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Feat/Tech Submission Thread

At least one div is now out of the way

[Sword Empowerment]
Approved w/ changes
Just to avoid any abuse of the wording, add in that it takes a turn to cast the spell(s) on the sword. Common sense says that they would be doing it anyway, but you can’t take it for granted.​

[Bladed Will]
Approved

[Bond of Steel]
Approved (yay for being reminded what threshold actually was)

[Forced Ward]
Approved
Never mind, after talking with you it's okay
[Negation Reiatsu]
Approved
Congrats, you’ve just officially made yourself an enemy of the Fourth. Hope you don’t get injured to bad anytime soon >_>​
 
Vizard Racial Tech

[Elija su mal] (Pick Your Poison)
Vizards have only themselves to rely on. As such their inner hollows have developed an affinity for others. Certain hollows thrive on Rage or Emptiness thus vizards developed a technique that can transfer these between other vizards. In essence a vizard is able to trade their rage for an equal amount of another vizard’s emptiness or vice versa, i.e. 10% for 10%. This ability is not without its limitations, and only 25% of either stat may be transferred at once. Beyond this the transfer can only occur every 5 turns in order to keep the inner hollow sufficiently suppressed.
 
Alright this is my first Unique Feat submission, which is an extension of my kai. I have attached my shikai to this submission for a quick ref for you and so you know what Spiritual Laceration is.

Oh yeah: Using last spec point from this pass PM's to submit this.

Unique

[Hanpatsuryoku no Seika] - “Repelling Energy Hymn”

Upon attaining Bankai, Senesati and Ouritsu Tatsujin came to understand one another in many combat situations. As such, they combat their foes in a well-synced and diverse style. By paying 2% of his reiastu per spiritual laceration inflicted, not to affect more than 3 ribbons max, Senesati taints each ribbon within a 20ft radius of himself with his own reiatsu signature for the next 3 rounds. Being as though his energy is temporarily infused with that of his enemies, he gains the ability redirect an enemy's attack (Kidou, Cero, or Ginto), which was otherwise meant for him, back at his foes with unerring accuracy as per the shikai description. Senesati is required to mark his enemy with Spiritual Laceration, before he can initiate this skill. The enemy's attack must exceed 1.5 times the cost of this skill to negate its effect.

Shikai Description
Ability: [Reiresshou] - "Spiritual Laceration"

When Senesati wounds an enemy with Ouritsu Tatsujin, the wound sprouts a spirit thread dyed in the hue of the enemy's race. This ribbon is merely a representation of Ouritsu Tatsujin's ability that cannot be severed by the victim, nor can it impede their movement in any way. Healing the wound that created the ribbon will cause the ribbon to disappear as well. The unique Reiatsu signature emitted from the ribbon, however, will allow the victim to be tracked in spite of concealing effects or high-speed movement.

The ribbon's primary effect is somewhat more nefarious. If Senesati can touch the ribbon or strike it with his Zanpakutou, the Shinigami can cast a Kidou numbered from 1-50 into the ribbon, which will burn its way toward the target and strike with unerring accuracy, in spite of physical impediments. Only five ribbons can exist at any time, on any combination of targets, though Senesati can cancel a ribbon from a target if he so pleases.
 
Div techs for hollow specialists

Inhibit – Members of the squad are all trained in how to keep a hollow, vizard, or arrancar down once they have stuck a blow. By spending 1% of their reiatsu, the user may forcibly inject it into the opponent’s form, nullifying regeneration on wounds given that round until the end of the combat.

Go for the Mask – By training to specifically combat a narrow breadth of enemy, members of the unit have learned to exploit the weaknesses of their foes to the fullest extent, offering a 15% increase to one offensive stat when fighting hollowkin for up to 5 rounds. This may only be used once per battle.

Vital Resurgence – Through training with a high ranking officer or the captain personally, a member of the unit learns to most effectively prepare themselves for a prolonged battle against their foes. By spending 5% of their reiatsu, the user may begin a slow regenerative process. Small injuries are mended in a round, moderate injuries in three, and severe wounds mend in six. Due to the stress this places on the shinigami’s body, this may only be used once per week.

Don't fear the fire – Without a doubt, the most devastating ability of all hollowkin is their ability to unleash a cero. Knowing this, members of the unit have diligently trained in an attempt to endure this massive offensive capability. If fired upon by a cero, a member trained in this difficult ability can attempt to redirect the flow of the cero away from their body, by paying an equivalent cost to the reiatsu (not rage) amount used to generate the cero. However, in so doing, they may not spend more then 15% of their own reiatsu.
 
Annnnnd unique feat for K . . . Theron

1 spec point - Battlefield HM PMs

Expelling Strike[vizard] - When successfully striking a hollow, vizard, or arrancar with his zanpakutou, Theron may transfer up to 5% emptiness into the victim. If the target is a Vizard, their emptiness simply increases 5% in addition to the affect described after. If the target is arrancar or hollow, the injection of emptiness causes a distorting, internally conflicting debilitation, lowering one of their combat statistics by 10% of his zanjutsu for 2 rounds(this doesn't stack, just overlap duration). Further, Theron may only transfer up to 20% emptiness in total to any one target.
 
After some old fashioned AIM bothering, here we go! If you've got any questions IM me

[Pick Your Poison]
Approved

[Repelling Energy Hymn]
Approved w/reword
Alright, after talking to you on AIM it's good now. Just reword it a bit saying that it's 3 turns max and not 3 turns per ribbon...​
[Inhibit]
Approved

[Go For The Mask]
Approved w/Changes
Add something about it only being used once per battle, so it can’t be boosted again after 5 turns or something.​
[Vital Resurgence]
Approved

[Don’t Fear the Fire]
Approved w/changes
Without a doubt, the most devastating ability of all hollowkin is their ability to unleash a cero. Knowing this, members of the unit have diligently trained in an attempt to endure this massive offensive capability. If fired upon by a cero, a member trained in this difficult ability can attempt to redirect the flow of the cero away from their body, by paying an equivalent cost to the amount, the rage cost added to the cero is ignored, used to generate the cero. However, in so doing, they may not spend more than 15% of their own reiatsu.
That darn rage mechanic counts the 10% rage used in the cero as an extra 10% power in the reiatsu. If I were to factor that in, you’d be paying around 20-25% of your rei just to redirect a cero, so ignore the extra power the rage provides…​
[Expelling Strike]
Approved
 
Using Faction Head/Captain Level slot to sub somethin for myself :3



Jubaku Kuugeki (Spell Void)- Through becoming more aware of his abilities as a vizard Hisao has learned how to shift a kidou’s direction after casting. By paying 1% of his reiatsu and using 5% rage generating 3% emptiness, he can create a Garganta void around any spell that he casts. This void can then be opened anywhere within 10m of its original position at which time the spell will reappear as though nothing happened. The void can remain unopened for one additional turn before the spell inside is broken down. The maximum use of this ability per battle is 5 + 1 per 5k reiatsu maxing out at 15 total. In addition this ability cannot be used two consecutive turns in a row.
 
When I was looking through some of the common feats, I noticed that like 4 out of 9 didn't apply to AH, so here's some common feats to even things up a bit I guess...


[Bastion]
Compared to other races, an Advent Human’s reiatsu is much more flexible than most; thus, they can easily mold it to dampen certain attacks. An Advent can choose to sum the damage reduction he or she gets from the Unshakable tech to focus on one source of damage, energy or physical. However, this leaves them more susceptible to the other form of attack, therefore damage is increased by the sum. This effect can lasts up to 5 turns, and cannot be canceled during those turns.​
Requirements: 3000 Resistance

[Adept]
While some characters focus on combat, defense or agility, some focus on the wielding of various items. Any character equipped with this feat increase the damage done by their items by 5%.​
 
Spec point for writing so many words in last summer's PMs yada yada.

[Taekwondo] - Trained
True to his Korean ancestry, Park Taesoon has mastered (or something close to mastered) the traditional art of Taekwondo. A person who practices martial arts to such an extreme has no doubt unintentionally increased their reaction time. As such, a practitioner of Taekwondo (or any martial art, really) gains an additional .75% to their reaction time per belt level (or equivalent), capping at 7.5% increased reaction time.

How it was obtained: Park has been a practitioner of Taekwondo since the age of five. He has achieved his Third Degree black belt.

How someone else obtains it: Training collaboration with an expert (or personal chapter with an NPC expert) PER BELT LEVEL.​
 
Last spec point - VC
Shadow Sickle [vizard]
Through rigorous training, Theron has learned to mask the nature of his cero by mimicking the abilities of his release. When preparing a cero, Theron must pay 10% reiatsu and be holding at least one of Harbinger’s scythes in hand. Then he may pour as much rage he wishes into the reaction, super charging the zanpakutou with its energy. For the next three rounds, if the scythe meets with an opponent or clashes against a barrier or object, Theron may discharge the energy from within, causing it to blast past the obstacle and strike at his opponent with his zanjutsu stat, the attack coming in the shape of a second, ingido scythe wreathed in black slipping out from the first.
 
Replacing 'Skill Focus' with a Unique Feat. Fist try, so not so suuuure. :/


Asura [Unique Feat]
Spec Point from last PMs

As a method of conserving energy while still doing as much collateral damage as he possibly can, Kyuketsu is able to retain the destructive power of his sword’s ability, ‘Sesshou,’ (and its Ban Kai equivalent) into his blade rather than firing it as to greatly augment each swing. By adding an additional 25% reiatsu payment to the original cost, the swordsman can imbue the beam onto his zanpakutou for a maximum of three turns, in which it continually weakens with time until it completely dissolves.

At any point within the three turns, Kyuketsu can choose to fire the trapped energy from his sword, albeit its strength would be analogous to the amount of time spent infused over the weapon.
 
Div Techs for Athena whose write up should be appearing soon...



[[FONT=Verdana, Tahoma, Georgia, Arial, Helvetica, sans-serif]Shintou[/FONT]]
Athena members specialize in inflicting large scale damage, even when operating solo. As they surrender more to their inner hollow, the being grants them more power in their attacks. For 2% of their reiatsu, the Athena member may embed any attack with a shockwave. For every 10% emptiness the Athena member possesses the shockwave increases 2ft starting at 10%. There is a cap to this ability as the concussive damage of using the technique repediately can cause long term physical harm to the user. Uses are capped at 5 and Athena members gain an additional use every 2k reiatsu they grow maxing out at 15 total uses.

[[FONT=Verdana, Tahoma, Georgia, Arial, Helvetica, sans-serif]Kyoukyou[/FONT]]
Athena members are known to dominate the battlefield with their presence; their very reiatsu can strike fear into the hearts of those that stand against them. By spending 3% reiatsu, the user’s eyes being to go pale, almost bleaching into white. Any souls unfortunate enough to wander within 5 meters are immediately subject to an irrational fear of the Athena member, relative to their reiatsu. For those who are less than half of the Athena member’s reiatsu, they are stricken with terror and can only attack every other round. For those of relative strength (between 51-199%), they are badly shaken and can only attack every two out of three rounds. Those double or more strength are able to almost withstand the assault and can attack three out of every four rounds. To keep this aura active, the practitioner must spend an additional 5% rage and generate 3% emptiness per turn and can only sustain it for 3 plus 1 round for each 3k reiatsu attained.

[[FONT=Verdana, Tahoma, Georgia, Arial, Helvetica, sans-serif]Bakufuu[/FONT]]
Athena members understand that it often better to deliver a blow when the enemy least expects it, in the wake of another. After making a successive hit on an object, with any attack, the Athena member may pay 2% of their reiatsu and 2% of their rage, while generating 1% emptiness, to embed an explosive charge of reiatsu. Whenever the Athena member wills it, or three turns later, the charge automatically detonates exploding an area roughly 10ft in diameter. Only 1 charge may exist on an object at a time.


[[FONT=Verdana, Tahoma, Georgia, Arial, Helvetica, sans-serif]Engun[/FONT]]
Though they often work alone to cause their massive damage, Athena members become truly terrifying when accompanying another being in battle. Their impressive nature increases the effectiveness of any United Front or United Resistance bonuses in battle by 1.5. In addition, should they reach the pinnacle of co-operation and obtain a Fate of Triangles technique, its power is valued 1 level higher than it actually is.


Names can and will change at any time.
 
Look at me attacking three different submission pages in one day~

[Reiatsu Kaden]
Approved but…
Alright, at this point it’s approved. However, to be quite honest, I think they’re probably better ways to use this feat slot and spec point. A feat that causes mild discomfort really isn't a good use. Plus, what on earth would this do anyway. You only get a new feat slot every 6 months or so, so really think about this. I suggest resubmit, but if you're really fine with feat of o' useless, it's fine​
[Spell Void]
Approved w/ Changes
Lower 15 to like 12. It’s a weird number but 15 is a bit much for sneaky kidou launching​
[Taekwando]
Approved
Have fun writing up to 10 training klabs per person​
[Shadow Sickle]
Denied
Alright, this really needs more that ‘some reiatsu’. Put a set cost on this thing. Also, this attack should be based off the rage/rei you put in it. Basing it off the zan stat can lead to some really ridiculously powerful cero.​
[Asura]
Denied
This is more to help you, but 25% storage is ridiculous. Paying ¼ of your reiatsu for a single blast of doom seems too much. Especially considering that your ability adds an extra 5% in shikai, and with bankai anywhere from 40% to 50%. I suggest lowering the cost to around 10%, just to make it a non-rei sink. Resubmit it with adjusted costs, unless you're truly fine with losing 50%ish.​
[Shintou]
Approved
Yay for IMing these things earlier​
[Kyoukyou]
Approved

[Bakufuu]
Approved
As long as the blasts don't stack, it's fine​
[Engun]
Approved
 
spec point - VC
Essential Grace
When his inner hollow was finally unleashed, the once prominent and powerful vastro lorde impacted Theron's psyche, and his spiritual form. A hint of the beast's power now shines through when Theron dawns his mask. Whenever spiritual pressure is used to create an effect and Theron is masked, he may choose to drain 1% of his reiatsu from the reaction, though the source must be within fifty feet of him. This drain doesn't prevent the ability from being used, but the appropriate rei is subtracted from the desired effect, weakening it in relative value. This effect may only be triggered once per round.
 
[ Garganta ]

Using a Hollow's raw power, Vizards can tear holes in space, allowing them to move between dimensions. However, barriers like the one engulfing Seireitei cannot be penetrated using this ability. It takes time to prepare such a gate and two turns must be sacrificed to charge the gate. It cannot be used in combat.

[ A Vizard must have 5,000 Reiatsu in order to equip this tech]

Downgrading Garganta from a Feat to a Technique.
 
I already explained over PM's. Scale added by 30%~

Asura [Unique Feat]
Spec Point from last PMs

As a method of conserving energy while still doing as much collateral damage as he possibly can, Kyuketsu is able to retain the destructive power of his sword’s ability, ‘Sesshou,’ (and its Ban Kai equivalent) into his blade rather than firing it as to greatly augment each swing. By adding an additional 25% reiatsu payment to the original cost, the swordsman can imbue the beam onto his zanpakutou for a maximum of three turns, in which it continually weakens with time until it completely dissolves. On the first and second turns passed, its power weakens by 30%; by the third and final turn, its remaining 40% dissolves completely.

At any point within the three turns, Kyuketsu can choose to fire the trapped energy from his sword, albeit its strength would be analogous to the amount of time spent infused over the weapon.
 
Techs for Panacea

Chiyudou
Requires: A sunshine kind of guy/gal*
Allows use of chiyudou. This may not be learned by vizards outside of the caste.


Good Show
Requires: A british accent*
Members are trained to continuously draw energy from the surrounding environment and convert it into useable spiritual energy. This energy does not heal anything nor does it increase the amount of reiatsu available for kidou but otherwise works like normal reiatsu.

This tech allows the user to regenerate 2% reiatsu per turn. Optionally, the user can meditate and gain 6% reiatsu per turn. Meditating requires a lot of concentration and peace of mind and will leave the user completely defenseless so it is dangerous to use in battle.

Soul Society being denser in spirit particles will increase regeneration per turn to 3% and 9% meditating. Hueco Mundo adds the optional choice of generating 10% extra rage per turn instead of reiatsu when masked.


Good Morning
Requires: Chiyudou, not having the Good Evening tech
Use the power of rage to increase the potency of chiyudou. By adding 10% rage cost, generating 5% emptiness onto a chiyudou, the caster can increase the speed and effectiveness of that chiyudou by 100%.


Good Evening
Requires: Chiyudou, not having the Good Morning tech
By manipulating the energies, members of the caste are able to disguise their other abilities (kidou, kai skills, techs, feats, etc) as chiyudou by adding 5% rage cost, generating 2.5% emptiness onto the ability. Chiyudou is naturally more penetrating and more accepted by the body so these modified abilities will be unaffected by any damage resistance, barriers, difference in reiatsu or counter abilities that does not specify chiyudou as one of the things they block.

Using this tech will decrease the effectiveness of the ability to 75% however since they are no longer made up from only offensive energy.


Switching between the 2 techs requires a training session and removal of the other tech.


Good Bye
Requires: Jazz Hands*
Members of the caste are able to maintain balance in their own bodies by forcefully expelling any outside influences. This will remove any sort of effects on the body, positive, negative and all others for a reiatsu cost equal to or less than how much the effect costs with an additional 10% rage cost, 5% emptiness gain. Users will need to make a guess at how much reiatsu to use if they don't know.


Some requirements not actually required. Specifically those marked with a *. Other requirements are required. Consult your doctor before learning techs. If you have chest pains, shortness of breath or dizziness, do not learn techs. Use caution when taking other techs with these techs. Stop using techs immediately and go to a doctor if you experience Sudden Death, Overtime, Shootouts or Vuvuzelas for more than four hours. Always properly dispose of techs when finished. This disclaimer may or may not appear on the final product.
 
Since people are posting up castes and stuff with this information, I'll try to keep the delay as short as possible.

[Essential Grace]
Approved w/changes
This should really be limited to energy attacks like cero and kidou. I don’t really understand how you can drain reiatsu from a sword swing or something. So yeah, other than that approved.​
[Garganta]
Approved
[Asura]
Approved w/Reword
Write in that the extra 25% is from the amount you’re paying for the ability in the first place and not your total reiatsu. Otherwise, it gets really annoying to figure out and decipher.​
[Chiyudo]
Approved

[Good Show]
Approved
Passive rei regen is fine~​
[Good Morning]
Approved
Go chiyudo buff. Evil chiyudo buff D8​
[Good Evening]
Approved w/Changes
This needs an rei activation cost. Something around 3% of their reiatsu for an attack will work well​
.
[Good Bye]
Resubmit
This needs a set cost of reiatsu to be spent. ‘How much ever they want’ is a really vauge term and needs to be specified. If not, you’re pretty much making yourself to all debuffs, even something like Faust’s debuff. Put a % cost, so that all abilities less than that cost are expelled.​
I'm also approving all the requirements to be the official requirements. I want to see sunshiny, british, vizards with Jazz Hands. I want Monty Python Div!!
 
This is using the earned spec point and feat slot from whichever PMs this was.

Kousotsu (Armored Warrior) - Centruries of fighting has hardened Kansuke not only emotionally, but physically as well. To enemies weaker than himself Kansuke's skin is as tough as solid steel. When an opponent with reiatsu 50% or less than his own strikes him with a blade it will not cut his skin. If they strike him with a punch or kick it is like striking a brick wall. This does not prevent internal injuries if someone strikes with enough force to break bones. Enemies with more than 50% up to 75% of Kansuke's reiatsu will find it hard, but not impossible, to break flesh or bone depending on the attack. Those with reiatsu more than 75% of Kansuke's don't notice any extra strength to his skin and thus cause damage normally. Kidou/Ginto and other energy based abilities are not affected by this and also deal damage normal. Quincy arrows "bounce" off Kansuke's flesh if the Quincy is below 50% of his reiatsu, but strike normally otherwise.
 
Postin changes for meh feat:


Jubaku Kuugeki (Spell Void)- Through becoming more aware of his abilities as a vizard Hisao has learned how to shift a kidou’s direction after casting. By paying 1% of his reiatsu and using 5% rage generating 3% emptiness, he can create a Garganta void around any spell that he casts. This void can then be opened anywhere within 10m of its original position at which time the spell will reappear as though nothing happened. The void can remain unopened for one additional turn before the spell inside is broken down. The maximum use of this ability per battle is 5 + 1 per 2k reiatsu maxing out at 12 total. In addition this ability cannot be used two consecutive turns in a row.


And adding a new vizard technique:


[ Garganta Broadcast ]

Taking Garganta to the next level a vizard is able use the tears in space created by the Garganta to spy on targets. Once used the target, and their immediate surroundings, are broadcast in front of the vizard as though on a television screen. While the surroundings are displayed the viewers are given no information as to where that location is just a visual.

In order to do so, the vizard must be masked and pay 2% reiatsu per display. Targets that can be accessed by this ability are limited to those that the vizard knows, who are not cloaked, and are in the same realm as the vizard. The maximum amount of screens that can be open at any one time is limited to 1 per 3k reiatsu.

Requirements: Must be Dikastes rank or above.
 

Current Date in Araevis

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