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Feat/Tech Submission Thread

Slot and Spec from these PMs.


Megurushi no Dokusei Kami (Mark of the Virulent God)

As Hisao has slowly but steadily gained the trust of his zanpakutou spirit, Gaku’s siphoning has permeated its owner’s reiatsu. For a cost of 5% of his reiatsu Hisao can infect any kidou he uses with the illness. Upon contact with an opponent Gaku begins to weave his way into their reiatsu signature. Any ability normally affected by the siphon now costs the user double the reiatsu for the next 3 rounds and damage is not increased; the excess reiatsu is transferred directly into Hisao’s reiatsu pool.
 
Feat
Fraus' Sealed Form

Description
Due to Taiyōrinmaru's spirit appearance being that of his mother's, whose betrayal led to the death of Shingo's father, Shingo nicknamed his Zanpakutō "Fraus" after the Roman Goddess of the same name, the Goddess of Treachery. The inimical relationship between Shingo and his Zanpakutō, coming to a height when he first learned it's Shikai, causes Shingo's power to dissipate at times and only fully being released during times of need for Shingo when his life is in danger.

Abilities
If Shingo calls his Zanpakutō "Fraus" upon releasing it, the sword only changes its form from the katana form to the physical form of the Shikai. The small star within the ring hilt of the Zanpakutō Shikai, which gives Shingo all his sword's abilities, does not form for 5 rounds nor does he see the 10% increase in his reiatsu.

Note
Note: Yeah it's weird but it fits my character. Purely for story/character development.
 
Important notes

- This is more or less the regeneration for hollows, but with a few twists: first of all it is based on Connection, since you need to synch with your spirit to maintain stability of the process; then, there's not the possibility for a sudden burst of regeneration.
- This started with the following threads, but the arc is not finished yet. So, approved or not, my char cannot have it at the moment, but I would like to know anyway if it was feasible.
http://bleachforums.com/showpost.php?p=1149827&postcount=1
http://bleachforums.com/showpost.php?p=1163383&postcount=3
http://www.bleachforums.com/showpost.php?p=1178980&postcount=2
- I don't know if this should be a unique feat or a trained feat... I'm asking the jury to help here, please... in the case of a trained one, I have added some requirements at the bottom...


- Current PM feat slot and spec point -


[Regeneration]

Through extensive studies, started by the discovery of a book of an old scientist codename Forge, the use of particular equipments, the loss of an arm and the help of his own spirit, Giorgio was able to realign his reiatsu modulation in order to be able to regenerate, as much as hollows do. This ability is based on the relationship with his spiritual alter ego, in order to maintain the stability of the process that is otherwise uncontrollable.

  • Minor scratches, burns and stabs in non-vital places can be healed in 3 rounds.
  • Deep wounds, internal injuries and non-lethal damage to the mask area can be healed completely in 5 rounds.
  • Major wounds, such as missing limbs, large swaths of missing flesh or high levels of damage to the mask area can be healed completely in 10 rounds.

This is an active process so note that wounds are constantly being healed rather than as a quick burst.

This property has a limit, however and when the shinigami is near exhaustion at 50% reiatsu or lower, all of these times are multiplied by two. They are multiplied by four at 25% reiatsu or lower.

For each 10,000 connection attained, it is possible to subtract a round from all these figures, capping out at three rounds. This means that, at 30,000 connection, the subject is not affected by anything short of deep wounds.

Requirements
Requirements:
  • At least two collabs with Giorgio Ricasoli
  • 3000 Connection
  • A willing zanpakuto spirit
 
Using spec point and feat slot from these PMs.

[Tongue of the Wild]

Katsumi has always had a great affinity to all of nature, whether it be animals or plants. Actually, it is so much that even his zanpakutou, a part of his soul, is themed around it. As the days passed by, Katsumi found himself in the forest more and more as his bond with nature grew more.

As of such, he is now able to understand animals and communicate with them. This ability comes from his soul itself and partially from his zanpakutou, too. Because of this, this ability is not so good at a lower connection -- Katsumi will not be able to understand animals that well. But as the connection between him and his zanpakutou grows, he will be able to understand them better.​
 
Two more Cerberus techs to fill it up to four.


[ Covert Operative ]
Many of Cerberus’s missions require that the agent remain unnoticed. For agents with a noticeable amount of reiatsu, this often requires that they become experts at hiding their spiritual presence. Other missions require the agents to use intimidation. Operatives with this ability can effectively suppress their spiritual presence to the point where they appear to be average humans or completely devoid of a spiritual presence, or cause their spiritual pressure to seem up to twice as strong (in feeling only).

[ Extra-Terrestrial ]
As agents seek to further human evolution, they may find that some particular abilities of other races are impossible to match, and therefore learn to negate those threats. This technique allows the user to cut the effectiveness of any kidou down by any amount of reiatsu that they choose to use. The reiatsu used will negate half its value, meaning a 100 reiatsu use of this tech reduces a kidou of cost 100 to half its effectiveness, and can be used to fully block kidou of half the value.
 
Right, if this goes through I'll ditch Skill Focus for it.

Feat Slot and Spec Point from Summer PMs of '09

Sumiyaka Kumori (Speed Shadow)

Due to an overuse of shunpo, Hikaru's body has adapted slightly, allowing him to string together flash-steps more so than before. From that, a new ability was born.

By adding 5% of his reiatsu to the cost of the lowest level shunpo available, through repeated shunpo Hikaru's body blurs, leaving behind afterimages. While at first they are simply dim likenesses that vanish soon after, as his hohou increases, the shadows begin to resolve themselves, becoming solid-looking, realistic, and longer lasting. These clones, while weak, are imbued with Hikaru's reiatsu, and as such have resiliency enough to resist one fatal strike or several less powerful ones.

At base level the speed clones last only for a few seconds, blurring and amorphous. Once Hikaru reaches 5000 Hohou, they become more solid and last for half a minute, copying the position he was in at the time. At 10,000 Hohou, they can last for a minute, and duplicate any motions Hikaru makes.

Such repeated shunpoing does take focus, and Hikaru may use this technique once per every five RP turns. Such focus also means he is completely absorbed, paying little attention to anything outside his immediate sphere of perception. In addition, once in motion he cannot stop quickly, and the technique does not allow him to go through solid objects.
 
Unique Feat
Slot and spec point from becoming an org leader


[ Conductor del Cráneo ] : Cranial Conductor

When an attempt was made to amplify Nora’s ability to read minds through a drug derived from Seeker X, the resulting effects never wore off. By using any conductive material as a kind of loudspeaker for the telepathic powers of her strings, Nora can now hear the thoughts of others at a distance. The greater the conductivity of the substance a string comes into contact with, the greater the effects on the neural impulses that reach the strings.

For example, Nora’s thread in contact with a small piece of steel, like a doorknob, or a small amount of a conductive liquid, like water, would result in her hearing the thoughts of anyone within range of having a normal volume conversation. Putting the string into contact with say, a copper statue would afford Nora the ability to hear anyone in a space about the size of a ballroom. If a thread were to be put into contact with a superconductor like aluminum cooled to extreme temperatures, or a conductor as strong as the ocean, she would be unable to hear anything but a cacophony of thoughts, indistinguishable due to sheer volume.
 
Since items are being revamped, my old sub doesn't really apply anymore...

Feat Slot and Spec point from recent summer PMs

[ Laverna ]

As a member of Cerberus Research and Development, Ciro has done an in-depth analysis of his own reiatsu field. Through a massive amount of experimentation and drug trials, his reiatsu has been forcibly twisted and warped into an odd hybrid. Through his experimentation, his ability to control reiatsu pulses and fields has allowed him to skew his presence into different forms.

By paying 2% of his reiatsu per turn, he can warp his reiatsu field to make him appear to be another race. Furthermore, as he moves, he can leave an imprint of his reiatsu at a location, allowing him to appear in multiple places at a single time. The imprints last three turns, or until Ciro eliminates them.​
 
Ok I probably should have listed a reason for the deletion, but I wil explain here. With Orpheus under going some major restructuring changes, some of the past techs have become obsolete. The two I speak of are Hawk Eyes and Accumulate. The follow techs are meant to replace them.

[Customize] : Kasutamaizu
-Every agent whether conscious of it or not, tends to find that one firearm that is the perfect fit. The elements all seem to come together when the agent draws this weapon from rest. It is this familiarity that allows the agent to know when something is wrong or even how to improve functionality to suit them and their combative style.

By use of this tech an agent knows which upgrades are best suited for their selected firearm. It also grants Orpheus agents access to the depths of the organization's armory, with their level of clearance improving with each rank gained.

[First-Aid] : Kyuukyuu
-In this line of work it is inevitable that there will be a time at which the agent will be injured. There are some cases in which the injuries the agent receives can be ignored until healed by natural means; however there are also injuries that can be received in which medical attention takes extreme priority. It is this problem with being human that advents contend with just as often as the spiritual realm. However by finding a safe location an agent can force the natural healing process to be expedited. By spending reiatsu equal up to 10% of their resistance and agent can reduce the severity of their injuries allowing them to fight on longer than normal. This process however can not be interrupted, if so it can have the opposing effect making the injury worse.

Feats:

[ Back Up ] - This feat allows players to equip one more gun of either the sidearm or heavy variety, in addition to the two they are initially alloted for a total of three. This works the same for a player character that has either the Charge Launcher or Masterkey underbarrel upgrades, allowing a total of two carried weapons.

[ Size Matters ] - With this feat equipped, player characters can freely carry a heavy weapon outside of the specified missions designated by the Task Force Captain. Of course, Agents should be aware that these guns are not as easily concealed as Orpheus Issue sidearms. And it should be duly noted that the denizens (and law enforcers) of Japan might not be so cool with a rifle-toting ghost-hunter, so keep that in mind.

[ Trigger Happy Club Membership Discount ] - Maybe you go through ammo like there's no tomorrow; maybe you just think you can never have enough of shells around. Whatever the case, with this feat equipped a player character gets a 25% discount on all ammo below Advanced Tier. This includes Masterkey shotgun ammo and Charge Launcher canisters.

[ Monkey Hands ] - This feat allows players to use heavy firearms as if they were hand guns negating the penalty to accuracy one would otherwise receive. It also allows the player to be ambidextrous when using either firearm.
 
Lamboner – you are fine

Kamar – this would double your kidou slots in shikai. That’s a bit much brah. The concept is okay, just lower the amount of slots you get. I know it doesn’t seem like that big of a slot gain at low levels, but it also has no upper limit, so you need to pay for that by lowering the rate of growth.

Carp – approved

Zomboner – ill get back to u

Veraldo – puppet feat: pretty much like the 12th tech but with a lil fancier awakenin part, approved

Hiding tech – traditionally they did this with reiatsu inhibiting tattoos, or at least in Mizuki’s case. However you want it to work is fine though.

Kidou nerfing tech – this is okay, but you might want to save a tech slot for a salary tech thing so choose which techs to keep. You are faction head so its up to you.

Mind reading feat – yeah that seems okay. Don’t overdo it though!!

Tenchra – the wording on this is confusing. Does he start with 10% damage reduction and then go to 20% the next turn, capping out at 40%? Does the reduction go away after the last turn? Hewlp

Shad – ill get back to you

Ketchap – Do you even have a feat slot?

Senej – This feat is conceivable, but not with the mechanics presented on the hollow sheet. The reason hollows are NPC only is because a lot of their features are not necessarily 100% in balance with what a pc is supposed to be. Basically, hollows are designed to be antagonists and given abilities to make them more challenging for PCs.

I don’t think giving a guy full vastro lorde regeneration is really something we want to do, but if you neutered the regen time by a fair amount, then this feat would be more doable. Even more so as a trained feat since unique feats are stronger than trained.

Sucky the inventor – Approved, but don’t let it get out of hand. Plants and animals are dumb, you know. Don’t let it become a big vehicle for metagaming.

Hawk – The cost is kind of wonky in that the after image effect is pretty much constant. The duration grows, yes, but only in three different steps. Why not just have three different costs? That is, unless the images have some sort of resilience and the 5% is to give them reiatsu, in which case I’ll approve it. It’s up to you.
Hiren – that seems okay

Zen – Customize – I would really rather prefer you just amp the price of certain guns to a high level for non Orph than exclude them from buying the item altogether. Non-orph AHs already have to pay double for non faction stuff, so why penalize them even further by limiting their selection?

First-aid – I can understand busting rei to amp the regeneration given by the resistance stat, but there are a few problems here. First, the mechanics are a little wonky in that I think the amount spent should amplify the passive AH tech and work off of that rather than creating an entirely new mechanic. What is the point of tying two regeneration powers to the Resistance stat when you can just combine this tech into the base mechanic? I realize that the problem with tying the two together is that only high levels of Resistance actually have regeneration, but it can be worked around.

Barring all of that, it kind of works weird in that it doesn’t really say that the effect is less if you are spending less. What I mean is that a person with a higher resistance stat ends up paying more for what appears to be the same effect. The cost for this tech is so widely divergent depending on build, that I’m not sure we can really get a good idea exactly what it actually does.

The last problem is that Orpheus is not really going to be a resistance heavy group. As guns will require baseline Combat to use, and drugs will require baseline Resistance so resistance-based techs favor Cerberus, not Orpheus. That is assuming this tech requires a decent Resistance in the first place.

Feat:

Back up – I’ve been thinking about it I’d prefer the equip rate be more contingent upon a person’s money and carrying capacity than instituting an unnecessary mechanic regulating how many guns they can have. Considering a person with high combat can bench press a truck, I don’t think someone carrying a bunch of guns is that bad if the character wants it. It’s okay if you initially allot the wussiest gun, but the upgrades from there should be up to the player.

Size matters – same as above, I’d rather not limit players more than I have to. If a guy wants to carry a rocket launcher around, then I say let him and have him deal with the consequences IG.

Ammo discount – this is fine and a good use of item feats

Monkey hands – we don’t actually have a system for heavy arms being less accurate or whatever, but the wording makes it sound like we do. The concept is fine, I just would prefer wording that doesn’t make it sound like there is a concrete stat penalty if you are using a big gun.
 
Not sure if I need to resubmit, but doing so anyway to make sure. Change in red.

Sumiyaka Kumori (Speed Shadow)

Due to an overuse of shunpo, Hikaru's body has adapted slightly, allowing him to string together flash-steps more so than before. From that, a new ability was born.

By adding 5% of his reiatsu to the cost of the lowest level shunpo available, through repeated shunpo Hikaru's body blurs, leaving behind afterimages. While at first they are simply dim likenesses that vanish soon after, as his hohou increases, the shadows begin to resolve themselves, becoming solid-looking, realistic, and longer lasting. These clones, while weak, are imbued with Hikaru's reiatsu, and as such have resiliency enough to resist one fatal strike or several less powerful ones.

At base level the speed clones last only for a few seconds, blurring and amorphous. Once Hikaru reaches 5000 Hohou, they become more solid and last for half a minute, copying the position he was in at the time. At 10,000 Hohou, they can last for a minute, and duplicate any motions Hikaru makes.

Such repeated shunpoing does take focus, and Hikaru may use this technique once per every five RP turns. Such focus also means he is completely absorbed, paying little attention to anything outside his immediate sphere of perception. In addition, once in motion he cannot stop quickly, and the technique does not allow him to go through solid objects.
 
Unique Feat - Slot from current PMs

[Grimoire]
While under the effect of his Shikai, Conrad has perfect memory. This makes it very simple to recall a vast number of spells, something which would normally take weeks or even months of studying.

For every 500 Kidou Conrad has, he gains an additional spell slot, accessible only during Shikai. After every five slots, the requirement for further slots increases by 500; 1000, then 1500, etc., etc. The level of any spell in these extra slots must be less than the level of Conrad's strongest Kidou in a normal slot.
 
Point from here

SSS β

Hotate and any of her parts (i.e. the bankai) become immune to any abilities (kai attacks, kidou, feat, techs) they use themselves. Any such abilities will pass right through them as if they weren't there. This is always on for no cost but can be turned off if desired.
 
After a discussion with Moots, several changes have been made.

[Salary Raise] : Shoukyuu
- Based on an agent’s rank they receive a weekly base salary which they can use to purchase upgrades, ammo, or additional weaponry. However as with all financial matters, there tends to be more days in the week than yens in the paycheck. For most, such this conundrum requires a bit more careful planning in allocating finances. With Salary Raise however, and agent can receive what would in essence be a raise. Not only does it affect the week pay, but also affects any payment an agent would receive from completing a mission.

The percentage of the raise would be contingent upon the agent’s rank starting at 6% and increasing by 1% with each rank promotion yet not exceeding 10%.

[Stealth Field]: Suterusuba
-One of the most crucial skills any agent should posses is the ability to go unnoticed. Staying out of the public eye is important, but sometimes keeping a low profile can mean the difference between life and death. A weak but chaotic field of reiatsu, emitted around the agent, serves to scatter light rays ever-so-slightly, refracting and blurring the users figure, allowing them to blend in with their surroundings more easily. This technique also helps to confuse and misdirect any beings capable of sensing spiritual power, if only momentarily and may even cause a lapse of memory for the time one was in the presence of agent that was using this technique. However this side effect does not affect those who have learned Stealth Field.
 
Cerb techs replacing Laboratory Conditioning and...iunno yet. probably kidou nerf. must confer w/ the powers that be.


[ Bonus ]
This tech adds benefits onto an agent’s Cerberus salary (the thing you rp on your own that let's you buy toothpaste). The benefits come in the form of credits that can be spent within the company on the organizations’ items that have undergone enough testing to be viably used in the field, or on any other items available to all Advent Humans for purchase (e.g., kidou scrolls). An agent’s benefits scale along with his position into the following tiers:
Agent – 2k credits per week
Senior Agent – 4k credits per week
Assistant Department Director – 8k credits per week
Department Director – 20k credits per week
Note: Additional salary bonuses may be earned through missions.

[ Cocktail Tolerance ]
Agents who have learned this technique have built up the internal tolerance necessary to protect their system from the dangerous side effects that can occur with Cerberus drugs. This allows the agent to safely mix two chemicals on a single mission.




Cerb trained feats

[ Miser ]
Agents may elect to receive more credits instead of other benefits (goodbye dental plan, hello drugs). This feat increases an agent’s weekly pay by 1.5 times.

[ Junkie ]
Some agents who wish to use Cerberus’s innovative drugs may find it difficult or impossible to obtain the physical prerequisites that stave off the deadly side effects of the drugs. Through training in this technique, an agent can learn to build up an immunity to these effects, effectively halving all apothecary prerequisites.
 
- Current PM feat slot and spec point -

This's a unique feat.

[Regeneration]

Through extensive studies, started by the discovery of a book of an old scientist codename Forge, the use of particular equipments, the loss of an arm and the help of his own spirit, Giorgio was able to realign his reiatsu modulation in order to be able to regenerate, as much as hollows do. This ability is based on the relationship with his spiritual alter ego, in order to maintain the stability of the process that is otherwise uncontrollable.

  • Minor scratches, burns and stabs in non-vital places can be healed in 5 rounds.
  • Deep wounds, internal injuries and non-lethal damage to the body area can be healed completely in 10 rounds.
  • Major wounds, such as missing limbs, large swaths of missing flesh or high levels of damage to the body area can be healed completely in 20 rounds.

This is an active process so note that wounds are constantly being healed rather than as a quick burst.

This property has a limit, however and when the shinigami is near exhaustion at 50% reiatsu or lower, all of these times are multiplied by two. They are multiplied by four at 25% reiatsu or lower.

For each 5,000 connection attained, it is possible to subtract a round from all these figures, capping out at five rounds. This means that, at 75,000 connection, the subject is not affected by anything short of deep wounds.
 
(Acting) Captain slot/point

[ Unique Feat ]

[ Tenkaichi ]'the One who Stands Under Heaven'

Through his constant exposure to some of the greatest swordsmen to ever exist Masato has been able to facilitate a similarly prodigal strength with the sword. Surpassing even that, however, Masato has seen some of the greatest fundamental truths of swordsmanship. Combined with his laundry list of near-death experiences and undefeatable foes, the young shinigami has found a way to mimic the oppressive power of those men and present himself with a similar aura – as the 'one who stands under heaven'. The opponent's mind is made to think, with exposure, that there is no way to defeat Masato. This aura's end result is a debuff on the opponent's primary attacking stat (Zan or Hak) by 4% of Masato's Zanjutsu per round engaged in battle, stacking to a maximum of 25%. If more than one opponent is present, all opponents can be debuffed up to 15% (multiple opponents force this – Masato cannot 'focus' on one opponent in the midst of many). If the opponent can successfully escape Masato for 4 turns or Masato disengages the opponent permanently, the aura's effect is broken and the debuff is reset.

Note
Reduced growth % slightly from initial submission.
 
Using Pm spec and Slot

[Unique Feat]

[Iron Palm]


While Shin had learned his shikai, the spirit taught him another technique that he could use anytime. Because of the boys constant handstands during his life and in the soul society, the boy slowly gained upper body strength. The spirit, deciding to put such frivolous play to good use, had the boy develop a technique to focus all of his strength into a single finger...allowing him to deliver precision strikes to critical areas. Because of the boys lack of sword skills, he took this a step further and strengthened his palm to the point where he could either weaken or completely defend against swords strikes with his bare hands. The least Shin's stat can be to block an attack without losing his hand from wounds is if his hakuda stat is about a quarter of the enemies zanjutsu stat.

Costs 7% reiatsu per block/attack
 
Okay, try try try try gooo goooo go go go go go!! Okay, Feat Slot from Summer PMs here I come!

[Unique Feat]

[Glissière Électrique] (Electrical Slide)

Coming to a better understanding of her electrical prowess Miki has learned to utilize her abilities to its fullest.

By paying 1.5x the cost of the regular shunpo/fight to flight chart she can perform an instant step following the normal shunpo chart for said steps. Because this ability is driven by her electrical abilities she is able to perform an instant step with which she can move through physical objects.

She can not move through spiritually-build objects.
 
Them orph div techs~

[ Mod Steel ]

Outside of an agent's personal abilities, firearms are the Orpheus Initiative's best counter to spiritual threats. However, due to the barebones funding the initiative receives from the United Nations, weapons that can utilize ghost-fighting ammunition are in short supply.

To make up for the lack of weapon variety agents previously enjoyed with the stocked Orpheus armories in the past, these firearms are highly customizable. Corresponding to the tier of weapon an agent qualifies for, that gun can be accessorized with a set number of modifications to it's owner's liking. These things cost money though, so agents better have the cash to pay for them!

These can range from silencers to different firing mechanisms to attachable scopes, so check out the Armory post in the Orpheus thread to see what modifications your gun can handle!

D-Tier upgrades are available to Orpheus Corporals (0-5000 Reiatsu)
C-Tier upgrades are available to Orpheus Sergeants (5000-10,000 Reiatsu)
B-Tier upgrades are available to Orpheus Lieutenants (10,000-20,000 Reiatsu)
A-Tier upgrades are available to Orpheus Brigadiers/Major (20,000+ Reiatsu)

[ Payday ]

Every agent employed by the Initiative receives a weekly salary for their valued services, payed in the form of Credits, or ₢. As Orpheus' jurisdiction extends beyond the borders of any individual nation, paying in one particular currency would cause problems. As such credits, while not physical money, represent real, legal tender and can be used practically anywhere. An agent's pay increases according to his or her ranking within the organization.

Corporal – 2000₢ per week
Sergeant – 4000₢ per week
Lieutenant – 8000₢ per week
Brigadier/Major – 20,000₢ per week​

In addition to weekly pay, additional funds can be acquired through specially sanctioned missions.​


And an Orpheus Trained Feat~

[ Gunsmith ]

How to properly modify ones firearm is a need-to-know skill for any good agent. Still, there are some who show more talent for crafting weapons than others. The line between a well-built weapon of war and a useless heap of scrap is a fine one. Those who have mastered the art of weapon-tuning gain access to an extra upgrade slot on one currently equipped weapon.​
 

Current Date in Araevis

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