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GM Review Thread

[ Chikaihou Shinou ] - "Earthly Law Mastership"
Being dead is far different than living as anyone in Soul Society can attest to and one can sometimes bypass the physical laws of movement that one is normally accustomed to. However, the full extent to which laws can be bent or broken takes quite a bit of experience to fully realize, especially when returning to the world of the living. Examples of this phenomenon include walking on air, phasing through walls in the land of the living and other reality bending feats. True understanding as to what one can and cannot get away with is gained through experience.
Requirements: 3 missions on Earth

While talking to Sing, she brought me to the realization that the technique that allows Shinigami to do things like walking on air, jump really high, and various other things only allows those things to happen on Earth. However, walking on air and jumping absurdly high, as well as being strong enough to break through or phase through walls easily, are all things that many Shinigami were shown as being able to do in canon ... and not just on Earth, but in Soul Society and Hueco Mundo as well.

It was even explicitly stated in canon that the only reason Shinigami have to stay on firm ground in Seireitei is because of the Bloodstone walls.

I'm GM reviewing the Earthly Law Mastership technique in the hopes that we can get a new one to replace it which extends into Soul Society and Hueco Mundo, to some extent even if not all the way.

I'm actually not going to touch this one.

My personal opinion on the matter: I don't believe the DBZ-ification of physics adds anything to writing. Once you give everyone the ability to fly, you essentially eliminate a great deal of environmental impact. Something's on the 50th floor? Just fly up and go in the window. There's a bottomless pit? Just walk over it. There's a bunch of buildings that might get damaged? Take the fight into the clouds.

It gets even worse when you consider that the tech says it allows beings to walk through walls.

If I were to do what I think is best, I would remove Chikaihou Shinou altogether, not add it to all planes of existence.

"Jumping absurdly high" I could see as an expression of hohou or reiatsu.
 
Alrighty, I’m not entirely sure if this permissible, but I might as well just ask.

After some time considering this and a wtfwasithinking-moment, I was wondering if it’s possible for me to change my Ban Kai form without spending a spec point. I realized that mine looks TOO MUCH like Hitsugaya’s Ban Kai, minus being well, ice. In-game, I’ve yet to use it at least once, or even mention about it so there won’t be any paradox within the story/plot/etc. I’m only changing the appearance, and none of the skills, so that’s why I considered to GM thread it.

Old Appearance
Though his sword retains its shikai appearance, a semi-transparent aura of purple bathes around Kyuketsu’s entire body, forming a giant arm of sorts that encompass his entire right arm from shoulder to hand. Floating just a few inches away from the right arm is a slightly exaggerated version of a samurai armor’s sode (shoulder armor), kote (sleeve armor), and tekko (hand guard) placed on their respective areas while coated with a grand black paint. The purple aura continues over the shinigami’s body as it seemingly drapes over his form. Aside from the armguard, the most prominent of the release’s appearance is the set of angel wings on Kyuketsu’s back which are seemingly made up of the same aura that wraps around his body. They move accordingly to his will and even break off feathers if the reaper moves in a hurry.


New
Upon activating Ban Kai, an oozing tar-like substance emerges from Zansatsu as it begins to encompass Kyuketsu’s entire upper body. Once done forming, the swordsman will appear wearing a jet-black suit, replacing his usual kosode and shitagi uniform with a hood to boot, while his shihakushou’s lower portion remains the same. Mimicking his sword spirit’s own appearance, the suit itself is devoid of any design, save for a few key components. A pair of chiropteran wings forms behind Kyuketsu, seemingly made up of the same substance as with the suit. Both his arms are completely covered as well, with his hands gaining the appearance of claws. The appearance of the sword itself remains the same.



Thanks in advance.
 
Since kago is planning on keeping the old 12th techs, I'm going to submit some of them for GM review.

First off, Mark of the Hunted.

The feared technique of the 12th division is both hideous to learn and to execute. Those who seek to learn the technique are injected with a cocktail of poisons and diseases and left bedridden for several days. At such a point either their immune system is able to cope with the injection or they are forced to go to the 4th division and undergo a series of extensive (and painful) filtrations at which point the process must begin again.

Once the user has adapted to the plague, they are able to use it against their enemies, focusing it into the palm of their hand. Upon contact with the target, the virulence will transfer, leaving a dark hand print where the contact was made. This mark sends a message to any who sees it that the person bearing it is hunted, and most citizens will treat such a person like a leper.

The mark sends out a small leak of reiatsu that serves as a signal flare to all members of the 12th, making it difficult for a marked person to hide. This mark is permanent unless a chiyudo or Reiki user of 1.5x the connection of the person who laid the mark casts a mid to upper level purification spell or invests many hours of simple Reiatsu Healing, or if the person who used the mark relents and allows the afflicted area to heal.

In addition, there are immediate effects. 3% of the attacker’s reiatsu is dealt as damage to the target for five rounds. As the increase in heart rate speeds the poison’s spread through the bloodstream, reiatsu expenditure for shyunpo and kidou is doubled (kidou reductions are still in effect, whatever amount is used for the cast is doubled). Each flash step adds .5 rounds to the effect’s duration and each spell adds .25 rounds to the effect’s duration. Side effects include pain, nausea and blurred vision, although each person’s reaction to the plague is different.

Subsequent uses of the technique in a single fight from a single user become half as effective as the previous use. Concurrent uses from a single user do not stack.

Bounty points can be spent to augment the power of the poison. Each bounty point adds .01% to the per-round poison damage to a maximum of 4.5% of the user’s reiatsu.

Activation costs 1% rei on a successful touch to force the virulence into the target.

It's a permanent effect that has a bunch of temporary side effects as well as a steep requirement for even removing it. It not only does a lot more damage than the cost, it also increases the cost of kidou and shunpo while also increase the duration of the effect if either are used. Not to mention it gets even more powerful with bounty bonuses.

It has too many effects for just one tech which was probably primarily just target tracking.

Sentekiou

A hunter is always a master of the elements that surround him, using every feature of the current situation to fulfill the objective. The longer he monitors his opponent, the more perfect a weapon he becomes for the destruction of those he has been assigned to kill.

This expresses itself in battle as a change in combat priority. If the hunter believes that more speed and less technique would be required then he will factor this into his technique. If he finds that hand-to-hand combat is necessary then he will forgo weapon specialization to focus on his Hakuda and so on.

The adaptation begins as a redistribution of 50 of Zanjutsu, Hakuda or Hohou into one of the mentioned stats per round. As the user becomes more powerful, so does his ability to adapt; his style becoming as fluid as water. Thus, for each 1000 Connection, the user is able to shift another 50 per round.

The user of this technique may spend bounty points to supplement his skill. He may spend 50 bounty points per 50 in shiftable stats (i.e. for every 1000, 50 bounty points may be spent) to add 50 points in movable stats.

I feel some kind of upper limit is needed on this tech as there is none right now.
 
Since kago is planning on keeping the old 12th techs, I'm going to submit some of them for GM review.

First off, Mark of the Hunted.



It's a permanent effect that has a bunch of temporary side effects as well as a steep requirement for even removing it. It not only does a lot more damage than the cost, it also increases the cost of kidou and shunpo while also increase the duration of the effect if either are used. Not to mention it gets even more powerful with bounty bonuses.

It has too many effects for just one tech which was probably primarily just target tracking.

Sentekiou



I feel some kind of upper limit is needed on this tech as there is none right now.

[ Mark of the Hunted ]

The feared technique of the 12th division is both hideous to learn and to execute. Those who seek to learn the technique are injected with a cocktail of poisons and diseases and left bedridden for several days. At such a point either their immune system is able to cope with the injection or they are forced to go to the 4th division and undergo a series of extensive (and painful) filtrations at which point the process must begin again.

Once the user has adapted to the plague, they are able to use it against their enemies, focusing it into the palm of their hand. Upon contact with the target, the virulence will transfer, leaving a dark hand print where the contact was made. This mark sends a message to any who sees it that the person bearing it is hunted, and most citizens will treat such a person like a leper.

The mark sends out a small leak of reiatsu that serves as a signal flare to all members of the 12th, making it difficult for a marked person to hide. This mark is permanent unless a chiyudo or Reiki user channels a healing ability for at least three rounds with a cost equal to or greater than the Mark's activation cost. The user may release the Mark at will, also.

Side effects include pain, nausea and blurred vision, although each person’s reaction to the plague is different. Any attempt at high-speed movement by the victim (shunpo, fight-or-flight, hirenkyaku, sonido) will veer dramatically off path for two rounds.

Bounty points can be spent to augment the power of the poison. Each 150 bounty points add one round to the disorientation, to a maximum of 5 rounds.

Activation costs 2% rei on a successful touch to force the virulence into the target.
[ Sentekiou ] - "Battle Adaptation"

A hunter is always a master of the elements that surround him, using every feature of the current situation to fulfill the objective. The longer he monitors his opponent, the more perfect a weapon he becomes for the destruction of those he has been assigned to kill.

This expresses itself in battle as a change in combat priority. If the hunter believes that more speed and less technique would be required then he will factor this into his technique. If he finds that hand-to-hand combat is necessary then he will forgo weapon specialization to focus on his Hakuda and so on.

The adaptation begins as a redistribution of Zanjutsu, Hakuda or Hohou into one of the mentioned stats per round. As the user becomes more powerful, so does his ability to adapt; his style becoming as fluid as water. The user may shift stats equal to 5% of his Connection per round. Shifted stats may not exceed 30% of the user's Connection.

The user of this technique may spend bounty points to supplement his skill. He may spend 200 bounty points to add 1% Connection in movable stats, up to a maximum of 10% per round.
 
Doing a GM review on the 11th's tech, Martyr's Reckoning.

As a subset, I'd like to express a vehement disapproval of doing things in secret, such as allowing someone to get division techs or items passed without posting them in the appropriate thread. This sets a terrible precedent, and frankly, was one of the main reasons that HD was formed from the old game, where there were lots of 'in secret' things going on. (or I got well trolled, in which case, lol). Repeating past mistakes is a lesson I thought we all learned.

Martyr's Reckoning - Induction into the Blood Templar is more than a simple oath, it involves having a carefully created mixture injected and infused directly into one's bloodstream. While the specific catalysts are a guarded secret, it is said that the blood of some of the most valiant and renowned warriors in history exist within the crimson vials. All inductees into the 11th receive this injection, but obtaining the Martyr's Reckoning technique requires careful training and guidance.

A dangerous skill only to be used in the most dire of circumstances, the activation of Martyr's Reckoning activates the valiant blood in one's veins. The excited blood is able to temporarily surpass all previous limits of the host, unlocking levels of strength and skill previously unthinkable. This manifests as a 50% increase in a person's Zanjutsu, Hakuda, & Hohou for 3 rounds, during which no other Division Techniques may be used. After 3 rounds have resolved the blood solution reaches its limit, returning to a dormant state and the user's Reiatsu falls to 25% of their maximum total. Due to the immense strain involved this technique may only be used once per RP week.


This is simple, you have a division tech that eclipses a ban kai in many ways:
It goes over the % increase limit to stats for bankai release, the strongest thing in the game
It does this for three stats

The cons say:
After 3 rounds, you loose a pile of rei
Problem: After three rounds with 150% to 3 stats, if you haven't won, something is terribly wrong

Only usable once a week
Outside of the HM invasion pms, people have had only 1 fight a week. So this translates more often into 'once per fight' then once per week.

Secondary issue: Does this bonus stack? As is, its not specified other then you can't use other div techs. If this does stack, then Tsubaki as a character can get a 95% increase to her zanjutsu stat.

Fix:A stacking, 30% increase to a stat for 2 rounds, minus the horrible reiatsu penalty at the end usable once a week seems like a strong, but not outrageous div tech.

Conversely, we have

Blade of the Templar - The primary skill taught to every Blood Templar, Blade of the Templar fortifies the Zanpakuto into a more precise and dangerous force. For a cost of 1% Reiatsu per round the Templar may channel an exceedingly powerful aura into their weapon, regardless of the state of release. This manifests as an increase in physical attack strength and Zanjutsu proficiency proportionate to the amount of connection one has achieved with their sword. The aura infused blade will glow a color of the owner's choosing, and is little more than a cosmetic effect.

1,000 Connection - 1% Zanjutsu Increase
2,000 Connection - 2% Zanjutsu Increase
3,000 Connection - 3% Zanjutsu Increase
4,000 Connection - 4% Zanjutsu Increase
5,000 Connection - 5% Zanjutsu Increase
6,000 Connection - 6% Zanjutsu Increase
7,000 Connection - 7% Zanjutsu Increase
8,000 Connection - 8% Zanjutsu Increase
9,000 Connection - 9% Zanjutsu Increase
10,000 Connection and Up - 10% Zanjutsu Increase

After 5,000 Connection is achieved this skill costs 2% Reiatsu per round to maintain.

Issues: If it doesn't stack, its too weak, it if stacks, its too strong. Assuming it doesn't, its probably worse off then a 'weaker' div tech that the 4 tech system is supposed to use.

Suggested fix: Set it up that every time you get hit, a 2% increase to zanj capping at 10%, dependent on connection, no rei cost. Every 2 rounds you don't get hit, goes down 2%.
 
Same caveat as above, either I'm well trolled, or very very disappointed

Ascalon - The first item given to a Blood Templar is a pair of plated and rather unassuming looking gauntlets. Forged of the same resilient metals as Zanpakuto, the Ascalon gauntlets contain one unique ability outside of the basic protection of the wearer's hands. Each Ascalon is etched with a single incantation, a single Bakudou spell of the owner's choosing numbering between 20 and 50.

Ability - For 150% of the original cost of the spell the wearer of Ascalon may activate the gauntlets, casting the etched spell instantly. While potent, the effect is only usable once per day.

Issue: Easy, items can't use %. Its a straight up rule Sen has quoted many times himself.

Fix: No idea on this one, but the rules are the rules.

Clairvaux - Crafted and tempered with the same resilience as a Zanpakuto, the Clairvaux shield is a collapsable and slimmed-down design built for heavy combat. Built for portability as well as durability, the shield can be compacted down to the size of the average book and can be affixed directly to the Ascalon gauntlets.

Ability - Each Clairvaux is attuned to a specific person's Reiatsu signature, and once a bearer has been chosen no other may properly wield it. On the bright side, this attunement means that the shield can expand and collapse at a moment's notice, requiring only that the user mentally wish it open or closed. The symbiotic relationship also makes the aegis substantially lighter for the chosen bearer, reducing its weight to mere ounces rather than one dozen pounds. While possessing no other impressive traits each Clairvaux is a true and faithful companion for the Blood Templar that respects it.

While a light and sturdy means of protection, the Clairvaux is only capable of stopping physical attacks, and does nothing against the destructive or binding energies of Kidou.

Issues: This seems capable of stopping any physical attack as written. That's really impressive for a s-tier unique, let along a div item. Further, there's no discussion on what skill is used to defend one's self with.

Fix: Saying it can stop sealed attacks is a possible fix, and say is uses zanjutsu as a comparison. Items being able to halt or redirect kai level effects was always a strict no no, this is why "Aegis" from the 8th got removed.
 
K will since I'm assuming the changes to UF UR and FA are going into effect I'd like to submit Engun for a change to make up for the new system. Hiren helped with the new tech so to eliminate bias I'll throw it in here.

Before:

[[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.


After:

[Engun]
For the purposes of WCs, the words of someone with the feat are counted as double. For example a 2k word collab with someone with the tech and someone without would count as a 3k collab ONLY for the purposes of WCs. In other words, if one member has Engun while the other does not the WC is multiplied by 1.5. If both members know Engun, then the WC is doubled. Which means a 2K word collab with both parties having the tech would count as a 4K word collab.
 
Doing a GM review on the 11th's tech, Martyr's Reckoning.

As a subset, I'd like to express a vehement disapproval of doing things in secret, such as allowing someone to get division techs or items passed without posting them in the appropriate thread. This sets a terrible precedent, and frankly, was one of the main reasons that HD was formed from the old game, where there were lots of 'in secret' things going on. (or I got well trolled, in which case, lol). Repeating past mistakes is a lesson I thought we all learned.

For the record, and from this point forward, I'm fine with silent-submitting ahead of time, to see if they'll pass, but before things become official, they must be submitted into the appropriate threads.

[Martyr's Reckoning]
Induction into the Blood Templar is more than a simple oath, it involves having a carefully created mixture injected and infused directly into one's bloodstream. While the specific catalysts are a guarded secret, it is said that the blood of some of the most valiant and renowned warriors in history exist within the crimson vials. All inductees into the 11th receive this injection, but obtaining the Martyr's Reckoning technique requires careful training and guidance.

A dangerous skill only to be used in the most dire of circumstances, the activation of Martyr's Reckoning activates the valiant blood in one's veins. The excited blood is able to temporarily surpass all previous limits of the host, unlocking levels of strength and skill previously unthinkable. This manifests as a 30% increase to a person's Zanjutsu for two rounds. Due to the immense strain involved this technique may only be used once per battle.
Note: Still very potent, and stackable.

[Blade of the Templar]

The primary skill taught to every Blood Templar, Blade of the Templar fortifies the Zanpakuto into a more precise and dangerous force. The Templar may channel an exceedingly powerful aura into their weapon, regardless of the state of release. This manifests as an increase in physical attack strength and Zanjutsu proficiency proportionate to the amount of hits the Templar is able to deal in battle.

For each round that the Templar lands a hit, his zanjutsu increases by 2%, up to a maximum of 10%, until the end of battle. While active, the blade glows with the color of the user's reiatsu, growing brighter as it gets stronger.
Note: I think the idea of battle is to hit your opponent, not to be hit. Also, 10% of 1000 zanjutsu is inherently weaker than 10% of 10,000 zanjutsu. If you keep the buff capped at 1-2% for new members, they may as well not have a tech at all.

[Ascalon]
The first item given to a Blood Templar is a pair of plated and rather unassuming looking gauntlets. Forged of the same resilient metals as Zanpakuto, the Ascalon gauntlets contain one unique ability outside of the basic protection of the wearer's hands. Each Ascalon is etched with a single incantation, a single Bakudou spell the owner is able to cast, ranked between 20 and 50.

Ability: Paying the full cost of the spell, the wearer of Ascalon may activate the gauntlets and cast the etched spell instantly. While potent, the effect is only usable once per day.
Note: With the once per day restriction, I think a straight 1:1 cost is fine.

[Clairvaux]
Crafted and tempered with the same resilience as a Zanpakuto, the Clairvaux shield is a collapsible and slimmed-down design for heavy combat. Built for portability as well as durability, the shield can be compacted down to the size of the average book and can be affixed directly to the Ascalon gauntlets.

Ability: Each Clairvaux is attuned to a specific person's Reiatsu signature, and once a bearer has been chosen no other may properly wield it. On the bright side, this attunement means that the shield can expand and collapse at a moment's notice, requiring only that the user mentally wish it open or closed. The symbiotic relationship also makes the aegis substantially lighter for the chosen bearer, reducing its weight to mere ounces rather than one dozen pounds. While possessing no other impressive traits each Clairvaux is a true and faithful companion for the Blood Templar that respects it.

The user's prowess with the Clairvaux is determined by their skill in Zanjutsu, and the shield's durability is also based on the same stat. Is is vulnerable to purely reiatsu-based attacks, wearing down twice as fast when defending against them.
Note: If the user has 10,000 Zanjutsu, this is treated as the shield's durability. It will steadily take damage from attacks at or around that same level, and reiatsu-infused physical attacks will wear it down even faster. If used to block a kidou spell or a cero or something along those lines, it will break quickly: in the example, a cero valued at ~5000 reiatsu would be blocked, but would shatter the shield with that one blow.

It can defend against any level of release this way, but most released attacks have reiatsu put into them, and the shield won't last long at that rate.

Other than the reiatsu vulnerability, this is essentially how a normal zanpakuto works -- except that a zanpakuto's durability is based on the user's total Reiatsu. It is rare to fight against an attacking stat equal or greater than the defender's total rei, so zanpakuto getting cracked up doesn't happen as often.
 
K will since I'm assuming the changes to UF UR and FA are going into effect I'd like to submit Engun for a change to make up for the new system. Hiren helped with the new tech so to eliminate bias I'll throw it in here.

Before:

[Engun]
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.


After:

[Engun]
For the purposes of WCs, the words of someone with the feat are counted as double. For example a 2k word collab with someone with the tech and someone without would count as a 3k collab ONLY for the purposes of WCs. In other words, if one member has Engun while the other does not the WC is multiplied by 1.5. If both members know Engun, then the WC is doubled. Which means a 2K word collab with both parties having the tech would count as a 4K word collab.

For those who don't know what he's talking about:

[ Touitsu Sensen ] – "United Front"
In battle, two characters who have spent much time with one another can complement one another's fighting style. They are able to fight better in tandem than alone, receiving a boost to all stats when attacking (except Reiatsu and Connection).

When fighting near each other, skilled allies can easily swap positions to better press their advantage. Such a Bait and Switch will allow the users to instantly change places with a partner within ten feet, once per round. Uses are limited by the pairs, not individuals.

Requirements: At least 20,000 words with written with another player.
Growth
Level 1 (20,000 words) : +5% Combat Stats (Offensive)
Level 2 (24,000 words) : Bait and Switch, 1x per day
Level 3 (28,000 words) : +6% Combat Stats (Offensive)
Level 4 (32,000 words) : Bait and Switch, 2x per day
Level 5 (36,000 words) : +7% Combat Stats (Offensive)
Level 6 (40,000 words) : Bait and Switch, 3x per day
Level 7 (44,000 words) : +8% Combat Stats (Offensive)
Level 8 (48,000 words) : Bait and Switch, 4x per day
Level 9 (52,000 words) : +9% Combat Stats (Offensive)
Max Level (56,000 words) : +10% Combat Stats (Offensive) / Bait and Switch, 5x per day
[Touitsu Kousen] - "United Resistance"

Allies that have faced many hardships together often gain a higher bond. Through such a connection, comrades are able to face the brunt of duress and adversity with a heightened degree of tolerance. United Resistance, a sister technique to United Front, culminates this aspect of bonds into an inherent defensive mechanism. This tech allows characters that have reached a special bond to more effectively defend themselves and one another.

Those with a strong enough bond will gain the ability to perform an Empathic Block once per round. When one member is attacked, the other can instantly jump in to take the hit for them. Uses are limited by the pairs, not individuals.

Requirements: At least 60,000 words written with another player
Growth
Level 1 (60,000 words) : +5% Combat Stats (Defensive)
Level 2 (64,000 words) : Empathic Block 1x per battle
Level 3 (68,000 words) : +6% Combat Stats (Defensive)
Level 4 (72,000 words) : Empathic Block 2x per day
Level 5 (76,000 words) : +7% Combat Stats (Defensive)
Level 6 (80,000 words) : Empathic Block 3x per day
Level 7 (84,000 words) : +8% Combat Stats (Defensive)
Level 8 (88,000 words) : Empathic Block 4x per day
Level 9 (92,000 words) : +9% Combat Stats (Defensive)
Max Level (96,000 words) : +10% Combat Stats (Defensive) / Empathic Block 5x per day
[ Gunji Doumei Inga ] - "Fated Alliance"
Real, unconditional comradeship is a rarity that comes only to those true of heart. Allies that have attained such a legendary bond are said to be inseparable and unbreakable in battle. Gunji Doumei Inga emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.

A Fated group may consist of 2 or 3 players. Players who are both bonded with the same player may be part of the same group, even if they are not bonded as well with each other.

Players may be part of multiple Fated groups but cannot use multiple Fated techs in one round.

Requirements: At least 100,000 words written with a partner. Submit Fated tech to tech staff for approval.
Growth
Level 1 (100,000 words) : Usable 1x per day
Level 2 (105,000 words) : 110% Power
Level 3 (110,000 words) : Usable 2x per day
Level 4 (115,000 words) : 120% power
Level 5 (120,000 words) : Usable 3x per day
Level 6 (125,000 words) : 130% power
Level 7 (130,000 words) : Usable 4x per day
Level 8 (135,000 words) : 140% power
Level 9 (140,000 words) : Usable 5x per day
Max Level (150,000 words) : 150% power
With a generally favorable response, we're going to move forward with these revised techs.

For Engun:

[Engun]
Members of Athena who have specially trained to work together with their comrades are especially adept at fighting alongside one another. Their bonds grow stronger at a faster rate, achieving each level of UF, UR, and FA at 25% lower wordcount. They are also able to use the special maneuvers, Bait & Switch and Empathic Block, up to twice in one turn.​
 
[FONT=Arial, sans-serif]It’s Orphing Time! After a nice convo in chat about a certain Orph gun (which is later listed in this sub) and the guide that was PM’d to me from Zen, I am officially submitting several things from orph list for GM review.[/FONT]​

[FONT=Arial, sans-serif][Extended Clip][/FONT]
[FONT=Arial, sans-serif]This upgrade is a simple but effective one. The clip of any gun is modified to carry 1.5x the amount of ammo it normally would.[/FONT]​

[FONT=Arial, sans-serif]Type: Firing Augmenter[/FONT]
[FONT=Arial, sans-serif]Effect: Allows 50% more bullets per clip.[/FONT]
[FONT=Arial, sans-serif]Slots Used: 1[/FONT]
[FONT=Arial, sans-serif]Cost: 8000₢[/FONT]​

[FONT=Arial, sans-serif]Comments: This upgrade should take up more than 1 slot and should not be applied to A-tier or B-tier weapons as well as auto and semi automatic weapons.[/FONT]

[FONT=Arial, sans-serif][APR-338 CatharsiS][/FONT][FONT=Arial, sans-serif] 6,000 Combat[/FONT]

[FONT=Arial, sans-serif]The APR-338 CatharsiS is a marksman’s ally, allowing for easy acquisition and elimination of enemy personnel and unarmored material targets at range. The Advanced Precision Rifle (APR) is a bolt action traditional rifle with a free floating barrel. Due to the simplicity of the design, there are not many ways to change this firearm, even if there was ever a need to.[/FONT]

[FONT=Arial, sans-serif]Base Clip Capacity:[/FONT][FONT=Arial, sans-serif] 10 rounds per magazine[/FONT]
[FONT=Arial, sans-serif]Output:[/FONT][FONT=Arial, sans-serif] 800[/FONT]
[FONT=Arial, sans-serif]Base Range:[/FONT][FONT=Arial, sans-serif] 35-40 Yards[/FONT]
[FONT=Arial, sans-serif]Upgrade Slots:[/FONT][FONT=Arial, sans-serif] 2 [/FONT]
[FONT=Arial, sans-serif]Cost:[/FONT][FONT=Arial, sans-serif] 15,000₢[/FONT]

[FONT=Arial, sans-serif]Comments: [/FONT][FONT=Arial, sans-serif]As I now understand the gun system, I recommend the output on this gun be slashed to something around 600, especially for its tier. [/FONT]

[FONT=Arial, sans-serif][Eulogy ICWS][/FONT][FONT=Arial, sans-serif]6000 Combat[/FONT]

[FONT=Arial, sans-serif]The modular, compact design of the Eulogy make it seem rather unassuming. In reality, this lightweight assault rifle is classed with Orpheus' heavy weaponry for its unparalleled ability - ICWS stands for Individual Combat Weapon System. Gas-operated, air-cooled and magazine-fed, this fully-automatic weapon is used for special operations and first-strike missions. Its short-barrel configuration sacrifices some range for the sake of portability. Made of the same advanced polymers as the Grave-KeepeR, the weapon is reasonably durable, as well as lightweight. Its black, rough finish compliment its stealthy profile. Dual, ergonomic grips and bull-pup layout complete the weapon's ergonomic design.[/FONT]

[FONT=Arial, sans-serif]Base Clip Capacity:[/FONT][FONT=Arial, sans-serif] 20 rounds per magazine.[/FONT]
[FONT=Arial, sans-serif]Base Output:[/FONT][FONT=Arial, sans-serif] 700[/FONT]
[FONT=Arial, sans-serif]Base Range:[/FONT][FONT=Arial, sans-serif] 30-35 yards[/FONT]
[FONT=Arial, sans-serif]Upgrade Slots:[/FONT][FONT=Arial, sans-serif] 3[/FONT]
[FONT=Arial, sans-serif]Cost:[/FONT][FONT=Arial, sans-serif]12,000₢[/FONT]

[FONT=Arial, sans-serif][SCAR-S] [/FONT][FONT=Arial, sans-serif]10,000 Combat[/FONT]
[FONT=Arial, sans-serif]The Special Forces Combat Assault Rifle – Spiritual Variant is nothing short of a weapon of all out war. This full sized assault rifle boasts the stopping power of nothing shy of the Noblesse in the Orpheus armory. It is compact enough for closed quarters combat while sacrificing very little in terms of ranged accuracy. Fully modular, it is compatible with all upgrades an agent could ever need.[/FONT]​

[FONT=Arial, sans-serif]Base Clip Capacity:[/FONT][FONT=Arial, sans-serif] 25 rounds per magazine[/FONT]
[FONT=Arial, sans-serif]Base Output:[/FONT][FONT=Arial, sans-serif] 850[/FONT]
[FONT=Arial, sans-serif]Base Range:[/FONT][FONT=Arial, sans-serif] 30-35 yards[/FONT]
[FONT=Arial, sans-serif]Upgrade Slots:[/FONT][FONT=Arial, sans-serif] 3[/FONT]
[FONT=Arial, sans-serif]Cost:[/FONT][FONT=Arial, sans-serif] 20,000₢[/FONT]

[FONT=Arial, sans-serif]Comments:[/FONT][FONT=Arial, sans-serif] These two guns definitely need their out put slashed considerably. As is Eulogy can deal a max of 19k per clip and SCAR-S 27,500, per the guide that was PM’d to me from zen, which he should be posting in orph thread sometime soon. Not sure if you want to adjust the cost on the last two guns, but I guess that depends on whats done with them. [/FONT]

[FONT=Arial, sans-serif]I also recommend in the future for submitting guns that are auto and semi automatic weapons that they are subbed without upgrade slots allotted to them. And if they are allowed upgrade slots then I recommend they only be for vision purposes (like night vision, infrared, etc) nothing like the ones that increase the amount of ammo, accuracy, or damage dealt (such as the first upgrade I posted up top). This is because the gun itself normally has a high number of bullets per clip.[/FONT]
 
More orph time. Alright, so after talking to sene and being educated on how these damage calculations actually turn out, we realized not only are they really really really strong for items, but due to a tech and the scope upgrades, really really accurate. As such, I'm submitting the current accuracy increasing tech for a GM review. Instead of it boosting both accuracy and reaction time, I would just like to limit it to reaction time.

Next, Friendly Fire at this point is a 10% combat boost for having a friend in a collab that doesn't have a max round usage.

Friendly Fire Current
[Friendly Fire]
Orpheus Agents are trained to be stalwart combatants in situations where they find themselves in one on one combat. They're even better in teams. This manifests itself as a 10% constant buff to combat.


Friendly Fire Revised
[Friendly Fire]
Orpheus Agents are trained to be stalwart combatants in situations where they find themselves in one on one combat. They're even better in teams. When fighting together, they gain a 15% buff to combat. However, they must pay 2% of their reiatsu per turn active. This lasts for a maximum of 5 turns and can only be activated one time per battle.

By changing Taihou Kata, it stops them from reaching the point of super accurate machines of death by limiting them to Reaction Time. This way, the accuracy boosts from the scopes don't end up stacking with the accuracy boosts of the tech. Also, the scopes need clarification due to the fact that they state that there is a combat bonus that affects accuracy, but nowhere is it listed what it actually means number wise when it comes to accuracy. Also, the reaction time needs to be lowered, considering at max reaction time of 20% this adds another 5% with 2% each rank. That means, for the General it would reach the level of a 35% accuracy buff at max.

Taihou Kata Current
Current:
[Taihou Kata]
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 5%, the amount rises 2% with each rank obtained, reflecting the growing skills of the user.


Taihou Kata Revised
Revised:
[Taihou Kata]
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. In practical terms, Taihou Kata increases one's spatial awareness, as well as the reaction time whilst handling firearms. Starting at an increase of 2%, they gain another 1% with each rank obtained, reflecting the growing skills of the user.


Scopes
D-Tier: Corporal Rank​
[Red Dot Sight]
The cheapest and lowest tiered Reflex Sight offered to Orpheus agents. Red Dot Sights (and other Reflex Sights, for that matter) differ greatly than the telescopic scopes that can be found also in the Armory. With these sights, eye-to-weapon alignment is unnecessary, as the aiming reticle is visible from many angles. Many agents prefer this as it allows for both "One-eye" or "Two-eye" aiming.

Type: Reflex Sight
Effect: 75 point Combat boost (Accuracy only)
Slots Used: 1
Cost: 3000₢

[Sight Unit Small Arms, Trilux]
SUSAT scopes, as they are affectionately known, are the basic tier of Telescopic Sights available to members of Orpheus. These sights offer much better accuracy than Reflex Sights however, this is at the expense of simplicity. Eye-to-weapon alignment is a must as well as steady hands and breathing. Because of this, "Run-and-Gun" type operatives tend to stay away from these sights, and leave them for the patient, sniper-esque shooters.

Type: Telescopic Sight
Effect: 125 point Combat boost (Accuracy only)
Slots Used: 1
Cost: 4000₢

C-Tier: Sergeant Rank​
[Holographic Sight]
The upgraded version of the Red Dot Sight. While not a true Reflex Sight, a Holographic - or Holo, as it is often referred to - Sight utilizes nearly the exact same technology. A Holo's interface is the nearly identical to its Red Dot predecessor, with some key differences being a blue-colored aiming reticle and increased magnification.

Type: Reflex Sight
Effect: 225 point Combat boost (Accuracy Only)
Slots Used: 1
Cost: 6000₢

[PSO-1M2 Scope]
An improvement on the SUSAT scope, as well as a more traditional Telescopic Scope. Offers improved accuracy and similarly diminished peripheral vision like its precursor.

Type: Telescopic Sight
Effect: 375 point Combat Boost (Accuracy Only)
Slots Used: 1
Cost: 8000₢

B-Tier: Lieutenant Rank​

[Multipurpose Aiming Reflex Sight]
The MARS scope is the near the top of the line for Reflex Sights allotted to Orpheus Agents. This sight is much like its predecessors, and makes use of a higher magnification for added accuracy, while keeping the flexibility of a reflex sight.

Type: Reflex Sight
Effect: 450 point Combat boost (Accuracy Only)
Slots Used: 1
Cost: 12,000₢

[VX-13 Long Range]
A sniper's best friend. One of the best optical sights in the armory in terms of accuracy, but falls short just like its predecessors when it comes to flexibility.

Type: Telescopic Sight
Effect: 750 point Combat boost (Accuracy Only)
Slots Used: 1
Cost: 16,000₢

A-Tier: Major Rank​
[Advance Combat Optical Gunsight]
The ACOG scope is the pinnacle of Reflex Sights only available to the most battle-hardened Orpheus veterans. This sight differs from its predecessors in that ACOG scopes look similar to standard Telescopic Sights, yet with a Reflex Sight red dot aiming reticle fixated in the center. This further boosts magnification and hardly diminishes the number of angles from which the aiming reticle is visible.

Type: Reflex Sight
Effect: 750 point Combat boost (Accuracy Only)
Slots Used: 1
Cost: 30,000₢

[ZOS 3-9x42 Scope]
The absolute finest in what the Initiative has to offer in terms of optical sights. Like its telescopic scope brethren the ZOS 3-9x42, commonly referred to as the ZOS, is perfect for snipers and the like who don't require too much moving around. The ZOS is in a class of its own however when it comes to magnification, and as such is hands down the farthest seeing scope in the armory.

Type: Telescopic Sight
Effect: 1250 point Combat boost (Accuracy Only)
Slots Used: 1
Cost: 40,000₢
 
In spirit of GM Review, I'd like to put up Hiren's brand-spankin-new feat, Locksmith.

It is my opinion that a "reiatsu disruption" should not give free reign to disable any tech of his choosing. I do understand this is a unique feat, and should be quite strong, but it doesn't mean it should give him psychic abilities to instantly know the techniques of anyone he fights. As such, this is what I propose:

1) Absolon must have, at the least, seen the technique in question if he chooses to lock it. Here is my reasoning: in order to disrupt a very specific ability, the person must understand the reiatsu flow of it. Let's take, for example, a fight between Absolon and Sebastian of the Quincies. Absolon has 0 experience fighting a Quincy, much less any idea of how their techniques work. Does it make sense for him to fire a kidou and say, "alright, you can't use Will Path." I would argue no.

2) Absolon can make the mistake of locking the wrong thing, though some (half?) reiatsu, rage, emptiness, etc. gets returned to him, thus letting him know he got it wrong. He can then use the technique again in the next turn if he so chooses to. For example, let's say he is now fighting Hans, another Quincy. Since Absolon has fought an Erdeschalk before, he now knows that some have the ability to use Will Path. Because of this, he thinks "I don't want to deal with this shit" and tries to lock it. Unfortunately, Hans does not know Will Path, so nothing is locked. The reiatsu travels back to Absolon to notify him of this, etc.
 
[FONT=Arial, sans-serif][Extended Clip][/FONT]
[FONT=Arial, sans-serif]This upgrade is a simple but effective one. The clip of any gun is modified to carry 1.5x the amount of ammo it normally would.[/FONT]​

[FONT=Arial, sans-serif]Type: Firing Augmenter[/FONT]
[FONT=Arial, sans-serif]Effect: Allows 50% more bullets per clip.[/FONT]
[FONT=Arial, sans-serif]Slots Used: 1[/FONT]
[FONT=Arial, sans-serif]Cost: 8000₢[/FONT]​

[FONT=Arial, sans-serif]Comments: This upgrade should take up more than 1 slot and should not be applied to A-tier or B-tier weapons as well as auto and semi automatic weapons.[/FONT]
[FONT=Arial, sans-serif]

Leaving it unchanged but with a note: this has to be bought separately for each gun it's used on.
[/FONT]
[FONT=Arial, sans-serif][APR-338 CatharsiS][/FONT][FONT=Arial, sans-serif] 6,000 Combat[/FONT]

[FONT=Arial, sans-serif]The APR-338 CatharsiS is a marksman’s ally, allowing for easy acquisition and elimination of enemy personnel and unarmored material targets at range. The Advanced Precision Rifle (APR) is a bolt action traditional rifle with a free floating barrel. Due to the simplicity of the design, there are not many ways to change this firearm, even if there was ever a need to.[/FONT]

[FONT=Arial, sans-serif]Base Clip Capacity:[/FONT][FONT=Arial, sans-serif] 10 rounds per magazine[/FONT]
[FONT=Arial, sans-serif]Output:[/FONT][FONT=Arial, sans-serif] 800[/FONT]
[FONT=Arial, sans-serif]Base Range:[/FONT][FONT=Arial, sans-serif] 35-40 Yards[/FONT]
[FONT=Arial, sans-serif]Upgrade Slots:[/FONT][FONT=Arial, sans-serif] 2 [/FONT]
[FONT=Arial, sans-serif]Cost:[/FONT][FONT=Arial, sans-serif] 15,000₢[/FONT]

[FONT=Arial, sans-serif]Comments: [/FONT][FONT=Arial, sans-serif]As I now understand the gun system, I recommend the output on this gun be slashed to something around 600, especially for its tier. [/FONT]
Bolt-action would imply a single shot per round. At a cost of 800 reiatsu and 680 credits, using B-tier ammo that would deal about 960 reiatsu's worth of damage. Leaving this as-is.
[FONT=Arial, sans-serif][Eulogy ICWS][/FONT][FONT=Arial, sans-serif]6000 Combat[/FONT]

[FONT=Arial, sans-serif]The modular, compact design of the Eulogy make it seem rather unassuming. In reality, this lightweight assault rifle is classed with Orpheus' heavy weaponry for its unparalleled ability - ICWS stands for Individual Combat Weapon System. Gas-operated, air-cooled and magazine-fed, this fully-automatic weapon is used for special operations and first-strike missions. Its short-barrel configuration sacrifices some range for the sake of portability. Made of the same advanced polymers as the Grave-KeepeR, the weapon is reasonably durable, as well as lightweight. Its black, rough finish compliment its stealthy profile. Dual, ergonomic grips and bull-pup layout complete the weapon's ergonomic design.[/FONT]

[FONT=Arial, sans-serif]Base Clip Capacity:[/FONT][FONT=Arial, sans-serif] 20 rounds per magazine.[/FONT]
[FONT=Arial, sans-serif]Base Output:[/FONT][FONT=Arial, sans-serif] 700[/FONT]
[FONT=Arial, sans-serif]Base Range:[/FONT][FONT=Arial, sans-serif] 30-35 yards[/FONT]
[FONT=Arial, sans-serif]Upgrade Slots:[/FONT][FONT=Arial, sans-serif] 3[/FONT]
[FONT=Arial, sans-serif]Cost:[/FONT][FONT=Arial, sans-serif]12,000₢[/FONT]

[FONT=Arial, sans-serif][SCAR-S] [/FONT][FONT=Arial, sans-serif]10,000 Combat[/FONT]
[FONT=Arial, sans-serif]The Special Forces Combat Assault Rifle – Spiritual Variant is nothing short of a weapon of all out war. This full sized assault rifle boasts the stopping power of nothing shy of the Noblesse in the Orpheus armory. It is compact enough for closed quarters combat while sacrificing very little in terms of ranged accuracy. Fully modular, it is compatible with all upgrades an agent could ever need.[/FONT]​

[FONT=Arial, sans-serif]Base Clip Capacity:[/FONT][FONT=Arial, sans-serif] 25 rounds per magazine[/FONT]
[FONT=Arial, sans-serif]Base Output:[/FONT][FONT=Arial, sans-serif] 850[/FONT]
[FONT=Arial, sans-serif]Base Range:[/FONT][FONT=Arial, sans-serif] 30-35 yards[/FONT]
[FONT=Arial, sans-serif]Upgrade Slots:[/FONT][FONT=Arial, sans-serif] 3[/FONT]
[FONT=Arial, sans-serif]Cost:[/FONT][FONT=Arial, sans-serif] 20,000₢[/FONT]

[FONT=Arial, sans-serif]Comments:[/FONT][FONT=Arial, sans-serif] These two guns definitely need their out put slashed considerably. As is Eulogy can deal a max of 19k per clip and SCAR-S 27,500, per the guide that was PM’d to me from zen, which he should be posting in orph thread sometime soon. Not sure if you want to adjust the cost on the last two guns, but I guess that depends on whats done with them. [/FONT]

[FONT=Arial, sans-serif]I also recommend in the future for submitting guns that are auto and semi automatic weapons that they are subbed without upgrade slots allotted to them. And if they are allowed upgrade slots then I recommend they only be for vision purposes (like night vision, infrared, etc) nothing like the ones that increase the amount of ammo, accuracy, or damage dealt (such as the first upgrade I posted up top). This is because the gun itself normally has a high number of bullets per clip.[/FONT]
In order to fire one clip of the SCAR-S, it would cost 21,250 reiatsu and 40,000 credits. That would be to deal 26,250 reiatsu's worth of damage. If they used elemental rounds, it would cost 60,000 credits, and only increase the total output by 1250, to the 27,500 you quoted.

That's something even Aragon could only afford to do once every three weeks. That's not counting the cost of the gun or upgrades. It's also assuming that every bullet hits which, with fully auto weapons, is highly unlikely.

Leaving these as-is.

Friendly Fire will remain how it is.

I don't see a reason to change Taihou Kata. It should be common sense that the accuracy boost from a scope only applies when using the scope, and the accuracy boost from Taihou Kata only applies in melee range. If anybody claimed otherwise, then they aren't smart enough to be using a gun. The idea of Taihou Kata is to be able to use a gun in a melee situation, where its accuracy would be lowest. The accuracy and reaction times gives them a chance to do something when otherwise they'd have to just drop the gun and fight hand to hand.

If anyone is using a scope in melee range, they're going to get blown up and possibly shoot themselves.

In spirit of GM Review, I'd like to put up Hiren's brand-spankin-new feat, Locksmith.

It is my opinion that a "reiatsu disruption" should not give free reign to disable any tech of his choosing. I do understand this is a unique feat, and should be quite strong, but it doesn't mean it should give him psychic abilities to instantly know the techniques of anyone he fights. As such, this is what I propose:

1) Absolon must have, at the least, seen the technique in question if he chooses to lock it. Here is my reasoning: in order to disrupt a very specific ability, the person must understand the reiatsu flow of it. Let's take, for example, a fight between Absolon and Sebastian of the Quincies. Absolon has 0 experience fighting a Quincy, much less any idea of how their techniques work. Does it make sense for him to fire a kidou and say, "alright, you can't use Will Path." I would argue no.

2) Absolon can make the mistake of locking the wrong thing, though some (half?) reiatsu, rage, emptiness, etc. gets returned to him, thus letting him know he got it wrong. He can then use the technique again in the next turn if he so chooses to. For example, let's say he is now fighting Hans, another Quincy. Since Absolon has fought an Erdeschalk before, he now knows that some have the ability to use Will Path. Because of this, he thinks "I don't want to deal with this shit" and tries to lock it. Unfortunately, Hans does not know Will Path, so nothing is locked. The reiatsu travels back to Absolon to notify him of this, etc.

Although not explicitly stated, since the feat is based on Absolon's jealousy, it stands to reason that he can only be jealous of something he has seen or is aware of. If he attempts to use it any other way, then it will fail, as simple as that.
 
Since there seems to be some confusion, I'll clarify:

To fire an AH gun requires reiatsu -- every shot. Each bullet costs money.

I was told that the user pays the output for the gun, and the ammo output is added to the damage. Sev is telling me that it's the opposite or chat says it's the opposite.

So, either this is a clarification or a GM review: the user will pay the output rating of the gun in reiatsu for each shot. So if the gun's output is 800, and the bullet's output is 250, you will pay 800 reiatsu and deal damage worth 1050 reiatsu.
 
And here come the pretzels. Hate me if you must, but the inconsistency here is driving me up the walls. These two trained feats were approved, being stronger then other trained feats that are styles, [Way of the Hidden Maven], [Tempest Blade]? that were denied. All that needed to change for WotHM is that the stat debuff be based on the attacker's hakuda. Or look at Beak's original style post. It was way less powerful and denied.

Further, there seems to be some new system for trained feats I missed the memo on, since there's two submissions in exactly the same style back to back. Disheartening, neither are balanced in comparison to unique feats. The basic premise seems to be off Yourichi's style she used against Soi Fon. Balance wise, even in canon, this doesn't hold up: Yourichi didn't have a zanpakutou.

My comments in bold

Togishi

[ Togishi ] - "Sharpener of the Sword, Polisher of the Mirror"
Trained Feat

Incorporating the themes of his zanpakuto, Sayis Inuzuri was able to develop a fighting style blending the disciplines of zanjutsu and kidou. The practitioner coats the blade in a layer of kidou energy. Capable of sharpening the user's strikes, this kidou energy can also extend into the air, expressed as writing and symbols following the arc of the blade.

This feat gives access to Togishi kidou. Those with the feat may submit additional attacks as Kidou.

Requirements: 5000 Zanjutsu, 3000 Kidou

The attacks that go with the feat.
Problem: This is a trained feat that starts with three abilities and ends up giving potentially piles of varying attacks down the road. Further, each one of the subset attacks currently subbed floats near the level of a shikai release or trained/unique feat level. Specific issues addressed per attack. All in all, I think this one is closer to the mark then Shunko is.


Attacks
Attacks for the Togishi trained feat.

Togitate (Sharpened Sword) - Togishi #25, 3000 Kidou to Learn

Description: With Togitate's activation, the user's zanpakuto begins to give off blue-white light. This ability costs 2% reiatsu (also deducted from kidou threshold) per round to keep active. The user's strikes are enhanced by that amount, allowing the sword to cut through some barriers or attacks.

Incantation: none
Actually, stand alone, this would be fine. Its big problem is that its teamed up with 2 other unique feat/kai level abilities.

Mei Kagami Shisui (Polished Mirror) - Togishi #50, 3000 Kidou to Learn

Description: While Togitate is active, the user may choose to invoke Mei Kagami Shisui with the imbued energy, opting for defense rather than offense. Each slash of the sword lingers in the air as a barrier, four inches wide and following the shape of each slash. These ribbons of energy halt and in some cases repel attacks that strike them.

The strength of each barrier is based on the caster’s kidou stat and the reiatsu spent on Togitate.

Incantation: none
Again, as a stand alone ability, this seems ok. 2% rei to erect a barrier. What isn't great is its piled on with everything else, plus the promise of more.

Kakikata (Way of Writing) - Togishi #75, 5000 Kidou to Learn

Description: While Togitate is active, with every slash of the sword, the user may leave writing in the air. Kakikata allows for mundane writing, expressing the user's thoughts, but more importantly, it can also be used to cast kidou or activate abilities.

If the caster’s zanjutsu is equal or greater than the cost of the spell or ability, then Kakikata can be used to write the spell in the air at normal casting speed. This does not allow users to cast more spells per round than normal.

Each stream of writing is about four inches wide and as long as the sword slash it follows.

Incantation: none

Zhukov had a unique feat like this, I think. It was [Fyodorov]. It is a stand alone trained feat. This part of the feat is yet another kidou buff that's fine on a stand alone level, but as part of a multi-part feat that does barrier making and barrier cutting that are rather solid? It just does not work.


Ok, so this simply is Yourichi's style. Remember, she had NO zanpakutou. That's why she got abilities that rivaled one (and even outstripped, really).

Shunko

[ Shunko ] - "Flash Cry"
Trained Feat

The highest merging of hakuda and kidou, Shunko is an advanced technique that combines hand-to-hand combat and kidou energy to explosively increase a shinigami
's offensive capabilities. A highly-pressurized kidou surges throughout the user's body, enhancing their arms and legs for battle. The amount of energy used to employ the high-level kidou of Shunko is daunting, and controlling it even more so. With the proper training, the kidou energy itself can be controlled and fired at opponents from the body, or can even protect against other kidou.

All Shunko techniques draw from the practitioner's Kidou threshold as well as their reiatsu. Each Shunko technique also counts against the user's kidou per round.

Since the energy primarily accumulates in the upper back and shoulders, any fabric there is blown away. A keisen uniform, with no back or sleeves, may be useful to practitioners.

Requirements: 5000 Hakuda, 3000 Kidou
Same as the above. Many parts, each stand alone feat/kai level strength. Meanwhile, much weaker feats of higher tiers or similar tiers are getting denied.


Attacks
Hanki (Reverse Demon) - Shunko #69, 1x Target's Kidou

Description: While Kyuuzou Maou is active, a Shunko practitioner can activate Hanki, an ability which nullifies an opponent's kidou by hitting it with their own burst of kidou, of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements if they are amplified by kidou or reiatsu -- for instance, users propelled by Bansoukou or attacks using Breaking Palm. Most importantly, other Shunko practitioners' attacks can be halted by matching the movement and paying 500 reiatsu.

Incantation: None
The way this is written, you can just pay 1:1 for zanpakutou attacks and kidou attacks and poof, they don't hit you. This would not get passed as a Bankai ability. I know this because I tried it in the past. This is just way too freaking strong.

Hakkeiki (Demon's Release) - Shunko #85, 2000 Kidou

Description: While Kyuuzou Maou is active, the user builds up kidou energy at a point in their body and then releases it in a blast of raw, destructive force. The energy must be released within seconds of concentrating it, or it will explode in the user's face. It takes a remarkable kidou user, at least 8000 base Kidou, to be able to divide or restrain the blast once it's released.

Incantation: None
This has no shape or size specifications, just a 'blast' of energy. It needs parameterized. Seriously, staff goes crazy over some feats parameters then just ignores other feats like this?

Kyuuzou Maou (Devil's Surge) - Shunko #99, 3000 Kidou

Description: The user pressurizes their kidou energy around the back and shoulders, channeling it through the body and down their legs. This energy is volatile and difficult to control, and can only be maintained for two rounds plus one round per 3000 kidou, up to six rounds. At the end of the technique, the pressurized energy must be released. If the user doesn't voluntarily direct the release or has nowhere to release it, the energy will detonate, severely damaging the user and everything within a five-foot radius.

While in this state, one half of the caster's kidou stat is transferred into the attacking power of the Shunko user. Their skill in Hakuda still determines their prowess and accuracy.

Incantation: None

Ok. Sen's div tech requires 10% reiatsu and gives you 1/2 your kidou stat to zan for 3 rounds. This is just a flat 3000 reiatsu. That's a problem. For high level practitioners, this subset of a trained feat rivals that tech. Twice the duration for less cost, while getting power but not accuracy. You get all that, plus a 1:1 no specified cost barrier(read: able to stop any attack you can pay for), and a generic blast attack for the low low cost of 1 trained feat.


Final comments:

Overall, this is getting silly. Staff needs to go have a smoke, drink some tea and reorganize their thoughts. This is the second time in short order I've seen something approved that received a lax scrutiny when compared to other submissions. I could submit these trained feats as shikais and have a competitive character.
 
Final comments:

Overall, this is getting silly. Staff needs to go have a smoke, drink some tea and reorganize their thoughts. This is the second time in short order I've seen something approved that received a lax scrutiny when compared to other submissions. I could submit these trained feats as shikais and have a competitive character.

Before I look at the rest of what you've said here, let me get one thing straight: at this point, the Shunko feat is several months old. It's been looked over by all the staff members, three GMs, several of the captains, and a number of regular Joes. The only reason it wasn't submitted until now was because there was no one with Hak/Kid who wanted to submit it.

There was nothing rushed or lax about Shunko's progression from concept to final version.
 
Further, there seems to be some new system for trained feats I missed the memo on, since there's two submissions in exactly the same style back to back. Disheartening, neither are balanced in comparison to unique feats. The basic premise seems to be off Yourichi's style she used against Soi Fon. Balance wise, even in canon, this doesn't hold up: Yourichi didn't have a zanpakutou.

Both Trained Feats simply use the same concept. Since they're both Kidou-related (Zan/Kid, Hak/Kid) styles, they are further limited through Kidou Threshold and Kidou Slots. These take the place of the usual per-battle / turn-limitations that would normally balance the trained feat.

So we're gonna look at Shunko first, because as mentioned above that one has received much more scrutiny. First I'll address your comments.

Ok, so this simply is Yourichi's style. Remember, she had NO zanpakutou. That's why she got abilities that rivaled one (and even outstripped, really).

Even if you're using canon to make a point, you're neglecting the fact that Soifon used the same style without giving up her zanpakuto or even putting it away. She lost because Yoruichi was just that much better at it.

Same as the above. Many parts, each stand alone feat/kai level strength. Meanwhile, much weaker feats of higher tiers or similar tiers are getting denied.

Neither Hakkeiki nor Hanki really feel like feat-level abilities.

You can't always compare one feat to another, either. You referenced Maven, which wasn't a complete idea, and Tempest Blade, which was reviewed under a different counter balance than the kidou ones. Tempest Blade may get another look, though, since its progressive costs are actually a better balance than I think Hiren gave credit for.

There's an inherent difference in the two: Tempest Blade strengthens both Zanjutsu and Hohou. Shunko amplifies Hakuda, but is actually limiting to Kidou, especially early on. 12 kidou slots (to equip all three abilities) and Kidou Threshold is a big deal. Using Shunko pretty much eats away at the Kidou Threshold and shuts down the standard use of kidou.

Ok. Sen's div tech requires 10% reiatsu and gives you 1/2 your kidou stat to zan for 3 rounds. This is just a flat 3000 reiatsu. That's a problem. For high level practitioners, this subset of a trained feat rivals that tech. Twice the duration for less cost, while getting power but not accuracy. You get all that, plus a 1:1 no specified cost barrier(read: able to stop any attack you can pay for), and a generic blast attack for the low low cost of 1 trained feat.

You do have a point here (not about the "low, low cost" or all the extra stuff you're trying to throw in at the end). Shunko was meant to play on risk vs reward, but the way it's written there's no real risk, since no one will just write messing up and blowing themselves up. So it will be revised to account for that.

The way this is written, you can just pay 1:1 for zanpakutou attacks and kidou attacks and poof, they don't hit you. This would not get passed as a Bankai ability. I know this because I tried it in the past. This is just way too freaking strong.

Hanki is of no use against most bakudou, AoEs, direct-targets, barrage kidou (Kamaitachi, Hyakurai) etc. It gets away with a 1:1 ratio because it requires a 3k reiatsu ability to activate, relies on Kidou Threshold for its cap, takes 3 kidou slots and a feat slot.

As an aside, it would also require the user to have the hakuda to get in place to block something. That should go without saying, but we'll write it in.

This has no shape or size specifications, just a 'blast' of energy. It needs parameterized. Seriously, staff goes crazy over some feats parameters then just ignores other feats like this?

Hakkeiki is no different from many hadou, including the example of Raikouhou, except that a certain degree of proficiency allows the user to split it around a person.

Problem: This is a trained feat that starts with three abilities and ends up giving potentially piles of varying attacks down the road. Further, each one of the subset attacks currently subbed floats near the level of a shikai release or trained/unique feat level. Specific issues addressed per attack. All in all, I think this one is closer to the mark then Shunko is.

Actually, stand alone, this would be fine. Its big problem is that its teamed up with 2 other unique feat/kai level abilities.

Again, as a stand alone ability, this seems ok. 2% rei to erect a barrier. What isn't great is its piled on with everything else, plus the promise of more.

Zhukov had a unique feat like this, I think. It was [Fyodorov]. It is a stand alone trained feat. This part of the feat is yet another kidou buff that's fine on a stand alone level, but as part of a multi-part feat that does barrier making and barrier cutting that are rather solid? It just does not work.

Fyodorov was never really compelling enough to be worth a feat slot. It takes away the verbal component of a spell, but still requires the gestures, puts the words up in bright glowy text, and doesn't reduce casting time. It would only prove gimmicky in most situations -- useful in only a few, select stealth situations.

The two first abilities are essentially two sides of the same ability. It can be used to attack or defend, not both. Each round it also detracts from Kidou Threshold. The rank requirements should be increased, though -- they were in place from the first draft of the feat where each level was different.

As opposed to Shunko, which is meant to be high-power with risks, Togishi is meant to be versatility. The "barrier" only makes 4-inch wide lines through the air. That's good for blocking a melee attack, not very good against projectiles or kidou. Possible, but that would require a pretty disparate ratio of your zanjutsu versus their kidou/gintou/other attacking stat.

You keep saying these things are "fine" on their own, but they're really not. Any of these abilities alone would make for a weak feat. When you bring them together, it makes a cohesive feat.

But let's take a look at making these more palatable for certain individuals, anyway:

Shunko

[ Shunko ] - "Flash Cry"
Trained Feat
The highest merging of hakuda and kidou, Shunko is an advanced technique that combines hand-to-hand combat and kidou energy to explosively increase a shinigami's offensive capabilities. A highly-pressurized kidou surges throughout the user's body, enhancing their arms and legs for battle. The amount of energy used to employ the high-level kidou of Shunko is daunting, and controlling it even more so. With the proper training, the kidou energy itself can be controlled and fired at opponents from the body, or can even protect against other kidou.

All Shunko techniques draw from the practitioner's Kidou threshold as well as their reiatsu.

Since the energy primarily accumulates in the upper back and shoulders, any fabric there is blown away. A keisen uniform, with no back or sleeves, may be useful to practitioners.

This feat gives access to Shunko kidou. Those with the feat may submit additional attacks as Kidou.

Requirements: 5000 Hakuda, 3000 Kidou
Kyuuzou Maou (Devil's Surge) - Shunko #99, 3000 Kidou
Description: The user pressurizes their kidou energy around the back and shoulders, channeling it through the body and down their legs. This energy is volatile and difficult to control, and can only be maintained for two rounds plus one round per 5000 kidou, up to four rounds. At the end of the technique, the pressurized energy must be released. If the user doesn't voluntarily direct the release or has nowhere to release it, or if the technique fails in another manner, the built-up energy will detonate, severely damaging the user and everything within a five-foot radius for an amount equal to half the reiatsu cost for each round it was active.

For each round the user is in this state, 10% of the caster's kidou stat is transferred into the attacking power of the Shunko user. Their skill in Hakuda still determines their prowess and accuracy.

One Shunko spell can be used each round that Kyuuzou Maou is active.

Incantation: None
Hanki (Reverse Demon) - Shunko #69, 1x Target's Kidou
Description: While Kyuuzou Maou is active, a Shunko practitioner can activate Hanki, an ability which nullifies an opponent's kidou by hitting it with their own burst of kidou, of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements if they are amplified by kidou -- for instance, users propelled by Bansoukou or attacks using Breaking Palm. Most importantly, other Shunko practitioners' attacks can be halted by matching the movement and paying 500 reiatsu.

The user's Hakuda needs to be relative to or greater than the attack in order to use Hanki on it. The use of this ability halts the user where they stand for the remainder of their turn and threatens to stall Kyuuzou Maou. Using it two turns in a row will cause Kyuuzou Maou to fail.

Incantation: None
Hakkeiki (Demon's Release) - Shunko #85, 2000 Kidou
Description: While Kyuuzou Maou is active, the user builds up kidou energy at a point in their body and then releases it in a blast of raw, destructive force that extends for fifty feet. The energy must be released within seconds of concentrating it, or it will explode in the user's face. It takes a remarkable kidou user, at least 8000 base Kidou, to be able to divide or restrain the blast once it's released.

This ability will strain the stability of Kyuuzou Maou. If used two turns in a row, Kyuuzou Maou will fail.

Incantation: None

Togishi

[ Togishi ] - "Sharpener of the Sword, Polisher of the Mirror"
Trained Feat
Incorporating the themes of his zanpakuto, Sayis Inuzuri was able to develop a fighting style blending the disciplines of zanjutsu and kidou. The practitioner coats the blade in a layer of kidou energy. Capable of sharpening the user's strikes, this kidou energy can also extend into the air, expressed as writing and symbols following the arc of the blade.

This feat gives access to Togishi kidou. Those with the feat may submit additional attacks as Kidou.

Requirements: 5000 Zanjutsu, 3000 Kidou
Togitate (Sharpened Sword) - Togishi #65, 3000 Kidou to Learn
Description: With Togitate's activation, the user's zanpakuto begins to give off blue-white light. This ability costs 2% reiatsu (also deducted from kidou threshold) per round to keep active. The user's strikes are enhanced by that amount, and they may be able to cut through some barriers.

Incantation: none
Mei Kagami Shisui (Polished Mirror) - Togishi #70, 3000 Kidou to Learn
Description: While Togitate is active, the user may choose to invoke Mei Kagami Shisui with the imbued energy, opting for defense rather than offense. Each slash of the sword lingers in the air as a barrier, four inches wide and following the shape of each slash. These reflective ribbons of energy are best at stopping melee strikes and are difficult to use effectively against kidou.

The strength of each barrier is based on the caster’s kidou stat and the reiatsu spent on Togitate.

Incantation: none
Kakikata (Way of Writing) - Togishi #75, 5000 Kidou to Learn
Description: While Togitate is active, with every slash of the sword, the user may leave writing in the air. Kakikata allows for mundane writing, expressing the user's thoughts, but more importantly, it can also be used to cast kidou by adding 10% of the spell's cost.

The caster's zanjutsu must be equal or greater than the cost of the spell or ability, and the spell will be written in the air at a normal casting speed. This does not allow users to cast more spells per round than normal.

Each stream of writing is about four inches wide and as long as the sword slash it follows. These words flare up very brightly and release loud but indecipherable chanting noises.

Incantation: none​

As an additional note: although both feats allow for additional submissions, it is actually very unlikely I'll approve additional attributes without heavy costs.
 
Damn, crazy shit going on in here. o-o


Anyhoo, just here to submit a small change to Ippozenshin's sealed form.

Sealed (Now): Katana
Sealed (Change): Wakazashi

That is all.

You don't need to GM review for a change like that if it's plot-related.
 

Current Date in Araevis

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