Ability: Despite Saul’s automated stance shift, Lucas has learned to bypass the stance lock and force it to change. However forcing a stance change is very taxing on his mind, and he is only capable of doing it a few time. Lucas is able to instantly change his stance once per round, however, he can only change his stance in this way once per fight, gaining an additional use per 10,000 reiatsu Lucas has accumulated.
Buying a resub for Patient Zero to replace it with something more in line w/ Feng rather than random tank feat.
Plague Lord Unique Feat
Feng’s own unique genetics made him resistant to the bioweapon which forged the basis for his zanpakutou, those the biologist comes in contact with aren’t so lucky. Any individual unlucky enough to come into contact with the ichor which forms the basis for Feng’s attacks, whether contact with his body or zanpakutou find themselves unwilling colonies for the Ekibyou virus.
By using 5% of his reiatsu to kickstart the replication process as he makes contact with an opponent Feng’s ichor can cause horrid effects for those unsuited to become carriers of the infection. Over the next two rounds the contact area becomes stripped of flesh and muscle as the viral particles begin to replicate at ungodly speeds making their way towards the infected individual’s bone. The dead tissue begins to slough off as the area undergoes localized necrosis. Accompanying this is the horrid effects of hemorrhagic fevers, the surrounding blood vessels dilate in an effort to speed immune response only to increase the bleeding from the wound. While the necrotizing process is occurring the afflicted limb is agonizingly painful to use resulting in an inability for the infected target to operate the particular limb for the two round duration.
Having next to no skill in kidou, Miya found it all but impossible to aim the trademark cero and bala of a Vizard. After training she has learned to extend a tendril of her mask down her arm, charged with a single cero or bala. This imbues her next melee attack with a directional blast of the stored energy. Missed attacks still discharge, and likely miss her intended target.
Inspiration for character: Snap in the bounty "Paging Doctor Toboggan"
Thana - Approved w/Changes - The cost is the cost of the cero when using cero and bala cost when using bala. The range is the same as your standard bala and cero range.
Born from the Orpheus technique known as Senkoutaihou Kata, the evolved state of Inkaten Kata is the natural progression for those who seem most at home when they have a firearm in their hand. Created originally by the original black operations squad of Orpheus, practitioners were taught to strike from the unseen. The purest distillation of misdirection Inkaten Kata was created.
Training:
In order to learn Inkaten Kata, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Inkaten Kata techniques at least once and have GM approval. Initial training in Inkaten Kata 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 Inkaten Kata, synergizing all their previous knowledge and gaining the rank of Master.
Requirements: 5,000 Agility, Senkoutaihou Kata
Level 1: Ikan - “Transfer Control”
In normal cases, Senkoutaihou Kata can only be used as a follow-up to a dodge. However, out of necessity, the creators of Inkaten Kata invented a technique that allowed them to express the fluidity necessary for Senkoutaihou Kata through alternative means. As such, Ikan was created to allow the user to immediately react and respond, while already beginning their motion for a follow-up move.
Upon recognizing an oncoming attack, the practitioner can expend 5% of their reiatsu in order to fire a rapid barrage of shots to intercept the oncoming attack in order to neutralize it. If the attack is worth less than the amount expended, it is nullified. If an attack is successfully nullified, Ikan immediately activates a use of Senkoutaihou Kata.
Level 2: Jisekiho - “Vestige Step”
Expressing the basics of misdirection, Jisekiho allows the user to become the embodiment of subterfuge itself. Throughout the use of Jisekiho, the user’s body begins to blur, leaving after images of their motion in their wake, representing the sheer speed that they are capable of moving at.
Jisekiho modifies a close-range counter of Senkoutaihou Kata. By paying an additional 2% reiatsu, they can perform a feint to transfer the attention of their target. In reality, they launch their counter to blindside the opponent, amplifying the damage by the cost paid in. Due to the misdirection, this attack is much more difficult to respond to or dodge. Jisekiho can only be activated when a target is within 15 meters of the practitioner.
Level 3: Dekigokoro - “Sudden Impulse”
While considered a technique reserved for only masters of Ikaten Kata, Dekigokoro is in many ways the foundation of the Ikaten. It is not simply a move, but instead the representation of the user’s knowledge of deception expressed in the most potent way possible.
Activated during a standard counter of Senkoutaihou Kata, the user can activate Dekigokoro to chain high-speed movements throughout. Each step moves the user 10 meters in a direction of their choosing, with their speed for the purposes of parsing relative to their Agility stat. After each movement they can fire a single shot from an equipped firearm, paying the cost of the firearm as per usual. If the shot successfully makes contact with their target, they can activate Dekigokoro once more.
Each chain persists until an attack misses, the user manually terminates the chain, or the user has reached the maximum step limit. Dekigokoro chains persists between turns. Initially, the user’s maximum chain limit is 2 steps, gaining an additional step for every 2,500 Agility the user has to a maximum of 8. To initiate the Dekigoro chain, the user must pay 7,500 reiatsu. Chokushoudo can be used once, gaining an additional user for every 10,000 Agility the practitioner has.
Three out of four of these are already approved, just with new flavor text. I honestly don't like Superbia, but I suck at techs. Royally It's taken me almost a year to develop these piles of steaming theft. Superbia is a crappy RG knockoff and I'm not overly comfortable with it TBQH.
Avaritia
It was the central technique of the Mystics of the Divine, now the Fallen learn the same technique as their predecessors. The fundamentals of both the old Tenth and the new are tested fundamentally by developing the ability to read and manipulate the energy around them to move objects to their will. Fallen are encouraged to embrace their desire to control the world around them, to either possess something or dominate it, exerting their will over its movement.
With Avaritia, the Fallen learns to move objects with their mind. Its range of effect is within a 15-meter radius. Avaritia 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 Fallen 200 reiatsu to perform this ability per turn. The reiatsu of others acts as a repellent to this ability, therefore, at no point can Avaritia be used to levitate other spiritual creatures or people or reiatsu-empowered effects.
Initially, control over the objects moved with Avaritia is poor, but it improves with practice. With experience, the control over an object gets gradually finer; starting at Poor (notable effort, very imprecise control) to Moderate at 5,000 (notable effort, able to perform minor tasks), Good at 10,000 (minor effort, able to perform everyday tasks requiring gross motor control) and finally Superior at 15,000 (minor effort, able to perform tasks requiring finite control outside combat, unable to wield weapons).
Superbia
From pride, Fallen draw strength. By focusing on the times a Fallen has overcome great challenges, they are capable of surmounting more than they could the day before. The normal limitations of a Shinigami are, to the mind of the Fallen, an affliction dealt with by normal Shinigami. A practitioner of Superbia believes themselves above such limitations.
The ‘armor of pride’ that Superbia grants does not diminish the adverse effects of overcoming the limitations of everyday Shinigami, but it does reduce the immediacy of such actions. At the cost of 300 reiatsu, once per turn, a Fallen can dull any physical or emotional affliction they have suffered relative to that affliction’s cost, but no actual healing occurs. A Superbia user, therefore, is allowed to push slightly farther before falling victim to wounds or emotional afflictions. However, this is just a minor application of Superbia-s true purpose, bypassing physical limits is too small-time.
Once per combat, and denying any further use of Superbia’s more pedestrian dulling ability, a practitioner can truly overcome the limits of lesser soldiers. A practitioner of Superbia may instead focus its passive power on overcoming the limits of a single threshold. However, each spell cast or ability executed past the user’s bypassed threshold is at diminishes all other thresholds by that amount. When all thresholds are at zero, the user loses consciousness.
Gullia
A Fallen’s power is largely related to embracing the desires that many deny themselves. Gullia is the truest exploration of embracing sloth, co-opting an ally’s strength as one’s own. Operating on the principle that the universe is underpinned by a fundamental connectedness of all things, the Fallen studies the way their own reiatsu interacts with the reiatsu of others, and can learn to use a harmony of these patterns to extend their own reserves of power, granting a Fallen passive regeneration of their expended energies when fighting alongside a familiar comrade.
As a Fallen 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 20 meters, a Fallen is 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 3% per turn and Fated Alliance grants 4% 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 Fallen is no longer able to harmonize their energy with their comrade.
Acedia
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 Acedia allows, this ability requires two turns to use. The first turn will activate Acedia by preparing the necessary reiatsu patterns and ‘webwork’ to initiate teleportation. However, due to the necessary concentration required of this ability, hostile acts that either injure or require defense from the Fallen cancels the teleportation attempt. It is not until the second turn that the Fallen will successfully travel to their desired destination. The Fallen cannot teleport into protected areas such as Las Noches.
Mystics 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.
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
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 3% per turn and Fated Alliance grants 4% 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.
Superbia, on the other hand is a fancier version of salve or Threshold plus more that can be more or less done away with. We recommend that you resubmit Superbia. First of all, Superbia is acceptable if people are paying 300 reiatsu per turn and they will only ignore up to that amount. For a big end-all part, though, we recommend that for one turn they can soak up one attack beyond the normal 300. If they do this, however, they cannot use Superbia for a number of rounds equal to the damage divided by 300. Or some better way of representing that (working with D&D right now and my brain's focused on those mechanics). Keep in mind that when writing this technique they will not negate damage, but just deaden their body to it.
Gulia comes into a whole different problem that this tech is infinitely more powerful than any regen feat that currently exists. With no cap, and a percentage of recovery based on base rei, you alone at max could regen upwards and beyond 7k+ and that would only increase. We recommend a flat cost at every level of team tech (300, 600, and 1k) and you would get 5 turns of regen. While not amazing this does mitigate the ungodly amounts of regen you'd get, and at the far end you'd get 5k over 5 turns. Resubmit with these changes.
Acedia is approved.
Any disagreements, please contact either myself or Drag.
I made this while completely delirious. Couldn't decide on third. If it can be spoofed up at all, or if you have any ideas for a third, let me know.
Trained Style Ni-Tendou (二天道, lit. The Way of Two Heavens):Based on the practice of using two weapons at once, the style was developed as a means to utilize double the effectiveness of a single weapon while being able to overwhelm opponents using only one. Mastery of the Two Heavens can be achieved with nearly any weapon so long as the user has dedicated at least one chapter of 1,000 words towards practicing with the pairing, and trained with a versed practitioner.
Training: To learn Ni-Tendou, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Ni-Tendou techniques at least once and have GM approval.
Requirements: 10,000 Zanjutsu
[Ryuuchou Tengoku] - Flowing Heaven
After continuous battle against an opponent, the user gains a certain familiarity with their style of armed offense, whether unchanging or not. The Flowing Heaven allows the user to more aptly parry those with a superior attacking stat while using two weapons simultaneously. With a definite difference in skill between more and less practiced combatants, however, the user can defend against, but not attack, an opponent with up to 150% of their Zanjutsu stat.
[Kibishii Tengoku] - Brutal Heaven
Paying 2,000 Reiatsu, the user may instantly stop a melee attack with one or both weapons and then immediately after strike with one or both weapons in an exceedingly-fast motion.
The initial parry is delivered with either the pommel or blunt edge of the weapon in a quick jut or shove, hard enough to stun or throw the opponent off balance. The move is intended not only to defend against the initial attack, but uses devastating force to prevent the opponent from countering the forthcoming strike with either defensed weapon or limb. After being struck with the parry, the opponent will find it extremely difficult --- or nearly impossible when used against those more comparable --- to use the defensed limb or weapon for the purpose of directly countering or defending the preceding strike from the user.
With each usage of the technique, it becomes increasingly difficult for the opponent to defend or avoid the second assault in the preceding attempt.
We discussed Greed, I await a response on that still. I'll also be adding more flavor text to Luxuria, probably.
Superbia
From pride, Fallen draw strength. By focusing on the times a Fallen has overcome great challenges, they are capable of surmounting more than they could the day before. The normal limitations of a Shinigami are, to the mind of the Fallen, an affliction dealt with by normal Shinigami. A practitioner of Superbia believes themselves above such limitations.
The ‘armor of pride’ that Superbia grants does not diminish the adverse effects of overcoming the limitations of everyday Shinigami, but it does reduce the immediacy of such actions. At the cost of 300 reiatsu, once per turn, a Fallen can dull any physical or emotional affliction they have suffered relative to that affliction’s cost, but no actual healing occurs. A Superbia user, therefore, is allowed to push slightly farther before falling victim to wounds or emotional afflictions. However, this is just a minor application of Superbia-s true purpose, bypassing physical limits is too small-time.
Once per combat, and denying any further use of Superbia’s more pedestrian dulling ability, a practitioner can truly overcome the limits of lesser soldiers. The resistance of the ‘mage armor’ provided by Superbia can be used to nullify a single blow equal to the total amount of energy spent on Superbia or less. Thereafter, the use of this ability is unusable by any means in the same encounter.
Luxuria
Lust is more than physical desire, it is the temptation to do things that good sense and common courtesy disdains. A Fallen is constantly tempted by the vast power available when embracing the darkness within oneself, and the most pure form of this temptation is Luxuria.
A practitioner of Luxuria may give in to the temptation to use powers unsafe or forbidden to sensible shinigami, thus overcoming the limits of a single threshold. However, each spell cast or ability executed past the user’s bypassed threshold is at diminishes every other threshold by that amount. When all thresholds are at zero, the user loses consciousness.
Sorry about not getting back to you immediately on Greed. I need you to resubmit Avaritia, and here's why:
After some thinking and discussion I sadly have to tell you that Avaritia cannot have finite control, nor can it sacrifice anything for that finite control that you want for the tech. As it is Soshi/Avaritia is not about miniscule manipulation or utilizing it as a secondary hand to butter toast. It's about having a free hand to surprise your enemy. Something they can't take away from you if they break your arms. It was the connection to the departed spirits of the Mystics - their continual and always present support for the 10th. By giving Avaritia the kind of control you want for it, even if it takes a while, will be a slippery slope that reduces the technique to parlor trick level.
As Avaritia was written when it was Soshi will not change. Anyone who wants that level of precision in a telekinetic ability will have to take a feat for it. Your resubmission can either go to the GM thread as it is a minor change of altering the flavor text a little as well as the name, or it can go here. Either way is up to you.
Now, as I'm sure you're not going to be happy with this, if you want you can talk to me about whether keeping Soshi is what you want to do, or if we can't do something ... fun
This post will update again before tomorrow's deadline with a full review on Ketch's submission before I get back to you on your new submissions.
Ketch -
Sorry this is running a little late, but here we go!
So, without any joking going on, your feat is denied, and here's why:
If we take a good mechanical look at your style feat, you've got a few hiccups to making it through the first ring of reviews. Firstly, you're missing the initial form/stance/gate. Whatever you want to call it, it is the first technique that is intrinsic to the style. It's the first technique because it's what everyone who takes the style learns, and through it a greater understanding of the feat where they can further access the other two techniques later on. Now, Ryuuchou could potentially be this, but it requires some work to it. Specifically some easy done re-wording for clarification - which I'm more than happy to help with - and a slight change to how it functions.
Understand that someone who has a zanjutsu stat 150% more than your own is not going to be ultimately game changing until higher-end play, and you can always defend against someone of that comparable strength. Even then, at that point other things come into effect.
Now, this 50% bonus to defense that you want isn't going to work for two reasons: 1) You're not paying for it. If you're going to be getting some sort of benefit like a stat buff, you need to be paying for it. 2) The buff you're getting from this technique exceeds the 30% limitation we've moved to. The good news is that you'd have this buff when ever defending in this style, so it'd be a +1UP from something like UR buff. Bad news is that it's not really worth it. Ryuuchou doesn't add anything other than "I can block better". While that's nice, the theme for this style leaves a lot more room to play with than simply defending better. Especially considering that two-weapon fighting doesn't give you a penalty to your combat stats.
Moving on to Kibishii we've got a whole 'nother set of problems. Specifically where what you're trying to do is concerned. In this one technique, which utilizes the flat cost of a final technique, and you're attempting to get a parry that reads like a stun, plus a counter-like Ei Wo Toru for only 2k. This is all fine and well as Kyopoku-Ryu does something similar. But where Kyopoku is a direct parry that puts the practitioner in harms way and has additional limitations -- yours does none of that. It's missing any sort of limitation as to how often it can be used, and even stacks.
These things are what are currently holding this back. I like the idea of a two-weapon style, but currently Shinkenjutsu no Mon is winning me over for zan style feats. I'm willing to help you build a style feat, so please hit me up and we'll talk some more about this.
P.S. It was actually denied because you subbed it.
P.S.S. It's not really denied.
P.S.S.S. It's actually denied. But not because you subbed it. Because you forced me to review it. :| Take that. Also, this is just a nitpick but, it needs more flavor text.
Much is seen of one's soul, their very essence, by fighting them. In observing their limits, and maintaining an utmost respect for the power each wields, a curious bond was formed between Kyuto Tounyuu and Mouko Nenshou. Opponents and rivals, the pair are nonetheless driven to assist each other, to help one another push beyond their limits.
In a display reminiscent of the finals of the World Tournament, Kyuto and Mouko pay 10% of their reiatsu apiece, unleashing a myriad of attacks in but a few moments. So named as a portmanteau of their respective 'final attacks', the pair unleash seven blows in tandem.
Upon use, the pair seem to vanish only to appear a short few moments later, each attack used immediately and simultaneously from various angles and approaches.
Lucia Frey, and Kiro Shenrai. Two souls, bound in ways inexplicable to both. Their feelings, since their fleet meeting spurned an ambitious partnering, have grown towards romantic intentions. However muddled and confused, their souls respond in ways unthinkable. Inimitable.
Such is the core of their skill, their dedication to the guidance of each others' soul, that a bond was formed. Kindred spirits, that could assist one another by virtue of their own strength. Paying the full cost of any base technique (including Kidou spells), Lucia or Kiro may project it over a 30m distance through one another, allowing one to perform it on another's behalf. Neither requires the technique in their own repertoire, and each projected technique counts as a single use of Doushi.
A projected technique is performed at the skill level of the recipient, and the projection is marked visibly as both Kiro and Lucia reverse their hair and eye colors for the round of use.
Fuck it. Somehow this seems useless, but whatever. Replacing Shoushinjisatsu.
Name Youjikoroshi (子殺し, Prolicide)
Type
Unique
The spirit of the basilisk is the embodiment of undying greed and avarice. It is innately drawn to all within its reach that can be attained and consumed. However, that which it covets the most---is its own continued existence, which is tied intimately to its wielder. In this, it will seek to prolong its own beingness through direct aide to Manzou wherever possible.
When Manzou is affected by an ability which internally targets a specific individual, it is able to void him of its effects. After paying the full cost of the effect plus an additional 10% Reiatsu, Manzou vomits a small, dragon-headed gargoyle seemingly made of untainted flesh. After being expelled, it exhibits symptoms of the ability affecting him, and is rapidly overcome until it dies. Manzou is then able to remain invulnerable to the specific effect. This applies to poisons, diseases, mental effects and the like.
This applies to the specific ability used against him, not all within its category. Upon another attempt by the opponent, the cost paid by the opponent is automatically pulled from the pool. Anything less than the cost paid to the pool is ignored so long as the pool remains. This can apply to up to 3 abilities at once, though, they both pull from the same initial pool.
Furthermore, if Manzou again faces the same opponent in a succeeding fight and is exposed to the same ability, the cost pulled from the pool is cut by ¼, reduced to a minimum of ¼ of the cost for the specific ability.
Issen Arashi
So as Drag and I went over this FA, we came to the conclusion that you should resubmit IA. Below are our reasoning for this decision:
a) Dai Arashi is a one time, 20% rei, bankai ability while Issokude Kyoukan is a 15% rei augmenting feat to Senkoutaihou Kata. Both of these are worded individually as instantaneously activating when their criteria are met. This makes them powerful as blocking them is difficult if not almost impossible for anyone equal to or less than Kyuto or Mouko. Having a technique which is usable 5x more than DA, and now gives more attacking power for the same cost as DA, is a no go with us. If this is the type of FA you want for Kyuto and Mouko, the rei for it will have to go up to at least 25% split however you two want it.
b) We read it but we kept coming back to this FA being an slightly upgraded, more usable, cheaper (or rather shared cost) DA only far far superior. Costs Kyuto 10% and Mouko 10% rei but for that Kyuto essentially gets her BK final attack 5 more times and instead of 7 strikes, it's now 14. Mouko gets a slightly cheaper use of IK -- only that she doesn't have to worry about dodging some attack in order for it to initiate. ... Yeah, you've essentially removed the limitations of how their respective abilities work for all and more of the benefits.
c) By taking the speed of IK and the unpredictable angles with which someone could strike, stacking that on top of the 14 blows between two people, is ungodly terrifying -- especially when in order to counter Kyuto alone you'd have to be some sort of zanjutsu equal with her and still need senpuu to defend yourself from her DA ... Yeah. I'm all for the thematic flavor of this, and the awesome, but this is too much awesome to handle without having it some time shortly GM reviewed. Neither Drag or I could think of a reasonable way to scale the power down so that it was appropriate and worthwhile, however, and we apologize for that.
Overall we liked the idea behind Issen Arashi, but it was just too damn powerful to pass.
Doushi
This, on the other hand, is approved with changes that are mainly wording, with some clarification.
a) Doushi will cost the user their threshold and rei, but is activated at the power of the recipient.
b) Doushi will not give Kiro the ability to cast Chiyudou (as this is a division specific Kidou) any more than it'd give Lucia the ability to effectively use Ei Wo Toru.
c) The base cost of Kidou spells must be paid for by the caster. If either Kiro or Lucia wants to buff it via Jumon Zoukyuu that's up for them at the time of the casting, but it would be their rei equal to the other's Kidou stat.
d) Techs won't stack. I saw you mentioning this in chat, and I don't know if you were joking or not, but if Kiro activates a tech for Lucia, it's as if Lucia activated it. If you used CIC on her, she'd get CIC, but if she tried to buff herself with CIC again it wouldn't become a 20k barrier. Same way if Lucia paid EWT - which she couldn't since no zan threshold - Kiro wouldn't be able to stack on his own payment of EWT as it's already active.
Ketch-
If you have a resubmission point, I need to know, otherwise your feat will be denied.
Lucia Frey, and Kiro Shenrai. Two souls, bound in ways inexplicable to both. Their feelings, since their fleet meeting spurned an ambitious partnering, have grown towards romantic intentions. However muddled and confused, their souls respond in ways unthinkable. Inimitable.
Such is the core of their skill, their dedication to the guidance of each others' soul, that a bond was formed. Kindred spirits, that could assist one another by virtue of their own strength. Paying the full cost of any base technique (including Kidou spells), Lucia or Kiro may project it over a 30m distance through one another, allowing one to perform it on another's behalf. Neither requires the technique in their own repertoire, and each projected technique counts as a single use of Doushi.
A projected technique is taken from the threshold and reiatsu of the user, and performed at their skill level, with the projection marked visibly as both Kiro and Lucia reverse their hair and eye colors for the round of use.
One of reason, one of rhyme,
One of loss, one of life,
One of privilege, one of strife."
Lucia Frey, and Kiro Shenrai. Two souls, bound in ways inexplicable to both. Their feelings, since their fleet meeting spurned an ambitious partnering, have grown towards romantic intentions. However muddled and confused, their souls respond in ways unthinkable. Inimitable.
Such is the core of their skill, their dedication to the guidance of each others' soul, that a bond was formed. Kindred spirits, that could assist one another by virtue of their own strength. Paying the full cost of any base technique (including Kidou spells), Lucia or Kiro may project it over a 30m distance through one another, allowing one to perform it on another's behalf or induce the other to use their own technique. Neither requires the technique in their own repertoire, and each projected technique counts as a single use of Doushi.
A projected technique is taken from the threshold and reiatsu of the user, and performed at their skill level, with the projection marked visibly as both Kiro and Lucia reverse their hair and eye colors for the round of use.
Yù Shǒu’s power holds sway over the primal forces of life and death, health and sickness, vigor and pestilence. But its power is indiscriminate. It can seal away disease and ailment and turn it upon Neji’s foes, but it cannot heal a comrade in need. Neji cannot shoulder another’s pain himself.
It is for this purpose, however, that Zhuarou was devised. Understanding his power and the innate workings of Yù Shǒu, Neji has proven himself capable of extending his post-human abilities to a comrade, paying 10% of his reiatsu to pull a single wound from an ally and store it within Yù Shǒu, providing the damage is valued at less than the cost of this ability. While inside, Neji can deconstruct the ailment, gaining an understanding of its workings and cause. For basic injuries (stab wounds, cuts etc.) this process is instant, with more complex abilities taking one turn, and advanced abilities taking two turns to be fully understood. This does not give Neji any information beyond the nature of the wound and the mechanisms that caused it, meaning more advanced or contextual information (other release abilities, costs etc.) is not drawn from the injury. Each use of Zharou counts as one activation of Zuzhou. This ability can only be activated once every other turn.
Example 1: Someone shot with a Byakurai, Neji would be able to, after one turn, determine that the injury was penetrating, caused by reiatsu coalesced into electrical energy.
Example 2: A person afflicted with Ekibyo’s Akueki, Neji would be able to, after two turns, determine that the injury was the result of a reiatsu-based contagion unique to Yin Feng.
In the interest of self-preservation, there are practitioners of Taihou Kata who lean towards the use of evasion to maintain distance and safety in combat. By maintaining a strong offensive front and enabling oneself to stay out of reach of an opponent, the variation was dubbed the Ichijin-daichi, the Vanguard Stance.
Training: In order to learn the Ichijin-daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Ichijin-daichi techniques at least once and have GM approval. Initial training in Ichijin-daichi 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 Ichijin-daichi, synergizing all their previous knowledge and gaining the rank of Master.
Prerequisites: 3,000 Fortitude, 1,000 Combat
[ Bunkiten ] - "Division Point"
To maintain a 'zone of safety', one must create distance from opponents which would otherwise violate this zone. To achieve such a thing, movement and force are requisite. By paying 1000 reiatsu, a practitioner empowers a gunshot with an incredible concussive force. Though the shot may travel its full distance, a cone reaching roughly a 10m range at full spread blasts back any who would dare approach. Bunkiten may be used once per round per firearm.
[ Buntai ] - "Division Zone"
A practitioner of Ichijin-daichi is never more fearsome than when they maintain control over their surrounding opponents. To this end, they continually shift between the fluid motions of Senkoutaihou Kata to harsh, impactful attacks.
Buntai remains passively active so long as a target is more than 10m away from the practitioner. While the target is within this 'Division Zone', all shots fired by an Ichijin-daichi practitioner carry an inherent stopping power far beyond normal capabilities. Enemies struck while in the Buntai are stunned for the following round.
[ Bunketsu ] - "Division Breakdown"
When an opponent is off-kilter, a Vanguard takes the opportunity to strike. Self-preservation is abandoned, and the full potential of controlling the pace of battle is revealed in a complete breakdown of an opponent's defenses.
Bunketsu may be activated once per battle, gaining an additional use for every 10,000 Combat the user possesses. Paying 5,000 reiatsu, the user attacks a single opponent with a barrage of shots that completely rips apart barriers. All barriers, cleanses, and other defensive abilities have their output reduced for the following 2 rounds by the amount paid in, strongest first.
At it's heart, Initiative Orpheus' fabled martial art, Senkoutaihou Kata is evasive in nature; meant to keep its user out of statistically probable vectors of attack while maximizing their own field of fire and leveraging their weapon's unique traits while staying relatively safe.
Kyouran-daichi however, shifts the focus of Senkoutaihou Kata to pure offense, abandoning defense and evasion in the favor of all-out attack -- regardless of the user's well-being. Decidedly more external than its progenitor style, Kyouran-daichi combines mastery of Senkoutaihou Kata with a high degree of reiatsu control (and a disregard for one's own safety) to forcibly increase the user's physical ability and damage in a variety of unique and dangerous ways.
Training: In order to learn the Kyouran daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Kyouran-daichi techniques at least once and have GM approval. Initial training in Kyouran-daichi 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 Kyouran-daichi, synergizing all their previous knowledge and gaining the rank of Master.
[ Gekijou ] - "Fury"
The most basic, and consequently the most important technique composing Kyouran-daichi, Gekijou serves as both the foundation and gating requirement for the style. By paying 500 reiatsu per turn, the user can forcibly infuse more of their spiritual energy into their physical bodies. While this concept is not unusual -- the very idea of an Advent Human's resonance is based on the permeation of the physical form with spiritual energy -- to intentionally push the body to absorb reiatsu at an increased rate is both beneficial and dangerous. Gekijou, while active, increases the base damage of the user's firearms and related abilities by 20%, but their unstable spiritual energies also leave them more susceptible to damage, increasing any damage taken while this technique is active by 20% (calculated before any other increases).
Prerequisites: 3,000 Combat, 1,000 Agility
[ Kyojin ] - "Juggernaut"
Advent Humans have always been defined by their tenacity. The ability to push onward in the face of adversity and triumph. Their very nature relies on this innate drive to move forward and surpass any obstacle. Nowhere is this more obvious than in the use of Kyojin. Leveraging the power of Senkoutaihou Kata the user dashes forward at an enemy within fifteen meters of themselves, pushing out their reiatsu with explosive force as they move -- forcibly parting anything or anyone between them and their target, throwing them aside with massive concussive force and leaving naught but scorched earth in their wake. This movement cannot be halted through physical means. The user can only move in a straight line, and may only activate this ability one time for every 3,000 points in their Combat stat, to a maximum of five uses. Kyoujin cannot be activated within one turn of a previous use. Each activation costs the user 1000 reiatsu, dealing it as concussive damage to those caught in the path, though the user also sustains half that in physical damage.
Prerequisites: 3,000 Combat, 1,000 Agility
[ Hyakugai ] - "Collateral Damage"
The ultimate expression of the style, this technique exemplifies both extreme mastery of Senkoutaihou Kata and the sheer recklessness of Kyouran-daichi. By entering a state of extreme focus, the user forces more and more of their reiatsu into their bodies, and weapons. As with Gekijou, this forcible increase in spiritual resonance is incredibly taxing on the body, but the degree to which Hyakugai pushes this effect is astonishing. By pushing their bodies to the absolute limit, the user further destabilizes their own spiritual energies, pumping more and more power into their corporeal forms.
And like any vessel under pressure, something eventually gives. By focusing and timing the release of their built up energy through their weapons and utilizing their skills with the Initiative's martial art, the user unleashes 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 costs the user 8,000 reiatsu, and is capable of striking any foe within a twenty meter radius of the activation point. Anything caught within the area of effect is quickly eroded by hail of lead, though items and beings with their own spiritual energy are somewhat buffered from the effect. Upon completion of the technique, the user takes one half of the cost in physical damage. Hyakugai can only be activated once per chapter or collab, gaining one additional use for every 10,000 combat.
Zhi Ren’s power holds sway over the primal forces of life and death, health and sickness, vigor and pestilence. And its power is indiscriminate. Any wound placed inside of Zhi Ren is immediately undergoes deconstruction and analysis, giving Neji an understanding over it and what might have caused it.
This understanding of his power and the innate workings of Zhi Ren has proven Neji capable of extending his post-human abilities to a comrade. Forgoing Zuzhou in place of Zhuarou, and paying 10% of his reiatsu, Neji can pull a single wound from someone else and store it within Zhi Ren providing the damage is valued at less than the cost of this ability. Doing this reduces Zhi Ren’s durability by 2%, similarly to Zuzhou.
Basic injuries (stab wounds, cuts etc.) the analysis process is instant. More complex abilities take one turn, and advanced abilities taking two turns to be fully understood. This does not give Neji any information beyond the nature of the wound and the mechanisms that caused it. Meaning more advanced or contextual information (other release abilities, costs etc.) is not drawn from the injury.
Each use of Zhuarou counts as one activation of Zuzhou. This ability can only be activated once every other turn.
So, Drag and I had a time trying to figure out just what you were doing, and how they were working together with other things. From your parting comment over AIM, it sounded like you just wanted Zuzhou for others. We did some rewording so that Zhuarou's limitations and capabilities were clearer.
If this isn't what you wanted, please get a hold of either of us.