporal formation of a spell, sending the kidou to a point in the near future.

This ability increases the cost of the chosen kidou by 10% and causes the spell to go off, on its original target or trajectory, two turns after casting.

Kyoumen-Kou - Approved with Changes
- I really like the premise but it needs to be a bit less vague on the recreating abilities mechanic.

-
I'm kind of hesitant on it being able to recreate something like an Overdrive. Though it's only 2% strength, it's usually the secondary effects that are strong in them. While the attack would be weak, you could still create the movement-stopping zone of Arano's OD or the forced 2 turns of not attacking that Ciro's OD forces. Considering it takes AHs around 7-10 turns to get the OD, having Sayis being able to immediately recreate the attack seems strong. So, adding the limit he can't copy abilities that involve spending a resource he doesn't naturally have (other than threshold).

- Also, restricting it to being able to create a reflection of an ability once per ability.


[ Kyoumen-Kou ] – “Steel Mirror’s Surface”
Unique Feat

Reflection is the very definition of Sayis Inuzuri, transcending any singular meaning of the word, and Kyoumen-kou blends this piercing trait into his zanpakuto. What reflections are caught in the surface of his sword become his own.

This ability costs 2% of Sayis’ reiatsu. When used, his sword will be visually imbued with traits of one ability or attack reflected by the blade (for instance, turning black if reflecting a shadow ability). A variation of the reflected ability can be used once, at a strength equal to the 2% cost paid. Sayis cannot recreate abilities that require a special resource (Rage, Resonance, Shuuhaku ect.) he does not have. The reflection is stored indefinitely until released, but can only be used once. He cannot create a new reflection until the previous one has been expended. Once an ability has been recreated, it cannot be reflected again.
 
Predestination - Approved w/Changes (Suggestion?)
- Up to you if you want to include this, but I'm honestly fine with you adding the ability to redirect the kidou when it blinks back into space-time.


Just the time-delay is enough of an advantage, particularly since there's no way to cancel it before it goes off.


[ Kyoumen-Kou ] – “Steel Mirror’s Surface”
Unique Feat

Reflection is the very definition of Sayis Inuzuri, transcending any singular meaning of the word, and Kyoumen-kou blends this piercing trait into his zanpakuto. What reflections are caught in the surface of his sword become his own.

This ability costs 2% of Sayis’ reiatsu. When used, his sword will be visually imbued with traits of one directed ability or attack reflected by the blade (for instance, turning black if reflecting a shadow ability). Auras, augmentations, and area-effects cannot be adequately reflected. A variation of the reflected ability can be used once, at a strength equal to the 2% cost paid.The reflection is stored indefinitely until released, but can only be used once. He cannot create a new reflection until the previous one has been expended.
 
Here we go again. Unique Feat from captaincy.


[Predation] – Unique

With every stroke carrying Kyuketsu’s blade, his aim goes beyond simply killing an opponent. He strives to thrash and deluge his foes to the best of his abilities, painting a scene of utter devastation that immortalizes a masterpiece of both conflict and gore. Through this, he has crafted a slashing style amended by spiritual energy which extends and improves the reach of his sword.

By swinging his zanpakutou and giving up 1500 reiatsu, the whole 15-feet space surrounding Kyuketsu is instantly overrun with a multitude of lines representing individual sword strikes. The gap between each crimson-colored stroke is impossibly narrow, thus cutting and tearing away at anything within range from all sides and angles with the full extent of Kyuketsu’s zanjutsu. In a sense, it acts a myriad of blows all coming instantaneously at once. The ‘slicing zone’ vanishes completely after a few seconds, leaving nothing but the scarred earth on which it once subsisted. This ability is usable only once per turn and requires a single single cool-down round. Should the target deflect or stop the initial swing, however, the effect of the ability is cancelled out completely.​
 
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well i still have that idea in my head and i just want to make it happen. I think there still are some things to take care of (let alone the cost and stuff for tech two^^').

[ Osou Genkotsu ] - "Sudden Fists"
For those who are skilled in Hakuda, there are several ways of advancing in their fighting style; one of those is Osou Genkotsu. If one is trained in both Hakuda and Hohou, his understanding of martial arts performed in high speed is above average.

Training: To learn Osou Genkotsu, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Osou Genkotsu techniques at least once and have GM approval. Initial training in Osou Genkotsu leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Osou Genkotsu, synergizing all their previous knowledge and gaining the rank of Adept.

Requirements: 5000 Hakuda, 5000 Hohou

Practitioners: Mitsuhito Honokaguchi (Mitsuhito)
Masters: none yet

[ Osou Genkotsu: Semeru de Sokudo ] - "to attack with speed"
For a practitioner of Osou Genkotsu it is important to fight even while on ones peak of speed.

Instead of paying the normal cost of a shunpo move, one can pay twice to use his hakuda techs or hakuda based feats even while performing the shunpo. While moderate, the damage grows by the amount paid.

All other rules for each hakuda tech or hakuda based feat or the shunpo itself stays the same.

Requirements: Osou Genkotsu

[ Osou Genkotsu: Arasou de Sokudo ] - "to deny with speed"

With enough training in Osou Genkotsu, it is possible to cancel an energy-based attack aimed at oneself. By forcing ones own hands inside the incoming wave of energy in high speed, Arasou de Sokudo makes it possible to destroy the energy and renders the attack void. This is only possible, while performing a shunpo.

(I have absolutely no idea what to pay for and what the cooldown might be, I need some help with the cost, if possible^^’)

Requirements: Osou Genkotsu

[ Osou Genkotsu: Hirugaesu de Sokudo ] - "to counter with speed"

The peak of once training in Osou Genkotsu is Hirugaesu de Sokudo. A shinigami able to use Hirugaesu de Sokudo can hit an incoming energy attack with his first hand to get control over it, after which he can push it in any direction in front of him with his other hand. To do so, one needs to gather reiatsu in his hands and shunpo for only a few inches, in which he uses his speed to control the incoming attack.

To use this attack, apart from paying for a shunpo, one needs to pay 10% of his maximum reiatsu. This technique is highly stressing and thus is only useable once every 5 turns. Additionally, this is only possible while the shinigami has released his shikai, cause the high stress to his body can only countered by the additional pressure.

Requirements: Osou Genkotsu, 7500 Hakuda, 3000 kidou
 
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Predation - Approved w/Changes
- Keeping it at a flat 1,500 cost makes it that it won’t scale with you and 1.5K generally won’t really be that much. I suggest something like 5%. Up to you if you want to carry this change over.

[Predation] – Unique
With every stroke carrying Kyuketsu’s blade, his aim goes beyond simply killing an opponent. He strives to thrash and deluge his foes to the best of his abilities, painting a scene of utter devastation that immortalizes a masterpiece of both conflict and gore. Through this, he has crafted a slashing style amended by spiritual energy which extends and improves the reach of his sword.

By swinging his zanpakutou and giving up 1500 reiatsu, the whole 15-feet space surrounding Kyuketsu is instantly overrun with a multitude of lines representing individual sword strikes. The gap between each crimson-colored stroke is impossibly narrow, thus cutting and tearing away at anything within range from all sides and angles, each slice being as deadly as a single zanpaktou swing.

In a sense, it acts a myriad of blows all coming instantaneously at once. The ‘slicing zone’ vanishes completely after a few seconds, leaving nothing but the scarred earth on which it once subsisted. This ability is usable only once per turn and requires a single single cool-down round. Should the target deflect or stop the initial swing, however, the effect of the ability is cancelled out completely.​

Osou Genkotsu - Denied
- Currently, this really seems to weak for a trained style. If you look at the other trained styles, they have three distinct, and useful, abilities linked together. I think the best way to illustrate this is going through them tech by tech.​

Semeru de Sokudo -
- Most of the hak techs cannot be directly combined with shunpo, or can already be used with shunpo. For example, you could use something like One’s Intent the moment you arrive next to someone with shunpo, retaining your momentum. Likewise, you can already granite constitution mid-shunpo. That and the binding break techniques don’t make sense because how are you going to shunpo when you’re bound?​

Arasou de Sokudo -
- I don’t see how shunpo is necessary for this to be used. There are plenty of energy attack nullifications that don’t arbitrarily force the user to enter shunpo. This could be worked into something using shunpo though, like allowing the user to push directly through an energy attack while in a shunpo. It would work like the user would pay 5% reiatsu and be able to push directly through the first energy attack which costs less than the amount paid in. One turn cooldown. Then again, how would this tie into a hakuda style?​

Hirugaesu de Sokudo-
- Flat out too weak for a master tech. This is essentially an AH tech already, see Gyaku, which allows the AH to redirect the attack directly back to the user. Sure you can change the direction, but once again, how is the hakuda technique other than it being performed with bare-hands? Look at the final tempest blade style tech to see how dramatic the final techs should be.


Right now, I’m honestly not sure how hak ties in other than just the techs being used from hands. I would much rather the hak/hohou tech to truly be a creation between bare-handed attacks and speed.
 
Well lets give it a go shall we?


[Ryōshi no mai ] –“Hunter’s Dance”

Dellius noted that because he didn’t specialize in the core subjects of his division, he would need to improve himself in some other way. Learning from his predatory mentor and sword spirit, he created a style based off the attributes of a predator.

Training: To learn Ryōshi no mai, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Ryōshi no mai techniques at least once and have GM approval. Initial training in Ryōshi no mai leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ryōshi no mai, synergizing all their previous knowledge and gaining the rank of Adept.

[Ryōshi no mai: Kiba no furasshu] – “Flash of Fangs”
A simple mark of any predator is to strike their prey viciously and quickly. At the cost of 5% of their current reiatsu, the user can release a thin moon arc shockwave at their opponents. This can be done by either hands or legs, and the range is up to 3 meters. While the attack isn’t particularly strong, the speed of the attack is 1.5 times as fast as user’s hakuda. It can be done twice in succession,

Requirements: 3000 hakuda, Ryōshi no mai

[Ryōshi no mai: Shishi no sakurya ku] – “Beasts Ploy”
A predator doesn’t always strike for the kill immediately, perhaps preferring to tire out the prey with small strikes while preparing to finish it. At the cost of 1000 reiatsu, the user tackles their opponent in a passing movement and immediately turn around. The range of movement is 5 meters. This can be done two times in a row each time costing 1000 reiatsu. Strength and speed depend on hakuda.

Requirements 5000 hakuda, Ryōshi no mai

[Ryōshi no mai –Hoshoku Haji]- “Predator's grip”
A true hunter must be able to hold onto its prey and force it to submit. At the cost of 10% of his reiatsu, Dellius can grab and slam his opponent in a reiatsu powe. He only needs to be close to his opponent to slam him. The speed of the slam is based on his hakuda.


Aaand another feat


Shishi no fukkatsu]- “Beast Resurrection”

Upon using 10% of his current reiatsu, Dellius can greatly enhance or completely diminish up to two of the natural sense he has. This state require them pay 2% of their reiatsu( 1% for each sense) each turn to keep it up and 3% of their reiatsu if they want to augment another sense.

Sight- One can see up to 60 meters through all but the completely black.
Sound – One can hear up to 60 meters and differentiate between sounds.
Smell – One can smell from up to 60 meters as well as distinguish scents from another.
Touch – One can feel the natural forces around themselves and are able to detect things out of place within 30 meters of themselves.
 
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Using my TA slot (EDIT: plus editing description)

Name: A Sense Of Steel

Type: Unique

One problem with both parts of Ewan's Awakening is that much of it requires metal that is not part of him. A second problem is that, during a fight, he rarely has time to check where the nearest metal is in relation to him. As a result he developed this small albeit useful ability to help him with locating metal objects. He sends out a small pulse of Reiatsu which rebounds off any metal object in a 15m radius from Ewan's person and back to him, allowing him to determine the object's size and position. The small pulse costs 100 Reiatsu to activate and send out.
 
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ok lets redo these^^.

[ Osou Genkotsu ] - "Sudden Fists"
For those who are skilled in Hakuda, there are several ways of advancing in their fighting style; one of those is Osou Genkotsu. If one is trained in both Hakuda and Hohou, his understanding of martial arts performed in high speed is above average.

Training: To learn Osou Genkotsu, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Osou Genkotsu techniques at least once and have GM approval. Initial training in Osou Genkotsu leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Osou Genkotsu, synergizing all their previous knowledge and gaining the rank of Adept.

Requirements: 5000 Hakuda, 5000 Hohou

Practitioners: Mitsuhito Honokaguchi (Mitsuhito)
Masters: none yet
[ Osou Genkotsu: Ohikakusu de Kaminari ] - "to cover with thunder"
For a practitioner of Osou Genkotsu it is important to fight even while on ones peak of speed. To do so, one first needs to understand his surrounding reiatsu.

Because a Hakuda user knows true mastery of their body, they are able to charge the reiatsu that coats their body, without the risk of electrocute themselves.

Charged like that, direct contact will cause the practitioners enemy to discharge part of the reiatsu, suffering damage equal to the reiatsu used to uphold the effect.

To sustain this ability, the user must pay 2% of their reiatsu per turn.

Requirements: Osou Genkotsu

[ Osou Genkotsu: Kaminari no kachuu ] - "vortex of thunder"
While under the effect of Ohikakusu de Kaminari, a practitioner of Osou Genkotsu is able to create a small vortex of reiatsu by spinning around ones own axis. To create enough speed for that, the practitioner needs to trust in his own understanding of Hohou.

This Vortex makes it possible to capture the energy of an oncoming attack and store it inside of the coat of electricity, highly destabilizing the coat itself. Because of this, he needs to either cancel Ohikakusu de Kaminari along with the stored attack by diluting the reiatsu until it isn’t harmful anymore, or shoot it back at the attacker. Should he choose the second, the attack is amplified by the amount paid for Arasou de Sokudo and Ohikakusu de Kaminari.

Either way, he needs to release this reiatsu in the same turn he stored it, or the sensitive balance will break, causing the attack and coat to explode around the practitioner, badly damaging himself.

This attack is highly stressing for the body and thus only usable once every third turn.

To use this, one needs to pay 10% of their reiatsu.

Requirements: Osou Genkotsu

[ Osou Genkotsu: Kaminari no Nohara ] - "field of thunder"
The peak of ones training in Osou Genkotsu is Kaminari no Nohara. A shinigami able to use Kaminari no Nohara can expand the effect of Ohikakusu de Kaminari in a radius of fifteen meter around him forming a zone of pure electricity.

Paying 10 % reiatsu, all enemies inside this attack will have problems moving their appendages while suffering damage equal to 20% of the used reiatsu (2% total reiatsu). The field of electricity works similar to a binding spell.

In the next round after Kaminari no Nohara was used, the radius will contract again, pulling the enemies that are still inside the effect close to the practitioner before the whole attack bursts out in a huge explosion, only sparing the practitioner himself. The explosion deals damage equal to the reiatsu paid for the attack and finally knocks all enemies down.

Afterwards, the effect of Ohikakusu de Kaminar fades away and needs to get reactivated once more.

This all was made possible because of the practitioners understanding of his own capability and ability to accelerate his own moves through continued training of his speed and hand to hand abilities.

Requirements: Osou Genkotsu, 7500 Hakuda, 3000 kidou
 
dictated, not read.

Type: Unique Feat
Source: Bankai

Rekka Daizantou - Colossal Combustive Edge

For an additional 5% of Gorou’s reiatsu he can condense the overwhelming force of his Cero into the solid shape of a massive zanbatou, measuring eight feet long and two feet wide. This energy weapon functions as a zanpakutou in every way save for a release, and as such is wielded at the full value of his zanjutsu skill. Keeping the Cero in a shape so unlike its original form will cause Gorou to generate an additional 1% Rage per round this effect is active. At any time this technique can be ended, causing the Cero to release at full strength just as it would if it were being fired normally.
 
Ryoshi no Mai - Denied
- Remove Delius’ name from the abilities and change to third person voice
- Ryoshi no Mai itself needs a stat requirement to get
- Predator’s Grip needs a stat requirement to get

Flash of Fangs -
Alright, first hiccup, what does this have to do thematically with a beast attacking. How many beasts do we know that can release crescent moon lasers? The way you described this style, I was expecting it to be more direct attack based. When I read Flash of Fangs, the imagery lends itself more to a rapid physical attacks and less moon lasers. Also, the whole moves 1.5x hakuda fast is weird. Honestly, I suggest remaking this ability into something more melee/hakuda based.​

Beasts Ploy -
Alright, this one is closer. I like the idea of a rapid succession of tackles, but honestly you should add an additional effect like your tackles have a large knockback otherwise anyone could really do this with a minor investment in hak. Also, ditch the stipulation of only 2 times in a row, you can use it multiple times, you just have to have good judgement of if you can get the attacks off in the fight turn.​

Predator’s Grip -
This one is actually pretty close to being a good finishing ability. However, I would suggest buffing it a bit to this:

A true hunter must be able to hold onto its prey and force it to submit. At the cost of 5,000 of his reiatsu, the user can grab onto his opponent, viciously dragging them along with him fifteen meters forward. At the end, they slam the target brutally to the ground with the full force of their attack. Ryoshi no Mai can only be used once per turn per 10,000 hakuda.

Beast’s Resurrection - Denied
I think this is a unique, but you shouldn’t have a unique slot?​


Sense of Steel - Denied
I’m not denying this because it’s OP or something, there’s just already a stronger version of this as a trained feat in the RP. Shinkaronsha, a feat that I have essentially does this and gives you the ability to track shunpos at lower levels and enhanced muscle memory. I’d suggest you to learn this and write up something more powerful for your unique feat slot.​

Osou Genkotsu - Denied

To Cover With Thunder -
Fine​

Vortex of Thunder -
Getting rid of the ability to dilute the attack. This one is going to be a redirect of an oncoming energy attack. Lower the cost to 5%. This can absorb the first energy attack it contacts with that costs less than the 5% the user paid in. They can hold it for a turn, but they have to redirect it by the end of their following turn otherwise it detonates and they take the full brunt of the attack. Lower cooldown to 2 rounds.​

Field of Thunder -
Get rid of the kidou requirement, keep this Hak/Hoh. So, now we reach a problem, I like the idea of a contraction, but I’m still not sure how this works with Hakuda. It seems more like a kidou ability (which I think is why you had a kidou requirement), but even then it seems really out of place. I would suggest changing this ability to be a bit more direct and less utility based for a finishing ability that is based off hakuda and hohou. Also, final abilities get flat costs 4,000-5,000 being the general range.​

Rekka Daizantou - Approved with reword

Rekka Daizantou
Rekka Daizantou - Colossal Combustive Edge
For the cost of a cero plus an additional 5% of Gorou’s reiatsu he can condense the overwhelming force of his Cero into the solid shape of a massive zanbatou, measuring eight feet long and two feet wide. This energy weapon functions as a zanpakutou in every way save for a release, and as such is wielded at the full value of his zanjutsu skill, though is still subject to multiple weapons rules. Keeping the Cero in a shape so unlike its original form will cause Gorou to generate an additional 1% Rage per round this effect is active. At any time this technique can be ended, causing the Cero to release at full strength just as it would if it were being fired normally.​

 
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[Ryōshi no mai ] –“Hunter’s Dance”
Requirements: 2000 Hakuda, Must know Dellius.(Collabed with him at least three times.)

Dellius noted that because he didn’t specialize in the core subjects of his division, he would need to improve himself in some other way. Learning from his predatory mentor and sword spirit, he created a style based off the attributes of a predator.

Training: To learn Ryōshi no mai, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Ryōshi no mai techniques at least once and have GM approval. Initial training in Ryōshi no mai leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ryōshi no mai, synergizing all their previous knowledge and gaining the rank of Adept.

[Ryōshi no mai: Kiba no furasshu] – “Flash of Fangs”
A simple mark of any predator is to strike their prey viciously and gain momentum as the prey is wounded. At the cost of 20% of their current reiatsu, the user can deliver a punch or kick at such speed that it creates a slicing shockwave at their opponents. This can be done by either hands or legs, and the range is up to 1 meter. If the attack hits the opponent, the next three strikes can be done at a 75% reduced cost. When the third strike is used, there is a two turn cooldown before he can use the attack again.

Requirements: 4000 hakuda, Ryōshi no mai

[Ryōshi no mai: Shishi no sakurya ku] – “Beasts Ploy”
A predator doesn’t always strike for the kill immediately, perhaps preferring to tire out the prey with small strikes while preparing to finish it. At the cost of 1000 reiatsu, the user tackles their opponent in a passing movement and immediately faces their opponent afterward. The opponent isn’t knocked away when they get tackled, but each tackle increases in speed and damage by 5% with every successful hit. The range of movement is 5 meters. Strength and speed depend on hakuda.

Requirements: 6000 hakuda, Ryōshi no mai

[Ryōshi no mai –Hoshoku Haji]- “Predator's grip”
A true hunter must be able to hold onto its prey and force it to submit. At the cost of 7000 of his reiatsu, the user can grab onto his opponent, viciously dragging them along with him fifteen meters forward. At the end, they slam the target brutally to the ground with the full force of their attack. Ryoshi no Mai can only be used once per turn per 10,000 hakuda.
Requirements:10000 hakuda, Ryōshi no mai
 
[ Osou Genkotsu ] - "Sudden Fists"
For those who are skilled in Hakuda, there are several ways of advancing in their fighting style; one of those is Osou Genkotsu. If one is trained in both Hakuda and Hohou, his understanding of martial arts performed in high speed is above average.

Training: To learn Osou Genkotsu, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Osou Genkotsu techniques at least once and have GM approval. Initial training in Osou Genkotsu leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Osou Genkotsu, synergizing all their previous knowledge and gaining the rank of Adept.

Requirements: 5000 Hakuda, 4000 Hohou

Practitioners: Mitsuhito Honokaguchi (Mitsuhito)
Masters: none yet

[ Osou Genkotsu: Ohikakusu de Kaminari ] - "to cover with thunder"
For a practitioner of Osou Genkotsu it is important to fight even while on ones peak of speed. To do so, one first needs to understand his surrounding reiatsu.

Because a Hakuda user knows true mastery of their body, they are able to charge the reiatsu that coats their body, without the risk of electrocute themselves.

Charged like that, direct contact will cause the practitioners enemy to discharge part of the reiatsu, suffering damage equal to the reiatsu used to uphold the effect.

To sustain this ability, the user must pay 2% of their reiatsu per turn.

Requirements: Osou Genkotsu, 5000 Hakuda, 4000 Hohou

[ Osou Genkotsu: Kaminari no Kachuu ] - "vortex of thunder"

While under the effect of Ohikakusu de Kaminari, a practitioner of Osou Genkotsu is able to create a small vortex of reiatsu by spinning around ones own axis. To create enough speed for that, the practitioner needs to trust in his own understanding of Hohou.

This Vortex makes it possible to capture the energy of an oncoming attack and store it inside of the coat of electricity, highly destabilizing the coat itself. This technique can absorb the first energy attack it contacts with that costs less than the 5% the user paid in. They can hold it for a turn, but they have to redirect it by the end of their following turn otherwise it detonates and they take the full brunt of the attack.

This attack is highly stressing for the body and thus only usable once every two turns.

To use this, one needs to pay 5% of their reiatsu.

Requirements: Osou Genkotsu, 6000 Hakuda, 4000 Hohou

[ Osou Genkotsu: Kaminari no Nohara ] - "field of thunder"

The peak of ones training in Osou Genkotsu is Kaminari no Nohara. A shinigami able to use Kaminari no Nohara can expand the effect of Ohikakusu de Kaminari in a radius of fifteen meter around him, forming a zone of pure electricity. To do this expansion, one needs to spin faster than in Kaminari no Kachuu in a counter clockwise manner, creating a vacuum.

Paying 5000 reiatsu, all enemies inside this attack will have problems moving their appendages while suffering damage equal to 20% of the used reiatsu (1000 reiatsu), before they are pulled in together with the radius of this attack. A maximum of ten targets can be pulled in simultaneously.

Using the momentum, the user can then deal ten blows in high speed, knocking the people he hit with those blows down.

The user can use the ten blows in any way he decides, for example for two targets the first one gets hit seven times while the second gets hit three times, however each of the pulled targets need to be hit at least once.

Afterwards, the effect of Ohikakusu de Kaminar fades away and needs to get reactivated once more.

This all was made possible because of the practitioners understanding of his own capability and ability to accelerate his own moves through continued training of his speed and hand to hand abilities.

Requirements: Osou Genkotsu, 7500 Hakuda, 5000 Hohou

 
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Ryoshi no Mai - Approved as follows
[Ryōshi no Mai ] –“Hunter’s Dance”
Dellius noted that because he didn’t specialize in the core subjects of his division, he would need to improve himself in some other way. Learning from his predatory mentor and sword spirit, he created a style based off the attributes and mentality of a predator. Ryoshi no Mai emulates the hunting style of beasts, practitioners preferring to toy with their opponent first before going in for a devastating kill.

Training: To learn Ryōshi no mai, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Ryōshi no mai techniques at least once and have GM approval. Initial training in Ryōshi no mai leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ryōshi no mai, synergizing all their previous knowledge and gaining the rank of Adept:​

Requirements: 7,000 Hakuda

[Ryōshi no Mai: Kiba no Furasshu] – “Flash of Fangs”
A simple mark of any predator is to strike their prey viciously and gain momentum as the prey is wounded. By paying 2% of their reiatsu, the user can deliver a punch or kick at such speed that it creates a slicing shockwave at their opponents. This can be done by either hands or legs, and the shockwave extends 1 meter forward and deals cutting damage.

Requirements: Ryoshi no Mai​

[Ryōshi no Mai: Shishi no Sakurya Ku] – “Beasts Ploy”
A predator doesn’t always strike for the kill immediately, perhaps preferring to tire out the prey with small strikes while preparing to finish it. At the cost of 5% of their reiatsu, the user tackles their opponent in a passing movement and immediately faces their opponent afterward before lunging back at the target immediately. Each tackle does half of the cost paid in damage.

Requirements: Ryoshi no Mai​

[Ryōshi no Mai –Hoshoku Haji]- “Predator's Grip”
A true hunter must be able to hold onto its prey and force it to submit. At the cost of 5000 of his reiatsu, the user can grab onto his opponent, viciously dragging them along with him fifteen meters forward. At the end, they slam the target brutally to the ground with the full force of their attack. Ryoshi no Mai can only be used once per turn per 10,000 hakuda.

Requirements:10,000 hakuda, Ryōshi no mai​

Osou Genkotsu - Denied

This is really really close. I’m still hesitant about the final ability just because you’re giving people essentially a 10 hit combo that can target multiple people. If you look at the AH technique Break, in OD it gives 4 hits. I know Break is a technique, but 4 hits is enough to be extremely devastating. I suggest toning this down a lot, but you can keep it as a multiple target move. Why not have the first part be the contraction, and then the user launches a single powerful attack that hits all targets in the area at once?​
 

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