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GM Review Thread

These have been a long time coming but here are those Cerb Techs:

Old Controlled Response
[ Controlled Response ] : Oushurin
Cerberus operatives know the value of reiatsu allocation during and battle and are adept at its usage. At the beginning of any battle, a Cerberus member may put a portion of his reiatsu away into storage. This reiatsu pool grows at a rate of 10% per round until it is brought back into play, usually to devastating effect.

New Controlled Response
[ Controlled Response ] : Oushurin
Cerberus operatives know the value of reiatsu allocation during and battle and are adept at its usage. At the beginning of any battle, a Cerberus member may put up to 25% of his or her reiatsu away into storage. This reiatsu pool grows at a rate of 10% per round until it is brought back into play, usually to devastating effect.


- This needs a maximum amount that you can store, so that way you aren't putting your entire reiatsu in, waiting a turn and getting +10% and taking it back out. Maybe a maximum of 25%ish?

Old Extra -Terrestrial
[ Extra -Terrestrial ] : Seigainin — 世外人
As agents seek to further human evolution, they may find that some particular abilities of other races are impossible to match, and therefore learn to negate those threats. This technique allows the user to cut the effectiveness of any kidou down by any amount of reiatsu that they choose to use.

New Extra- Terrestrial
[ Extra -Terrestrial ] : Seigainin — 世外人
As agents seek to further human evolution, they may find that some particular abilities of other races are impossible to match, and therefore learn to negate those threats. The user pays 4% (5%?) of their reiatsu and is able to cut down the effectiveness of kidou by the amount they pay in. If the cost of the kidou is lower than 4% (5%?) the kidou is canceled.


- This one needs a set % of reiatsu to be paid into the tech when using, similar to the 11th tech.

----------
The following two techs are new submissions. Synthesis replaces Cocktail Tolerance, Overload replaces Salary Tech which was made into a base tech. Here's a brief guide about how the new drug system is divided.

Info
The chemicals are split into the following categories: Injections, Patches, Capsules and Toxins. Injections are items that enhance the user’s abilities by temporarily granting them a wide range of damaging abilities. Patches are supplementary items which are often bought with the other categories. These items enhance other chemicals by changing the nature of how the chemical works. Capsules augement the user’s current abilities by granting them a variety of beneficial buffs. Toxins on the other hand are specifically made to lower the combat ability of enemies and come in different forms which can be tailored to fit the situation.


[Synthesis]
Cerberus’ wide Apothecary is a key part of the agent’s life. While relying on their own powers is well and good, a properly chosen drug can change the tables instantly. The agent is trained in bolstering their body’s ability to handle the effects of multiple drugs at the same time. However, when this is completed, they are able to access a new portion of the Apothecary, allowing them to fuse two individual drugs together. Each drug must be bought separately. This technique allows the user to have up to two drugs circulating through their system at one time.

The activation cost of the fusion drug is equal to the sum of the individual activation costs x1.5. If the two drugs have different round durations, the round duration is set to the higher number. In the case of drugs whose cost is paid over multiple rounds, the combined activation cost must be paid per use.​

[Overload]
By paying 2% of their reiatsu along with 50% of the drug's original activation cost, the user is able to focus the effects of a capsule based drug to a single area of their body. Through physical contact with their target, the agent can spread the effects of the drug to the target at 75% of its original strength. The remaining round duration of the drug is transferred instead of being reset. Only two capsule based drug can be transferred per battle.

After the transfer has been completed, the effects of the drug on the user disappears. If a capsule fusion drug is chosen, it can still be transferred, however it counts as two individual drugs and 50% of the combined activation cost must be paid.​
 
[ Oushurin ] - "Controlled Response"
Cerberus operatives know the value of reiatsu allocation during and battle and are adept at its usage. At the beginning of any battle, a Cerberus member may put up to 20% of his or her reiatsu away into storage. This reiatsu pool grows by 10% of that amount per round, up to +50% of the stored reiatsu.

This reiatsu must all be used in the round it is reclaimed.
[ Seigainin ] - "Extra-Terrestrial"
As agents seek to further human evolution, they may find that some particular abilities of other races are impossible to match, and therefore learn to negate those threats. The user pays 5% of their reiatsu and is able to cut down the effectiveness of kidou by the amount they pay in, even up to canceling the spell entirely.
[ Sougou ] - "Synthesis"
Cerberus' wide Apothecary is a key part of the agent's life. While relying on their own powers is well and good, a properly chosen drug can change the tables instantly. The agent is trained in bolstering their body's ability to handle the effects of multiple drugs at the same time. However, when this is completed, they are able to access a new portion of the Apothecary, allowing them to fuse two individual drugs together. Each drug must be bought separately. This technique allows the user to have up to two drugs circulating through their system at one time.

By paying 150% of the cost of both drugs, the user gains the effects of both drugs simultaneously, for the greater of the two durations.
[ Kafuka ] - "Overload"
While under the influence of a drug or drugs (injections, capsules, or toxins), the user can choose to spend the full cost of the drugs again to deliver their remaining effects to another person through a successful physical contact. This removes the effects from the user's body completely.
 
Alright after talking about and whatnot, here's a new, new, NEW version of Extra-Terrestrial. Since Will helped me set this one up, Dippy or Shade needs to review it.

[ Extra -Terrestrial ] : Seigainin — 世外人
As agents seek to further human evolution, they may find that some particular abilities of other races are impossible to match, and therefore learn to negate those threats. The user pays 5% of their reiatsu to warp the reiatsu in their next attack.

Once the attack hits the target, the poisonous signature infects the target. While dormant initially, the effects of the virulent signature can be activated at anytime within the following two turns.

When activated the next ability the target carries out will have its cost increased by the amount the user paid in initially. This increased cost does not affect the strength of the attack. The user must wait two turns before activating this technique again.
 
Extremus Via
I've grumbled about this tech in chat before, but thought it dust in the wind. Seeing as its still being used, I fear it needs a review. Actually, finding a copy of this got hard, since the old div threads vanished.

Here's how it works from memory: one kidou, mid range, is cast twice per battle with no cost, no incantation or gesture, at 1.5x power.

Why is that bad: Aside from the fact it was from the anti-kidou div that used kidou, its just too much juice. The implications of buffing a kidou this hard are far ranging, and screams for abuse.

What to do: Leave the incantless part. However, it should cost normal value and likely not be amped.
 
New summon release

True Awakening: Ouranos
Form:
There is no outward change to Ciro’s appearance. Crimson sparks of reiatsu, as he activates the full extent of his abilities appear around him. Whispering sounds, similar to many figures watching his opponents provide an ominous backdrop.

Kronos:

A person is nothing more than a puppet. By activating Kronos, Ciro’s eyes turns a deep scarlet color and become pupil-less. The ability allows him to briefly glimpse into a person’s spirit and pick out the aspect of their soul that is the easiest to manipulate, whether it be a tender moment, a fear, anxieties, or even a personality flaw such as cowardice or temper.

This ability can also be used to pick out specific memories of events. By selecting a Tarot Card from his deck, he can draw out specific memories involving the negative properties of the card. When this ability is activated, the target is forced to relive flashbacks of the event, while Ciro draws out information.There is no cost to activate this ability.

Reha:

The Tarot, to Ciro, is ruled by spirits than inhabit each of the cards. Reha allows the Italian to pull out the spirits into a corporeal form.

Each of the spirits appears similar to the picture on the card (however inanimate ones will be given humanoid forms) except in an eerie gray-scale. A silver banner, with the name of the card, wraps around the summon’s eyes as a blindfold. Thin wire-like strings of reiatsu connect body parts of the summons in to his fingertips, giving them the appearance of marionettes.

Ciro can provide them a weapon upon summoning (usually the same as what is depicted on the card). While the stat spreads of each summon are set, the appearance of each summon can change from summon to summon.

When summoning, 20% of Ciro’s base reiatsu gets distributed among his stats. Next, Ciro distributes the reiatsu bonus gained from True Awakening directly to the summon’s reiatsu along with 25% of his base reiatsu and is distributed among the stats as well. He can create up to three summons, however the maximum reiatsu available for the summons is constant, so it must be divided among them. At anytime, he can only have 1 summon of each form.

The summons can choose from the following stat spreads, dictating how much is divided among each stat.

Stat Details:
Combat: The summon’s attacking power. This also determines their skill with their chosen weapon.
Agility: The summon’s speed
Resistance: The summon’s defensive capability. This stat determines how difficult it is to damage the summon. The higher the resistance value, the greater force needed to be applied to damage the summon.

Hyperion Form:
Combat: 70%
Agility: 15%
Resistance: 15%

Krios Form:
Combat: 35%
Agility: 50%
Resistance: 15%

Koios Style:
Combat: 30%
Agility: 10%
Resistance: 60%

Each summon can choose up to TWO of the following abilities:

Iapetos:

Using the principles of Bait and Switch, as well as paying 10% of its reiatsu, the summon can swap places with Ciro instantly. Due to the large amount of concentration needed to swap locations, the ability can only be used once every other turn. The maximum distance there can be between him and his puppet is 15 feet for the ability to work.

Okeanos:

Confusing an opponent can often lead to the perfect chance to strike. By paying 2% of its reiatsu per turn, the summon can multiply its image, creating a three illusionary clones of itself. These clones cannot directly interact with the environment. When struck, the attacks merely phase through the being due to it lacking a corporeal form.

Prometheus:

By paying 5% of its reiatsu, the summon is able to create a pool of pressurized air in its mouth. Released as a banshee’s shriek, the wave of pressurized air is launched in a V-shape, 5 feet wide. When the sound wave connects, the pressurized air cuts and slashes into the target’s body. Due to its sound-based characteristics, it is able to bounce off walls and surfaces similar to an echo. The maximum range this ability can travel is 50 feet.

Atlas:

The best sort of distraction is one that’s loud. By paying 15% of its reiatsu, the summon is able to forcibly expel the reiatsu from its body. This causes a large explosion up to 5 feet around the summon. The force of the explosion includes an extremely bright flash and is accompanied by a loud, screeching noise. Due to the summon forcing the reiatsu away from itself, it is not damaged in the resulting explosion.

Helios:

Versatility is a key part of Ciro’s battle strategy. By paying 2% of its reiatsu, the summon is able the swap the weapon it is carrying and create a new one instead.


So I'm really glad a lot of my suggestions on how to make summons work got used, but one of the main provisos I put forth was missed. As it is, this summoning kai gives the user a huge boost in their release slots. TA's are supposed to have 3 abilities, and summoning was to used both form and one ability. This one now technically has 8 abilities.

Kronos: 0 cost mind rape based on a memory

Iapetos: Summons take his hits if they are in 15ft of him

Okeanos: Make insubstantial clones that confuse the senses

Prometheus: a generic energy attack that also bounces off walls

Atlas: Giant bomb attack

Helios: Switch weapons(what weapons?)

Problem: Well, lets face it. We all know versatility is power. The two are synonymous. With this set up, summons are about as flexible as flexible gets, and all the while are very very powerful. Getting a friend with 75% of your stats is no joke. Getting that Plus 7 other abilities is over the top.

Fix: form: summon desc; Ability1: costs and attributes of summon(s); Remaining 2-3 slots, what else you do. You can't just double the slots and have it work, summoners will need to make choices in how to make the kai work. But that's fine, because having a buddy that shows up and is very combat effective at your level is a powerful kai.
 
Extremus Via
I've grumbled about this tech in chat before, but thought it dust in the wind. Seeing as its still being used, I fear it needs a review. Actually, finding a copy of this got hard, since the old div threads vanished.

Here's how it works from memory: one kidou, mid range, is cast twice per battle with no cost, no incantation or gesture, at 1.5x power.

Why is that bad: Aside from the fact it was from the anti-kidou div that used kidou, its just too much juice. The implications of buffing a kidou this hard are far ranging, and screams for abuse.

What to do: Leave the incantless part. However, it should cost normal value and likely not be amped.

[Extremus Via] - "Extreme Path"

Though kidou-typed zanpakutou are banned and kidou itself is frowned upon, the 11th Decision members are instructed to train themselves in a single mid (40-69) level spell until they are able to use it instantaneously, no incantation or even recitation of the name being required. This technique is then used to enhance the strength of that single spell so that its effect is multiplied by a factor of 1.5. Granted, even though the training is extensive and focused on a single spell, the 11th Division members are simply not well adept to exerting their reiatsu in a manner befitting kidou spells, and so this technique can only be used twice in combat. Applying this technique to a spell ensures that it must be used in this manner, so there is no possibility of using the kidou in question other than the two times allowed.​

This is how Extremus Via is currently written. You do pay the cost of the spell, and the spell itself is limited to twice, total. You can't EV it twice and cast it normally afterward. I think that is sufficiently limiting.

I'll write up something for summons in a little bit, because I need to write something official to say how they work. However, in this case, I would say that each ability should allow for at least two summon abilities, but still only allow equipping one. In Hiren's case, he could spend both of his remaining ability slots to get four choices of summon abilities, and when he summons, is allowed to apply only two of them to each summon.

The problem with the 2-3 ability limit is it doesn't account for varied summons. It would essentially leave most summons as pure melee -- and hey some of them will be, but that shouldn't be the only viable option. You are correct that they need to be limited, though.
 
Old TA
True Awakening: Ouranos
Form:
There is no outward change to Ciro’s appearance. Crimson sparks of reiatsu, as he activates the full extent of his abilities appear around him. Whispering sounds, similar to many figures watching his opponents provide an ominous backdrop.

Kronos:
A person is nothing more than a puppet. By activating Kronos, Ciro’s eyes turns a deep scarlet color and become pupil-less. The ability allows him to briefly glimpse into a person’s spirit and pick out the aspect of their soul that is the easiest to manipulate, whether it be a tender moment, a fear, anxieties, or even a personality flaw such as cowardice or temper.

This ability can also be used to pick out specific memories of events. By selecting a Tarot Card from his deck, he can draw out specific memories involving the negative properties of the card. When this ability is activated, the target is forced to relive flashbacks of the event, while Ciro draws out information.There is no cost to activate this ability.​

Reha:
The Tarot, to Ciro, is ruled by spirits than inhabit each of the cards. Reha allows the Italian to pull out the spirits into a corporeal form.

Each of the spirits appears similar to the picture on the card (however inanimate ones will be given humanoid forms) except in an eerie gray-scale. A silver banner, with the name of the card, wraps around the summon’s eyes as a blindfold. Thin wire-like strings of reiatsu connect body parts of the summons in to his fingertips, giving them the appearance of marionettes.

Ciro can provide them a weapon upon summoning (usually the same as what is depicted on the card). While the stat spreads of each summon are set, the appearance of each summon can change from summon to summon.

When summoning, 20% of Ciro’s base reiatsu gets distributed among his stats. Next, Ciro distributes the reiatsu bonus gained from True Awakening directly to the summon’s reiatsu along with 25% of his base reiatsu and is distributed among the stats as well. He can create up to three summons, however the maximum reiatsu available for the summons is constant, so it must be divided among them. At anytime, he can only have 1 summon of each form.

The summons can choose from the following stat spreads, dictating how much is divided among each stat.

Stat Details:
Combat: The summon’s attacking power. This also determines their skill with their chosen weapon.
Agility: The summon’s speed
Resistance: The summon’s defensive capability. This stat determines how difficult it is to damage the summon. The higher the resistance value, the greater force needed to be applied to damage the summon.

Hyperion Form:
Combat: 70%
Agility: 15%
Resistance: 15%

Krios Form:
Combat: 35%
Agility: 50%
Resistance: 15%

Koios Style:
Combat: 30%
Agility: 10%
Resistance: 60%
Each summon can choose up to TWO of the following abilities:

Iapetos:
Using the principles of Bait and Switch, as well as paying 10% of its reiatsu, the summon can swap places with Ciro instantly. Due to the large amount of concentration needed to swap locations, the ability can only be used once every other turn. The maximum distance there can be between him and his puppet is 15 feet for the ability to work.​

Okeanos:
Confusing an opponent can often lead to the perfect chance to strike. By paying 2% of its reiatsu per turn, the summon can multiply its image, creating a three illusionary clones of itself. These clones cannot directly interact with the environment. When struck, the attacks merely phase through the being due to it lacking a corporeal form.
Prometheus:
By paying 5% of its reiatsu, the summon is able to create a pool of pressurized air in its mouth. Released as a banshee’s shriek, the wave of pressurized air is launched in a V-shape, 5 feet wide. When the sound wave connects, the pressurized air cuts and slashes into the target’s body. Due to its sound-based characteristics, it is able to bounce off walls and surfaces similar to an echo. The maximum range this ability can travel is 50 feet.​

Atlas:
The best sort of distraction is one that’s loud. By paying 15% of its reiatsu, the summon is able to forcibly expel the reiatsu from its body. This causes a large explosion up to 5 feet around the summon. The force of the explosion includes an extremely bright flash and is accompanied by a loud, screeching noise. Due to the summon forcing the reiatsu away from itself, it is not damaged in the resulting explosion.​

Helios:
Versatility is a key part of Ciro’s battle strategy. By paying 2% of its reiatsu, the summon is able the swap the weapon it is carrying and create a new one instead.​

Alright after talking and clearing up some misconceptions, here's the updated TA. So, I added a small cost for Kronos and got rid of Helios.

New TA
True Awakening: Ouranos
Form:
There is no outward change to Ciro’s appearance. Crimson sparks of reiatsu, as he activates the full extent of his abilities appear around him. Whispering sounds, similar to many figures watching his opponents provide an ominous backdrop.

Kronos:
A person is nothing more than a puppet. By activating Kronos, Ciro’s eyes turns a deep scarlet color and become pupil-less. The ability allows him to briefly glimpse into a person’s spirit and pick out the aspect of their soul that is the easiest to manipulate, whether it be a tender moment, a fear, anxieties, or even a personality flaw such as cowardice or temper.

This ability can also be used to pick out specific memories of events. By selecting a Tarot Card from his deck, he can draw out specific memories involving the negative properties of the card. When this ability is activated, the target is forced to relive flashbacks of the event, while Ciro draws out information.This costs 100 rieatsu to activate this ability.​

Reha:
The Tarot, to Ciro, is ruled by spirits than inhabit each of the cards. Reha allows the Italian to pull out the spirits into a corporeal form.

Each of the spirits appears similar to the picture on the card (however inanimate ones will be given humanoid forms) except in an eerie gray-scale. A silver banner, with the name of the card, wraps around the summon’s eyes as a blindfold. Thin wire-like strings of reiatsu connect body parts of the summons in to his fingertips, giving them the appearance of marionettes.

Ciro can provide them a weapon upon summoning (usually the same as what is depicted on the card). While the stat spreads of each summon are set, the appearance of each summon can change from summon to summon.

When summoning, 20% of Ciro’s base reiatsu gets distributed among his stats. Next, Ciro distributes the reiatsu bonus gained from True Awakening directly to the summon’s reiatsu along with 25% of his base reiatsu and is distributed among the stats as well. He can create up to three summons, however the maximum reiatsu available for the summons is constant, so it must be divided among them. At anytime, he can only have 1 summon of each form.

The summons can choose from the following stat spreads, dictating how much is divided among each stat.

Stat Details:
Combat: The summon’s attacking power. This also determines their skill with their chosen weapon.
Agility: The summon’s speed
Resistance: The summon’s defensive capability. This stat determines how difficult it is to damage the summon. The higher the resistance value, the greater force needed to be applied to damage the summon.

Hyperion Form:
Combat: 70%
Agility: 15%
Resistance: 15%

Krios Form:
Combat: 35%
Agility: 50%
Resistance: 15%

Koios Style:
Combat: 30%
Agility: 10%
Resistance: 60%
Each summon can choose up to TWO of the following abilities:

Iapetos:
Using the principles of Bait and Switch, as well as paying 10% of its reiatsu, the summon can swap places with Ciro instantly. Due to the large amount of concentration needed to swap locations, the ability can only be used once every other turn. The maximum distance there can be between him and his puppet is 15 feet for the ability to work.​

Okeanos:
Confusing an opponent can often lead to the perfect chance to strike. By paying 2% of its reiatsu per turn, the summon can multiply its image, creating a three illusionary clones of itself. These clones cannot directly interact with the environment. When struck, the attacks merely phase through the being due to it lacking a corporeal form.
Prometheus:
By paying 5% of its reiatsu, the summon is able to create a pool of pressurized air in its mouth. Released as a banshee’s shriek, the wave of pressurized air is launched in a V-shape, 5 feet wide. When the sound wave connects, the pressurized air cuts and slashes into the target’s body. Due to its sound-based characteristics, it is able to bounce off walls and surfaces similar to an echo. The maximum range this ability can travel is 50 feet.​

Atlas:
The best sort of distraction is one that’s loud. By paying 15% of its reiatsu, the summon is able to forcibly expel the reiatsu from its body. This causes a large explosion up to 5 feet around the summon. The force of the explosion includes an extremely bright flash and is accompanied by a loud, screeching noise. Due to the summon forcing the reiatsu away from itself, it is not damaged in the resulting explosion.​
 
Change approved.

Now for the summon write-up:

How can I do a summon as my release?

Summoning is a difficult thing to balance. If you handle it one way, the summons are paper targets and if you handle it another way, the summoner is little more than a cheerleader. So, if you have any plans for summoning an army of clones or pulling FFX-style world-ending summons, you're out of luck.

So, here's how it works:

An actual summon is only available for True Awakening or Bankai. For Initial Awakening or Shikai, you can have the appearance of a summon, but you cannot summon a creature with its own stats.

Your summoned creature gets your entire reiatsu boost from TA or BK. On top of that, you can choose to spend up to an additional 25% reiatsu (AH) or 15% reiatsu (Shini/Viz) to further strengthen it. How much you will spend is determined when you submit your release. This is how much reiatsu the summoned creature will have to spend on its own attacks.

For stats, the summoned creature will have a pool equal to 20% of your base reiatsu plus its base reiatsu (a summoned creature can never have total stats greater than 75% of the user's total stats). You can then pick whether the summon will use Shini, AH, or Hollow stats. If you summon a samurai, you would want Shini stats, but summoning a wolf you may prefer Hollow stats -- choose what best suits the summon. Summons do not gain access to base techs like Shunpo.

You will express the stat build as percentages. For instance, the samurai summon with 20% Hohou and 80% Zanjutsu, or the wolf summon with 40% Sonido, 60% Rage.

About Multiple Summons / Builds: Your total stats cannot exceed the numbers above. If you prefer, you could create three summons with 25% of your strength, but understand that they and their abilities will be weaker, accordingly. If you want, you can submit multiple 'builds' for your summons, so that you can pick a summon suited to a particular situation.

You cannot have more than three summons at one time or more than three summon builds total.

Abilities: The summon itself takes the Form and one Ability slot. Your remaining two Abilities (AH) or three Attacks (Shini/Viz) can be used to give your summon attacks or to give yourself attacks. For summons, you may submit two optional abilities per attack slot, but a summon can only ever have two abilities equipped at one time.

Now for an example:

Adam the Advent Human
Reiatsu: 10,000
Combat: 3,000
Agility: 2,000
Resistance: 5,000
Harmony: 10,000

He summons a shadowy, aggressive version of himself. He pays 25% of his reiatsu to strengthen it.

Mada the Summon
Reiatsu: 5,500
Combat: 5,000
Agility: 2,000
Resistance: 500

Total stats: 7,500

Adam uses one of his TA abilities to give Mada two abilities: Rip and Tear. His remaining ability he uses to create a barrier around his fist.

End result: Adam has 75% of his total reiatsu remaining, and his full stats. Mada has 55% of Adam's total reiatsu, and 75% of Adam's full stats. Adam does not gain any strength from his TA, but he gains an ally that's close to his normal strength.
 
Okay, along with the tech/stat changes, there are a few existing feats/techs that need revision. First up are common feats being removed:

Bastion
Not very useful with the new Unshakable/damage resist techs.

[Bastion]
Compared to other races, an Advent Human’s reiatsu is much more flexible than most; thus, they can easily mold it to dampen certain attacks. An Advent can choose to sum the damage reduction he or she gets from the Unshakable tech to focus on one source of damage, energy or physical. However, this leaves them vulnerable to the other form of attack, increasing damage by the sum. The human must pay 5% reiatsu to activate Bastion, and its effects will last for three turns.

Requirements: 3000 Resistance


Next up are the Trained Feats that are being removed:

Trained Utsusemi
Redundant with the base Hohou tech version of Utsusemi.

[Utsusemi] - 空蝉 Cicada Skin
Also known as 屍歩 Shipo, or "Corpse Step."

An undocumented technique originally passed through select members of the Onmitsu Kidou, the technique 'Cicada' finds its origins in one of the Corps' previous commanding officers. It spread into the Gotei through usage of the technique by notable individuals, though users of the technique usually rarely passed it down to other Gotei shinigami.

Cicada works by executing a step of shunpo at the user's full capacity the instant before an attack lands, allowing them to escape a strike that would normally land. This 'too late' shunpo is possible due to the manner which triggers it; when training to learn the technique, it is made an 'instinct', much like a flinch. Thus, conscious decision-making is not needed, and the attack can be avoided even far after when one could consciously avoid the attack. That said, the body has to be able to recognize a threat in order for this technique to be executed.

The step itself is a very short-range step executed at a speed far surpassing one's normal shunpo ability, and the user also uses more energy than a normal step. This is called the 'desperation effect'; the body uses too much energy, which increases the speed but detracts from the overall effect. Additionally, due to this 'desperation effect', one cannot pace their step; they will automatically dodge at full speed.

After the step, reiatsu output is muted extensively in order to protect the body's new location. Because of this, no actively-triggered non-zanpakutou abilities or attacks can be used immediately after the execution of Utsusemi.

At higher levels of mastery, one can leave a 'skin' behind that is composed of reiatsu. Thus, it can be pierced and gives resistance back to an enemy's strike but will dissolve a moment or two later.

Since Utsusemi is a technique that can only be activated subconsciously and requires mental conditioning, a training collab with a user of the technique is required in order to learn it as all techniques of this caliber require.

Normal execution costs 2x normal shunpo cost. The 'Skin' execution costs 2x normal shunpo cost + 3% reiatsu. Utsusemi can be used one additional time per 5k hohou, maxing at 4 uses at 15k Hohou.

Requirements: Shunpo. 'Skin' effect requires 5k Hohou and repeated use.

Practitioners: Yuzuki Masato (Kishyotai); Anenokoji Senesati (Code of the Noble);

Fyodorov
Not a very compelling feat to begin with.

[Fyodorov]
A distinctive and flamboyant method of bypassing vocal and somatic incantations. Instead of speaking or gesturing, the user mentally recites an incantation and the words are written as they are thought in thin air surrounding the practitioner using concentrations of their own Reiatsu. Since the writing is luminous it can betray the user's location on stealth missions. Somatic requirements are represented by symbols mixed into the incantation itself. A spell cast using this method costs 120% of what its value would otherwise be. The incantation can be written in any language the user is fluent in. If the user of Fyodorov is capable of Incantation Bypass, it can be used in tandem with this feat. Additionally, this feat can be used to simply 'write' one's thoughts upon the air, if the user so desires.

Requirements: 5000 Kidou

Practitioners: Speak to a GM if you want to learn.

Tae Kwon Do
Since no one ever taught it and the training regimen is a bit unrealistic, I think it best to remove this feat. The base tech Lightning Reflexes has this covered in a somewhat clearer fashion.

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

Progressing in this feat requires a training collab or chapter for every belt level.

Requirements: 1000 Combat

Practitioners: Park Taesoon (lernhao2spell)

Trained Feats that are being revised:

Kidou Ikichi Kazou
Just revising the requirement to agree with the new Eishouhaki.

[Kidou Ikichi Kazou] - Demon Arts Threshold Increase
As the name implies the character undertaking this Feat will have their Kidou threshold increased due to their talents over the Demon Arts. Instead of the cap being at 150% of the Kidou stat, the threshold is now raised to 200%.

Requirements: Eishouhaki (1,000 Kidou) and the ability to completely bypass the incantation of a kidou ranked 50 or greater, which must be shown in training collab to learn.

Practitioners: Speak to a GM if you want to learn.

Fruit of Labor
See? I said I'd get to it later. In this case, it is now essentially a way for a shinigami to gain the effects of the AH base tech, Internalize.

[The Fruit of Labor]
Spiritual beings generally have a greater inherent physical strength and durability than those who inhabit human form. For those dedicated to the pursuit of this type of strength, one can learn how to apply that strength in other arenas than direct combat.

This is especially true to Shinigami who raise their hakuda stat are often able augment their physical strength to superhuman levels. Similar to the strength of the humans, a Shinigami may manifest their physical strength in different ways, some may only apply this strength when emotional or enraged, while others are just a general example of the limits to which one can train their bodies.

The increase to strength is directly proportional to the hakuda stat. Note that this enhancement is not a modifier to the hakuda stat but rather an expression of it.

For each 1,000 points in Hakuda, the user is capable of lifting 250 lbs (113 kg) effortlessly.

Requirements: 1,000 Hakuda

Practitioners: Speak to a GM if you want to learn.

Current Division Techs:

10th Division: Clearcasting


[Clearcasting]

In order to use kidou in open battle, it is necessary to maintain focus in combat. Training in Clearcasting helps to avoid distraction without blocking out what's going on around the caster. To augment the user's natural concentration, a small incantation is written in a rigid hexagon around the center point of the Signature. As such, it is extremely difficult for an enemy to interrupt an incantation, even if the shinigami is forced to move or to pause their recitation. This increased concentration improves the user's ability cast without the incantation, allowing the user to focus more power even without audible words.

A bypassed incantation retains 75% of its normal effectiveness.

Requirements:
Eishouhaki - ("Revocation of the Recited Poem")​

Former div techs (legacy feats for some characters):

Reverse Slipstream
Slight revision to account for new Shunpo mechanics.

[Legacy: Reverse Slipstream]

Adapted from the technique that Ritoru introduced to the Twelfth division, Reverse Slipstream is a more of an individual attack maneuver compared to its team/movement-based cousin still housed within the division of assassins. If a target attempts a flash step or any other enhanced mode of travel, the user can enter their slipstream and travel at the same speed to the same relative location at a fraction of the cost. Instead of the user bringing people into their own wake, Reverse Slipstream allows the users to force themselves into the reiatsu patterns of others by using their own shunpo of at least one half the strength. To jump into the slipstream of a target with 8,000 Hohou, the user would have to have at least 4,000 Hohou.​

Let me know if there's anything important that I missed.
 
[Expelling Strike]

When successfully striking a hollow, vizard, or arrancar with his zanpakutou, Theron may transfer up to 5% emptiness into the victim. If the target is a Vizard, their emptiness increases 5% in addition to the affect described after. If the target is arrancar or hollow, the injection of emptiness causes a distorting, internally conflicting debilitation, lowering one of their combat statistics by 10% of his zanjutsu for 2 rounds(this doesn't stack, just overlap duration). Further, Theron may only transfer up to 20% emptiness in total to any one target.


Why GM review: I had expected this to also fight off encroachment emptiness, building on Theron's theme of hunting to live. Shade said he didn't expect it should.

Suggested Change: If using it to expel encroachment emptiness, transfer only 2% and do not debuff the target.
 
[Expelling Strike]

When successfully striking a hollow, vizard, or arrancar with his zanpakutou, Theron may transfer up to 5% emptiness into the victim. If the target is a Vizard, their emptiness increases 5% in addition to the affect described after. If the target is arrancar or hollow, the injection of emptiness causes a distorting, internally conflicting debilitation, lowering one of their combat statistics by 10% of his zanjutsu for 2 rounds(this doesn't stack, just overlap duration). Further, Theron may only transfer up to 20% emptiness in total to any one target.


Why GM review: I had expected this to also fight off encroachment emptiness, building on Theron's theme of hunting to live. Shade said he didn't expect it should.

Suggested Change: If using it to expel encroachment emptiness, transfer only 2% and do not debuff the target.

I would actually consider the original to work with encroachment emptiness. It's specifically transferring the emptiness, not just Theron chilling with a drink until he calms down.
 
Sumiyaka Kumori (Speed Shadow)

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

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

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

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

Why: No limits on how many, or what they are capable of.

Fix: Likely say for 5% rei, he can generate two, max of four, which can't attack. Just a quick fix. As is he can pay 5%+200 and spawn infinite.
 
Why: No limits on how many, or what they are capable of.

Fix: Likely say for 5% rei, he can generate two, max of four, which can't attack. Just a quick fix. As is he can pay 5%+200 and spawn infinite.

The way it's written, he gets one afterimage for each Shunpo. Since Shunpo itself has a per-turn limit, that would limit him enough on its own. He also limits its use to once per 5 rounds. Finally, even though they copy his motions, the way it's written I would say they already can't attack. They're just decoys.
 
Resubmitting a Div Technique and a couple of my kai stuff.

I'd like to possibly make the effect of attacking while Soph's Prudence is active harsher than something that can simply be rped as "ohh, headache, whatever." Possibly an actual stat debuff or something more conceptual? Oh, and I was wondering if I can specify that counter-attacking is also attacking, just to make it clear if it wasn't before.

Soph's Prudence
|Sophrosyne’s Prudence|
The very ideals of peacekeeping makes aggressive combat an enemy. In the development of the Peackeeper philosophy, division members have learned to place focus on fighting, not the attacker, but the offense-based styles of combat.

Thus, Sophrosyne's Prudence is an ability that discourages their opponent's offensive tactics. Affecting an area of 20 feet, tendrils of the user's reiatsu wind their way around the limbs, bodies, and weapons of all within its radius. Each time the offender expends energy, whether reiatsu or physical, to attack, they are affected by a disorientating feeling which compounds with every additional attack. Eventually, after three or so such affected attacks, it would become difficult to maintain good aim and footing.

This ability costs 2% each turn



As like Soph's Prudence, I'd like to either make the effect of disobeying a law harsher (noone's going to rp having a crippling headache for more than 3 seconds) or get rid of a rule or two (which i've bolded). (Or both effect and rules to a lesser degree if that seems better). In addition (to be taken into account if proposals can be reviewed), I'd like to lower the turn limit to 3 turns instead of 5, and change the name to Casted Fate.

Will of Olympus

| Will of Olympus |
"What you cannot enforce, do not command.” However, with the power of her gods behind her, Thaleia has discovered that she wields the capacity to enforce by will alone. Thaleia can impose a law that applies to every being within a 20 feet diameter for 5 turns. Each law Thaleia enforces costs 10% reiatsu, with the ability to command an additional law with every 5,000 connection to a maximum of 3 laws. The laws she may impose must apply universally, cannot cause direct harm, and does not discriminate between friend or foe, including Thaleia herself.

To disobey the law is to feel a great crippling pressure upon the mind, a pressure only those with reiatsu 1.5 times more than Thaleia’s can completely disregard.



With the Tournament coming up, I'm wondering if I can get the "blinding" effect reviewed, either eliminated or replaced. Also, just for bankai in general, I'd like to change the sword I get to a plain shield with a highly polished surface instead.

Nemesis' Retribution
| Nemesis’ Retribution |
If the opposing party answers the question with self-righteousness or any sign of such lack of repentance, Thaleia’s crook transforms into a simple javelin which she hurls toward the victim. Twelve incorporeal shadows of the javelin, representing the twelve gods of the Greek Pantheon, appear around the original copy before it reaches its target. If the deadly wave is not deflected or dodged, it passes through the target’s body as a real weapon would, but dissipates as it leaves before reappearing as a staff in Thaleia’s hand again. The actual target of the original javelin is the receiver’s eyes, and if the wave makes contact, the target would find their eyes pierced and bleeding, their sight blinded until healed.

Starting from 11,000 connection, Thaleia discovered that she can control one shadow javelin. With every 1,500 connection increase, she can control another shadow javelin. Current range of control: 3 javelins.

Cost: 5% reiatsu for each time this attack is unleashed, with an additional 1% per turn per shadow javelin that is controlled
.
 
Sophrosyne's Prudence
|Sophrosyne's Prudence|
The very ideals of peacekeeping makes aggressive combat an enemy. In the development of the Peackeeper philosophy, division members have learned to place focus on fighting, not the attacker, but the offense-based styles of combat.

Thus, Sophrosyne's Prudence is an ability that discourages their opponent's offensive tactics. Affecting a radius of 20 feet, tendrils of the user's reiatsu wind their way around the limbs, bodies, and weapons of all within its radius. For each round spent attacking, those affected by Sophrosyne's Prudence feel their body growing heavier, reducing the speed of their attacks.

Though this does not inhibit their proficiency or strength, for the purposes of dodging and evading the attacking stats are reduced by 2% of the user's reiatsu per round that they continue to attack. This lasts for two rounds after the target leaves the area or the ability is released.

This ability costs 4% each turn.



Thaleia's Releases
Shikai

In its permanently released form, Thaleia's newfound shikai takes the form of a simple olivewood shepherd's crook which extends to a length of six feet. At the end of the hook dangles a small charm: a silver, blue tinted, wheel with a small bell that hovers in the center, seemingly on its own accord.

Providence takes the form of an unassuming greek sheepdog. Cream white, he retains large paws and a playful nature, being still a pup, but sees himself as Thaleia's guardian, despite his inability to physically protect her. He is fiercely loyal, but retains a youthful tendency to warm to the people Thaleia encounters, rather quicker than she does.

| Casted Fate |
"What you cannot enforce, do not command." However, with the power of her gods behind her, Thaleia has discovered that she wields the capacity to enforce by will alone. Thaleia can impose a law that applies to every being within a 30 foot radius for 3 turns. Each law Thaleia enforces costs 10% reiatsu, with the ability to command an additional law with every 5,000 connection to a maximum of 3 laws simultaneously. The laws she may impose must apply universally, cannot cause direct harm, and do not discriminate between friend or foe, including Thaleia herself.

Each round a law is disobeyed, a weighted shackle appears on one of the offender's limbs -- first each arm, then the legs, and finally around the neck. Thereafter, to move that limb the user must exert reiatsu equal to 5% of Thaleia's. These shackles dissolve after three rounds without disobeying another law.


Bankai

To release Bankai, Thaleia looks to the heavens with her arms raised in a sign of supplication. The sky splits with a dark, deep, roiling blue rift and a bolt of white lightning strikes her before revealing her unharmed and in a slight trance.

Form
Catharsis takes shape as an enhanced form of Providence. Strange white and blue engravings race across the wood and, as Thaleia holds the staff, a violent wind whips around her and wisps of white shadows play with her robes, hair, and weapons. A white form-fitting mask, without eyeholes, materializes from the shadows, covering her face from her hairline to her nose.

In her left hand is an ancient, glossy silver Greek aspis. This shield has no special abilities besides being solid in make.

Ability

| Socrates' Mirror |
"The highest form of Human Excellence is to question oneself and others." The achievement of Justice occurs in its purest form when the guilty concede to their intrinsic desire for repentance. However, whether it is due to denial, obstinacy, or apathy, the acknowledgment of responsibility and remorse is often difficult to volunteer. Thus, to serve Justice, Thaleia must allow the accused to come to their own finale, for good or for ill.

The most successful method which works to obtain freely given consent is by the means of questioning. In her partial state of reverie, for each turn, one question is revealed to Thaleia by the spirits of Catharsis. The unknown past history of the accused which leads to the formation of this question is not revealed to Thaleia. However, under the influence of Socrates' Mirror, once Thaleia poses the question to the accused, the opposing party is compelled to respond truthfully. The answer does not matter, as the consequence of the answer originates only within the approach with which the answer is given.

Cost: 5% Reiatsu for every question asked.

Attacks

| Erinyes' Restraint |
If the opposing party refuses to answer the question, Thaleia plants her staff into the ground, and a blinding light permeates the recipients' vision. The opposing party would then experience every physical, emotional, and mental pain they have ever dealt in cold blood. This includes once again encountering the actual memory of when the attacks occurred. When it is over, the victim would find that they have received no actual physical injuries. Any mental and emotional trauma, however, will remain, and will halt the victim from attacking for one round.

Cost: 5% reiatsu for each time this attack is unleashed.

| Hades' Mercy |
If the opposing party answers the question with signs of absolute penitence, Thaleia traces the symbol of eternity into the air with her staff and sword, and surge of icy cold air passes over the target, numbing them. Within this swell of air lies the spirits of all the beings the target has felled in the past. Once they reach the victim, they ignite with a terrible fire, but a fire that deals no hurt since the air of Styx has already dulled the target's perception of pain. The spirits whisper, sounds only the target can hear, and they whisper words of forgiveness and understanding. The embrace of the spirits leave unearthly burns that are difficult to heal.

Cost: 5% reiatsu for each time this attack is unleashed.

| Nemesis' Retribution |
If the opposing party answers the question with self-righteousness or any sign of such lack of repentance, Thaleia's crook transforms into a simple javelin which she hurls toward the victim. Up to twelve javelins may be formed in the air, representing the twelve gods of the Greek Pantheon, appearing around the original copy before it reaches its target. After striking the target or the ground, the javelins dissipate before reappearing as a staff in Thaleia's hand again in a flash of searing light.

Beginning at 13,000 Connection, Thaleia summons a second javelin, and one more for every 1,500 Connection, up to all twelve javelins at 28,000 Connection.

Cost: 5% reiatsu for each time this attack is unleashed, with an additional 1% per extra javelin.
 
So!! After realizing how stupidly under defined my main ability is, I've decided to post it here for review. Right now it's either broken or underpowered depending on how you look at it, so I thought we could bang out some solid figures/parameterize the ability.

As is
[Shinjun] - 神盾
(Aegis)

Masato's armor has undergone several changes from its previous incarnation. First and foremost, the reishi composing his form is even further compressed, increasing its durability exponentially. As before, Masato is not totally invulnerable while using his power; should his armor break he can spend 5% of his reiatsu to reconstitute it and repair the damage. This is where the similarities end, however. While in this form, Masato's armor is constantly surrounded by a fierce blue flame. These 'flames' are actually an extension of the armor itself; a chaotic flow of reishi that engulfs Masato's form. The blaze acts in both an offensive and defensive manner. Defensively, the reishi acts as a buffer between Masato and any outside force, slowing and dampening incoming attacks. Offensively however, the torrent acts exactly as one might expect it to - causing burns and lacerations to anything that's exposed to the flame.

I was thinking of firstly, increasing the cost, so it's no longer an undefined, free barrier, and also parameterizing the 'dampening' effect of the outer flame. All in all, it would end up at a 15% Reiatsu cost, where 10% constitutes the armor's durability, and 5% constitutes the debuff to inbound attacks. Also, the offensive properties of the flame can be axed altogether as they kind of feel tacked on. If 5% Rei to repair damage to the armor is still reasonable, I'd like to keep that.

Thoughts?
 
[Shinjun] - 神盾
(Aegis)

Masato's armor has undergone several changes from its previous incarnation. First and foremost, the reishi composing his form is even further compressed, increasing its durability exponentially. As before, Masato is not totally invulnerable while using his power; should his armor break he can spend 5% of his reiatsu to reconstitute it and repair partial damage. This is where the similarities end, however. While in this form, Masato's armor is constantly surrounded by a fierce blue flame. These 'flames' are actually an extension of the armor itself; a chaotic flow of reishi that engulfs Masato's form. The blaze acts defensively as a buffer between Masato and any outside force, slowing and dampening incoming attacks by 5% of his reiatsu.

Creating the suit of armor costs 15% reiatsu, and the armor can absorb 10% of Masato's reiatsu before being completely destroyed.
 
It occurred to me during my fight with Sev that this ability is completely ambiguous and I have no idea how it enhances the flames. I'm going to ask that it increases the total damage caused by the flames by 50% and piles all that damage into a single turn.

Current
King's Fire
"King’s Fire”
The warrior king can ignite a silvery-blue fire with the reiatsu of Uehara Hayato as a catalyst. The king’s fire is punishingly hot and cannot be extinguished by normal methods. The cost to Hayato is 10% of his reiatsu to ignite the fire, which ignites on his sword and on his ruby ring and remains aflame for 5 turns. Anything that possesses reiatsu is flammable to the king’s fire, but can only maintain the flame for 2 turns.


"King’s Ring”
The warrior king’s ring can either extinguish the flames, for no cost, or enhance their effects by allowing Hayato to spend an additional 5% of his reiatsu to increase the intensity of the burning flames during that turn. If he uses the ring to enhance the flames, they will burn out immediately.

Fix

"King’s Ring”
The warrior king’s ring can either extinguish the flames, for no cost, or enhance their effects by allowing Hayato to spend an additional 5% of his reiatsu to increase the intensity of the burning flames during that turn. If he uses the ring to enhance the flames, they cause 50% more damage and all damage is dealt in that turn, after which the fire extinguishes.
 

Current Date in Araevis

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