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Feat/Tech Submission Thread

As much as I do love Schematic... it's getting replaced.

Out with the old

[Schematic]
Div tech

Who can deny the satisfaction of victory when your enemy has been denied that which they so valiantly (or vainly) strove for?

Whether they sought to conquer a land, or chase after a particular object, if the Fifth Division stands in their way, they had better look more closely. Hailed as liars and deceivers inside combat as well as outside, members of the Fifth have a chance at the ultimate deceit.

If they have studied a piece of land, are generally familiar with an object or building, practitioners of [Schematic] are allowed to create minor visual illusions for the price of 1% their reiatsu. These conjurations last for a two rounds with an additional round per 6,000 reiatsu.

These illusions can only be inanimate objects, as people or creatures are too complex to recreate, and can be no larger than 4 cubic feet.


In with the new

[ Gisou ]

Terrain is annoying. As much as it is helpful it can also be a liability and hindrance. Specific groups within the Fifth have taken to branding their bodies with a unique mark - a falling, withering, leaf.

This brand serves to be more than a simple identifier, however, as it is made using a special metal-crystal alloy developed between the Fifth and Ninth. Once branded, a founder can pay 2% of their reiatsu per round. Therein doing so, the founder’s reiatsu is woven through the crystal fragments in their skin, and completely naturalizes with the world around them, placing them into a quasi-physical state. Their bodies, and articles attached to them, become transparent and hard to focus on, allowing them to blend into the world around them.

Additionally, because their reiatsu is so fine-tuned to the world, a founder with Gisou can choose to not interact with physical objects such as walls or even the ground they stand on. However, due to the mentally taxing limitations of Gisou, a person cannot stay within an object larger than themselves for longer than two rounds before they must return to their physical form. Finally, if a user of Gisou actively attempts to attack while the ability is going, their shroud is ruined and the immediately become corporeal.

 
Phantom Walker - Resubmit
Going to say no on the equipping three times bonus. The big thing about cloaks is that you can't invisibly launch powerful bankai attacks or shikai attacks from no where. Also, add an upkeep cost per turn for the first two levels, something like 2% per turn active.

Raging Flame - Approved

Gisou - Approved w/Changes
The physical cloak is broken when entering shikai or bankai. Remember, this doesn't cloak your rei so if they're good they can try to detect you with usual detection abilities. Also, even though they're quasi-corporeal, they can't use it to like, phase through attacks.
 
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.

In order to use Phantom Walker, the user must pay a 2% upkeep cost in addition to the original spell cost of Glass Veil.


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.

 
Orph div techs. Replacing Covering Fire and Danger Close

[Hayauchi] - 早撃ち
“Quick Draw”

Agents of the Initiative, by virtue of their training, rely heavily on their superior range and quick reflexes in combat. Taking advantage of the smallest openings, the most miniscule lapses in an enemies actions, Orpheus agents prefer to create a combat advantage during these decisive moments rather than recklessly engaging an opponent.

It was for moments such as these that Hayauchi was created. Combining diligent training with an Advent’s post-human reflexes, this technique allows an agent to quickly react to any openings in an opponent’s defense with devastating force.

Practically speaking, this means practitioners of Hayauchi are always afforded the first attacking turn of any fight or collaboration. If priority is claimed with Hayauchi, the user has up to three rounds following the start of any encounter to initiate combat. If opponent(s) take any combative actions during this time frame, the user may immediately retaliate, attacking the offending target and gaining a 15% buff to any damage dealt. If this time passes without the user taking offensive action, the effect of Hayauchi is forfeit and all participants in the encounter may move freely.



[Ryoshi Kyoukan] - 猟師凶漢
“Hunter-Killer”

When hunting spiritual game, an agent’s most valuable asset, apart from their weapons, is their eyes. Being able to detect and react to the most cunning of prey can mean the difference between life and death for an agent of the Initiative. As such, maintaining focus on an enemy in the most challenging conditions has always been a cornerstone of Orpheus’ modus operandi. Drawing on Initiative techniques such as Takagan, Ryoushi Kyoukan pushes the envelope even further, allowing agents to greatly improve their visual abilities for a brief period of time.

By spending 5% of their reiatsu, practitioners of Ryoushi Kyoukan gain vastly enhanced vision for three turns following activation. While this technique is active, enemies within a thirty meter radius around the agent are highlighted, with recently attacked foes appearing brighter and in clearer focus. This effect only applies to targets that have already been seen or detected. Targets highlighted by Ryoushi Kyoukan can be seen through most physical obstructions (stealth techniques are not dispelled by this ability), although those in cover will appear duller and less bright. Additionally, this ability confers an increase in accuracy (reflected as an increase to Combat proportional to the cost, for aiming purposes only) to any target highlighted by the ability.

Ryoushi Kyoukan can activated one time per chapter or collab, as well as one additional use for every 5k in Combat, to a maximum of five. Multiple instances Ryoushi Kyoukan cannot be activated within two rounds of one another.
 
Phantom Walker - Approved with Changes

- Add in a stipulation that Phantom Walker doesn't override the tracking requirements for hohou techniques. That means even if you're shunpo-ing from invisibility, if they see you when the concealment is broken, they can track you through the technique.

Quick Draw - Approved

Hunter-Killer - Approved
 
Changes Added. If there's any awkward wording, please point them out (I'm really bad at this!) Thanks Hiren~! =D


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. And while a practitioner may use movement techniques while under the effects of Glass Veil, it does not necessarily override tracking requirements for hohou techniques once they are seen during the momentary flicker. Also, if the cost of the technique is higher than the cost of Glass Veil, the effects of the spell breaks.

In order to use Phantom Walker, the user must pay a 2% upkeep cost in addition to the original spell cost of Glass Veil.


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.

 
Getting rid of hunter....hell never even claimed it...to have this.

Yama no michi – Way of the mountain.

A style that was invented rather recently doesn’t truly have any viable methods of attack. Its true purpose is to allow its practitioner to endure and resist blows that would cripple or destroy a regular man. Though their attacking capabilities is limited, the amount of work that is put in greatly heightens the practitioner’s natural strength and resistance to pain. Those who master the style will find themselves difficult to kill and even harder to hurt.

Training: To be trained in Yama no michi, you must find someone who has mastered it and convince them to teach you. To be considered a master, a practitioner must have used all Yama no michi techniques at least once and have GM approval. Initial training in Yama no michi leads to proficiency in the style and one primary style technique. After reaching the skill level of an Adept, they can be taught the final technique of Yama no michi, synergizing all their previous knowledge and gaining the rank of Adept.

Requires 5000 hakuda to start.

[Yama no Michi: Eien fukyū] – “Forever Enduring”

This technique is the most basic and obvious: You have to be able to take a hit.

The practitioner’s muscles and body have been trained to the extent that the body can endure great blows against them. This represents itself as the user being able to shrug off attacks equal to 5% of their hakuda. Also any damage that is dealt to them is downgraded by one with moderate doing minor damage, and minor doing no damage at all.

[Yama no Michi: Eien ni sutiru] – “Forever Still”]
Taking the training a step further, the practitioner learns the next technique. For a person to die standing is very possible for a practitioner of Yama no Michi as this technique is learned. At the cost of 5% of the practitioner's maximum reiatsu, their body has been strengthened to the point where they cannot be physically moved unwillingly by any physical force. The user can endure forces up to half of their total hakuda and still attack but anything over will leave them stationary still but unable to attack.

Requirement: 8000 Hakuda

[Yama no Michi: Eien ni magaranai] – “Forever Unyielding”
The pinnacle of the art, Eien ni magaranai is blocking move similar to Taikaku Kakougan only on a different scale. At the cost of 10% of their current reiatsu, they are capable of blocking any physical attack using the full power of their hakuda. This technique is more focused on the strength of the individual blow and utilizes only enough of the users strength to stop it. There is a 4 turn cooldown before this is used again and you can only block up to your limit before being unable to use the technique anymore. This is per thread.

Numerical Explanation
For example let’s say, You have 10000 hakuda and the enemy has 40000 zanjutsu. A regular hit is numerically stated as 10% of the attacking stat which is 4000. You can block it, as you have 10000 hakuda limit.

10000-4000 = 6000

However, because of that you can only block once more before being unable to use the technique anymore to block that persons attack.
6000 – 4000 - 2000

You could block a weaker person’s attack but not the first.


Requirement: 12000 Hakuda
 
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Trying my hand at a trained feat and I finally think it's ready now. :)

[ Ishiki Keiro ] - Path of Awareness

The Mystic Arts are hardly a physical discipline, requiring diligent efforts to contact forces unseen and spirits long gone. However, a certain shinigami created a path based on those teachings. His goal was to use the spiritual nature of the ethereal to enhance awareness and compliment one’s physical talents. Students of Ishiki Keiro combine this enhanced awareness of the reiryoku in both themselves and their environment in order to achieve a level of perception and prowess unrivalled by any other. In order to learn this style, one must discover and seek out an existing master of the style. Upon learning the first technique, the practitioner gains the title of Inquisitive. Once the aspiring practitioner has learned all techniques associated with Ishiki Keiro, they gain the title of High Inquisitive.

Training: In order to learn this style, it is required that the student be made to focus their sensing capabilities on their own spiritual signature. This requires shutting off one’s reiatsu to barely perceptible levels and then trying to sense the flow of their own power. Doing so is unconventional and will take time for the student to do with precision, but it is imperative to get them used to sensing a person’s actual energy rather than the pressure it provides.

The user is then told to locate a specific source of reiatsu and keep focusing on it for a long period of time. After this, one progresses to tracking energy sources as they move. The final step requires learning to process their enhanced spiritual senses in tandem with their physical senses, culminating in the first technique called Kyoumei. The style is not considered learned until the first technique is mastered.

[ Jushin-Ki ]
- Receiver

The first ability of this style is the practical application of their intricate understanding of the flow of energy in their environments. Jushin-Ki also serves as the foundation for the second and third techniques. Once activated, this ability changes the user’s Reiatsu Noukan into a much more focused ability over a shorter range rather than a vague awareness of someone’s presence. Within a 25 meter radius, the user can precisely track all reiryoku sources while forsaking the ability to sense the energies or presence of anything outside that field. The enhanced awareness wrought by Jushin-Ki allows the Ishiki Keiro practitioner to get a read on the powers imbued in the reiatsu within their domain. This causes a distinct visual effect as it allows the user to see the underlying reiryoku within the things around them. This is most commonly seen as a skin-level aura that is the color of the object or person' reiatsu. Even when the user is visually impaired, this combination of ethereal and physical sense allows them to see an opponent’s movements. Activation of this ability requires 1% of one’s reiatsu to maintain.

Requirements: 2000 Kidou

[ Hokyou Kanshou ] - Constructive Interference

The Ishiki Keiro style hinges upon a heightened understanding of energy as it flows through their space. Hokyou Kanshou refers to the constructive application of this self-awareness. Through an intimate awareness of their physical body as well as the flow of power within themselves, practitioners of this style can learn how to bridge the gap between the two in more than just their awareness. By paying 1% of their reiatsu per turn, practitioners can heal their bodies by forcibly increasing the flow of power throughout the affected area. Rather than targeting the affected area externally, as with Reiki, practitioners can heal wounds from the inside out by working with their own reiatsu. Minor wounds are healed in two turns, moderate wounds are healed in three, and major wounds are healed in four.

This ability may only be used while Jushin-Ki is active.

Requirements: 2000 Hakuda, 2000 Kidou

[ Heikou ] - Equilibrium

The Ishiki Keiro style hinges upon a heightened understanding of energy as it flows through their space. Heikou refers to the destructive application of this style. Now having acquired an awareness of self and surroundings that cannot be matched by many others, users of this technique can force their own reiatsu to return to equilibrium. Practitioners of this caliber become passively aware in any unnatural shifts in their body and spirit through Jushin-Ki, including negative effects which target their mind or body. By paying 3% of their reiatsu per turn, users can attempt to lessen or dispel the effects of one active effect on their person. This effect gradually returns the user to a state of balance rather than being an all-or-nothing cleansing burst.

This ability may only be used while Jushin-Ki is active.

Requirements: 3000 Hakuda, 2500 Kidou
 
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Way of the Mountain – Denied
Forever Enduring –
I explained to you why a persistent barrier that is not subject to decay rules and does not require a cost won’t fly. If I equipped this I would have a permanent 1750 rei barrier.

Forever Still –
Workable, but the cost is weird. If you change it to something like pay 5% but resist knockback of abilities up to the five percent cost paid that turn, it will work. Right now, putting it up to hak stat is unnecessary, and the no attack caveat seems tacked on.

Forever Unyielding –
If you need to have a numerical explanation you’re doing it wrong. Furthermore, there really isn’t a big benefit of this over regular granite constitution. For example, if I used it, I’d be paying 6K rei to get a 6K physical blocking shield. However, considering the people I fight often have 30K in an attacking stat, it’s only really blocking 2 hits from them. It’s just cheaper for me to use 2 instances of granite constitution. This only gets worse the less hakuda you have making it underwhelming for a final attack.


Ishiki Keiro – Resubmit
First off, honestly I see no reason for this to have a hak requirement. Sure it plays off ‘body balance’ but the number of just kidou that play around with the physical body makes it really irrelevant. You’re not directly applying hak so either change up the feat to actually fit more with hak or resub it with a higher kidou requirement but no hak requirement.

Reciever –
Not sure how useful this really turns out to be. Sure you get a nice physical trace, but remember you’re still going to get beaten by shunpos. It doesn’t hamper cloaks and honestly in most cases you will have the person near enough to you to get a good feeling on their location without the25 m radius. Seems a bit underwhelming to me honestly. At least the old true perception also gave you a physical echolocation for example.

Constructive Interference –
Lemme level with you on healing abilities. Honestly, as a chiyudou user, you’re just not going to get that major wound heal in the time you want it to. Personally, I think channeling type healing should be relegated to chiyudou because of its unique ability to mix together a bunch of regen types. Chiyudou also regenerates reiatsu which is a big bonus. You’re getting roughly a high mend in an ability, and while it’s useful, your wound gaining is almost always going to outpace the wound healing. It’s a cool concept and I actually kind of like a regen ability, but I think this healing is kind of underwhelming.

Equilibrium –
Remove the ability to sense mental affects since it essentially makes immunities to any illusion plays. You can still dispel them if you recognize that you’re being duped first, but I don’t want it to be an auto get out of jail free. Other than that, I like this ability.
 
Lets try this again.

Yama no michi – Way of the mountain.

A style that was invented rather recently doesn’t truly have any viable methods of attack. Its true purpose is to allow its practitioner to endure and resist blows that would cripple or destroy a regular man. Though their attacking capabilities is limited, the amount of work that is put in greatly heightens the practitioner’s natural strength and resistance to pain. Those who master the style will find themselves difficult to kill and even harder to hurt.

Training: To be trained in Yama no michi, you must find someone who has mastered it and convince them to teach you. To be considered a master, a practitioner must have used all Yama no michi techniques at least once and have GM approval. Initial training in Yama no michi leads to proficiency in the style and one primary style technique. After reaching the skill level of an Adept, they can be taught the final technique of Yama no michi, synergizing all their previous knowledge and gaining the rank of Adept.

Requires 5000 hakuda to start.

[Yama no Michi: Eien fukyū] – “Forever Enduring”

This technique is the most basic and obvious: You have to be able to take a hit.

The practitioner’s muscles and body have been trained to the extent that the body can endure great blows against them and becoming more resilient as more blows are weathered. This is represented as all attacks being weakened by 5%. Also any damage that is dealt to them is downgraded by one with moderate doing minor damage, and minor doing no damage at all. Repeated attacks stack this up to 4 and at mastery of the style, the attacks are now weakened by 10%.

[Yama no Michi: Eien ni sutiru] – “Forever Still”]
Taking the training a step further, the practitioner learns the next technique. For a person to die standing is very possible for a practitioner of Yama no Michi as this technique is learned. At the cost of 8% of the practitioner's maximum reiatsu, their body has been strengthened to the point where they cannot be physically moved unwillingly by any physical force. The user can endure forces up to triple the cost and still attack.

Requirement: 8000 Hakuda

[Yama no Michi: Eien ni magaranai] – “Forever Unyielding”
The pinnacle of the art, Eien ni magaranai is blocking move similar to Taikaku Kakougan only on a different scale. At the cost of 3000 reiatsu, they are capable of blocking any physical attack using the full power of their hakuda. This technique is more focused on the strength of the individual blow and utilizes only enough of the users strength to stop it. There is a 4 turn cooldown before this is used again and you can only block up to your limit before being unable to use the technique anymore. This is per thread.


Requirement: 12000 Hakuda
 
Bought a resub to get rid of Juuryokuha, since in a year I used it twice. Not really getting my money's worth there.

Kidou Shouen [Blazing Passion for the Demon Arts]
Unique

Learning from her own experience with fire kidou and the guides given her by the Kidoushuu on augmenting the fundamental power of a spell with flame, Adelaide has raised her ability with fire and chomatic flame kidou to the level of a true master pyromancer. By infusing spells already comprised with fire with flames as she was taught, it becomes little more than an amusement to incant a spell; her power over it is always at it's greatest efficiency.

Fire-based or Chromatic Fire kidou, those able to be enhanced by Hellfire and Soulfire, are now considered to be fully bypassed at all times, and cast with Eishouhaki or Kenkyouka at 100% effectiveness, without relying on being equipped multiple times. In order to qualify for this absolute bypass, a spell must naturally consist of either flames or chromatic fire. Spells bypassed in this manner are treated as if they are equipped thrice under Jumon Kaki, and not as if they were completely incanted.
 
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Yama no Michi - Denied

Forever Enduring

Wound reduction like this is ridiculous if you make it stack. You made true grit on steroids. Not only are you capable of almost halving something after four stacks of it, essentially you reduce to wound so it doesn’t even matter. You’ve pretty much made invulnerability so that the only way that you can really hurt the user is repeatedly ittou kasou them or something ridiculous like that.​

Forever Still
Closer, remove the whole ‘tripling the effect’. Write it like how I explained to you last time.

At the cost of 8% of the practitioner's maximum reiatsu, their body has been strengthened to the point where they cannot be physically moved unwillingly by any physical force. The user can resist the repelling effects of physical force up to the cost paid in, with the strongest effects being subtracted first.​

Forever Unyielding

First off, kind of useless like I explained to you because of the existance of Granite Constitution. Not good enough for a final attack since GC can block physical attacks up to the user’s hakuda. It overlaps too much with GC to be a good final ability.​


Kidou Shouen - Approved with Simplification
Not sure what the stipulation at the end was for. Wording it like Lucas Morrison’s bakudou bypass ability.

Kidou Shouen [Blazing Passion for the Demon Arts]
Unique

Learning from her own experience with fire kidou and the guides given her by the Kidoushuu on augmenting the fundamental power of a spell with flame, Adelaide has raised her ability with fire and chomatic flame kidou to the level of a true master pyromancer. By infusing spells already comprised with fire with flames as she was taught, it becomes little more than an amusement to incant a spell; her power over it is always at it's greatest efficiency.

Fire-based or Chromatic Fire kidou, those able to be enhanced by Hellfire and Soulfire, are cast with Eishouhaki or Kenkyouka at 100% efficiency. In order to qualify for this absolute bypass, a spell must naturally consist of either flames or chromatic fire.​
 
Some minor tweaks:

Body Modification
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. Only one variation may be chosen. Modifications can be changed weekly. The brave officer may choose one of two 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. The limb costs 5% reiatsu to activate.

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. Reiatsu drain is 5% per activation, with a use gained per 3,000 Reiatsu. The generated shield is equal to the cost paid into the limb.
 
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Unique Feat for Nenshou Mouko

[ Mobile Marksman ]
[ Unique Feat - Nenshou Mouko ]
[ Feat Slot - Final Release ]


Mouko, no stranger to constant movement during combat, has come to make it her specialty as the resident mid-range expert of Initiative Orpheus. To this end, she has since learnt to optimize her own strength, using the recoil of her weapons to give her added mobility on the battlefield.

Paying 200 Reiatsu, Mouko can move 15m in a straight line in any chosen direction. She may do this once per 4,000 Combat she has, moving at the speed of her Combat stat. This movement is done independent of current velocity or position, and retains inertia.
 
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Body Modification - Approved w/Changes:
Removed Assault Type Activation
Changed Defense Type by giving the shield size and limiting the uses down. The benefit of this one is that unlike kidou, there's no warning before the shield appears. It's essentially a better Tangent now.


Body Modification New

Body Modification New

Body Modification
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. Only one variation may be chosen. Modifications can be changed weekly. The brave officer may choose one of two 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. Skill with the assault type weapon is dictated by the respective attacking stat.

Defense 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. Reiatsu drain is 5% per activation. The surface of area of the shield is roughly the size of the modified limb. The generated shield is equal to the cost paid into the limb. The Defense Type augmentation can be activated once per every 5,000 reiatsu for a maximum of three uses.



Body Modification Original

Body Modification
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. Only one variation may be chosen. Modifications can be changed weekly. The brave officer may choose one of two 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. The limb costs 5% reiatsu to activate.

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. Reiatsu drain is 5% per activation, with a use gained per 3,000 Reiatsu. The generated shield is equal to the cost paid into the limb.



Mobile Marskman - Approved w/Changes:
Added standard fare tracking things.

Mobile Marksman New

[ Mobile Marksman ]

Mouko, no stranger to constant movement during combat, has come to make it her specialty as the resident mid-range expert of Initiative Orpheus. To this end, she has since learnt to optimize her own strength, using the recoil of her weapons to give her added mobility on the battlefield.

Paying 200 Reiatsu, Mouko canphysically move 15m in a straight line in any chosen direction. She may do this once per 4,000 Combat she has, moving at the speed of her Combat stat. This movement is done independent of current velocity or position, and retains inertia. This movement is difficult to track unless the tracker has at least 50% of Mouko's Combat in their primary movement stat.


Mobile Marksman Old

[ Mobile Marksman ]

Mouko, no stranger to constant movement during combat, has come to make it her specialty as the resident mid-range expert of Initiative Orpheus. To this end, she has since learnt to optimize her own strength, using the recoil of her weapons to give her added mobility on the battlefield.

Paying 200 Reiatsu, Mouko can move 15m in a straight line in any chosen direction. She may do this once per 4,000 Combat she has, moving at the speed of her Combat stat. This movement is done independent of current velocity or position, and retains inertia.
 
Subako no Bougyo - Defense of the Hive
Unique Feat
Captaincy Slot

The bacterium which comprise Feng Yin’s body have evolved with the man to defend the biologist in a number of unique ways. The latest of these defences has come with a particular subset of virulence which have shown a number of psychoactive effects. By using 3% of Feng’s reiatsu a turn as a method of aerosoling, the bacteria begin to saturate a 5m radius around the bandaged man. People who inhale the air within this field start experiencing a number of hallucinatory effects. These hallucinations begin tamely enough but prolonged exposure can completely warp an individual’s ability to discern reality within the area of influence. The bacteria themselves have a very short lifespan and die off within one turn of leaving the area of effect.
 
Name
Frei Wanderung (自由歩行 (フリーウォーキング), Furei Uounderingu; German for “Free-Walking”)

Type
Trained

Description
Allows the user to fire arrows without manifesting their bow. These arrows can be created and fired almost instantly, making it extremely difficult for opponents to evade them.Arrows can be fired in a number of different ways; though it demands from all practitioners increased proficiency in gathering and manipulating reishi particles, the manner in which those who study the style come to master it can vary. The decision of how these arrows are fired is up to each practitioner, though, must be approved by Feat staff.

Upon first learning Frei Wanderung, the proficiency of all arrows fired equates to 50% of the user’s Kyuuzu. Upon reaching 10,000 Kyuuzu, this increases to 75% and reaches full proficiency at 15,000 Kyuuzu; at this level of mastery, arrows fired using Frei Wanderung are no longer restricted to standard arrows.

Training: In order to learn Frei Wanderung, it is necessary to find a practitioner. Training involves mastering the manifestation of arrows as well as the intensely-precise displacement of reishi behind them as a method of propulsion. Mastery primarily involves grasping its mechanics, which seem impossible at first, increasing the precision of those discharges while maintaining the accuracy and velocity of each shot.

Requirements: 10,000 Reiatsu/5,000 Kyuuzu
 
Subako no Bougyo - Approved w/Changes
You can up the range to 10m because the cost is pretty standard.
If you want to keep it at 5m, you can lower the cost to like 1% per turn (just realize this makes it easier to cleanse)

Free Wanderer - Denied
First off, I'm not re-approving feats to make them unique to each person. That's pretty much the point of a unique feat.

Also, I don't like the idea of suddenly arrows from invisible area with no warning fired with perfect accuracy. That's really really really strong. If I was to nerf this feat to a workable level it'd be pretty much 100% worse than just simply activating your bow and firing the arrows normally.
 
Lets try this again.

Yama no michi – Way of the mountain.

A style that was invented rather recently doesn’t truly have any viable methods of attack. Its true purpose is to allow its practitioner to endure and resist blows that would cripple or destroy a regular man. Though their attacking capabilities is limited, the amount of work that is put in greatly heightens the practitioner’s natural strength and resistance to pain. Those who master the style will find themselves difficult to kill and even harder to hurt.

Training: To be trained in Yama no michi, you must find someone who has mastered it and convince them to teach you. To be considered a master, a practitioner must have used all Yama no michi techniques at least once and have GM approval. Initial training in Yama no michi leads to proficiency in the style and one primary style technique. After reaching the skill level of an Adept, they can be taught the final technique of Yama no michi, synergizing all their previous knowledge and gaining the rank of Adept.

Requires 5000 hakuda to start.

[Yama no Michi: Eien fukyū] – “Forever Enduring”

This technique is the most basic and obvious: You have to be able to take a hit.

The practitioner’s muscles and body have been trained to the extent that the body can endure great blows against them and becoming more resilient as more blows are weathered. This is represented as all attacks being weakened by 5%. Also any damage that is dealt to them is downgraded by one with moderate doing minor damage, and minor doing no damage at all. Upon mastery of the style, the attacks are now weakened by 10%.

[Yama no Michi: Eien ni sutiru] – “Forever Still”]
Taking the training a step further, the practitioner learns the next technique. For a person to die standing is very possible for a practitioner of Yama no Michi as this technique is learned. At the cost of 8% of the practitioner's maximum reiatsu, their body has been strengthened to the point where they cannot be physically moved unwillingly by any physical force. The user can resist the repelling effects of physical force up to the cost paid in, with the strongest effects being subtracted first.

Requirement: 8000 Hakuda

[Yama no Michi: Eien ni magaranai] – “Forever Unyielding”
The pinnacle of the art, Eien ni magaranai is blocking move similar to Taikaku Kakougan only on a different scale. The users are capable of blocking any physical attack. This technique is more focused on the strength of the enemies blow and only requires that the user spend half of the damage in reiatsu to stop it. The activation is constant and will constantly drain energy per physical hit.

Requirement: 12000 Hakuda
 
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