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.