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Feat/Tech Submission Thread

.:Acero Bloodline Techniques:.
[First Quincy bloodline I believe, not sure if I'm allowed to make a
small clan or not, but here's my try.]

[ Oono Tenjin ] - Large Field (Of the) Gods.”
[Requirements] - 1,000 Dentouritsu, 400 Chakudan, 300 Seido
A ability unique to the newly formed Aceroi clan of the Quincy, it uses the principle of using all of the reishi in the area to the Quincy's advantage. The principle of this technique is to form a small field around the Quincy, instead of forming a single arrow, to damage enemies. For every 500 Chakudan that the Quincy holds, the field gains about 5 yards to its diameter.

The field works in a very similar way to a arrow, that it can cause damage to a enemy when they are hit by it. Whenever a enemy steps within the field, the user of Ono Tenjin can extend double his normal arrow cost , if the enemy is within the field, to form a small box around the enemy. A moment later, the target will be cut quite a few times, each cut doing 1/10 of the user's Chakudan stat. At 10,000 Chakudan, the cuts do, in damage, 1/4 of the user's Chakudan stat.

The second way to attack a enemy with the field is the most uncommon one the user could use, forming arrows from the reiki that the arrows are formed out of. When this attack is used, the Quincy will form 5 arrows of white reiatsu which stand in front of them. When the quincy says "go" the arrows will fly straight forward, with no ability to change their direction. When the user achieves 5,000 Chakudan, the number of arrows formed increases to 15.

The ability is very versatile for Acero clan members, and is their signature technique. After 10 uses of the technique, the clan member can add a new technique to the area, which must be submitted to the tech/feat staff for approval.

[I need some way to come up with a cost for the above tech.]

----------------------------------------------------------------
[Shūkei - Final Scene
Requirements - 10,000 Chakudan, 5,000 seido, 20 uses of Oonno Tenjin.
The ultimate technique of the Acero clan, known by few, feared by those who observe its massive power. it involves the now master of the Acero bloodline to use the Oono Tenjin field in one, final scene of the battle, hence the name. Gathering all of the reiki in the field, including the reiki from items within the field, the user will form one, final arrow. The arrow is gigantic, about the size of a average park bench, and glows in a beautiful white color. When the arrow is ready to be fired, it blazes at its enemy in a gigantic burst, which creates a shock wave as it flies towards the enemy. If the arrow hits the enemy, it does the user's highest stat in damage, but leaves the user completely drained, and powerless until they are able to sleep for at least 8 hours. If the move hits, the Acero is screwed for lack of a better phrase.
 
Unique Feat for me:

General (Trained?) Feat for Vizards:


[ Cero ]

The user spends 20% Rage, 10% Reiatsu, and gains 10% Emptiness, and fires a massive burst of energy in a straight line. Usually the user accompanies this with unique hand or body motions. The range of this attack is about 25 meters.
 
Just in time~!


Staffers:
Me - Shiggtyluffluff
Kevin - Too_lazy

[ Ibitsu-Renjou ] - "Distorted Presence" -APPROVED

[ Shungyouran ] "" "Instant Fury" "" APPROVED w/ changes: Cost per shunpo should be +1/4 the normal cost. An attack cap of 4 should be put in too, since, yeah, 4 attacks in one turn is a lot. Annnd a maximum use of 4 times per battle, with a 2 round cool off in between uses. Also, Get rid of the Yuuri shunpo thing, dunno what that even means. D:

Advent Human Techs "" APPROVED All of them.

[ Hollow Assumption ] "" APPROVED w/changes: Limit the reach to 15 feet, 40 is crazy, and also make it 2 tentacles instead of 4. Bump the rei consumption to 3%, and for re-activation there should be a 5% to emptiness gain. Also, the tentacles should be based on your hakuda stat as far as hitting and attacking and etc, but I'm sure you had that in mind anyways. >_>

Quincy Techs "" Still being debated/discussed.


[ Cero ] "" APPROVED when changes are made: Width and distance the beam can travel should have some kind of relation to strength of the one using it, resubmit it with something general to base the width and length of the beams plox.
 
[ Cero ]

The user spends 20% Rage, 10% Reiatsu, and gains 10% Emptiness, and fires a massive burst of energy in a straight line. Usually the user accompanies this with unique hand or body motions. Cero is fired as a cone of energy; the range and size of this attack is dependent on the user's Reiatsu; the maximum width of the tech is [User's Reiatsu/3,000] in meters, and its maximum range is [User's Reiatsu/500] in meters.
 
apologies for the long-ass feat D:
this is for my Winter PM feat slot i guess.


[ Haipiiri ]

Over time, along with growing more powerful, the electromagnetic properties of Louhi's reiatsu have become more refined and manifested into more specialized effects, some of which can be utilized purposefully.

As though equipped with her own internal compass, this allows her to orient herself within any space. Partially as a result, Louhi is an expert in finding shortcuts or hidden routes, and rarely gets lost.

The electromagnetic effect can also be used by Louhi (whether on purpose or inadvertently) to interfere with or destroy electronics and gadgets of various kinds either by touching them or simply being in a close proximity. A payment of 200 reiatsu allows her to render a machine inoperable (in the case of personal items belonging to a PC, only for the duration of the collab).

Louhi also gains the ability to sense the natural weak electrical fields surrounding people and objects, much like a shark. This doesn't function as a second sight by any means, but more of a system to track the location of something she's already identified, or to alert her to the movement of anything close by whether she can see it or not.

Range (no cloak) - 30 yards
Range (cloaked) - 6 feet​

Because these effects utilize the properties of Louhi's reiatsu rather than the reiatsu itself, it is undetectable by means of normal spiritual senses and will not interfere with cloaking and concealment, except when being used as an attack.

To use the electric properties offensively, Louhi must discharge a total 2% of her reiatsu and will disrupt any cloak that is in place. The result is a kind of stunner wave which radiates 30 feet around her, getting weaker as the distance increases. Any person below 1/20th of Louhi's reiatsu level will be knocked out for several minutes, others will be jolted for a few seconds as the wave passes them.
 
Week 23 Evals.​

Me and Mals were stagging it up. Yay.



Quincy Techs "" Moot said he was reworking the Quincy sheet, so we're going to put this on hold for now. Sorry.

[ Cero ] "" APPROVED.

[ Haipiiri ] "" APPROVED.

[ Groper ] "" PENDING. With his current Reiatsu he can summon 6 arms on top of his own, with incredible strength, unpsecific reach, and umm... not sure if want. D: There should be a limit wethinks because two elongated limbs at your level is insanely strong as it is. Specify the reach on these arms- radiating Reiatsu is so vague and not even measured. Also, we weren't sure on what you meant by "greatly increasing his punching/gripping/lifting strength" , if this was on all your arms or what. @__@; Pretty lol name though, I personally like it.
 
[ Seihashigo ] - Star Ladder

Although the Second Division is a surveillance division first and a combat division second, they are not without their weapons. To complement their high-speed abilities, Seihoumen was created, adding a shock and awe component to the scouts f quickness of feet. Seihoumen is activated at the beginning of a shunpo by spontaneously expelling vast amounts of Reiatsu and generating an explosion which simultaneously conceals the direction in which the user is moving and creates a concussive shockwave strong enough to momentarily stun opponents of comparable Reiatsu. Repeated uses of this technique, such as in conjunction with Shungyouran or Tenpo, can result in damage to the opponents f inner ear, affecting their hearing and sense of balance.

However, due to the immense stress associated with using this technique, constant use will damage the user 's legs. The user 's resistance to this damage builds the higher their Hohou. For every 3,000 Hohou, the user can make use of this technique twice consecutively before suffering leg damage, which prevents them from using Shunpo for two rounds. Each use of Seihoumen consumes 300 Reiatsu. [Does not stack with Shungyouran Debuffs]

[ Kaiho ] - Mysterious Step
Because the Advance Scouts are primarily an intelligence branch and secondarily a battle division, they often must fight with diversions and deceptions instead of brute force, bypassing the opponent 's defenses to strike at their weak points and hit for massive damage. Kaiho was developed with this philosophy in mind. It allows the user to slightly scatter their spiritons for the duration of a Shunpo, allowing them to pass through materials of sparse Reishi mass. Any material reinforced with Reiatsu or Bloodstone will immediately halt a Scout 's movement just outside of the wall, unless the reinforced barrier is in the midst of a larger obstruction, in which case the Scout will materialize inside the wall and instantly die.

Each Kaiho usage doubles the cost of the shunpo it modifies. Kaiho can only be used once for every 2,000 Hohou

Thanks go out to Desu for designing these techs.
 
Week 25 Evals


Me and mals staffins.


[ Seishahigo ] - APPROVED. Just so long as people don't RP the effect of using it too much as something gay like 'ouch leg cramp' and it's cool.

[ Kaiho ] - APPROVED. Yeah that one's okay.


Congrats xero you have a full div tech list. Now go write moar sucka xD
 
Dark Teachings

[Dark Teachings] Unique Specialized

Requirements: Extended time being "interogatted". Several years of study in anatomy and phsychology (some applications can require surgical blades a kit which would take a basic item slot these items can only be used for this purpose and not for fighting in any way)

** This particular feat is an ability that would have to be integrated tightly with a character background this is not just something that someone would suddenly be able to do **

In its most basic form Dark teachings is nothing more then torture but the mechanics of it require a understanding and knowledge of a beings nature and physiology to be properly administered. The application of this skill is very dangerouse yet highly effective in intimidation, weakening of an opponent, and the extraction of information.

Usage:

Study:Taking 4 rounds to study their subject the user is capable of understanding them well enough to start applying the techiques required for Dark Teachings. This time can occur during buring battle if need be but takes twice as long. To administer the technique to a being without a humanoid physiology requires twice as much study time.

Application: To apply Dark Teachings to a subject requires a full round action (some effects may take longer if requiring surgical action) during this time the subject is usually restrained in some way though it is not a neccesity. During this time an action is taken that will in some way damage the target. This can come in the form of broken bones, cuts to the body, the disconnection of muscle and tissue or some other horrific display of pain as the user sees fit. Usually the body part (or organ is some cases) becomes unusable but the subject will remain awake and aware of all that is going on allowing them to experiance the full spectrum of pain involved in what is going on.

Effects:
User: The person using this ability must draw upon a much darker nature then the average being to be able to use this skill and henc will recive emptyness regaerdless of them being a hollow/Vizard or not. Anyone that is not a hollow/Vizard and uses this ability would go mad upon reaching 40% emptiness and basically lose control of their character or become a hollow themselves.

A Vizard using this ability will automatically manifest their mask @ 50% emptyness and lose 20% emptyness at that point (equalling 30% emptiness with their mask now manifested)

Emptiness gained through use of this is aquired at a rate of 10% per application and is lost at a rate of 5% per hour. With a mask the gain is only 5% per application. There is no way to increase the rate of disipation of emptiness gained through this skills use. Reflecting just how Brutal using this skill is on the psyche of the person.

All emptiness gains are cut in half if the practioner is working at the direction of a person that out ranks them.

A practioner of Dark Teachings has an increased resiliency against its abliities reducing the effects of any attempts used against them by 50% and any attempts to intimidated a practitioner by someone not skilled in this ability are reduced by 75% effectivness. ( this is a reflection of the fact that a practioner must first go through exstensive torture first before they can learn to apply it )

Subject:
The subject of this ability with each application becomes physically and mentally scared against the user for an extended period of time redcuing the will to fight or defy the user by amounts equal to the number of applications used against them. Sample table follows. (Rei used as guidline of level)

Subjects level < Half Users = 20% reduction in all skills vs the user in all future encounters for 1 month.

Subjects level = Users = 10% reduction in all skills vs the user in all future encounters for 1 week

Subjects level > 1 1/2 Users = 5% reduction for a 24 hour period.

Up to a minimum of 1% reduction for 1 hour

Reaching a 100% reduction would cause death in the subject and this is never the goal of a practioner (though accidents can happen)

Multiple uses against a subject will reset the time period for recovery to the begining and will compound upon the last. If a person does reach a recovery period they will gain a resistance of 50% to future Dark teaching attempts from the user cutting their reduction and recovery periods in half. All effects are cancled if the subject and user do not encounter each other for more then 3 months.

All aspects of this ability are based on a per user basis. Effects of dark teachings from one user have no effect upon another users attempts.

Side note: Extream applications of this ability may be used casuing a much greater effect but only with the descretion of a staff member.
 
Week 26 Eval! (Yes, just one. >_> )

Staffers:
Me
Kevin (Too_Lazy)

[Dark Teachings] Unique Specialized – DENIED: “First and most importantly, you have yet to even get a feat slot to be submitting/getting a feat. Secondly, the mechanics on this thing are way too crazy and just don’t work at all. How a being that isn’t a hollow/Vizard can collect emptiness is beyond making sense for this RP. Also, long feat was looooong. ;o;

Ask your leader, Desu (Amadeus) about Vizard mechanics so you can better understand and be able to make better techs/feats. Don't get discouraged D: "
 
8th Techs:

Pulse
The eighth are trained to deal with oncoming presses of enemies, dispersing them so as to ensure that no coordinated assault can take place. To this end the captain of the division has refined a technique that compresses reiatsu then blasts out a pulse that blasts everything away, without exception. This technique can be used to not only knock enemies away but also deflect kidou or other projectiles. Unfortunately because of the size of the pulse it is unlikely to be of use in prolonged combat and, instead, is made to be used sparingly. The technique uses 5% of the users base reiatsu and affects anyone with a reiatsu of less than 150% of the user's, knocking them back by five metres. To affect kidou the blast has to cost, at minimum, half the cost of the kidou it is knocking away. The Kidou affected can only be, at strongest, a Hadou of number 30 or less.

Because of the drain this puts on the user it can only be cast once every five turns.

Requirements: 500 Reiatsu



Way of binding
Because of the nature of defensive combat those within the Eighth that use Kidou are trained to specialise in using Bakudou over Hadou, preferring to slow down and halt opponents rather than do outright damage. This specialisation has manifested itself in allowing members of the division to use more binding kidou than they might otherwise do. It will reduce the number of slots taken by any Bakudou by 1, to a minimum of 1. However, because of the heavy training this requires anyone equipped with this tech will only be able to train in 3 Hadou spells, any subsequent Hadou occupy a slot higher than usual. Furthermore, the slots gained as a result of this tech can only be filled by other Bakudou.

Requirements: Any Bakudou



Stop
Fundamental to defending any location is the ability to break up attacks, dealing with smaller waves rather than a single flood. To do this the shinigami of the eighth division focus their reiatsu and blast it at opponents to slow them down. By focusing a portion of their spiritual energy they can cut the opponents agility and ability to move into Shunpo, effectively putting them off balance. In exchange for a user chosen cost of reiatsu they can cut their opponent's Houhou by 150% of the reiatsu used for five turns. Further, for the first turn of effect the target cannot enter into a Shunpo.

Requirements: 2000 Reiatsu + 200 Kidou



Counter offensive
Whilst a perfect defence can work well to weather any storm it will not help you achieve total victory unless you can follow it up with a proper counter attack. To this end the shinigami of the eighth division are taught methods by which they can synchronise their bodies with those of the enemies they face. The practical upshot of this strange ability is that any attacks that do pass through the defences of the user are replicated on the body of the attacker. This synchronisation does not occur immediately, however, but instead is delayed for a few minutes meaning that once an attacker realises what is happening it is usually too late to do anything about the barrage of incoming attacks.

Activating this technique requires a one off input of 1% of your reiatsu plus 1% of your opponent’s and will last for ten turns. Any successful attack that hits you is subsequently reflected, identically, upon your opponent five turns later. The cost of reflecting an attack is 75% of what the original attack cost. Furthermore, if you do not have the strength left to reflect a given attack you will simply skip that attack.

Requirements: 2000 reiatsu
 
[ Inescapable ]

For one who prides himself on melee combat, high-speed movement whether it be shunpo, hirenkyaku, sonido, or some other form, is both a blessing and a curse. One can quickly close in on an enemy though the chance is good that the opponent can just as quickly move away to begin a long range assault. The captain of the 13th took the need to get close and stay close to an enemy and created an ability to greatly help him in combat.

During combat, when Sai's reiatsu is focused, a very small amount of the naturally occurring energy flowing through him exudes a small aura that gives him a helpful tactical advantage. While fighting, high speed movement techniques within 15 feet do not work if they are moving away from or attempting a dodge from Sai or his attacks. His enemy can close on him, but once within melee range they must stay and finish the fight.
 
Week 28 Evals!

Staffers:
Me
Kevin (too_lazy)


Fabs-

Pulse "" APPROVED

Way of binding "" Approved w/changes: A maximum of 6 bakudou's can have their slot number reduced by 1 with the minimum being 1 still. (The limit is essentially to keep those from doubling their Kidou list, the hadou penalty is nice too but bakudou's can be just as deadly as hadous sometimes.)

Stop "" DENIED (The calc for the hohou reduction was pretty ridiculous, 3k rei for 4.5k hohou reduction for 5 turns as an example of the craziness. Re-submit with a better, more concrete calc for reduction. Also, in the re-submit explain a little more of HOW the opponent is slowed down. A simple blast from rei and "˜knocked off balance' doesn't seem quite right for a 5 turn debuff.)

Counter offensive "" DENIED (Uhhh, this one is all sortsa weird. 10 turns worth of reflecting back the attacks, which don't really hurt your foe until 5 turns later, all for 75% of each attack? Also, the 11th has a tech very similar to this as well. )

Sai-

[ Inescapable ] "" Approved w/changes: Foes at 1.5x or above Sai's reiatsu aren't affected. An initial cost of 1% to initiate this field, and with every shunpo negated it costs Sai 500 reiatsu.
 
OK: resubmissions

(and if this resembles Sai's below I am going to argue, with vehemence, that stop is just an alteration of my original submission. Not a cheap knock off. Also I am kinda getting sick of being told that every idea I have had has been done before. So cut it out. If they resemble other things it is a coincidence. I try to work on what would work for a division focusing on long fights of attrition. Both my original poison one and the counter-offensive ones seemed to work for that. If they don't work as techs fine, but really? >_>)

Stop
Fundamental to defending any location is the ability to break up attacks, dealing with smaller waves rather than a single flood. To do this the shinigami of the eighth division focus their reiatsu and blast it at opponents to slow them down. By focusing a portion of their spiritual energy and using it as a projectile they can knock opponents out of a Shunpo, forcing them back to normal speed. To do this the shinigami of the eighth must use an amount of reiatsu equivalent to half the cost of the Shunpo they are stopping.

Furthermore, for the turn that the opponent comes out of their Shunpo they lose a certain amount of agility as they attempt to recover from the blast. This manifests itself as a hit to Houhou equivalent to the cost of using the tech, for the round following the use of the tech.

Requirements: 400 Reiatsu


Footfall
No person in the world can defend two areas at once, at least not usually, however, after the development of this technique any shinigami of the 8th division can hold positions with ease. By compressing their reiatsu, in a similar way to doing kidou, the shinigami can lay traps for their opponents.

For the cost of 100 reiatsu they place a bubble of power which detonates whenever any person, other thing, comes within five feet. The mine then explodes, causing minor injury to any in the blast area as well as alerting anybody to the presence of unauthorised personnel.

Requirements: 101 Reiatsu
 
Since it seems that Sude won't be making a return to the kidou list and someone suggested I write up a feat for it/something similar to it, here you go...

[ Marukoshi Kousen 丸腰 抗戦 ] - Unarmed Resistance

Preferring the conservation of life, Makoto greatly frowns upon the use of his zanpakutou in any manner outside of the aid of others. In light of this and his affinity towards the use of the White Strike, over time Makoto has developed a technique that would allow him to diffuse a situation that has escalated to the use of weapons or protect himself or others if directly involved in such a danger. By channeling a mixture of kidou energy and reiatsu into his palms, Makoto is then able to deflect any physical attack from an opponent’s weapon with no harm done to himself. This feat is only effective against opponents with Zanjutsu stats less than 1.5x Makoto’s Hakuda stat and cannot be used to block Kidou attacks.

Cost: 1% reiatsu and 5% kidou per round.
 
Week 30 Approvals​

Staffers:
Kevin (Too_lazy)
Me

Stop "" APPROVED w/changes: Have it only able to stop shunpo of people 1.5x higher than the user's rei, and have a debuff to hohou by a max of user's 3% rei.

Footfall "" APPROVED w/changes: 5 mine max per turn, with a 1 round rest in-between uses. Also, we're assuming the user has to physically plant these mines?

[ Marukoshi Kousen 丸腰 抗戦 ] - Unarmed Resistance - APPROVED

Sai if there was something about your feat I completely forgot what it was, IM us and remind me. Lol
 
Fenrir Caste Techs:

[ Alsvid ]

To attain a heightened speed over the enemy it takes a certain knack, the ability to keep a smooth and continuous flow of reiatsu is the key. Instead of relying on the short bursts of shunpo, a constant state of momentum can be utilized in order to increase both the range and speed. Exponential growth, by executing flash steps back to back the flow of their bodies can be streamlined and thus hastened.

Each step following the initial one begins increasing the speed/distance factor by 1/4th.

Example: First 20 step shunpo "" Second becomes 25 step shunpo "" Third becomes 30 step shunpo ""etc.

It should also be added that each subsequent shunpo after the initial one costs 2% more than normal.

An optional use of this Shunpo is also attainable with the Fenrir soldier's superior use of this Shunpo-

In the most direct way, the user gathers twice the amount of reiatsu they would for a normal shunpo, meaning they basically perform two shunpo's simultaneously. The strain on the user's body is great, as the speed they're traveling at is double what they're normally used to. Preparation for this double shunpo becomes non-existent after rigorous training with it, meaning they can travel at twice their normal speed and distance in the blink of an eye.

Training to use without hesitation requires at least 1k's worth of words written about training, either solo or with partner.

Because of the negative effects on the body going beyond your limit causes, Alsvid can only be used three times at max every 5 rounds. Furthermore, Alsvid cannot be used back to back, if done the user's legs will surely split apart from the strain rendering them handicapped temporarily.

[ Skoll ]

And on the other hand, you have what others consider being the most important thing in a battle as a Fenrir soldier. That being pure, undeniable supremacy in terms of personal firepower. Pound for pound a Fenrir soldier is expected to overpower their peers with their overwhelming destructive nature, a no holds-bar attitude driving them beyond the normal level.

Delivering an attack against not one, but many enemies at once is the pinnacle of supremacy on the battlefield. Manipulating their own fierce reiatsu around their weapon of choice (sword, fist, hammer, etc) and with their weapon encased in this energy the user confirms their targets. Once confirmed the user forcibly discharges the casing of Reiatsu around their weapon, what is formed then is six fist sized spears of energy. The spears each have a simplistic homing ability once forced away from the user and each one can have a separate target or can all converge onto one before exploding.

The range the spears can travel is limited to 20 meters in any direction from the user.

Formation and discharge of the energy is expected to be done swiftly and in the middle of combat, meaning a skilled user can swing away up to three of these in one turn. At a cost of 2% reiatsu each use such a move is incredibly valuable against solo or multiple enemies alike.


[ VÁ­darr ]

The primary advantage a Fenrir soldier has over their adversary is the dominate battlefield awareness, their overwhelming power meant to crash head on into the foes defenses and crush it. For those facing Fenrir soldiers without their defenses up face attack strength unrivalled, as pound for pound a Fenrir soldier is expected to hit harder than his foe at an equal level.

For this the sharpening of their reiatsu is performed forcibly before launching a strike, through training and honing of their instincts they control when to unleash a defense crushing blow. Mechanically this reflects itself as a single boost of 15% to the damage dealt with the cost of 2% their reiatsu per use, delivering a flash strike capable of destroying barriers at up to 1.5x their own strength.

Furthermore, if a Fenrir soldier attacks using this technique while masked the power is increased to 20% for a cost of 3% rage and adds 3% to emptiness, and in return can destroy barriers up to 1.8x their own strength.

[ Hati ]

As a battle drags on and the steady accumulation of emptiness builds up, a soldier of Fenrir isn't afraid to let loose a little and give into the burning drive to destroy. That desire which resides within them thanks to their inner hollow is utilized as beneficial to a Fenrir soldier, as they thrive on pure destruction and have the perfect tool in which to create such a thing with.

The Zanpakutou, it is with their kai attacks do true Fenrir soldiers wrought the most damage onto the enemy and the ground they stand upon.

As their emptiness increases as does their more primal and destructive nature, taking this to an advantage Fenrir soldiers train themselves to allow that raw power to fuel their Vizard Kai attacks to burn hotter. For every 5% emptiness accumulated the user's Vizard Kai attack is increased in power by 3%. The Fenrir soldier can tempt his fate by accumulating more emptiness in order to greatly increase their potential; however, such a thing comes with the risk of losing themselves to their hollow. Because of this reliance on their hollow, emptiness past 50% begin to increase by 1.5x the normal rate. (Meaning if something adds 10% emptiness it then adds 15%.)
 

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