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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 in 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.

The user can only spend up to 10% reiatsu so anything that costs over 10% will not be affected.

*Something's supposed to go here though I don't remember what. Need to go take some blarglfargl. Blarglfargl is a trademark of Farglblargl and may not be redistributed without permission.
 
Twice in one day? Oh my... Since this was finny's last tech needed, it would be stupid to wait very long.

[Armored Warrior]
Approved w/reword
Add in something about how it doesn’t change the pain felt from each strike and its fine. Also, things such as sword strikes should still be able to cause internal wounds, even if it doesn't break through the skin. At least now you’ll never have a visible paper cut.​

[Spell Void]
Approved

[Garganta Broadcast]
Approved w/changes
Changes: This better be in HD*​
[Good Evening]
Approved
Yeahhhhhhh last tech done!​

*Seriously I demand TIVO, HD, Ability to play video games and Netflix on this TV
 
Artemis Echelon Techs

**Note: Fly Swatter is formerly Moonlight Demon and was approved, I simply added rage/emptiness mechanics to it. No changes to Double Decker Coffin. Hangman's Neuse and Bite the Bullet are previous Vizard techs from the old Gungir caste.

[Fly Swatter]

Not quite to the scale of the Athena Echelon but equally as effective, this Artemis Echelon technique mimics large-scale damage tactics for sword users. Users employ their masked abilities to cause more damage with each strike than normal, amplifying impact damage with an aura surrounding their sword.

By spending 300 reiatsu per round to maintain, along with 4% of their rage per round, the user can triple the size of their weapon impact area, gaining 2% emptiness with each passing round. Blunt energies beyond three times the original size of the sword cannot be maintained.

[Double Decker Coffin]

Created by Silas Silvanus specifically out of his enjoyment of violence and hand-to-hand expertise, Artemis Echelon members that also use a melee style of fighting can attempt to inflict massive damage using their Hollow powers.

Once activated, a masked user can soak their body in the Rage gained from their inner hollow. Upon every successful hakuda-style attack landed by the user, 1% reiatsu and 5% of their total rage is transferred via the direct blow into the victim's body upon impact, maximizing a landed blow's power. In exchange they gain 2.5% emptiness per successful hit landed.

[The Hangman’s Neuse]

Members of the Artemis Echelon are considered lone operators and must take every opportunity to restrict their enemy’s ability to last in a battle. This has bred an ability to use their newfound Hollow powers in an attempt to end the battle and cause as much damage as possible.

While masked, users of this technique are able to bypass and seal an opponent’s self-healing skills. The user utilizes 5% of their maximum rage, gaining 2.5% emptiness and curses their weapon with it, nullifying their opponent's ability to heal, mitigate or lessen injuries left by the cursed weapon. Both passive and active abilities are pacified, unless the enemy has twice the total Reiatsu of the Artemis officer who inflicted it.

After three turns the effect is dispelled and the user can renew the sealing for the same initial cost.

[Bite the Bullet]

Few in number as Vizards and many times operating alone as members of the Artemis Echelon, users of this technique have cultured their ability to persist in battle, overcoming pain and injury in order to become more powerful.

Whether by lust for battle or the desperation needed to survive, users are able to regenerate a percentage of their total reiatsu each time they receive a blow. This technique does not heal any wounds or dull any pain but for each wound inflicted to the user, from negligible to heavy, the user recovers 1% of their reiatsu.

The more one of these Vizards suffers, the stronger they become, costing the user 5% rage and generating 2.5% emptiness every round active.


**Note to my note: please note - this is the note for you to note: I might change names cuz I'm fickle like that ;]
**Edit: Added write up for Bala

Vizard General Tech Submission:

[Bala]

Requirements: 5,000 reiatsu, Cero learned/equipped

The user spends 5% Rage, 5% Reiatsu, and gains 3% Emptiness to compress a single Cero into 5 quick release shots. The method of release is variant on the user. While Cero is fired as a cone of energy, Bala are simply compressed rings of that same energy with a relative diameter of 18 inches. Maximum range is [User's Reiatsu/500] in meters.
 
(Point from Acting Captainship (Cleared with Will)

Working Title: Onslaught
Feat Type: Unique
Description: Tsubaki's record of service has put her in the presence of some of the most terrifying Reiatsu pressures ever known, both in Soul Society and Hueco Mundo. To combat this, the Onslaught technique was created. While it does nothing to increase the Reiatsu Tsubaki has available, the technique doubles the pressure she exudes when utilizing her release or techniques. (Example: 40,000 Reiatsu will feel like 80,000 Reiatsu and so on.) This increase in the strength of her pressure allows Tsubaki to withstand stronger Reiatsu signatures with less effort.

While active, the aura around Tsubaki is stained a mixture of deep silver and black, causing her to appear engulfed in dark fire. This technique carries no inherent cost, but can only be utilized when Tsubaki is actively using her Reiatsu. Actions such as casting Kidou, using Division Techniques or going into Shi Kai/Ban Kai will feel doubled. Waiting quietly at the bus stop will not. The amount of additional pressure generated is dependent on the woman's Reiatsu, and will rise and lower appropriately as her current Reiatsu rises or falls.
 
Feat slot from summer plot missions '09.


[ 習熟 Shūjuku ]“Skilled”
Hayato is able to shift between and merge his physical combat abilities with exceptional skill. As a result, whenever he is fighting with a zanjutsu-based weapon, his hakuda is lowered by 10% and that 10% is transferred into his zanjutsu; when he is fighting with a hakuda-based weapon (or unarmed), his zanjutsu is lowered by 10% and that 10% is transferred to his hakuda. The feat is active for 5 turns, plus 1 turn for every 1000 reiatsu (up to 20 turns).
 
Hands of Themis Division Techniques

[Eleus Touch] Shinigami of the Hands of Themis are taught to subdue when there is no need to kill, coerce when there is no need to maim, and show mercy when there is no need to strike further. With the Eleus touch, division members can temper their weapons by expending 3% of their reiatsu, dulling the deadly effects of the tools they wield, and controlling the physical damage an attack inflicts. By expending an additional 1% reiatsu per turn, the user can also lower the amount of pain their weapon deals.

However, to obtain control, one must first obtain understanding. Thus, those who wish to learn to control Eleus Touch must learn through carefully supervised exercises which concern with pain and hurt.

[Pistis Bond] Members of the Hands of Themis soon discover their need to work well with their comrades, to the point where absolute chemistry is necessary to realize their objectives. In addition to this, even though the Thirteenth division prides itself in being the division who guards against the guardians, they are also aware that they must guard against themselves. With these two sobering essentials in mind, Pistis Bond was established as an essential technique to master.

Through intense one on one training with another being, division members learn to find a slight foothold within their companions’ mind. With beings of death, such as shinigami and vizards, this entails entering a faint reflection of the other’s inner world. Once this link is established, mental communication between the two beings is absolute and can only be severed by dimensional distance. This link is the tool through which teammates can collaborate with each other without outside interference as well as a means to look out for one another. However, the technique, being very invasive, requires a complete trust and sense of integrity to exist between the participants.

A strange side effect to this technique is that each participant can hear the other spirits that also occupy their partners’ minds including zanpakutou spirits and vizard hollows.

Requirement: Must have obtained United Front to train Pistis Bond with another

[Sophrosyne’s Wisdom] Often-times, in the pursuit of division ideals, restraint is found to be the number one life-saving trait. Traps lie everywhere, laid by an elusive criminal, hiding within a burning building, or lurking behind an enemy’s smile. Thus, discretion is highly valued. By expending 3% reiatsu, a master of this technique will send their reiatsu out into their surroundings, springing traps and hazards harmlessly. This technique can only be used once every 5 turns, and it affects a half circle area of 20 feet with an additional 5 feet for every 1% reiatsu expended to a limit of 50 feet. Each additional 5 feet can only be controlled when the user reaches each 5,000 reiatsu interval, starting with 5,000.

[Kharites’ Grace] There is no conflict where there is contentment. To dispel a potentially violent situation before it can occur, members of the Hands of Themis have learned to harness their own emotions to project upon agitated beings. By expending 3% reiatsu, the eyes of the wielder turn a soothing blue, enveloping the target with a sensation of security and peace for 3 turns. The effect of this technique depends on the strength of the user. If the target’s reiatsu is 75% less than the wielder’s they succumb completely and unwittingly under the user’s gaze. If the target’s reiatsu is higher than 125% more than the wielder’s, they will be aware of the manipulation, and can choose to fight or yield. To obtain the ability to control this technique for extra turns, which increase by one with every 5,000 reiatsu, the user must expend an additional 1% reiatsu.
 
Alright, I'm heading off on vacation on Saturday, so this is probably the last review until after the 20th.

[Onslaught]
Approved

[Shujuku]
Resub
This needs an activation cost. Also, 20 turns at 1000 spacing a piece is a bit high. Either cut down 20 to 10 (how many fights really go that long) or increase the spacing.​

[Eleus Touch]
Approved

[Pistis Bond]
Approved w/changes
Put a flat cost to activate a link with a person, like 100 rei per turn talking. Also, if you're using this on a vizard, prepare to be mind spammed with inner hollow obscenities.

[Sophrosyne’s Wisdom]
Resubmit
The way the mechanics work from your wording, it shouldn’t instantly disable all traps by paying that 3%. Instead, it should only affect traps that are less than or equal to the amount of rei you put it. That way a newb can’t disable a 4K kansei kidou trap or something with 10 rei. If you want to increase the number you can destroy, you could technically increase 3% to around 5%. Also, you can reduce 5 turn cooldown to 3 if you want.
[Kharites’ Grace]
Approved
 
Thanks hiren :)

Btw, I didn't even consider kidou/reiatsu created traps, haha. I was thinking old-fashioned indiana jones traps or like precarious wood-beams, etc. But thanks for the heads up.

Also, for Pisits, I can deal with 100 reiatsu, but can it be lower? Like 50 reiatsu? 100 reiatsu seems a bit too exhausting for a mental walkie talkie.

[Pistis Bond] Members of the Hands of Themis soon discover their need to work well with their comrades, to the point where absolute chemistry is necessary to realize their objectives. In addition to this, even though the Thirteenth division prides itself in being the division who guards against the guardians, they are also aware that they must guard against themselves. With these two sobering essentials in mind, Pistis Bond was established as an essential technique to master.

Through intense one on one training with another being, division members learn to find a slight foothold within their companions’ mind. With beings of death, such as shinigami and vizards, this entails entering a faint reflection of the other’s inner world. Once this link is established, mental communication between the two beings is absolute and can only be severed by dimensional distance. This link is the tool through which teammates can collaborate with each other without outside interference as well as a means to look out for one another. However, the technique, being very invasive, requires a complete trust and sense of integrity to exist between the participants, and costs 100 reiatsu per turn to use.

A strange side effect to this technique is that each participant can hear the other spirits that also occupy their partners’ minds including zanpakutou spirits and vizard hollows.

Requirement: Must have obtained United Front to train Pistis Bond with another

[Sophrosyne’s Wisdom] Often-times, in the pursuit of division ideals, restraint is found to be the number one life-saving trait. Traps lie everywhere, laid by an elusive criminal, hiding within a burning building, or lurking behind an enemy’s smile. Thus, discretion is highly valued. By expending 5% reiatsu, a master of this technique will send their reiatsu out into their surroundings, springing traps and hazards harmlessly. Any trap laid purposely by way of reiatsu or kidou can only be nullified if the 5% cost equals to more reiatsu than the trap itself. This technique can only be used once every 3 turns, and it affects a half circle area of 20 feet with an additional 5 feet for every 1% reiatsu expended to a limit of 50 feet. Each additional 5 feet can only be controlled when the user reaches each 5,000 reiatsu interval, starting with 5,000.
 
[ 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 5% of Masato's Zanjutsu for every attack landed upon the opponent, 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). The buff remains for the fight's duration but if an opponent disengages from Masato and creates substantial distance between them (i.e., retreat significantly to stop the battle), he is forced to expend 1% of his Reiatsu per standard turn to maintain the buff.
 
Note: After reading the techs for the existing divisions, I realized mine were monstrously under powered. As such, I'm resubmitting them for some upgradifications.

Hollow Specialists:

Go for the Mask – Members of the division have been thoroughly instructed on the strengths and weaknesses inherit to the races of hollows, vizards, and arrancar. Further, training sessions with the captain may increase their ability to read attack rhythms, defensive techniques, and special abilities used by hollowkin. Due to this singular focus of training and dedications, each member may gain a 10% bonus to a combat stat against a hollowkin opponent for 3 rounds. This may only be used once per combat.
Upgrades
100 Culling points + training session - +5% further increase to a combat stat, up to 15%
100 Culling points – increase duration by one round, up to 6.


Devil bane – This technique is used by division members to help them overcome the abilities of their enemies to ignore damage and restore lost flesh. By paying 1% of their reiatsu, members of the division have learned how to inject a burst of spiritual pressure that prevents enemy wounds from healing for the duration of the battle.
Upgrades:
100 Culling points – This tech now does not require reiatsu expenditure, as the user’s zanpakutou and reiatsu has naturally attuned itself to work in this way
200 Culling points + training – Damage dealt by the user against those with damage resistance is considered one rank higher in severity, minor wounds are now moderate, and moderate blows are considered major damage.

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 regenerative process, healing wounds existing and inflicted during this resurgence. 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 executed once per combat.
Upgrades:
200 Culling points – Use of the Vital Resurgence will also expunge all affects and foreign reiatsu from the user’s body that are valued at 5% or less of their reiatsu. This allows the user to cast off many debilitating effects, poisons, and so on. It does not prevent them from being reapplied, however.


They Who Walk Through Fire(credit to the old 13th div tech and Will for the idea to use it with some mods) – By far, the most commonly dangerous ability of a high class hollows or hybrids is their ability to fire off a Cero. As such, the division has developed a specific counter measure to handling energy attacks directed at them. By channeling 2% of one’s reiatsu or the half the cost of the attack, whichever is higher, to the zanpakutou’s spirit, it becomes changed to a more neutral type of energy that attempts to resist and reject all others. When the energy from an opponent’s attack nears the shinigami, the stored reiatsu in their body manifests itself as a semi-transparent screen the width and height of the blast. The screen is only strong enough to resist an attack for a split second, long enough for the shinigami’s weapon to attack the screen from behind, creating an effect similar to water running off a ducks back. The attack itself splits in two and is shunted just enough by the screen and follow up attack to miss the target and continue along it’s destructive path in a “V” pattern. This ability cannot be used to divert attacks that are rated higher then 15% of their base reiatsu (excluding rage costs for things like cero).
Note: Splitting an attack does not mean you are unaffected, you will instead avoid a lethal blow.
Upgrades:
300 Culling points + training session - The ability is now capable of all together stopping the attack at the projected screen, but the full cost of the attack must be paid by the user.
 
Summer '08 Spec point for a trained feat

Animagus (Credit to sing for awesome name)

Certain individuals are able to tap into their own mind channeling reiatsu to cloak themselves in the skin of a creature they feel most akin to. Their form changes and they gain any abilities the creature they morph into possess. Any scars present on the spiritually awakened being prior to the switch will appear on the animal. During this time they are unable to use any reiatsu abilities aside from sensing spiritual energies, and for the most part, appear to be just an ordinary version of the chosen creature. There are two notable exceptions, though minute much more so than usual, the transformed being will still exhibit a small amount of reiatsu and the transformed still possesses the ability to speak.

Transformations require one full turn to complete either way, either turning from or to the animal. Only one animal may be selected, if a user wishes to change animal another training collab is required to switch.


Requirement: Shikai or Initial Awakening
 
Spec point and feat slot from when I attained Vice Captaincy prior to PMs last year, lost, and briefly attained again when youngsaso had his spine torn out.

Defer to the Superstar! (Unique - Park Taesoon)
Seeing Park Taesoon in a fight is awe-inspiring; so much so that his allies have learned to defer to him when times are tough! By spending 3% of his Reiatsu, Park's eyes begin to sparkle with stars; his thumbs up becomes a signal of better times to come, causing all allies within 7 meters of him to be struck with uncanny amounts of confidence (or stupidity, depending on who you ask). Inspiration is derived from ignorance, of course, and those affected react differently to this aura. Those who have lower Reiatsu than Park experience an inspiration like none other, gaining the ability to attack 4 times for every 2 turns. Those of relative Reiatsu see the merit in Park's antics and are able to attack 5 times every 3 turns. Finally, those who are much stronger than Park--those bastards--find the whole antic a bit ridiculous, but are still impressed by his motivation, allowing them to attack 3 times for every 2 turns. In order to keep this aura active, Park must spend 500 Reiatsu per turn for up to 3 turns. For every 5000 Reiatsu Park gains, he can sustain the effect for additional turn.​

This effect does not work on Oonishi Daisuke >:[

NOTE: When you use your hasted attack, you do not double post, but simply write it as two attacks within the same turn.
 
[Item Specialist]
[Type] Common

The user of this feat is particularly adept with the use of items, and so has gone to great lengths to further their specialty. This feat allows the user to have a second unique item in addition to their first one. The tier of the item must be at least one below the person's own tier.
 
Submitting cuz I has VC nao

[Kyopuku-ryu] - “Overturning Bad Luck style”
[Type] Trained

While many shinigami focus on zanjutsu and kidou, those who place enough effort into their study of hakuda will find two techniques of the Kyopuku-ryu. It’s designed to turn the tides of a battle instantly - or simply disarm an opponent without much damage.

Hadome (lit. “Stop the Sword”) is the first and most important technique. Without it the other isn’t possible. Able to be applied both inside of combat and in domestic situations, Hadome shines in combat situations. While there are variations, the most effective method is when the user crosses their arms overhead, allowing a practitioner to stop an enemy swing by catching it with the back of their hands without dropping their own weapon. If the user is wielding their sword, they are not required to drop their weapon while halting the attack.

From the Hadome stance, a practitioner may execute a counter-attack and disarm simultaneously. This move is called Hawatari (lit. “Cross the Sword”) and can only be performed after a successful Hadome. It calls for the user to twist their wrist, thereby automatically stripping their opponent of their weapon and giving the user an opportunity to counter-attack with their own weapon in a single movement.

Requirements: 4,000 Hakuda

Practitioners: Haresuno Uchiharu (undeniablenation)
 
Spec Point: summer '10 pms - what a punk for using it so soon, right?
Type: Feat - unique
[Swordsaint’s Virtue]
Many trials and tribulations have burdened Theron through his long life; as a result Theron has learned from his inner hollow the secrets of protecting one’s self to an even further extent. This knowledge has allowed him to improve the [Hollow Resiliency] ability he possesses. When donning his mask, Theron’s body generates a [ Hierro ] just as an arrancar’s to its fullest effect(since he has greater then 20,000 connection) though when unmasked, his defenses remain as [Hollow Resiliency].
Hierro

[ Hierro ]
While Arrancar can no longer regenerate quite the way they could as hollows, they have incredibly tough skin that makes damaging them a chore, if not impossible. Even the weakest Arrancar ignore all minor injuries, with moderate attacks dealing only minor damage. At 10k Control, their Hierro is even more daunting: moderate and minor injuries are brushed off, and even major ones leave only moderate damage.
 
Orph tech to replace PAYDAY

[Taihou Kata] lit: "Gun-fu"

A style of gunplay learned only through intense physical training and conditioning, Taihou Kata is more akin to a martial art than anything. The style emphasizes fluid attacks - its series of complex stances and maneuvers are strung together in order to maximize a firearm's field of fire while keeping an agent clear of statistically traditional vectors of counter attack. With Taihou Kata, very little motion is wasted during attacks, making it possible for agents to quickly shift from offense to defense, stance to stance, and to quickly adapt to a variety of battlefield scenarios. While its main focus is the use of standard side arms in combat, any available firearm can be potent in the hands of a Taihou Kata user.n practical terms, Taihou Kata increases one's spatial awareness, as well as the agents accuracy and reaction time whilst handling firearms. Starting at an increase of about 5%, the amount rises 2% with each rank obtained, reflecting the growing skills of the user.
 
Feat Slot from Summer PM's 2010.

Feat Name: 国防正しい悪魔 Kokubō Tadashii Akuma (Defense of the Righteous Devil)
Feat Tier: Unique
Description: Tsubaki's mind has come under considerable attack in the past, both from past Captains of the Eleventh Division as well as her former Zanpakuto, Shiraha. To combat this, Kokubō Tadashii Akuma enables her to quite literally lock away her mind from any outside influence. This feat renders Tsubaki immune to any form of mental attack, or attempts to peer into her past or thoughts. The effects of this technique are always active, and require no cost to maintain. In addition, anyone specifically attempting to target Tsubaki with such techniques will have whatever cost is associated with the attack or technique 'bled' from their Reiatsu pool.

For example, if Joe Shinigami pays 10% of his reiatsu (1,000 in this case) to use Mind Reading on Tsubaki the attack is rendered void, and Joe Shinigami loses another 1,000 reiatsu in addition to the base cost of his technique.
 

Current Date in Araevis

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