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Feat/Tech Submission Thread

[ 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, before they are pulled in together with the radius of this attack. This pull won’t deal any damage. A maximum of ten targets can be pulled in simultaneously.

Using the momentum, the user can spin upwards, before he accelerates down once more on the same place he just stood, creating a huge tremor that knocks all the pulled people down, dealing the damage of the attack.

Afterwards, the effect of Ohikakusu de Kaminari 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

 
This is an edit for Earthly Law Mastery

Phase walking- A commonly held belief is that Ghosts can walk through walls. This came about when people that were spiritually aware observed either plus souls, hollows, or shinigami walking through walls. For plus and hollow souls, this is done instinctively. For shinigami, due to their heightened spiritual load, they must focus on the task at hand. This means that, to phasewalk through a wall, they must not be in combat, and their must not be any opposing reiatsu to counteract their own. For example, a car, while on the ground, could be phased through with a small smount of concentration. However, when being swung by any spirutally awakened being (be they hollow, AH, Quincy, Vizard or even another shinigami) the opposing reiatsu of the other individual makes it impossible to phase through. Also, since the walls would be reinforced to protect against spirits, buildings such as the cerberus headquarters would be unaffected by this ability. In addition, the walls in soul society and Hueco mundo, being made up entirely of Reishi, would be unable to be phased through.

Air walking- Another commonly held belief is that Ghosts can fly or hover. This, however, is a mistake. Instead of hovering, a shinigami can use his/her reiatsu to create small platforms of concentrated reishi under their feet to walk on. This allows them to seemingly walk through the air. Again, this requires at the very least a moderate amount of concentration, making the use of this ability in a fight unassisted nearly impossible.

To use these techniques, a greater understanding of the laws of the earthly realm are necessary, as well as an ability to greater manipulate one's own reiatsu. One must have obtained shikai and have over 10k words of writing having taken place on earth, at least 5k worth of which having taken place after attaining shikai.
 
Hnnnnngggggg. So according to chat, apparently I can do this. I want my lasers back, goddamn it. As far as I know, this is a free resub, but if it's not just let me know and I'll buy one.


[Radiance] – Trained

As a fundamental ability bestowed on all shinigami, one must be capable of manipulating the flow and exertion of their spiritual energy. This reflects primarily in the usage of a zanpakutou release, kidou, or otherwise. However, to excel beyond these measures would mean controlling one’s reiatsu at the most basic and elementary level—particularly by channeling it from their arms into their weapons. Those trained in Radiance are able to release their spiritual energy into corporeal form, in this case a fiery beam of energy whose strength corresponds to its user.

By using up 5% of one’s current reiatsu, a Radiance practitioner can unleash a wave of raw power directly at a target 10 meters away which deals damage equivalent to its cost. As a rule of thumb, the speed in which the attack travels is proportionate to the user’s zanjutsu or hakuda proficiency, depending on what school their sword release is based on. As a nod to a similar ability shared by their Hollow nemesis, the color of a shinigami’s Radiance attack depends entirely on the user, although the default shade remains at light blue.

Training: In order to learn Radiance, a user must master how to sufficiently channel the right amount of reiatsu into their zanpakutou. Complete and absolute focus must be established, as too little will do no good and too much will cause the energy to backfire on the practitioner. A trainee will start off learning to siphon their power through their arms and down to their fingers, before graduating and attempting the technique on their actual weapons.

Requirements: 5,000 Reiatsu​
 
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Osou Genkotsu - Approved w/Changes

[ 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: 5,000 Hakuda, 2,000 Hohou​

Practitioners: Mitsuhito Honokaguchi (Mitsuhito)
Masters:​


[ 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. 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​

[ 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, before they are pulled in together with the radius of this attack. This pull won’t deal any damage. A maximum of ten targets can be pulled in simultaneously.

Using the momentum, the user can spin upwards, before he accelerates down once more on the same place he just stood, creating a huge tremor that knocks all the pulled people down, dealing the damage of the attack.

Afterwards, the effect of Ohikakusu de Kaminari fades away and needs to get reactivated once more. Ohikakusu de Kaminari may be used once per every 10,000 hakuda

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, 10,000 Hakuda, 3,000 Hohou


Earthly-Law Mastery - Denied

Not sure why we need ELM changed. Phase-walking is a no go. It's only really used once at the beginning of the series but pretty much not referred to ever again. Also, the air-walk is useless in 90% of cases because the effect fades at the start of the fight. Also, the requirement has been bumped up severely and the current ELM already gives a ton of nifty things to play around with.

Radiance - Approved w/Changes

Set it to a flat 5% cost instead of up to 5%.​
 
Using the empty GM feat slot I have from Retribution which carries over:


Patient Zero - Unique Feat


The bioweapon that caused ruination in Feng’s body and the manifestation of the man’s zanpakutou spirit still causes ripple effects years later. First noticed after repeated puncture by needles to analyze his own blood, Feng bleeds far less than he should. By gradually increasing the amount of trauma he dealt to his body, the man found the myriad of microorganisms housed within his body will respond to trauma with an attempt to prevent the man from bleeding out their brethren. Wounds treated this way take on a black hue from the bacterial tourniquet until the researcher’s own skin can heal. This ability does not ‘heal’ the damage inflicted merely attempt to stabilize the wound very quickly.

In battle this makes it nearly impossible to cause Feng to bleed out without a blood thinner. As soon as the weapon in his skin is removed the bacteria quickly get to work to mend the site. This usually results in the man not losing more than a trickle of blood per assault His wounds quickly stitch themselves together using 2% of his own reiatsu per wound to bind the patch of bacteria together. This repair can also work to try to stabilize vital organs however the repair is hasty and cannot be used to restore damaged function (ex. a pierced lung would still result in decreased oxygen intake just not cause complete lung collapse.)


 
Feat Name: The Bladed Path
Feat Type: Trained
Feat Description: For those with the discipline and willpower to put the pursuit of Swordsmanship above all other schools and training, life as a soldier can be exceedingly difficult. Masters of hand to hand can disarm an opponent of lesser skill with impunity, and never be truly disarmed themselves. Those who possess superior speed can almost nearly negate the skill of a swordsman by never actually being hit. Masters of Kidou possess arsenals of almost ridiculous size and power.

To put it simply, The Bladed Path exists to narrow the divide in power.

A soldier trained in The Bladed Path is innately able to double the power of any other Zanjutsu based Trained Skill (Meaning the 10% damage against barriers, Ittouryoudan, Ijou Ittouryoudan, Buzei, Kawasu, and Senpuu. Ei Wo Toru is not affected due to the already fearsome power inherent in the technique.) This increase translates into a 100% modifier to both the cost and modifiable parameters of the skill in question. Other secondary effects (like the 3 round exhaustion effect of Senpuu) are negated.

Example (After modified by The Bladed Path):
Change in Bold Red said:
[ Kawasu ] - "To Turn Aside

There are some attacks which cannot be stopped, and a master of his weapon recognizes that fact. However, that does not mean that he must submit to those attacks. By hardening his swordsman's spirit, the practitioner of this technique can parry a powerful blast, deflecting it away from himself and his allies.

This technique costs 6,000 reiatsu and only affects attacks up to twice as strong.

Requirements: 7,000 Zanjutsu

In recognition of the user's sacrifices to pursue mastery over Zanjutsu, one additional power is granted to a practitioner of The Bladed Path. If ever disarmed (whether by choice or otherwise) the character may pay 1% Reiatsu to immediately call the blade back to their hands. This effect has no limit of uses, and is restricted only by their ability to pay the Reiatsu cost.

Requirements: 25,000 Zanjutsu, no other skills (Hakuda, Hohou, Kidou) within 10,000 points of the characters Zanjutsu total. Earned by training collab.
Practitioners: Tsubaki
 
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Bought a resub, replacing Shinkaronsha

[ Shindou: Tonbo-ryu ] - “Force of Motion: Way of the Dragonfly

The principle of Shindou is rooted in the combination of raw strength, and velocity, using the enigmatic reiryoku as a bridge. This is exemplified in a more refined style, the Tonbo-ryu. Simply known as the Way of the Dragonfly, Tonbo-ryu focuses on core strength, bringing force inwards before expressing it as raw speed and velocity.

Training: Learning the Tonbo-ryu requires one to find an existing Master of the style. They then learn to focus their core strength inwards, exerting a new level of control over their strength to learn the first technique, reaching the rank of Initiate. Afterwards, the Advent continues to focus on the core principles of Shindou, learning the different ways of projecting that strength onto the world around them by learning the following two techniques. This brings them to the rank of Adept.

To become a Master of Tonbo-ryu requires a full understanding of the principles behind Shindou, as well as first-hand experience in using all three techniques in open combat. Once a user has used all techniques in combat, they must seek GM approval before being declared a Master.

Requirements: 3000 Agility, 5000 Combat (Initiate, Adept); 6000 Agility, 10,000 Combat (Master)​

[ Tonbogiri ] - “Dragonfly Cutter”

Bringing their titanic strength inwards, an Advent Human truly adopts the namesake of Internalize by completely cutting off the ability from affecting the outside world. Instead, by paying 3% of their reiatsu per round, they force that strength upon their own body.

Hyper-accelerating themselves in place, static-like energy begins to peel from their bodies. Their form distorts visibly, blurring and vibrating like a dragonfly’s wings in flight.

Those who come into contact with the practitioner in this state are immediately damaged by the Tonbogiri. Rather than simply bruising, or knocking about the opponent, the target undergoes a shearing effect at the point of contact. Ripping off layers of skin and muscle alike, extended contact with the practitioner can even remove entire limbs.​

[ Risuyoku ] - “Fractured Wings”

Once strength is properly reined in, a practitioner must ascend to projecting that control outwards - primarily as pure movement. Paying 1000 reiatsu, a practitioner extends their hyper-acceleration into a single, straight line for up to 15m away.

This line extends at the speed of the user’s Combat, and is visible as a distortion in the air and space it occupies. As the line completes, the user is then instantaneously moved to the other end of the line - a movement that is considered instant. This movement, the Risuyoku, is capable of defying conventional physics, being usable even while in the air. It may not, however, move through any solid obstacles.

A practitioner of the Risuyoku can only utilize it once per round. While in use, Risuyoku may not be accelerated or otherwise affected by the use of other movement-based abilities.​

[ Tonbokatsu ] - “Dragonfly Splitter”

An ultimate expression of movement and self-contained strength, those who ascend to the pinnacle of Shindou’s teachings are taught the final technique of Tonbo-ryu. Paying 6000 of their reiatsu, the user immediately overcharges their body with energy, entering a state of hyper-acceleration so powerful they are capable of moving through solid objects.

The user of this intangible force, the Tonbokatsu, may travel for up to 10m in any direction from its initiation before it fades. While in this state, all the user passes by is immediately beset by the shearing ‘wake’ left by the user. Those caught within a 3m width behind the user find themselves torn apart on such a minute level - it appears as though skin, flesh and bone are simply evaporating.

Capable of affecting both inanimate objects and living beings, the Tonbokatsu’s wake cannot affect reiatsu constructs or abilities, nor can the practitioner phase through them. This ability may be used once per round per 10,000 Combat the user possesses.​
 
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TA Unique Feat for Kite.

Pub Stomp


The dead do not cease or yield to mortal constraints, and the same is true for Kite. His body and power feed off of the futile physicality and wrath of others. Whenever he he is struck by an attack or ability, he gains 25% of that attack/ability’s cost as resonance.

P.S.

Kite's Awakening is up in the GM thread. As is evident, he's based around being a 'tank' and taking attacks. And as such, doesn't generate a lot of resonance on his own. The idea is to use this feat to round out the concept that he's a tank. I don't think this will put his resonance generation to an absurd rate.
 
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Patient Zero - Approved w/Buff?
- Could add a bit to make it not just a more costly version of an AH base tech​

New
Patient Zero - Unique Feat

The bioweapon that caused ruination in Feng’s body and the manifestation of the man’s zanpakutou spirit still causes ripple effects years later. First noticed after repeated puncture by needles to analyze his own blood, Feng bleeds far less than he should. By gradually increasing the amount of trauma he dealt to his body, the man found the myriad of microorganisms housed within his body will respond to trauma with an attempt to prevent the man from bleeding out their brethren. Wounds treated this way take on a black hue from the bacterial tourniquet until the researcher’s own skin can heal. This ability does not ‘heal’ the damage inflicted merely attempt to stabilize the wound very quickly. While the wound is stabilized, the bacteria dampen the neural responses to the wound, deadening the pain.

In battle this makes it nearly impossible to cause Feng to bleed out without a blood thinner. As soon as the weapon in his skin is removed the bacteria quickly get to work to mend the site. This usually results in the man not losing more than a trickle of blood per assault His wounds quickly stitch themselves together using 2% of his own reiatsu per wound to bind the patch of bacteria together. This repair can also work to try to stabilize vital organs however the repair is hasty and cannot be used to restore damaged function (ex. a pierced lung would still result in decreased oxygen intake just not cause complete lung collapse.)​

The Bladed Path - Denied

The current zan techs are in a really good state of balance, especially on the cost/benefit front. Considering this feat essentially allows you two modes of power for each of the techs (base level and the x2 level) it gives the user a really large range of power to call upon opening a whole new can of worms. Also, removing the detrimental effects is essentially removing the balance out of the techs.​

Shindou: Tonbo-ryu - Approved

Pub Stomp - Denied

Gave you a heads up about this one already, but like I said, messing with rates of resonance gain is something that’s in a really tricky state of balance. A lot of the OD techs are at their level just because of the delayed nature of OD. By messing around with how long each takes to arrive it would have to involve looking over each individual tech and seeing how it would interact if gained far earlier than they should.​
 
Kite

Unique
- Clint Squint (TA)
Kite doesn’t lose focus on his target. Ever. This is problematic in that it leads to tunnel vision, but fortunate in that no amount of mental manipulation or obfuscation can make him lose lock on his target. This attitude is often accompanied by a condescending squint towards the soon to be victim.



By choosing to ‘lock on’ Kite cannot be prevented from attacking his ‘real’ target if any attacks or abilities are used by this target on him.
 
LEMME DO FEATS WHILE I HAVE WIFI.

Clint Squint - Resubmit

Add a cost to this because I'm a bit iffy on the ability to lock onto someone and then just lolnope avoid things like Kin. It reminds me of beaks old momentum kai but the vague wording hides a lot of abuse potential. Make it a bit more specific as well because I'm kind of afraid to approve this because of how general it is.
 
Feat Slot: Final Release
Feat Type: Unique

[ Taika ] - "Degeneration"

In a cataclysmic event - Kiro Shenrai stressed upon his zanpakuto far beyond its limits and, in doing so, shattered it. Though the blade recovered in time, the Spy did not. His very grasp is toxic - rusting and rotting away all that comes into contact with him. Harnessing what he could of the unusual backlash, Kiro dubbed the ability Taika, or Degeneration.

At all times, Kiro is surrounded by a persistent 1m radius, which he may extend to a 30m radius by paying 1000 Reiatsu per round. In this radius, objects rust and decay at a rapid rate, quickly turning into piles of slag and mulch. Living beings, though they do not suffer the same fate, feel an inevitable exhaustion overtake them - fatigue settling in with an increasing effect every round.

Upon using a base technique or ability that otherwise drains from a threshold - all within the radius of Taika (with exception to Kiro) suffer 1.5x the loss of their threshold as they normally would. The power, cost, and efficacy of abilities is not affected.

Though Taika is all but impossible to control, it may be suppressed if Kiro's ambient reiryoku levels are similarly suppressed - either via cloaking or forcible suppression.​
 
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Feat Slot: Bankai Acquisition
Feat Type: Unique

Symbiotic Combatants


Feng not only thrives in the presence of the additional combatants his kai creates, but in many ways he depends on them. Conversely the beings themselves depend on the researcher to win his fights to continue hosting their ilk. To further their dependence upon each other, Feng can swap positions with the bacterial colonies his kai creates or with Ekibyou itself during bankai. At the cost of 3% of his reiatsu, once per turn, the researcher and combatant instantly trade places so long as the two are within 20m of each other.

 
Taika - Resubmit

So, I’m a bit hesitant adding in a threshold exhauster into an AoE decay ability. The radius is pretty sizeable, and 1.5x multiplier is pretty hefty for what could effect a lot of people at once. Considering 30 meters is something that’s easily seen as the range of bankai, it’s pretty difficult to escape out of, especially with the dirt cheap cost. I’m really hesitant considering that for a spammable 1000 rei nuke, you can pretty much eliminate kidou user’s thresholds. Add something like a cooldown or up the cost and shrink the range to sort of tone it down a bit.​

Symbiotic Combatants - Approved with Changes

Up the cost per use to 5% and reduce the range to 15 meters mainly because of how many colonies your kai spawns gives you a large number of options for targets.
 
Feat Slot: Final Release
Feat Type: Unique

[ Taika ] - "Degeneration"

In a cataclysmic event - Kiro Shenrai stressed upon his zanpakuto far beyond its limits and, in doing so, shattered it. Though the blade recovered in time, the Spy did not. His very grasp is toxic - rusting and rotting away all that comes into contact with him. Harnessing what he could of the unusual backlash, Kiro dubbed the ability Taika, or Degeneration.

At all times, Kiro is surrounded by a persistent 1m radius, which he may extend to a 15m radius by paying 1500 Reiatsu per round. In this radius, objects rust and decay at a rapid rate, quickly turning into piles of slag and mulch. Living beings, though they do not suffer the same fate, feel an inevitable exhaustion overtake them - fatigue settling in with an increasing effect every round.

Upon using a base technique or ability that otherwise drains from a threshold - all within the radius of Taika (with exception to Kiro) suffer 1.5x the loss of their threshold as they normally would. The power, cost, and efficacy of abilities is not affected.

Though Taika is all but impossible to control, it may be suppressed if Kiro's ambient reiryoku levels are similarly suppressed - either via cloaking or forcible suppression.​
 
When last I wrote with Kazuta he was part of the old old Thirteenth division under Captain Saiyoisen. I was informed that I can move his old Division Techniques over to fill my feat slots, but that I should post them here so it can be made sure that old stuff isn't broken.

Also,
swaswj 1:23 pm
Hmm. Submit them, put a note that I said they aren't feat submissions but Feat/Tech Staff needs to review

Consider the note added.


[ Cutting the Wave ] - With the overall use of a weapon in favor of ranged energy attacks, being targeted by long range/sniper type hollows is always a challenge; this technique attempts to ease the challenge a bit. By channeling 2% of one’s reiatsu to the zanpakutou’s spirit, it becomes changed to a more neutral type of energy that attempts to resist and reject all others. When the energy from an opponent’s attack nears the shinigami, the stored reiatsu in their body manifests itself as a semi-transparent screen the width and height of the blast, with a minimum of 1 meter X 1 meter. The screen is only strong enough to resist an attack for a split second, long enough for the shinigami’s weapon to attack the screen from behind, creating an effect similar to water running off a ducks back. The attack itself splits in two and is shunted just enough by the screen and follow up attack to miss the target and continue along it’s destructive path in a "V” pattern. This technique requires the expenditure of 2% reiatsu, as noted above, in addition the user’s hak/zan must be equal or greater to the attacker’s ability stat (relative to race).

[ Follow Through ] – Attacking and defending happen within heartbeats, within that time it is most critical to hit without being hit to win a battle in the fastest amount of time possible. During a melee strike, the user channels 0.5% of their reiatsu to their weapon, enhancing the attack. Usually, the energy of the attack is dissipated in the energy of the block. This technique creates a spiritual copy of the weapon that continues along the same path of attack regardless of the actual weapon being stopped by any means. If the blade would have cut downward, the spiritual copy continues the motion all the way through to the end. If the straight punch was blocked, the copy would continue forward with all of the initial momentum. The copy deals as much damage as the normal attack would have if blocked, though if the attack misses or strikes the target directly then the technique’s energy is wasted for that movement.

[ Armory ] – For those that specialize in melee combat, one can never be without their zanpakutou. It is their attack and defense, it is the bulk of their powers, and it is their very soul. Being caught weaponless, either through forgetfulness, theft of the weapon, or the weapon being broken are possibilities to which the fighter has no control. However through the use of this technique, they have a way with which to return that which was lost. By expending 2% reiatsu if the weapon is simply absent, or 5% reiatsu if the weapon was broken, the weapon returns to the user’s hand the following round, completely unblemished and whole.
 
YOU WILL LIVE, SECOND DIVISION. YOU WILL LIVE.



Second Division: Subterfuge and Sabotage
Division Techniques - No Captaincy

[ Yomi ]
A spy is expected to act within rapidly changing circumstances to accomplish their objective. Yomi refines this capacity, forcing an agent to make educated guesses on their opponent’s actions, demeanour, and motivations.

Paying 5% of their reiatsu, the user enters a state of hyper-concentration. Time is dilated to their perception, allowing them to read any oncoming abilities or attacks within 35% of the opponent’s stat. This state then lasts until the rest of the technique is carried out.

During this period, an agent may allocate a single ability, plus an additional ability per 10,000 reiatsu they possess, to be executed in rapid succession. The selected abilities give off an immediate, simultaneous pulse of energy - making it impossible to discern the order or exact nature of the abilities delivered. Upon leaving the state of concentration, the actions are then carried out over the following round.

[ Anshou ]
As an agent, to betray information is death. However, sometimes persistence forces one to make a hasty lie, or half-truth. Anshou is the term given to the ability to weave reiatsu and mental prowess into a lie almost impossible to discern from truth.

Paying 200 of their reiatsu per instance, the agent creates an illusion of truth concerning a piece of information. This information may be something simple, such as where the agent was last; or something vital, such as a kidou incantation.

The lie is only effective so long as the information remains plausible, and though targets may not immediately detect the lie, they may logically deduce it.​
 
Taika - Approved

Cutting the Wave - I'll review this in a bit, need to check something first!

Follow Through - Denied

This one is something that didn’t really translate well with the changes in the RP. It pretty much completely removes the element of blocking and most of the changes I can think of radically change the tech itself. If the strength of the energy blade is equal to the cost paid in, it’s really hard to balance. What % is considered too strong for an unblockable attack? I can’t think of a way to fix it up so unfortunately I have to deny it.
Armory - Approved with Changes

Nix the reforging bit and add a max range of 30 meters around the user.

Yomi - Resubmit

Hmm, I thought about this one for a while. I honestly don’t know how well this queuing system translates into the RP. In a way I kind of see it as sort of like an expanded break. Reminds me of the Sherlock Homes-esque planning attacks and using them all at once bit. I need a bit more explanation on how the queuing system works, so add something like an example. I just need to see an example on how it plays out, because now at 40K reiatsu and queuing up like a kidou, shunpo, and 3 attacks which all activate in tandem and are indiscernible is a bit concerning. Also, do these queued attacks use up all your attack usage in the following turn?​

Anshou - Approved w/Changes
Limit to one instance, gaining another instance at 10K rei and 20K rei to a maximum of 3 active at one time. They can choose to dispel instances early if they wish.​
 
2nd Division Technique

[ Yomi ]

A spy is expected to act within rapidly changing circumstances to accomplish their objective. Yomi refines this capacity, forcing an agent to make educated guesses on their opponent’s actions, demeanour, and motivations.

Paying 1% of their reiatsu, the user enters a state of hyper-concentration. While in this state, time slows to their perception - allowing them to easily parse attacks and abilities while affording them time to plan. This hyper-concentration lasts until the user moves or takes any action.​
 

Current Date in Araevis

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