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Feat/Tech Submission Thread

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.

In order to use Clint Squint, Kite picks a target in his visual range and 'locks on' to that target. No matter what, he is unable to lose focus and intent on that target and can ignore any techniques of obfuscation or manipulation to obstruct its presence, assuming that target in some way attacks or uses abilities on him in the round. The advantage of this is obvious, however, if Kite chooses to lock on to a target it may not be shifted until that target is incapacitated, destroyed, or dead. If that target is a clone/projection/phantom and so on the lock on applies to that duplicate, not the real user, which can lead to complications.
 
[Verdecktes Heiliges] - Masked Saint
Trained - General

Born out of necessity for survival, due to various events - most notably those that qualify as Extinction Level Events or repeats of the Schwarze Nacht - Verdecktes Heilges is a technique used to hide a quincy’s ambient reiatsu from detection while simultaneously fooling other spiritually aware creatures. As long as a quincy remains outside of combat, and does not actively use quincy abilities, they will read to the spiritually aware as devoid of reiatsu. In the application of spells, abilities, or techniques which identify a user of Verdecktes, the results are returned as negative or read as normal human, and negate lock-on abilities which target unique reiatsu.

Training for Verdecktes Heilges is extensive, and tiresome, as it requires an individual to skillfully mask their own reiatsu while possibly being targeted. A trainee spends a week with a practitioner learning how to dissipate their unique signature into the area around them and maintain that without breaking concentration during attacks.

Prerequisite: Quincy, 5,000 reiatsu, 3,000 Namazan
Practitioners: Allen Goddenheim
 
Existing Tenth Techs
.:: Soshi ::.
(Elements)

Soshi refers to the purest elements of the spiritual realm that culminate into telekinesis -- the most basic, fundamental ability required of a shinigami to become a Mystic. A shinigami's journey in the Tenth begins with a keen awareness of the universe and an exceptional talent in reiatsu manipulation. The Mystic must be able to harness their spiritual energy and apply it in anomalous ways to the physical world.

With Soshi, the Mystic learns to move objects with their mind. Its range of effect is within a 15-meter radius. Soshi is capable of lifting large, bulky objects like wardrobes or benches with ease; at 5,000 reiatsu, this extends to being capable of lifting and throwing objects up to a mid-sized car. It costs the Mystic 200 reiatsu to perform this ability per turn. The reiatsu of others acts as a repellent to this ability, therefore, at no point can Soshi be used to levitate other spiritual creatures or people.


.:: Hitomane ::.
(Mimicry)

Mystics have the ability to read the most intricate fluctuations of spiritual energy. Therefore, whenever another summons an ability that utilizes some expenditure of reiatsu, the Mystic can temporarily imprint a map of the inner energy coursing through the target in their own mind. This imprint lasts for only a brief period of time, but within this frame, the Mystic can replicate the reiatsu paths and ultimately mimic the ability used.

However, a mimicked ability lacks the efficacy and naturalness of the primary user. All mimicked abilities are therefore 25% more expensive than normal, with no increase in potency, and can only be used in the same battle. Kai abilities and unique feats are particularly specific to the primary user and cannot be mimicked. Hitomane is also blocked if the Mystic lacks an item or insignia that is required to act in concordance with the ability. The Mystic can only copy abilities that do not require a mechanic unavailable to their race.


.:: Senrigan ::.
(Clairvoyance)

The separate and obscure dimension of time is one that the the average soul can only hope to follow in a single, continuous direction. Mystics however, with their mysterious link to the divine, can access this alternate plane and see beyond the normal and regulated earthly time patterns.

Outside of battle, the Mystic can pass the ramparts of time and see the next 10 seconds of their immediate surroundings. This ability allows the clairvoyant practitioner to see the future and prepare the next action accordingly.

During battle, complete focus on the divine is impossible. However, they still retain the ability to tap into the alternate plane to a smaller degree. The Mystic can tap into the ethereal plane to gain an almost supernatural guidance in their motions and instincts. This propels their senses much farther than a normal shinigami, allowing them an enhanced reaction time. While this does not increase their body’s ability to physically move to avoid the oncoming attack, it increases their ability to identify and react to threats.

Each use of Senrigan costs 500 reiatsu. Due to the immense mental stress caused by crossing over to interact with the divine, the user must wait two turns before activating Senrigan once more.


.:: Sora Harukani ::.
(Far Skies)

Members of the Tenth Division are capable of utilizing the energy around them with such careful precision that they can replace the spirit particles of the air around them with their own bodies, as well as the people and things they are touching. This ability allows the Mystic to travel anywhere within the user's Reiatsu Noukan range.

This ability requires 750 reiatsu to use per person they are carrying. It cannot be used to pass between separate realms. Furthermore, in order to access the distance that Sora Harukani allows, this ability requires two turns to use. The first turn will activate Sora Harukani. However, due to the necessary concentration required of this ability, hostile acts that either injure or require defense from the Mystic cancels the teleportation attempt. It is not until the second turn that the Mystic will successfully travel to their desired destination. The Mystic cannot teleport into protected areas such as Las Noches.


As I am about to Taishuu, I am proposing the following change to my new division's techs. Replacing Senrigen with the following.

Replacement Tech
.:: Tamashii no Chouwa ::.
(Harmony of Souls)

As the Mystics have improved their harmony with the Departed Spirits, so have they better learned to react to the energy around them. By studying the way the Departed Spirits interact with one another and with Mystics of the Divine, a valuable lesson can be learned.Operating on the principle that the universe is underpinned by a fundamental connectedness of all things, the Mystic studies the way their own reiatsu interacts with the reiatsu of others.

As a Mystic comes to know another shinigami, they learn the best way to resonate their reiatsu with this colleague and gain a decided advantage in combat. As long as the comrade is within 20m, they are able to replenish their reserves. Each turn, a practitioner gains as passive regeneration based on how familiar they are with the shinigami around them: shinigami with United Front grant 2% base reiatsu regeneration per turn, those with United Resistance grant 4% per turn and Fated Alliance grants 6% per turn.

Because this ability requires harmonizing one's reiatsu with someone else, it can only be done to one individual per chapter/collaboration, and abilities that distort or adversely affect the control of one's reiatsu can disable this ability if the Mystic is no longer able to harmonize their energy with their comrade.


Willing to revise down to 1%/2%/3% and/or limit consecutive turn use or include a cooldown period (three turns on, two turns off). Have at it!
 
Upcoming taishuu means I'd like to sub new techs, replacing the 9th's weird walk through walls tech and void vault with 2 new cool dudes

Price of Progress-
The void has a habit of heightening a researcher’s senses for reiatsu, making them able to see the complex webs woven by other individuals. Once a scientist has knowledge of the inner workings of a technique, the Void can guide them to replicate the ability. In order for this to happen the technique must already have been researched with Senmei. By paying 5% reiatsu, a researcher may copy the studied ability at the given cost. This technique can only be used on abilities which do not require stats or resources the individual doesn’t have, such as combat or rage. Additionally this cannot be used to access techniques that the researcher himself doesn’t have the stats for, i.e. shunpo before 1k hohou.

Ares' Road
Charon’s Road is a powerful tool within Soul Society. However, interference in the other planes renders the transportation method highly ineffective. However, there is a small caveat in this restriction. By tapping into the power of the Void, 9th agents are able to warp the area around them. To do this they initiate short Charon’s Road tunnels within 10m of their current position. Any longer than this causes destabilization of the wormhole leading to a myriad of side-effects. This ability is strenuous and can only be used once per turn at a cost of 2% of the 9th divisioner’s reiatsu. Additionally this ability cannot cause the user to manifest within an object and they must have knowledge of their landing area if they wish to pass through a barrier.

Current 9th Stuff
.::Genkakuido::.
A wise warrior knows their limits in battle and should know the proper time to escape. A clever spy is able to conceal one's being perfectly amongst their surroundings. With these two notions in mind the 9th Division Officer is able to make full use of his options.

To be able to utilize ability, the Shinigami taps into the power of the Void- the mark/seal/tattoo upon their body. This brand eventually alters the physical nature of the scientist, giving the user's body to literally meld into any non-living surface only as large as the practitioner's body - hence the name. Even in Soul Society any non-living surface is treated just the same as those in the Mortal Realm, allowing the 9th Division Officer to phase through their surroundings and hide. An added effect of the Void's ability enables the user to hide their Zanpakutou within their own phantom-like body.

The cost of Genkakuido is 2% of the user's Reiatsu per round, and can be maintained for 3 turns before the researcher has to abort the hiding and find a new place again.

.::Sanmei::.
Officers of the Ninth are known for their intelligence and analytical ability. By further training and honing the reflexes and nuances of their minds, these people are then able to find out mechanics, structure, and weaknesses of almost anything surrounding them- and in this case their talents have been focused particularly on their possible enemies- Hollows, Arrancar, Vizards, Rogue Shinigami, Quincy, and Advent Humans.

Designed in training sessions with Demi-Hollows at first, next is sparring sessions with other Shinigami with combative techniques, and lastly are Soul Reapers with Shikai. The hopeful officer begins learning distinct yet subtle differences in the way their opponents move and act: when techniques and Kai abilities are being used. The instinct of the mind gathers this information quickly in battle and applies it abstractly. The Void aids in this process by infusing untapped power of the Soul to aid in the brain/ nervous system's functions.

Given enough time in combat, the user may ultimately know every detail concerning the technique/Kai and its weaknesses. Only one technique or ability can be studied at one time and it takes three (3) rounds before said technique or ability is fully studied.

If the user is struck with the technique/attack/ability while trying to analyze it, it gives them further insight on how the ability is used; one less round is subtracted from figuring out their opponent's skills. More or less this technique lets the user bypass the feigning ignorance rule.

.::Ikimi Kengeki::.
The Developers within the Kyuubantai Taisho shine with this technique. By literally crafting a desired limb of their own being to suit a purpose, the technological artisans weave a work of art upon themselves. Not for the faint of heart, those willing to sacrifice for a greater power may put their talents- and body- to use.

A certain limb/body part of choice is augmented and fused with biotechnology. The body part appears natural and still looks as if it is flesh and bone (thank the craftsmanship and biological know how of those at the Kyuubantai Taisho), but within houses durable Zanpakutou-strength alloys and mechanisms. Those pieces are powered by the Void; since part of that body is still living, it is still fully flexible and may be even more so depending on the modifications. The brave officer may choose one of three variations of this new limb:

.::Assault Type::.
The limb may transform into a Zanpakutou-strength weapon, whether it be a drill, a fist propelled by a retracting wire, a scythe to be plucked from an arm, or something within feasible limits. Used by those who prefer physical and melee combat, or an unexpected surprise in their repertoire. Reiatsu drain is 1% per round.

.::Defence Type::.
The limb may expand upon its surface area and change into a barrier, powered by Reiatsu and thus creating an even more durable shield. It may specialize in either physical or energy based defences, but only form or the other. Reiatsu drain is 5% per activation, each use gained per every 3,000 Reiatsu. This 5% is also the durability of the barrier. (So if you have 15.000 rei and you’d activate this ability, you’d have a barrier worth 750 reiatsu.)

.::Demon Magic Type::.
The limb is turned into a literal Kidou Scroll; any one Kidou numbered 30 and below may have its Incantation Bypassed, while the costs remain the same, and does not take a Kidou slot. Users must have the Kidou stat prerequisites to equip said spell.

This kidou can be used up to 3 times in one fight, and has a cooldown of 1 turn per use.

By any chance the limb is broken during battle, as a last ditch maneuver, it may be infused with Reiatsu and discharged as a small bomb, or more like a grenade; shrapnel laced with Reiatsu expands outwards in a 10 foot radius. The cost and damage is 5% of the user's Reiatsu, and of course the limb is completely gone (so this may not be a viable option if the body modification is in a leg).

Only one variation may be chosen. Modifications can be changed weekly. An additional variation/mod may be added once the Officer reaches 4,000 Reiatsu. Maxes out at 2 modifications total. Must be approved by Captain.

.::Void Vault::.

By tapping into the void’s powers, a portal to a space in the Ninth member’s inner world opens. This space can be used to store objects only, and can contain a Ninth’s zanpakutou and all of his or her items. Due to the additional space provided by this chamber, a Ninth officer gains oneunique item slots, and these items must be stored in their vault.

A member with this technique can choose to have one extra unique item slots at a tier below their current tier, so for example: an A-Tier guy has two unique A-Tier items, with this technique he can have one additional B-Tier items.

A member of the Ninth can, at any given time, tap into their void’s power and open the portal to retrieve any given item. The item restriction rules still apply and a member with the Void Vault technique can still only have two unique items at any one given time in use. They can, however, swap freely between the three items they have.

This ability cannot be employed in battle
 
Clint Squint - Approved

Verdecktes - Approved

Chouwa - Approved with Changes
1) Scale down to 2%/3%/4%
2) Multiple instances of Chouwa don’t stack
3) The largest regeneration value is used​

Price of Progress - Resubmit (Rework?)
1) Currently as this stands, this is just a weaker version of the tenth division tech (Mimicry)
2) It needs something to make it stand out since I’m not a big proponent of carbon copy techs between divisions
3) Personally, I think you should rethink this technique. Either change the concept of give it something that causes it to stand out.​

Ares Road - Approved (though I suggest you reword it and resub it)
1) CAREFUL, Charon’s road is SS only. I’m fine with a div tech giving a 10 m untrackable shunpo once per turn, but I suggest you resub it to function in other places than just SS.
2) Perhaps say something like it ‘constructs’ a miniature version of Charon’s Road between 2 points​
 
Orpheus Trained Feat


[Issokude Kyokan] - “Hecatonchires”

A skill practiced by only the most renowned masters of Initiative Orpheus’ unique fighting style Senkoutaihou Kata, Issokude Kyokan -- or more informally Hecatonchires -- shares its namesake with the hundred-armed giants of ancient Greek mythology. The technique is so named due to the extreme speed with which the user moves and attacks, making them appear as though they are wielding many more weapons than is possible. Hecatonchires works by infusing the user’s musculature with massive amounts of spiritual energy. Upon successfully dodging an attack with Senkoutaihou Kata the practitioner releases this built up energy all at once, allowing them to momentarily surpass their human limitations; moving so fast as to appear in multiple locations at once. By flanking the enemy multiple times in the blink of an eye, the user releases a flurry of bullets from every direction, while leaving very little chance of a foe dodging or counter attacking. Upon completing the technique, the user will arrive back at their original location.

This ability overrides the standard counter from Senkoutaihou Kata. Each use of this ability expends 15% of the user’s reiatsu (firearm damage is not calculated with Issokude Kyoukan) and can only be activated once per chapter or collab. Each use of this ability can hit up to two additional targets within ten meters of the initial target. Damage dealt is divided based on how many targets are hit.

[video=youtube;hZmMvfELkO0]https://www.youtube.com/watch?v=hZmMvfELkO0[/video]
 
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Subbing some stuff for Kyuto as my 2nd PC:

She has two Trained Feat slots (PMs), and one Unique (Bankai).

[ Unique: Bank Shot ]
Kyuto always shunned kidou, professing that the demon spells were just a slower, flashier way of doing things that a sword could do better. Even though she's softened her views on kidou, she still has the mind-set that her weapons can do anything she needs them to. Because of that, she developed this technique.

After pouring 300 reiatsu into a weapon, Kyu is able to ricochet the thrown weapon off of nearly any object or surface, up to ninety degrees.​

And a Zan/Hak Style:

Shinkenjutsu no Mon - "The Gate of True Swordsmanship"

Miyamoto Musashi once referred to the distance between two fighters as 'the Gate.'

Shinkenjutsu no Mon refers to the distance between the practitioner and true swordsmanship, the mastery of kenjutsu that goes well beyond cutting techniques. A swordsman who claims utter control of their body and sword, as well as the battlefield, claims control over their fate. In this way, a Shinkenjutsu practitioner can resolve to win, still holding to the choice of whether to fight, whether to cut.

Shinkenjutsu no Mon is the pursuit of this level of mastery, a level where one can win with or without the use of a blade, through understanding the sword and the flow of battle; a level where one can maim or even kill an opponent at will, and maintains the power to choose; a level where the swordsman acts as a master and becomes a diplomat of fairness in the living hell.

Through continued study and practice, a swordsman may be able to throw open the Gate, and step through the opened way.

Training: To learn Shinkenjutsu no Mon, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Shinkenjutsu no Mon techniques at least once and have GM approval. Initial training in Shinkenjutsu no Mon 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 Shinkenjutsu no Mon, synergizing all their previous knowledge and gaining the rank of Adept.

Requirements: 3000 Zanjutsu, 1000 Hakuda

Practitioners: Tounyuu Kyuto (swaswj)
Masters: Tounyuu Kyuto (swaswj)

[ Shinkenjutsu no Mon: Mon no Seigyo ] - "Controlling the Gate"​


Controlling the Gate -- the distance between oneself and the enemy -- is fundamental to the pursuit of the Shinkenjutsu no Mon.

"All attacks must pass through the Gate to reach the target regardless of the angle of attack. When you deflect or parry attacks, when you are beyond the reach of the enemy's weapon, the Gate is closed. When your enemy strikes at you, let the Gate be closed, and when you strike, open it wide.

Your gaze should be large and broad; perception is strong and sight weak. Set your eyes straight ahead, or upon the eyes of your opponent. Do not let your eyes be drawn away by the motions of a sword or fluttering in the wind; take in everything, not just what you are looking at. Know your opponent's sword and perceive his techniques."


The practitioner enters a state of heightened awareness, reacting to peripheral vision and other senses while avoiding distraction by visual movement. In this state, the practitioner is able to act based on intimate knowledge of the physics of the sword and melee combat. Within a 10m radius, the practitioner can perceive incoming physical attacks, whether sword or fist or hollow claw, and possesses enhanced awareness of the extent and limits of range and threat from them. It is then up to the practitioner to control the Gate, keeping it closed to their enemies.

Requirements: Shinkenjutsu no Mon

[ Shinkenjutsu no Mon: Hariuke ] - "Parry With the Flat"

"The proper way to react to an opponent's attack is to slap the attack aside and strike him immediately as an extension of the same effort. You must take the initiative through the movement of the parry and take the initiative through the strike.

In a parry, it is important to direct not just your opponent's attack, but your own as well. When you turn aside the enemy's attack, keep the point and edge of your own blade forward. In doing so, you are prepared for immediate counter-attack while your opponent is still at a brief disadvantage. Done correctly and with resolve, even if the opponent's strike is very strong, the point of your sword will not be knocked aside."


While in Mon no Seigyo, the practitioner is capable of parrying an attack and counter-attacking in the same motion. This is only effective against physical attacks with strength up to 15% of the practitioner's Zanjutsu, and requires a one-round cooldown between uses.

Requirements: Shinkenjutsu no Mon

[ Shinkenjutsu no Mon: Sekka no Atari] - "Spark From a Stone"

"In a situation in which your sword and your opponent's are about to cross, do not think of using your hands. Think of quickly getting your body in close. If you think of reaching out with your hands, your body will inevitably remain distant.

Now that you are in close, to execute this technique, you must strike quickly, with the three combined forces of your legs, your body, and your hands. This blow is difficult to execute, but if successful, the cadence of your opponent's attack or defense is now broken, allowing you to relieve him of his sword. Do not hesitate. With your opponent's sword in your possession, and while they are at a disadvantage, strike immediately. With diligent training you will be able to increase the force of the impact."


While in Mon no Seigyo, the practitioner moves in close, within arm's reach of their opponent. Using the understanding of swordsmanship and the enhanced perception of Mon no Seigyo, the practitioner moves to disarm their opponent, following up with a body blow that knocks the enemy away. This technique costs 4000 reiatsu and is only effective against physical attacks with strength up to 15% the practitioner's Zanjutsu. When the movement is completed, the opponent is knocked back 15m and their weapon, if any, is in the practitioner's possession.

Sekka no Atari may only be used once per battle per 7,000 Zanjutsu the user possesses.

Requirements: Shinkenjutsu no Mon; 7000 Zanjutsu, 3000 Hakuda
 
kk so found somethin to replace Price of Progress and resubbin Ares' Road to make it clear its not just SS.

Lethe’s Touch
Non-combatants by nature, the researchers of the 9th are often dragged forcibly into open conflict when it arises. While not nearly as physically imposing as other more militant divisions, the researchers are masters of stalling while awaiting analysis of a key enemy weakness. Lethe’s Touch is the codename given to a unique phenomenon witnessed by attempting to force outsiders to interact with the Void. By paying 3% reiatsu a researcher is able to infect, either via a physical hit or through a long ranged ability such as kidou, their opponent. Doing so allows the 9th member to select a single one of the opponents senses which is then distorted by the energies of the Void.


This translates itself as altering the sense to either hyper or hypo-effectiveness. Influences on touch can render papercuts feeling like horrible stab wounds, vision can be forced to double, words begin to fade. The effects persist for two rounds. If the opponent is hit again by another strike influenced by Lethe’s Touch the duration resets and the researcher can influence another of the opponent’s senses.


Ares’ Road

Charon’s Road is a powerful tool within Soul Society. However, interference in the other planes renders the transportation method highly ineffective. However, there is a small caveat in this restriction. By tapping into the power of the Void, 9th agents are able to warp the area around them. The Void supplements what the Charon’s road would normally do and tunnels within 10m of their current position. Any longer than this causes destabilization of the wormhole leading to a myriad of side-effects. This ability is strenuous and can only be used once per turn at a cost of 2% of the 9th divisioner’s reiatsu. Additionally this ability cannot cause the user to manifest within an object and they must have knowledge of their landing area if they wish to pass through a barrier. Since the stabilization of this ability is drawn from the Void, there are no restrictions on usage within different realms.
 
Issokude Kyokan – Approved
Add a Training section to the feat with a brief description on the training. Issokude Kyokan will require learning from a practitioner.

Bank Shot – Approved

Shinkenjutsu no Mon – Approved

Lethe’s Touch – Approved w/changes
Ditch the bit about adding new sense manipulation per hit. Revise so that reapplying the technique extends the duration and can change the current sense being affected.

Ares’ Road - Approved
 
Unyielding and Scream
Unyeilding - 15% Reiatsu/200 reiatsu
Tapping in to the other realm, between that of the living world and Soul Society, Kite can shift his body further into alignment with that mystical realm. The limits on Kite’s physical strength are lifted, to a degree. By paying the cost of Unyeilding, Kite enters a state of dominance over the physical world, becoming immune to physical forces that are equal to or weaker than his internalize. This would not stop a sword from cutting his body, but would allow him to halt flying cars or stand in topling buildings. For each time this cost is paid, the duration of the effect is 10 rounds.


Alternatively, Kite may pay 200 Reiatsu to manifest this as blunt force that can strike out at a distance up to 15 meters, carrying his magnified force with it.

Attack(primary power): Scream -15% refreshable
Rips out 15% of his reiatsu, creating a field of seething, tearing spiritual force that consumes and damages all it comes into contact with in a 3 meter range around him. The field appears as a pale red field of fanged faces twisted in agony intermixed with slashing and clawing talons.

If the Scream is weakened by colliding with other reiatsu energies, he
must pay the difference remaining to refresh it to 15%.



Kite - [Unique] - [Faction]
Name: Strength Immaterial
Requires: 10,000 Combat

Description: Kite's body belongs truly to the place between worlds, the time and space, if one can call it that, where souls are when transitioning from earth to Soul Society, or perhaps where wayward and lost spirits reside. As such, he has fewer restrictions of natural laws and ties to the world he somehow managed to remain upon. He is freakishly strong, so much so that his own power would tear apart his own body while using it, yet, his tremendous endurance allows for this exceptional display.

Effect: Kite's physical body is tremendously strong, in so much that it is beyond that even of an Advent Human's. This places him at about 1.5x the amount of a typical Advent Human at peak combat for their [Internalize] technique. Able to not just throw around a full sized van hard, but able to grapple with speeding trucks.

Kite - [Trained]
Requirements: 10,000 Fortitude; Training with Kite and having suffered major wounds from ranged attacks
Name: Bitch Tactics

Description: It didn't take Kite long to realize that in the world of spiritual beings, there's something he really doesn't like: people who refuse to fight up close. Using the too common slang 'bitches', he has developed a technique to help mitigate against those who try to stay away. Despite his crude personality, this technique shows off his quite refined ability to manipulate spiritual energy. Kite can cross his arms before his body and generate a vectored shape barrier that peaks in the middle while angling out before his body. This barrier is short lived, as a tradeoff for power, especially against attacks that utilize range.

Effect: By paying 5% of his reiatsu, the barrier is created. Against attacks and abilities that start from out of melee range(Quincy arrows, guns, ranged kai attacks and so on), this barrier is 250% stronger, but regardless it only lasts for one round or until his arms uncross. This counts against his Fortitude Threshold.

Users of this feat may tie in an aspect of their release to the barrier, explained here. If Kite has activated his Unyielding state, the force of his kinetic energy is focused on the barrier for the duration, allowing it to act as a battering ram brushing aside things in his path.

Creed
[Trained]
Name: Way of the Cutting Demon Art

Requires: 2,000 Kidou, 2,000 Zanjutsu;

Description: Before the creation of zanpakutou, shinigami were forced to rely on the Demon Arts to dispose of their enemies. Since, they combine both spirit steel and spirit magic to bring an onslaught to the hollows that must be purified. Practitioners of this feat take that blending to a whole new level, literally adding the power of a demon art to their release.

Effect: Due to the varied nature of Zanpakutou release, the exact effect achieved varies from user to user. For Creed, he is able to channel the power of a Hadou into the raw power of his Scream release. The damaging aura of reiatsu attains the atrributes of the Hadou used, such as the type of damage (fire, freezing, electricity, concussive and so on), and any one secondary property (such as the continued burning of Hadou 70). The entire cost of the hadou used must be paid, but not does augment the strength of the Scream effect beyond the first round, rather changes the release to mimic the power until another Hadou is used or the kai is sealed.
 
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Resubmitting this to make it a little more useful and worthwhile. Changes are bolded, old version is in a spoiler below.

[ Iaiken ] - "Drawing Fist"

This technique was founded upon the basic principles of Iaidou - the unique art of sword drawing and cutting - but is instead performed with the fist. The practitioners of this technique are able to respond immediately when combat is necessary, even with their limbs occupied or covered.

The split-second reaction time allows the user to project the force of their punch beyond their fist, which results in a "bullet" of sheer pressure that strikes with the speed and force of the user's normal punch, adopting all extraneous properties of the user's punch in doing so. This bullet can travel a maximum distance of 10m before dispersing. Because these air punches grow in strength with the user, each punch consumes 1% Reiatsu. This can also be applied to kicks, and can be utilized only once per round.

Training: In order to learn Iaido, it is necessary to find a practitioner. Training involves the user honing their reaction time and the force of their punches by snapping into the movements of Iaiken with a large rock or boulder as their target. Over time, this force develops into enough to crack the boulder. Until the force is enough to split the boulder, which may take weeks of practice, the feat is not considered learned.​

Original Iaiken
[ Iaiken ] - "Drawing Fist"

This technique was founded upon the basic principles of Iaidou - the unique art of sword drawing and cutting - but is instead performed with the fist. The practitioners of this technique are able to respond immediately when combat is necessary, even with their limbs occupied or covered.

The split-second reaction time allows the user to project the force of their punch beyond their fist, which results in a "bullet" of sheer pressure that strikes with the speed and force of the user's normal punch. This bullet can travel a maximum distance of 10m before dispersing. Because these air punches grow in strength with the user, each punch consumes 1% Reiatsu. This can also be applied to kicks, and can be utilized only once per round.

Training: In order to learn Iaido, it is necessary to find a practitioner. Training involves the user honing their reaction time and the force of their punches by snapping into the movements of Iaiken with a large rock or boulder as their target. Over time, this force develops into enough to crack the boulder. Until the force is enough to split the boulder, which may take weeks of practice, the feat is not considered learned.
 
Strength Immaterial - Approved

Bitch Tactics - Approved as follows
Scale it down to x2 to bring it in line to something on the lines of the special kidou barriers. Ditch the adding an aspect of your kai to the feat.That would require people who learn this to constantly resub it to get a version specific to their chars and it’d have to constantly reevaluate how it works with their kai each time, which really shouldn’t happen with a trained feat. The adding an aspect of your kai is something found in uniques. Plus, you’re already getting a directional barrier that’s pretty much x2 with proper aiming. (and honestly, you could probably do your kai addon already if you just start running at people).

Also, write up a small two-three sentence description on how to train this feat and send it to me so I can add it to the feat before I add it to the compendium. Only requirement is that this technique will require finding a practitioner.​

Way of the Cutting Demon Art - Denied
Once again, manipulating feats on top of kai abilities really is a Unique level thing. Pretty much, every time someone would learn this feat it would be something different to review. If you want this for Creed, throw it in his unique slot and buff it up if you want.​

Iaiken - Resubmit
So, I’m still hesitant on allowing all punch modifiers to be added. Firstly, it could easily get crazy considering Iaiken has the range. Adding range to things like Daigeki no Taka or even Fruit of Labor bursts for a cheap cost of 1% is a bit much. Furthermore, spamming a bunch of punch modifiers and just hurling them could be a problem.​
 
Using my Vice-Captain slot to sub a trained style, fuck yeah.

Kageboushi-Ryu - Shadow Figure Style

Originally based on the assassination methods of the Executive Militia, Kageboushi-Ryu was later refined to develop it into an artform. One which was useful for not just delivering unseen strikes, but also to have uses in direct confrontation. Practitioners of the style are known for their ability to move fluidly even under high duress.

Training: In order to learn Kageboushi, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Kageboushi techniques at least once and have GM approval. Initial training in Kageboushi-Ryu 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 Kageboushi-Ryu, synergizing all their previous knowledge and gaining the rank of Adept
.

Requirements: 5000 Hohou
Masters: Feng Yin

Shinzui no Kage - The Essence of Shadow
The primary technique of Kageboushi-Ryu is perhaps innocuous at first glace. Practitioners are trained in focusing all their effort on a single location they wish to reach. First using reiatsu to guide them before being able to conjure the image at will. Locations must be within 20m of the practitioner and once selected are marked by the appearance of the kanji 影 at the target location. Up to two marks may exist at any single time, however there is no cost to placing a mark. The true power of the techniques comes when the marks are activated. it allows the practitioner to nearly-instantly appear at the target location with all the momentum they currently had. This movement can only be tracked by individuals with 75% of the practioner’s speed stat. Activation costs 2% reiatsu and may only be used twice per turn.
Requirements: Kageboushi-Ryu

Daku no Kage - The Shadow’s Embrace
A secondary function of the Shinzui no Kage marks, a practitioner may elect to pay a small portion, 2%, of their reiatsu to feed the mark. This causes a vacuum effect to originate from the mark itself drawing anything within 3m of the location back towards the mark. The mark is still able to be teleported to even after the vacuum effect has been initiated, however Daku no Kage can only be used a single time per turn.
Requirements: Kageboushi-Ryu

Chisoku to Seishin - Force and Soul
A coupe de grace move originated for its ability to end a man’s life before they even realized the final blow had been struck, Chisoku to Seishin is the epitome of movement. Initiated by placing a both of the Shinzui no Kage marks 20m apart with no obstacles between them. The practitioner then utilizes the momentum conservation effect of the marks to build up speed before launching from his final mark at an opponent so long as they are within 10m of the final mark. This technique is not simple to complete requiring extensive training in order to grasp the intricacies. In order to activate Chisoku to Seishin, the practitioner must pay 5,000 reiatsu, and the technique is only usable once per 10,000 hohou a practitioner has. This strike is delivered at the blunt force of both the practitioner's Hohou and combat stat of choice. While only the cost of the technique is applied as direct damage.
Requirements: 10,000 Hohou
 
[ Iaiken ] - "Drawing Fist"

This technique was founded upon the basic principles of Iaidou - the unique art of sword drawing and cutting - but is instead performed with the fist. The practitioners of this technique are able to respond immediately when combat is necessary, even with their limbs occupied or covered.

The split-second reaction time allows the user to project the force of their punch beyond their fist, which results in a "bullet" of sheer pressure that strikes with the force of the user's normal punch. This bullet travels instantly to its target location, reaching a maximum distance of 10m before dispersing. Because these air punches grow in strength with the user, each punch consumes 1% Reiatsu. This can also be applied to kicks, and can be utilized only once per round.

Training: In order to learn Iaido, it is necessary to find a practitioner. Training involves the user honing their reaction time and the force of their punches by snapping into the movements of Iaiken with a large rock or boulder as their target. Over time, this force develops into enough to crack the boulder. Until the force is enough to split the boulder, which may take weeks of practice, the feat is not considered learned.​

Original Iaiken
[ Iaiken ] - "Drawing Fist"

This technique was founded upon the basic principles of Iaidou - the unique art of sword drawing and cutting - but is instead performed with the fist. The practitioners of this technique are able to respond immediately when combat is necessary, even with their limbs occupied or covered.

The split-second reaction time allows the user to project the force of their punch beyond their fist, which results in a "bullet" of sheer pressure that strikes with the speed and force of the user's normal punch. This bullet can travel a maximum distance of 10m before dispersing. Because these air punches grow in strength with the user, each punch consumes 1% Reiatsu. This can also be applied to kicks, and can be utilized only once per round.

Training: In order to learn Iaido, it is necessary to find a practitioner. Training involves the user honing their reaction time and the force of their punches by snapping into the movements of Iaiken with a large rock or boulder as their target. Over time, this force develops into enough to crack the boulder. Until the force is enough to split the boulder, which may take weeks of practice, the feat is not considered learned.
 
Iaiken - Approved

Kageboushi-Ryu - Approved w/Reword and Rename

Bekitabi Subayaki - Gotta Go Fast

A coupe de grace move originated for its ability to end a man’s life before they even realized the final blow had been struck, Bekitabi Subayaki is the epitome of movement. Initiated by placing a both of the Shinzui no Kage marks 20 meters apart with no obstacles between them. The practitioner then utilizes the momentum conservation effect of the marks to build up speed before launching from his final mark at an opponent within 10 meters. This strike is devastating, leveling knock-back damage capable of blowing back enemies up to 20 meters. The cost of the technique is applied as blunt-force direct damage.This technique is not simple to complete requiring extensive training in order to grasp the intricacies. In order to activate Bekitabi Subayaki , the practitioner must pay 5,000 reiatsu, and the technique is only usable once per 10,000 hohou a practitioner has.

Requirements: 10,000 Hohou​
 
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Subbing a Trained Style, yo~

Suiken, Way of The Drunken Fist

Often considered a novelty, Suiken has been scorned as a parlor trick and even an outright sham throughout history. However, those that adhere to and master the principles and techniques find a hidden power through misdirection, sudden bursts of power, and doling out the unexpected to opponents. There is real power in the body of a Suiken Master, and though it takes time to conquer, those who do so find ample reward.

Training: To be trained in Suiken, the potential pupil must locate a master, then convince them to train them. Attaining mastery requires that all techniques be used at least once, and the final technique must be witnessed by the master.

At the beginning of training, a student will choose a vessel. Be it flask, gourd or bottle, this vessel will hold a special brew that reacts when fused with reiatsu. Students will learn to passively infuse the drink with reiatsu at all times. This vessel is used as payment for the techniques used by a Suiken user, however it cannot be refilled or reinfused while in combat, and at its full capacity can hold ten shots, or ‘charges’. Once the charges are depleted, no more techniques from Suiken can be used in any given fight.

Also, all Suiken techniques are fairly strenuous, and no two Suiken techs can be used simultaneously, or even within the same turn.

Requirements: 3000 Hakuda to begin

Practitioners: Raury Feybrand
Masters: Raury Feybrand





[Staggering Steps] Cost- 1 Charge

Suiken aims to confound opponents, creating confusion and complacency. At proper moments, this is to be exploited explosively, and often to great effect. The first stage of training shows a practitioner how to create fluidity of motion out of impossible body configurations, capitalizing on a Suiken user’s superior balance, flexibility and strength of core, making natural motions of what appears to be ‘drunken’ stumbling.

When utilizing Staggering Steps, dodging or blocking an opponent becomes considerably easier and more natural. In addition, during the duration of Staggering Steps the user can make a single brutal attack on an opponent. This attack is blurred to the opponent, and the suiken fighter moves roughly in the same fashion as a shunpo, however regardless of hohou stat, the user can travel no further than 10 meters and still connect a hit. The effect lasts a single round.

Staggering Steps is the bread and butter of a drunken fighter, and is often favored as a method of counter.

[Dragon’s Belly] Cost- 2 Charges

Taking the concept of issuing out the unexpected, this technique allows the fighter to infuse charges into a powerful, hyper-reactive mixture internally. This mixture is regurgitated, creating a potent gout of flame outward in a cone in front of the user.

The flame’s power is directly related to the quality of reiatsu infused in the user’s vessel, and thus is tied to overall reiatsu. Dragon’s Belly deals fire damage equivalent in power to 4% of the user’s maximum reiatsu stat, and the flame travels 20 meters outward in a cone.

[Bacchanal] Cost- All Charges

In a singular act of desperation, or simply a desire for outright carnage, a Suiken Master can surrender all control over themselves, allowing the power of alcohol and volatile reiatsu to course freely and unfettered throughout their body. The effects of this are often catastrophic, both for the user and his opponent both. Under the effects of Bacchanal the fighter feels no pain and enjoys a massive boost in raw strength, making them easily capable of tossing around structures such as moderate sized vehicles, stone pillars, etc. Or caving in a few faces.

This has two major drawbacks. During the duration of Bacchanal, the Master can in no way differentiate between friend or foe, and will attack anything on sight without exception. Also, one round after the effects subside, the user will lose consciousness, taxed beyond capability.

The duration of Bacchanal is tied directly to how many charges remain in the vessel, ranging anywhere from one round to ten, but the amount cannot be chosen. When this technique is used, all charges are consumed.

Requires 7000 Hakuda
 
[ Unerledigtes ] - "Loose Ends"

For eons, Quincies have continued the ancient human tradition of hunting. Similarly, they have reinvented the common tools for hunting into more modern and adaptable counterparts. By compressing reishi into a more corporeal form, a Quincy can use this technique in order to create strings of energy that can interact with the physical world.

These 'Loose Ends' are incredibly versatile in their applications, just like their mundane counterparts, but bear the added benefit of being much tougher than normal strings in addition to being able to be manipulated by the Quincy who created them. Potential applications include wound stitching, sewing, tripping up an opponent, pulling at physical structures, etc. Each thread manifests from a fingertip and is controlled via the hands. The threads can be manipulated freely so long as the thread maintains contact with the user's finger(s), allowing them to wrap the threads around objects within their range and manipulate the same way a puppetmaster would pull their dolls.

While taught with moderate difficulty to a Quincy who has learned to manifest their Rei Hamayumi, the challenge becomes learning how to use these threads to their fullest potential. At lower levels, a practitioner can only pull/drag objects that they would be able to affect with their own strength. Once the user reaches 5000 reiatsu, their strings are able to strain the physical laws of the world. This allows the Quincy to pull some objects that they would normally be unable to move: toppling street lights, violently pulling vending machines, even pulling humans devoid of reiatsu around like ragdolls. A Quincy's maximum output in this manner does not exceed the base level of Internalize, meaning that they cannot affect anything more hefty than a vending machine.

Each meter of string costs 25 reiatsu to create, which may be paid from their Shuuhaku pool. Only fifteen meters of string may remain in existence at one time. They can be manifested as either a single long string or several shorter ones from each fingertip. If the user attempts to restrain any being with reiatsu using Loose Ends, the strings are treated as a binding and become subject to standard binding decay. Unfortunately, such beings can only be bound and are unable to be manipulated with the string.

Requirements: 2000 Reiatsu

Training: This technique requires a fair amount of talent in general reishi manipulation. Potential students must seek out an existing practitioner. Training involves learning how to manifest ambient reiatsu into a shape other than the bows they hunt with. The difficulty of this technique stems from the fact that they are manipulating reishi without anything to use a focus (such as a Quincy Cross). Because of this, new students struggle to recreate the flexibility, shape, and tensile strength of a string. This technique usually requires at least a few hours to successfully learn, with an even steeper learning curve for Quincy of the lowest level.

Practitioners: Tama (TheLightSage)
 
Drunken Fist - Approved

Loose Ends - Approved with Changes
- Adding a static cost per turn
- 15 meters is the max you can have per turn. You don't gain 15 m each turn, it's the maximum amount possible to exist in the turn but you can retract and lengthen at will.

This
[ Unerledigtes ] - "Loose Ends"

For eons, Quincies have continued the ancient human tradition of hunting. Similarly, they have reinvented the common tools for hunting into more modern and adaptable counterparts. By compressing reishi into a more corporeal form, a Quincy can use this technique in order to create strings of energy that can interact with the physical world.

These 'Loose Ends' are incredibly versatile in their applications, just like their mundane counterparts, but bear the added benefit of being much tougher than normal strings in addition to being able to be manipulated by the Quincy who created them. Potential applications include wound stitching, sewing, tripping up an opponent, pulling at physical structures, etc. Each thread manifests from a fingertip and is controlled via the hands. The threads can be manipulated freely so long as the thread maintains contact with the user's finger(s), allowing them to wrap the threads around objects within their range and manipulate the same way a puppetmaster would pull their dolls.

While taught with moderate difficulty to a Quincy who has learned to manifest their Rei Hamayumi, the challenge becomes learning how to use these threads to their fullest potential. At lower levels, a practitioner can only pull/drag objects that they would be able to affect with their own strength.

Once the user reaches 5000 reiatsu, their strings are able to strain the physical laws of the world. This allows the Quincy to pull some objects that they would normally be unable to move: toppling street lights, violently pulling vending machines, even pulling humans devoid of reiatsu around like ragdolls. A Quincy's maximum output in this manner does not exceed the base level of Internalize, meaning that they cannot affect anything more hefty than a vending machine.

Fifteen meters of string may remain in existence at one time. They can be manifested as either a single long string or several shorter ones from each fingertip. To sustain this ability the user must pay 2% of their reiatsu per turn. If the user attempts to restrain any being with reiatsu using Loose Ends, the strings are treated as a binding and become subject to standard binding decay. Unfortunately, such beings can only be bound and are unable to be manipulated with the string.

Requirements: 3000 reiatsu

Training: This technique requires a fair amount of talent in general reishi manipulation. Potential students must seek out an existing practitioner. Training involves learning how to manifest ambient reiatsu into a shape other than the bows they hunt with. The difficulty of this technique stems from the fact that they are manipulating reishi without anything to use a focus (such as a Quincy Cross). Because of this, new students struggle to recreate the flexibility, shape, and tensile strength of a string. This technique usually requires at least a few hours to successfully learn, with an even steeper learning curve for Quincy of the lowest level.

Practitioners: Tama (TheLightSage)
 
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Using my other empty Trained slot to submit this one~



Phantom Walker - Trained

Through the frequent use of a specific spell, one learns to understand the fundamentals of how it works and eventually, the littlest principles that make a spell possible. And by utilizing that knowledge, a practitioner is able to tweak its workings to work better to their advantage. And this, exactly, how Phantom Walker works.

Through the constant use and modification of the kidou Glass Veil, a practitioner is able to tap its powers and put the spell into greater use, such that the effects of Glass Veil now rests on the practitioner's mastery of the spell.

By equipping it once, the practitioner of Phantom Walker is able to move quickly while under the effect of Glass Veil, breaking the normal movement limits.

By equipping it twice, the practitioner is able to use hohou techniques, provided that the cost required to execute such technique is lower than the amount expended to use Glass Veil. However, the moment a practitioner uses a hohou technique, the concealment momentarily disappears, causing the practitioner’s image to flicker into view before disappearing once more. If the cost of the technique is higher than the cost of Glass Veil, the effects of the spell breaks.

By equipping it thrice, the practitioner is able to use other reiatsu techniques while the under the influence of the spell, given that the cost to execute such ability or technique is lower than the amount expended for Glass Veil. As it is with the previous tier, the practitioner’s form flickers into view for a split second whenever a reiatsu-based ability is used. Its greatest advantage lies in the fact that the practitioner may release their zanpakutou while Glass Veil is in effect. However, the reiatsu bonus gained from the release must not exceed the cost used for activating Glass Veil. If the reiatsu limitations are exceeded, the concealment afforded by the spell instantly breaks.

In order to activate the feat’s effects, the technique’s name is recited after the spell’s name whenever conjured (Glass Veil- Phantom Walker)

Training: To attain Phantom Walker, it is necessary to find a practitioner. Effective use of Glass Veil must be exhibited in practical situations at least 5 times in chapters or collabs, with the actual training for the acquisition of Phantom Walker for the sixth. Training involves the arduous practice of maintaining the spell in conditions wherein the spell should have normally dispelled, such as moving fast and using reiatsu abilities. A practitioner is considered a master once they are able to use the benefits afforded by Phantom Walker with relative ease, which must be shown in a collab with an existing master.​

Requirements: 5,000 kidou
Practitioners: Kamenashi Yuurei
Masters: Kamenashi Yuurei


Kidou in question:
Kidou in question
Glass Veil - Bakudou #60, 995 Kidou

Description: An extremely difficult Bakudou to implement. Uses Kidou energy to bend light around the caster. Also dampens the caster's spirit pressure to hide their presence. Does not allow for quick movements, as the shimmers in the spell can be seen. This spell is ideal for scouting, spying, hiding from pursuit, and laying an ambush.

Incantation: Blind them from what they think they see, hide me from they think they know. Make them ignorant of my presence. Bakudou #60, Glass Veil.

 
Captaincy Unique Feat Slot being employed to create:

Kanshite wo Mouka Niyoru [To Seal with Raging Flame]
Unique

Experimentation and advanced kidou studies are the high-minded ambitions of the Kidoushuu, the Kidou Corps of Soul Society. Also, the Kidoushuu are tasked with using this experimental and advanced variation of the Demon Arts in the maintenance of much of the operations of Soul Society, among them the use of highly complex seals. After actualizing the potential once seen in her by this secretive and elite division of the forces of Seireitei as a master kidouist and practitioner of the most grand experiments with flame magic known to shinigami or scholar, the pyromancer took an even rarer step than simply being approached by the Kidoushuu: she learned their ways without joining their number.

Applying her unique brand of fire magic to the Kidoushuu's mastery of seals of various form, Adelaide was taught how to restructure a seal fundamentally, giving her mastery of fire to the art of kidou least moved by the passions of fire: bindings. By paying 1.5 times the cost of a binding (applied to the binding's strength), Adelaide can fundamentally alter the basis of the spell, adding to it the power of the flames that are signature to her casting. This also means that some bindings which are naturally not harmful now may inflict serious burns on their victims.

While powerful in its own right, this allows her newly-burning bindings to be augmented by the powers of her zanpakutou's release, where Soulfire can be applied to these kidou. Because the flames are not added to the spell, but the spell is altered on a basic level to incorporate them, Soulfire applies to the newly-burning kidou as it would to any Fire-based kidou, with the extra cost for Kanshite wo Mouka Niyoru being applied separately.
 
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