Item Physical description: Its a white glove that goes over his hand.
Item abilities: By expending 250 reiatsu into the glove Ota is able to create a small marble of energy. When the marble touches something it either increases or decreases the space around it either violently pushing something away or sucking them in painfully. Ota can create 5 marbles at once. Green marbles increase space and blue marbles decrease space. The range of effect for the marbles is 5 meters.
Item aquisition: Ota made them himself through studying his own powers. After realising most of his battle prowess revolved around simply stabbing and hoping it would hit, he decided to add to his battle style.
Unique - C Physical: The arm is an exact mirror copy of his left arm, except for the fact this one is made of a strong metal that is able to stop a zanpaktou, but repeated blocks will damage the arm severely and doing such a thing should only be done in emergency situations. Most of the arm is made of a thick metal shell that protects the core components within.
The servo's that allow the arm to bend and move are nearly silent. The arm itself runs all the way up into his shoulder where it connects to his nervous system. At the base of the shoulder a special electrical nullifier is in place in case something goes wrong with the arm and to prevent his nervous system from receiving a crippling electrical shock.
The arm was made as a replacement, nothing special about but to give him his arm back. There is room for additional equipment to be added to the arm. The arm is made of
Ability: A special conductor was built into the palm of the arm hat allows it absorb any one slot projectile kidou, thereby rendering it harmless. But the real feature is the ability to absorb then energy and use it to replenish Lucas' own. The amount of reiatsu spent on the spell is added to Lucas' own reiatsu pool, cannot go over his max, this absorption technique can only be used once a combat.
Acquisition: During a routine training exercise, Lucas and a few others were ambushed by a hollow. Knowing they were no match for it, he ordered his comrades to retreat and get help immediately while he held it off. He was able to keep the beasts attention long enough for help come by and defeat the beast, but not before it has ripped Lucas' right off up to the shoulder. Being unable to do much after the incident he had requested the RnD to develop a remedy for his missing arm. Their solution was the mechanical arm he now wears. Though this only a prototype, and frequently he goes in for repairs, it works and allows his use of a second arm.
Resubmit to increase tier. Main effect changes in bold.
Old
Chiyudo Practice Book – Unique, C-Tier
[Appearance] This small, pocket-sized book is bound with leather that is dyed a shade of faded burgundy. It has a tattered appearance from years of being handled, and its pages are full of various Chiyudo spells, techniques, and applications.
[Abilities] The booklet contains a variety of tips and hints regarding the Chiyudo school of Kido. To further enhance a healer’s versatility in healing, this book allows the owner ten additional spells slots that can be used to equip any Chiyudo – and only Chiyudo - numbered thirty and below. Cannot stack with Spell Diversity.
[Acquisition] Given to Akio by Matsumara Makoto after a training session in this collab.
_____
New
Chiyudou Practice Book – Unique, B-Tier
[Appearance] This small, pocket-sized book is bound with leather that is dyed a shade of faded burgundy. It has a tattered appearance from years of being handled, and its pages are full of various Chiyudou spells, techniques, and applications.
[Abilities] The booklet contains a variety of tips and hints regarding the Chiyudou school of Kidou. To further enhance a healer’s versatility in healing, this book allows the owner fifteen additional spell slots that can be used to equip additional Chiyudou (and only Chiyudou). Cannot stack with Spell Diversity.
[Acquisition] Given to Akio by Matsumara Makoto after a training session in this collab.
Note: 500 Kan payed to the order of Item Staff for purchase of Item Slot, Rank: C
Item Name: The Dragon’s Snout Item Tier: C Item Description: Finding elegance in Duality, The Dragon’s Snout is a mirror counterpart to its brother, The Lion’s Mane. It is a sawn off, breach loaded shotgun with a wooden grip and two triggers, one for each barrel. This gun is small enough to be comfortably held and used in one hand. The only difference between it and it’s twin, in fact, is the red runes have been carved into the wooden parts of the gun.
Item Abilities: Each of the Dragon’s Snout’s two barrels holds a shot of Ryuu Kushami (Dragon's Sneeze). Squeezing the appropriate trigger automatically fires the corresponding barrel, shooting a shot of the spell through the gun. After both barrels are emptied, Kyojitsu must breach the chamber and load 500 reiatsu into each barrel he wishes to fire before snapping it shut. Only one shot can be fired per gun per turn, and reloading both barrels counts as firing a shot.
Item Acquisition: Given to him by a vigilante Advent Human, Kyojitsu gave both the Lion’s Mane and the Dragon’s Snout to Toki for her to tinker with. When she was finished, he was rewarded with these twin kidou guns.
Item Name: Vizard Mask Item Tier: D Item Description: This alabaster mask is a grim parody of agony, its features looking like a wax model of a man screaming. Six blue “teeth,” three on each side, run up the jaw.
Item Abilities: Strangely enough, Kyojitsu’s mask is not hard and brittle like others. Instead, it is made of a malleable waxy substance, which he can pull off of the main part of the mask as long as he pays 300 reiatsu to replenish the missing piece.
Once pulled off, the waxy goop can then be applied to any surface, acting as a caustic acid to anything besides Kyojitsu or his weapons. Non spiritual items are dissolved in about a minute, while spiritual beings and Advent Humans will experience pain as the acid slowly eats through their skin. This acid fades away after 3 turns.
Item Name: The Lion’s Mane Item Tier: C Item Description: Finding elegance in Duality, The Lion’s Mane is a mirror counterpart to its brother, The Dragon’s Snout. It is a sawn off, breach loaded shotgun with a wooden grip and two triggers, one for each barrel. This gun is small enough to be comfortably held and used in one hand. The only difference between it and it’s twin, in fact, is the blue runes have been carved into the wooden parts of the gun.
Item Abilities: Each of the Lion's Mane's two barrels holds a shot of Gorogoro (Thundering Purr). Squeezing the appropriate trigger automatically fires the corresponding barrel, shooting a shot of the spell through the gun. After both barrels are emptied, Kyojitsu must breach the chamber and load 500 reiatsu into each barrel he wishes to fire before snapping it shut. Only one shot can be fired per gun per turn, and reloading both barrels counts as firing a shot.
Unfortunately, due to imperfections in the gun itself, the cats fired by the Lion’s Mane are not as sensitive as they normally are. They instead travel forward and curve toward any moving target infront of them
Item Acquisition: Given to him by a vigilante Advent Human, Kyojitsu gave both the Lion’s Mane and the Dragon’s Snout to Toki for her to tinker with. When she was finished, he was rewarded with these twin kidou guns.
Description: Upon gathering kidou into the lungs, the user will expel dozens of small fireballs from their mouth. The orbs will scatter out in a fifteen-foot cone. The flames are sticky, and will burn where they land for two rounds.
Incantation: Winged lizard of the sky, feel the tickle and spit the fire. Hadou #42, Ryuu Kushami!
Description: Upon casting, a swarm of cat-shaped balls of lightning rain out of the sky around the targeted area. The cats thrum with power, making a distinct purring noise audible from several feet away. While not sapient, the lightning cats react to movement, immediately pouncing at anything that moves too much or too quickly, friend or foe. The cats will remain where they are for two rounds after being cast before dissipating -- staying still or moving very slowly may spare a person from attack. The kidou can be continued by paying the cost again. Each does 5% of the total damage, although most will usually swarm the same target.
Incantation: The skies break open and thunder pours down. Tremble and see the sparks lunge. Bakudou #48, Gorogoro.
You would have done well to stick with expansion of space, but even for an item the effect would be so underwhelming that is would not be useful in most situations. The part with pulling someone into the marble is ludicrous, especially for 250 reiatsu...
Bob
Gladius MKDenied
First up the item has no cost, secondly this rei goes into your own rei pool and thirdly it becomes a scailing ability to negate/absorb or w/e to any one slot kidou. If you choose to go this route with negating kidou you need to come up with a cost 500-800 or w/e is relevant for your tier and stick with that. This way you can negate kidou that cost the same, regardless of slot relevance, but the rei going to your pool would most likely have to be significantly lower or non-existant for an item.
Trio
Chiyudou Practice UpgradeApproved
Grif
All itemsApproved
Just keep in mind on the gorogoro cannon lower cost means lesser effect...
[Item Physical Description] Two gloves that cover your hands and a part of your wrist. It only covers the thumb, index finger and middle finger and is blue-colored until it reaches the wrist, where it gets black. The base of the glove is completely white. View attachment 2225
[Item Abilities]
When infusing 200 reiatsu into the gloves, Eiji is able to turn that energy into fighting power, giving him 150 hakuda in exchange for the reiatsu spent. This ability will last for three rounds for every 200 reiatsu he uses and he can’t remove its effects before the three rounds are over.
[Acquisition of Item]
Given to him by one of the elders from the Kageyashi clan. After completing a set of tests and getting trained by the clan’s elders, the young boy was handed a pair of gloves that would boost his fighting power.
Unique - C Physical: The arm is an exact mirror copy of his left arm, except for the fact this one is made of a strong metal that is able to stop a zanpaktou, but repeated blocks will damage the arm severely and doing such a thing should only be done in emergency situations. Most of the arm is made of a thick metal shell that protects the core components within.
The servo's that allow the arm to bend and move are nearly silent. The arm itself runs all the way up into his shoulder where it connects to his nervous system. At the base of the shoulder a special electrical nullifier is in place in case something goes wrong with the arm and to prevent his nervous system from receiving a crippling electrical shock.
The arm was made as a replacement, nothing special about but to give him his arm back. There is room for additional equipment to be added to the arm. The arm is made of
Ability: The arm has a built in defense mechanism. Lucas is able to call upon one of the two spells imbued into the arm, Iron Bastion or Enkosen, by paying the reiatsu cost for the spell. The spell is treated as a bypassed spell for purposes of strength but is not counted towards his kidou spells cast per turn limit. Acquisition: During a routine training exercise, Lucas and a few others were ambushed by a hollow. Knowing they were no match for it, he ordered his comrades to retreat and get help immediately while he held it off. He was able to keep the beasts attention long enough for help come by and defeat the beast, but not before it has ripped Lucas' right off up to the shoulder. Being unable to do much after the incident he had requested the RnD to develop a remedy for his missing arm. Their solution was the mechanical arm he now wears. Though this only a prototype, and frequently he goes in for repairs, it works and allows his use of a second arm.
reference
Iron Bastion - Bakudou #34, 375 Kidou
Description: Immediately after the incantation, a wall of energy erupts from the ground and stands in front of the user. The barrier is rectangular: two feet wide, and eight feet high. It is especially effective in blocking hits from zanpakutou and other physical weapons, but somewhat weak against energy-based attacks.
Incantation: Rise oh maddening gala of the earth, erupt in your imperial wall! Bakudou #34, Iron Bastion.
Enkosen (Arc Shield) - Bakudou #39, 475 KidouDescription: As the name implied this forms a round shield of energy directly before the user. The shield isn't particularly strong but it is capable of deflecting kidou of an equal or lower cast cost. It dissipates directly after having been struck. As with all shield kidou this can be cast very quickly.
Incantation: Shield me from the blows of my enemy. Bakukdou #39, Enkosen.
A namesake weapon, the GravekeepeR is one of the iconic firearms that never seems to go away. This base model continues to have a rail-integrated attachment system for accessories as well as a pebble grip and squared-shaped magazines as the prior variation did. However unlike its predecessors, this weapon needs to be manually reloaded. Agents should not be discourage by this as this can be a perfect base for doling out mass amounts of ammo.
A new name to the Orpheus Arms records, the tombstone seems to parallel an old favorite of the rifle grade weapons. This base model is constructed for rifle enthusiasts within the ranks. The modular compact design is unassuming, with the same rail-integration used on the Gravekeeper. A bolt-action slide makes for a fast reload, even though the magazine only holds 4 rounds. This weapon can be the perfect base for those who like to make each shot count.
The Locust Frame improves upon Orpheus’ already robust standard firing mechanisms, allowing for an extremely compact form-factor that boasts the firing rate of a larger weapon. Capable of mowing through clips in the blink of an eye; the Locust is designed to fill the air with lead as fast as possible -- accuracy be damned. In order to achieve this feat, the frame is equipped with a selectively activated mechanical loader that increases firing rate at the cost of hitting power.
Type: Frame Tier: D Stats: Automatic, 1x Damage Multiplier Effect: Capable of firing an extra clip per turn at the cost of halving the Damage Multiplier. Cost: 6,000₢
[Remington Frame]
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Twice the barrels, twice the fun. This double-barreled, break action frame loads a pair rounds at a time in two separate barrels -- firing both every time the trigger is pulled. Although the barrels are technically independent of one another, only one barrel upgrade may be applied to this frame.
Type: Frame Tier: D Stats: Bolt-action, 3x Damage Multiplier Effect: Fires two rounds per trigger pull. Cost: 10,000₢
[Peacemaker Frame]
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Some agents tend to favor older style of weaponry in place of ammo capacity. For those who have a heart for revolvers there is this upgrade. Re-working the internal mechanisms, it replaces a magazine loading style with a rotating chamber or drum.
Type: Frame (Sidearm only) Tier: C Stats: Semi-auto, 4x Damage Multiplier, Increased stopping power Effect: Replaces the standard firing mechanism with rotating, revolver-style drum capable of holding eight rounds. The nature of this upgrade means no Clip Augmentation may be used. Cost: 16,000₢
[Ulysses Frame]
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Subtlety is not an option for those brazen enough to utilize this beast of a frame. With a rugged design drawing heavily from the core of earlier Noblesse models, as well as similar anti-material weaponry in the civilian sector, the Ulysses frame is designed for one thing: raw, undiluted firepower -- and it certainly delivers.
Type: Frame (Heavy Only) Tier: C Stats: Bolt-action, 6x Damage Multiplier, +20 yards Effect: Boosts maximum range by 20 yards. Cost: 28,000₢
[Hades Frame]
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Just like the name implies, with this upgrade the depths of hell are released with a slight pull of the trigger. If you take hell to be a slew of rapid fire bullets coming your way, that is. Though fully capable of firing at a reasonable rate, this frame’s secondary function allows the user to blow through clips in the blink of an eye.
Type: Frame Tier: B Stats: 6x Damage Multiplier (Semi-auto); 4x Damage Multiplier (Automatic) Effect: Alternate fire mode allows the user to toggle between semi-automatic and fully-automatic firing modes. Cost: 32,000₢
[Widowmaker Frame]
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For rifle users time is everything. Seconds shaved off between reloads can mean the difference between life and death. For those who prefer the ‘Life’ part of that equation, there’s the "Widowmaker Frame”. Utilizing a pump-action style of loading as opposed to standard bolt-action breech -- the Widowmaker significantly lowers the time between shots over standard locking-bolt firearms.
Type: Frame (Heavy Only) Tier: B Stats: Bolt-action, 10x Damage Multiplier Effect: Lowers the latency between shots by replacing the standard locking bolt with a pump-action carriage -- allowing the agent to fire one extra round per turn. Cost: 45,000₢
[Vari-frame]
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A unique answer to a common problem agents encounter in the field -- being pinned down by multiple adversaries or being unable to leave cover often leaves an agent very few options. The Vari-frame solves this conundrum by having a hinge connection which permits the frame to bend up to 90 degrees left or right the stock, allowing the user to fire over or around obstacles while remaining concealed. There is a small camera directly underneath the barrel that feeds a flip up screen over top the stock.
Type: Frame Tier: A Stats: Semi-auto, 8x Damage Multiplier Effect: Ability to be bent around obstacles to return fire; however no hangers or sights may be used. Cost: 54,000₢
[Javelin Frame]
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A heavy frame designed to carry and fire heavy ordinance -- the Javelin employs a unique form factor and over-the-shoulder firing style to allow for more steady positioning when utilizing volatile, high-caliber, or explosive ammunition.
Type: Frame (Heavy Only) Tier: A Stats: Bolt-action, 12x Damage Multiplier Effect: Each trigger press fires a ‘high-caliber’ round, represented at the cost of two standard rounds per shot -- dealing splash damage over a 2m radius. Cost: 75,000₢
Barrels:
Barrels
[Long Barrel]
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Slotted onto the frame of any standard Orpheus firearm, this extended barrel offers an increase to maximum range.
Type: Barrel Tier: D Stats: + 20 meters to weapon range Effect: Replaces the original default barrel, but is otherwise underwhelming. Cost: 8,000₢
[Suppressor]
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This combination noise-suppressor-silencer upgrade screws onto the muzzle of any standard Orpheus firearm -- greatly reducing both the volume of gunshots as well as suppressing any muzzle flare in order to avoid detection; a must for any agent with even a modicum of subtlety.
Type: Barrel Tier: C Stats: + 5 meters to weapon range Effect: Reduces noise and muzzle flare when firing. Cost: 12,000₢
[XM-2 Piledriver ]
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The second experimental upgrade thrown to field agents by APACHE, the XM-2 Compact Mass Driver, codenamed ‘Piledriver’ is specially designed barrel extension constructed from research conducted on the prototype FG178Z-C "Antlion" rifle. As with its predecessor, the Piledriver uses a series of electromagnetic coils to increase muzzle velocity and penetrating power of it’s payload -- though on a much smaller scale than the Antlion prototype. Despite a great deal more research, the Piledriver shares the same nasty recoil as it’s precursor -- a fact worth noting for any agent considering the upgrade.
Type: Barrel Tier: A Stats: + 25 yards to weapon range; +4x Damge multiplier when activated Effect: Up to three times per chapter or collab, the user may choose to activate the upgrade during an attack -- increasing the equipped weapon’s multiplier by a factor of four times. Cost: 100,000₢
NOTE: Sights and Imaging are considered to be ONE CATEGORY of Upgrade
Sights & Imaging
Sights:
Scopes
[Red Dot Sight]
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The cheapest 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 reticule is visible from many angles. Many agents prefer this as it allows for both "One-eye" or "Two-eye" aiming.
Type: Reflex Sight Tier: D Stats: +700 Combat (Accuracy only) Effect: Projects an aiming reticule over the effective range of the equipped weapon. Cost: 3000₢
[PSO-1M2 Scope]
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A more traditional Telescopic Scope in design and function, this offers improved accuracy than the reflex sight. However such does not come without drawbacks, one of those being reduced peripheral vision as well as a need to focus through the scope in order for it to be effective.
Type: Telescopic Sight Tier: C Stats: +1200 Combat (Accuracy only; at long range only) Effect: Magnifies the impact zone of the max range of the weapon to the equivalent sight of being 5 yards away. Cost: 8000₢
Imaging:
Imaging
[Nightvision Illuminator]
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A Gun-Top accessory that allows for better vision in dark areas, and usable for both in and outdoor operations. This attachment, unfortunately, uses the same mounting points as Orpheus sights and scopes, making the two incompatible.
Type: Support Imaging Tier: D Effect: Ability to see in a dark environment. Cost: 5,500₢
[Infrared Illuminator]
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This attachment functions much like its sister-product, however serving a different purpose - namely, allowing for an agent to detect infrared radiation through a thermal imaging device. It however can not be used in conjunction with the Nightvision Illuminator or any other imaging gear on the same weapon.
Type: Support Imaging Tier: C Effect: Ability to locate heat signatures. Cost: 11,000₢
[Heartbeat Sensor]
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The Heartbeat Sensor is possibly the greatest invention to come out of APACHE's laboratories. With this flip-out imager, the heartbeats of any and all persons in a 25 meter radius are shown on the display, flickering in unison with their heartbeat. This sensor can detect through walls. To differentiate Allies, Orpheus agents and designated 'Friendlies' appear on the screen as a blue dot, enemies as a red one
Type: Support Imaging Tier: B Effect: Senses heartbeats within a 25 meter radius and displays them on a small readout. Cost: 55,000₢
[XM-3 Takagan ]
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A novel use for several pieces of reconnaissance technology salvaged and reverse-engineered from Order machinery recovered from the battles in Tokyo -- the XM-3 Takagan is an advanced tool used for long range, covert scouting operations. The Takagan consists of two parts -- a scope-like attachment containing a small screen instead of lenses, and a miniature, disk-shaped aerial drone housing a high-resolution camera. After being launched from the main body of the accessory, the drone rapidly ascends to heights of up to one mile -- its smart-linked camera allowing the agent on the ground a bird’s-eye-view of the battlefield before making a controlled landing after a few minutes so as to be retrieved for reuse.
Type: Support Imaging Tier: A Effect: Fires a small camera high into the air, allowing the user to view the battlefield from above via the equipped weapon’s scope. Drone can be recovered and reused. Cost: 85,000₢
Stocks:
Stocks
[Collapsible Stand]
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Offering up a steady hold for those that have a shaky aim, this device attaches into the butt of the gun allowing the agent to focus more on pulling the trigger instead of pointing the barrel. Be warned though that it takes 1 turn to collapse stand.
Type: Stock Tier: D Stats: + 500 Combat (Accuracy only) Effect: Provides a stable base, however restricts movement while deployed. Cost: 500₢
[Fingerprint Lock]
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Being aware that events arise that the agent can become capture and their weapon confiscated, this upgrade is designed to prevent it being turned on the original owner. Installed into the stock of the weapon, it will fire normally as long as the authorized user is in possession. Aside from Orpheus notables and the agent, no one else will be able to use said weapon without first bypassing the hidden feature.
Type: Stock Tier: D Effect: Locks gun for use by unauthorized users Cost: 1,000₢
[Hydraulic Compensator]
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Though not a stock in the strictest sense of the word, this upgrade consists of hydraulic pistons and various other mechanisms installed along the length of the firearm -- including the butt of the weapon -- to reduce recoil and further enhance accuracy while firing.
Installed into the stock or grip of the weapon, this provides a means of trickery when desired -- allowing the agent to fire their weapon from a remote location. The upgrade will allow the user travel up to twenty meters away from the gun before the signal is too weak for the remote to reach the gun.
Type: Stock Tier: B Effect: Weapon fires on remote signal from up to 20 meters away. Cost: 8,000₢
[Blowback Capacitors]
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While firearms are highly effective death-dealing weapons, the method by which they function, namely chemical propellant, is inherently inefficient. Each shot produces waste energy, and Orpheus’ ammunition -- while advanced in many respects -- is plagued by these same issues. With each shot fired, reiatsu is wasted. Normally this energy simply dissipates, remaining useless. With the introduction of special capacitors stored in the stock or grip of the firearm, however, it is now possible to collect the energy that would normally be lost in a tangible form. Based vaguely on the concept of gas traps in conventional firearms, these ‘Blowback Capacitors’ gather waste energy and store it in a ‘battery’ that the weapon is capable of drawing on in emergency situations to fire weak blasts of reiatsu.
Type: Stock/Grip Tier: A Effect: Emergency clip. Capacitors gather 10 reiatsu for every bullet fired to a maximum of 1,000 reiatsu. When a firearm runs dry, the user may choose to draw on these cells to fire weak shots of energy (roughly the equivalent of a D-tier basic round). Cost: 48,000₢
Clips:
Clip
[Extended Clip]
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This upgrade is a simple but effective one. The clip of magazine loaded gun is modified to carry 1.5x the amount of ammo it normally would.
Type: Clip Enhancement Tier: D Effect: Allows 50% more bullets per clip. Cost: 10,000₢
[Drum Feed]
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A rotating-drum style feeder that allots an increase in carrying capacity, though it’s bulky form-factor may prove to be cumbersome in combat.
Type: Clip Enhancement Tier: B Effect: Allows 75% more bullets per clip. Cost: 30,000₢
[Tactical Hardcase]
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A simple but effective addition to any Orpheus firearm, this specially designed tactical hard case attaches to the side of the weapon and is capable of holding an extra ‘special’ ordinance shell for hanging accessories -- allowing for additional uses per battle.
Type: Clip Enhancement Tier: B Effect: Allows the user one additional use of a hanging accessory. Cost: 45,000₢
[Box-Loader]
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This heavy-only clip upgrade allows the installation of a box-feed style magazine onto the frame of any standard firearm -- facilitating faster firing speeds, as the user is not required to manually chamber each round. One box holds 6 rounds. Not Compatible with the Widowmaker Frame
Type: Clip Enhancement Tier: A Stats: Semi-automatic (overrides frame) Effect: Adds a clip-style loader to heavy weapons, facilitating semi-automatic fire. Cost: 65,000₢
[Self-Destruct Mechanism]
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When situations become too dire that certain sacrifices must be made, this upgrade will readily convert the weapon into an explosive. With the press of a button, all of the remaining ammo as well as the gun itself will explode leaving a minute trace of evidence that the destroyed device was even a firearm to begin with. Standard package comes with a timed charge that gives the user two minutes to get clear, though the sneaky agent will note that the charge may be detonated using a Remote Firing module if equipped.
Type: Clip Enhancement Tier: A Effect: 500 Reiatsu Output in addition to the combined output of any remaining ammunition in the weapon. Deals damage in a ten meter radius, but results in total weapon destruction. Cost: 80,000₢
Hangers:
Hangers
[Flare]
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This hanger upgrade fires a simple type of pyrotechnic that illuminates greatly without an explosion or intense heat. These are made of a particularly powerful compound, and are able to illuminate large areas, and are also good for signaling other allies.
Type: Hanger Tier: D Effect: 15 meter radius of illumination from point of detonation. Cost: 5,000₢
[Flash Bang]
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Deployed from a standard hanger much like gas canisters, these small stun grenades let out a blinding flash upon contact. Greatly reduce visibility for all who witness it for a turn, and weaker, but still annoying after blinding effects continue for two turns afterward.
Type: Hanger Tier: D Effect: Temporarily blinds those in the targeted area, causing lingering visibility loss for two turns. Once per battle use. Cost: 18,000₢
[Concealed Bayonet]
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The worst sound any person can ever hear is the click of a gun jamming. While the current roster of weapons lack the history of jamming, it is not at all unlikely. This upgrade has a bladed edge tucked under the barrel of a firearm that when released will whip out and lock into position allowing for a better setting with melee combat.
Type: Hanger Tier: C Stats: +1000 Damage in Melee Effect: Weapon now has a slicing edge. Cost: 8,000₢
[Gas Canister]
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Deployed from a standard hanger, these tiny canisters contain a gas that functions both as an irritant as well as a smoke screen, making it difficult to breath for any trapped in its area of effect.
Type: Hanger Tier: C Effect: Reduces visibility in a 10 yard radius as well as making it hard to breathe for anyone inside the effected area. Once per chapter or collab. Cost: 12,000₢
[Snare]
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A simple and effective addition to Orpheus’ Armory, this underbarrel accessory consists of spiritually-imbued, five-sided steel net composed of the same alloy used to make the Initiative’s firearms, along with a sharp metal stake at each corner. The net is fired from the hanger at high velocity -- designed to trap targets by both ensnaring them in the net and pinning them to a surface using the steel piles. Though fairly sizable, this accessory is unsuited for larger prey items.
Type: Hanger Tier: B Effect: Fires a two-meter wide, five-sided net designed to ensnare enemies as well as pin them down using the attached spikes. For extra effectiveness against spiritual beings, the user may imbue the device with 650 reiatsu. One use per chapter or collab. Cost: 32,000₢
[HE Grenade]
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Sometimes bullets just don't get a point across... and that's when a highly explosive grenade comes in handy. Launched just like its non-lethal sister upgrades, this grenade has an area of effect explosion where it makes contact. Just make sure it's not near you.
Type: Hanger Tier: B Effect: 1,000 Reiatsu Output with a 15 meter area of effect. One use per chapter or collab. Cost: 24,000₢
[Concussion Lance]
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An upgrade heavily rooted in the principals of thermodynamics -- enhanced with a spiritual twist -- the Concussion Lance uses small, reiatsu-infused charges to generate a dense, high-pressure blast of air laden with spirit particles. While rather unassuming in description, the pressure wave is powerful enough to knock back and disorient large Hollows and other spiritual game -- speaking volumes to the amount of force produced by this accessory. While initially designed as a tool for suppression, agents have gotten creative with the device, using it to cushion falls and other such off-label applications.
Type: Hanger Tier: A Effect: Generates a spiritually-imbued pressure wave designed to knock back and disorient foes. Costs the user 250 Reiatsu per use with a range of up to 10 meters. Cost: 64,000₢
[XM-1 Resonance Shield ]
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The first in a line of highly experimental upgrades released for field use by APACHE, the XM-1 "Resonance Shield” is a compact, rapid-deployment, high-energy buffer -- or in layman's terms a quick-use shield. The XM-1 uses high-frequency pulse generators to create a small area of negative energy just in front of the user that is capable of blocking inbound assaults. Unfortunately, there are still some kinks in the design that need to be worked out, as the reiatsu capacitors burn out after two uses and must be replaced. All of this is packed into a small form-factor underbarrel accessory compatible with any Orpheus-issue firearms.
Type: Hanger Tier: A Effect: User pays 1,000 reiatsu to create a disk-shaped barrier two feet in diameter directly in front of them. The durability of this barrier is equal to the reiatsu paid for it’s use. The barrier may only be deployed twice per chapter or collab. Cost: 80,000₢
Note: In the case of the Orpheus Armoury, any unspecified items are to be considered approved.
Drag:Approved
Bob:Approved
Orpheus Armory:
Frames: Remington Frame: Resubmit
Firing two bullets at once is the same as doubling output. Drop the multiplier by one or have it do something else.
Peacemaker Frame: Approved with Changes
Drop "increased stopping power".
Hades Frame: Denied
You don't get to choose between firing modes.
Javelin Frame: Approved with Changes
Drop splash damage to 1m.
Barrels: XM-2 Piledriver: Resubmit
Half the multiplier, and the price. Plus four is ridiculous to add to a multiplier given the length that some of the frames go to. If you wish, you can lower the tier of the item similarly, but +2x is plenty.
Sights: Reflex Sight: Approved with Changes
Make it +500 Combat.
PSO-1M2 Sight: Approved with Changes
Make it Heavy Only. Long Range is a vague term.
Imaging: XM-3 Takagan: Approved with Changes
No zoom function. The last thing I want to see you guys doing with this is pulling "CSI zooms".
Stocks: Stock: Denied
Given our earlier review of the Reflex Sight, we're aware that this item overlaps effects with it. Given that, allowing for an entire 1000 accuracy bonus at D-Tier is something we're not happy with.
Hydraulic Compensator: Approved with Changes
Change this thing's tier to "B".
Remote Firing: Denied
You don't get to leave one or more of your 2-4 guns lying around, then get to lay down a gauntlet whenever you so wish. You pull the trigger yourself, no multi-fire.
Blowback Capacitors: Denied
Free output, confusing mechanics, and an extremely high cap for free bullets.
Clips: All Clips: Pending
We're not putting stamps on this until we're aware of what your ammo submissions will be.
Hangars: Flash Bang: Resubmit
Needs a radius and down either the duration or the severity of the effects.
Concealed Bayonet: Resubmit
Down it to 800 bonus, and it stacks to your combat, not damage.
Snare: Resubmit
You either pay for it, or you don't. One or the other. Also, keep in mind that this is still a net, not a Bakudou. Barrier rule applies for it, they can destroy it all they want. However, you can extend for a second use per battle.
Concussion Lance: Resubmit
Choose the knockback or the disorientation. For the amount paid, you can't get both.
Twice the barrels, twice the fun. This double-barreled, break action frame loads a pair rounds at a time in two separate barrels, each having its own trigger, can be fired together or independantly. Also although the barrels are technically independent of one another, only one barrel upgrade may be applied to this frame.
Type: Frame Tier: D Stats: Bolt-action, 2x Damage Multiplier Effect: Fires two rounds per trigger pull. Cost: 10,000₢
[Hades Frame]
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Just like the name implies, with this upgrade the depths of hell are released with a slight pull of the trigger. If you take hell to be a slew of rapid fire bullets coming your way, that is. Though fully capable of firing at a reasonable rate, this frame’s secondary function allows the user to blow through clips in the blink of an eye. However because of the nature of the internal workings, it takes time to switch modes. Also because of this nature the inner workings a prone to failure if used too often.
Type: Frame Tier: B Stats: 6x Damage Multiplier (Semi-auto); 4x Damage Multiplier (Automatic) Effect: Alternate fire mode allows the user to toggle between semi-automatic and fully-automatic firing modes. However a turn must transpire between switching modes and being able to use the newly selected mode. This can only be done once per turn and a maximum of 4 times per chapter/collab. Cost: 32,000₢
Barrels:
Barrels
[XM-2 Piledriver ]
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The second experimental upgrade thrown to field agents by APACHE, the XM-2 Compact Mass Driver, codenamed ‘Piledriver’ is specially designed barrel extension constructed from research conducted on the prototype FG178Z-C "Antlion" rifle. As with its predecessor, the Piledriver uses a series of electromagnetic coils to increase muzzle velocity and penetrating power of it’s payload -- though on a much smaller scale than the Antlion prototype. Despite a great deal more research, the Piledriver shares the same nasty recoil as it’s precursor -- a fact worth noting for any agent considering the upgrade.
Type: Barrel Tier: A Stats: + 25 Meters to weapon range; +2x Damge multiplier when activated Effect: Up to three times per chapter or collab, the user may choose to activate the upgrade during an attack -- increasing the equipped weapon’s multiplier by a factor of 2. Cost: 50,000₢
Stocks:
Stocks
[Remote Sensory]
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Carried in the stock or grip of the weapon, this detachable sensor can be placed anywhere upto 30 meters away from the user. It measures the ambient reiatsu in the immediate proxemity to detect the approach of an potential adversary. Not only does it alert the agent using it of an approaching unknown by producing the audio equivalent of gunfire, but also gives off the same reiatsu signature of the user providing a cloak of sorts. However there is a limit of the device’s run time.
Type: Stock Tier: B Effect: Produces a false reiatsu signature and gunfire. Has a runtime of 3 turns, and can only be used twice per collab/chapter. Cost: 8,000₢
[Hydraulic Compensator]
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Though not a stock in the strictest sense of the word, this upgrade consists of hydraulic pistons and various other mechanisms installed along the length of the firearm -- including the butt of the weapon -- to reduce recoil and further enhance accuracy while firing.
Deployed from a standard hanger much like gas canisters, these small stun grenades let out a blinding flash upon contact. Greatly reduce visibility for all who witness it for a turn, and weaker, but still annoying after blinding effects continue for one turn afterward.
Type: Hanger Tier: D Effect: Blinds everyone in a 10 meter radius of the contact point for one turn, and has lingering effects for 1 turn. Once per battle use. Cost: 18,000₢
[Concealed Bayonet]
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The worst sound any person can ever hear is the click of a gun jamming. While the current roster of weapons lack the history of jamming, it is not at all unlikely. This upgrade has a bladed edge tucked under the barrel of a firearm that when released will whip out and lock into position allowing for a better setting with melee combat.
Type: Hanger Tier: C Stats: +800 Combat in Melee Effect: Weapon now has a slicing edge. Cost: 8,000₢
[Snare]
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A simple and effective addition to Orpheus’ Armory, this underbarrel accessory consists of spiritually-imbued, five-sided steel net composed of the same alloy used to make the Initiative’s firearms, along with a sharp metal stake at each corner. The net is fired from the hanger at high velocity -- designed to trap targets by both ensnaring them in the net and pinning them to a surface using the steel piles. Though fairly sizable, this accessory is unsuited for larger prey items.
Type: Hanger Tier: B Effect: Fires a two-meter wide, five-sided net designed to ensnare enemies as well as pin them down using the attached spikes. Cost to use is 850 reiatsu. Can be used Twice per chapter or collab if not damaged or destroyed. Cost: 32,000₢
[Concussion Lance]
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An upgrade heavily rooted in the principals of thermodynamics -- enhanced with a spiritual twist -- the Concussion Lance uses small, reiatsu-infused charges to generate a dense, high-pressure blast of air laden with spirit particles. While rather unassuming in description, the pressure wave is powerful enough to knock back and disorient large Hollows and other spiritual game -- speaking volumes to the amount of force produced by this accessory. While initially designed as a tool for suppression, agents have gotten creative with the device, using it to cushion falls and other such off-label applications.
Type: Hanger Tier: A Effect: Generates a spiritually-imbued pressure wave designed to knockback foes. Costs the user 250 Reiatsu per use with a range of up to 10 meters. Cost: 64,000₢
AMMO:
Amunitions
[Standard Rounds]
The most basic and readily available varieties of ammunition, these standard rounds are constructed of a specially-designed, reiatsu infused alloy that allow them to harm spiritual beings with the same brutal efficacy as their over-the-counter analogues. Penetration and stopping power increases with each successive upgrade.
D] Basic Round Base Output: 80 Cost: 160₢/Round
C] Hollow Point Round Base Output: 120 Cost: 320₢/Round
B] Full Metal Jacket Base Output: 160 Cost: 680₢/Round
A] H-E Round Base Output: 200 Cost: 1600₢/Round
[Ice Rounds]
One of the more volitile creations to come from Orpheus' Research and Development branch, this classification of rounds are capped with a small device that encapsulates a concentrated chemical brew, containing among other things, liquid nitrogen. On impact, these rounds cause extreme cooling and pain, freezing anything the chemical comes into contact with. With each successive upgrade, the mix becomes more potent.
D] Frost Rounds Base Output: 100 Cost: 240₢/Round
C] Polar Rounds Base Output: 150 Cost: 480₢/Round
B] Blizzard Rounds Base Output: 200 Cost: 680₢/Round
A] Cryo Rounds Base Output: 250 Cost: 2400₢/Round
[Fire Rounds]
Manufactured alongside Ice Rounds in a project created to try and mimic Shinigami Demon Magic, Fire rounds encase a positively explosive cocktail of combustible ingredients and reiatsu. Upon impact, a flare of reiatsu erupts from the casing and scorch, sear, and smolder anything they come in contact with. The combustibility of these rounds increases with each upgrade in tier.
D] Blaze Rounds Base Output: 100 Cost: 240₢/Round
C] Ember Rounds Base Output: 150 Cost: 480₢/Round
B] Incendiary Rounds Base Output: 200 Cost: 680₢/Round
A] Pyre Rounds Base Output: 250 Cost: 2400₢/Round
[Disruption Rounds]
A devilish creation these rounds are made with lighter metals which are more heavily infused a reiatsu concoction. The design is intentionally lacking in stopping power favoring the ability to disrupt an entity’s composition. When hit, the target becomes more susceptible to the effects of other round types. This is materialized in the delayed onset of reiatsu loss, or the formation of enhanced ice effects known as Damage Over Time. What happens is that when a Fire or Standard round hits the area indicated from a successful hit with a disruption round the initial damage is done, but on the next turn the delayed effects of reiatsu drain take effect. The effects are not stackable, so multiple shots of this type to the same location on the same target in rapid succession are wasted rounds after the first hit
D] Muddle Round Base Output: Generates a thin red circle on perimeter of the 1 in. hit zone and causes a 25 pt Reiatsu loss per round for Fire & Standard rounds hit in target area. For an Ice round leaves the afflicted area with a numbing feeling. Cost:320₢/Round
C] Disrupt Round Base Output: Generates a thin red circle on perimeter of the 1.5 in. hit zone and causes a 38 pt Reiatsu loss per round for Fire & Standard rounds hit in target area. For an Ice round it covers the entry and exit location in a sheet of ice Cost:640₢/Round
B] Impede Round Base Output: Generates a thin red circle on perimeter of the 2 in. hit zone and causes a 50 pt Reiatsu loss per round for Fire & Standard rounds hit in target area. For an Ice round it encases the hit zone a sphere of ice. Cost: 1200₢/Round
A] Fracture Round Base Output: Generates a thin red circle on perimeter of the 2.5 in. hit zone and causes a 70 pt Reiatsu loss per round for Fire & Standard rounds hit in target area. For an Ice round it encases the hit zone limb in a sheet of ice. Cost:4800₢/Round.
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Clips:
Clips
[Extended Clip]
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This upgrade is a simple but effective one. The clip of magazine loaded gun is modified to carry 1.5x the amount of ammo it normally would.
Type: Clip Enhancement Tier: D Effect: Allows 50% more bullets per clip. Cost: 10,000₢
[Drum Feed]
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A rotating-drum style feeder that allots an increase in carrying capacity, though it’s bulky form-factor may prove to be cumbersome in combat.
Type: Clip Enhancement Tier: B Effect: Allows 75% more bullets per clip. Cost: 30,000₢
[Tactical Hardcase]
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A simple but effective addition to any Orpheus firearm, this specially designed tactical hard case attaches to the side of the weapon and is capable of holding an extra ‘special’ ordinance shell for hanging accessories -- allowing for additional uses per battle.
Type: Clip Enhancement Tier: B Effect: Allows the user one additional use of a hanging accessory. Cost: 45,000₢
[Box-Loader]
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This heavy-only clip upgrade allows the installation of a box-feed style magazine onto the frame of any standard firearm -- facilitating faster firing speeds, as the user is not required to manually chamber each round. One box holds 6 rounds. Not Compatible with the Widowmaker Frame
Type: Clip Enhancement Tier: A Stats: Semi-automatic (overrides frame) Effect: Adds a clip-style loader to heavy weapons, facilitating semi-automatic fire. Cost: 65,000₢
[Self-Destruct Mechanism]
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When situations become too dire that certain sacrifices must be made, this upgrade will readily convert the weapon into an explosive. With the press of a button, all of the remaining ammo as well as the gun itself will explode leaving a minute trace of evidence that the destroyed device was even a firearm to begin with. Standard package comes with a timed charge that gives the user two minutes to get clear, though the sneaky agent will note that the charge may be detonated using a Remote Firing module if equipped.
Type: Clip Enhancement Tier: A Effect: 500 Reiatsu Output in addition to the combined output of any remaining ammunition in the weapon. Deals damage in a ten meter radius, but results in total weapon destruction. Cost: 80,000₢
Though hidden behind the Metzer-Frey family scarf, Gameshark takes the form of a small glass square hanging down from the silver chain. A set of ruinic letters are etched into it and resonate with Lucia’s reiatsu. On the top face of the square, the symbol of the House of Metzer-Frey resides.
Abilities:
By overloading the pendant with a variety of chiyudo spells, the fragment has been imbued with the very essence of the chiyudou. Four spells have been etched into the pendant, allowing her to cast each kidou through it as a conduit.
When activating any of the following chiyudou, she is able to cast each spell with out reducing her kidou threshold. Furthermore, chiyudou stored in the pendant do not take up any kidou slots. These kidou cannot be swapped out or changed.
Stored Kidou: Chiyudou #8, Soft Breath [50]
Chiyudou #15, Pressure Seal [100]
Chiyudou #17, Sigh of a Spring [110]
Chiyudou #18, Lacuna Release [110]
Acquisition:
A relic of the House of Metzer-Frey, the Gameshark is actually a part of an assortment of gems. Each gem represents the crown jewels of the family, a different gem gifted to the heirs of the family, in order of inheritance. As the heir apparent, Lucia was gifted the glass gem to symbolize her right of succession. Until joining the Fourth Division, she was unaware of the hidden power of the gemstone. Only through repeated uses of chiyudou did she realize the true potential of the seemingly simple pendant.
Item description: A pair of bracelets with a clasp around the wrists. There are made from a gray colored metal durable as zanpakutou. On the outward side they are decorated with a few gems. On the inward side there are dual spikes that embed themselves into the owner’s body putting on the bracelets.
Item abilities: By infusing 200 reiatsu into the bracelets their turn it into a portion of special serum that is then injected back into owner’s blood steam by the spikes. That injection causes increase of the speed (hohou) by 150 for period of three turns after which effect wear off.
Item Acquisition: Those bracelets were created on the request by Anya friend from the R&D department.
Orpheus Armoury: Hades Frame:Approved with Changes
Take off the 4 turn limit, we're not that mean.
Disruption Rounds:Resubmit?
Not really denied, but we do have a suggestion that may work better. As opposed to the rather individualized effects (which actually won't fly, sorry), we suggest that you allow the Disruption rounds to add to multiplier instead, using the following scale:
10th Division
Mystics of the Divine
The Mystics are composed of men and women who share an uncanny relationship with their ability to read and understand reiatsu and the spiritual signatures of every person and thing around them. They are especially bound to supersensory aspects of life, seemingly ethereal and superseding the standard realm into the divine.
[Division Items]
Koutaizumai (Shapeshifter)
Koutaizumai takes the form of a silk ribbon that is approximately two feet in length. It is wound tightly around any body part of the Mystic's choosing and adheres by a link of reiatsu. The standard ribbon color is white, but once the link with the Mystic is made, the ribbon can change to any color of the shinigami's choosing.
All matter is composed of molecules and energy. Using the particles of reiatsu around them, Mystics can use Koutaizumai to shift the matter that composes their own body to transform, allowing them to mold into any shape he or she may choose. If the Mystic chooses to hide their reiatsu as an inanimate object, they may do so freely. However, in order to successfully shift into a person by matching their reiatsu signature, the Mystic must be so bonded to their target that have already obtained United Front with them. This ability requires 500 reiatsu for every form change.
Souzen Ishiki (Senses Confused)
All senses are effected by the body's nervous system and its brain sending and receiving neural signals. Through Souzen Ishiki, Mystics are able to establish connections from themselves to the minds of the others around them.
Souzen Ishiki takes the form of a glass card with an image representative of the sense of choice. When broken, the card releases a smog of a five-foot radius that fills the target through open skin -- ears, tear glands, mouth, nose, wounds. With careful practice and an intricate skill in psychal powers, Mystics may combine their reiatsu with the smog, and then tug on one of the target's neural senses to change the signals that are both received and transmitted by the brain.
By spending 200 reiatsu, the Mystic can alter one of the target's senses (sight, sound, smell, taste, or touch) to experience whatever he or she intends. The Mystic can change one sense per battle, and this alteration lasts for the next 3 rounds. Touch, specifically, is limited only to the open wounds that Souzen Ishiki enters through.
Every Mystic is given one Souzen Ishiki to carry at a time. The number of cards increases as the number of division techs are learned. Seated members may carry two. Fifth Seats or higher may carry three. The vice-captain may carry four, and the captain carries all five.
.::Athena::. A drastic upgrade to the normal Shinigami cellphone; replicates the Earth version of a Blackberry, made with the concept of 'Knowledge is Power'. Contains the radical Hollow Early Detection System, or HEDS for short. HEDS detects a Hollow's presence before the departments in SS, and also senses plane disturbances faster than conventional Shinigami equipment. Can roughly (though almost accurately) translate size of energy presence and number in invaders.
Houses data with a live feed to the Ninth Division's Database and can be used to pull up information. May also be used to run diagnostics and comes with a full GPS-like map of SS and Earth (instead of satellites, spiritual based ley lines are used instead), a photo recognition system for researching unknown devices in the Ninth’s database.
Includes a device that is able to take and store material samples and scan for all known compounds it is made of. Is voice activated and responds only to the particular Ninth Division Member's bio-signatures/touch.
"Don't leave home without it.”
.:rometheus::. Made specifically for the Ninth Division's fieldwork and are the upgrades of normal Shinigami glasses, though they are really lenses and can be integrated into a Shinigami's normal glasses if need be. Prometheus records real time data for researching purposes and also has a specialized setting for night vision (mainly to record in the dark).
Also useful when battling with hollows; it documents hollow abilities for later analysis for weaknesses and information. May also establish a live feed with Athena, so that the user may simply pull up information to see on their own glasses, and is also voice activated and will not work under any other Shinigami, only responding to the bio-signatures of the user.
.::Hephaestus::. The Shinigami version of a Swiss Army Knife, made for the technologically dependent members of the Ninth. Although simple in design, its function is completely unique and complex. More or less appearing to be just a handle to a normal tool (about the size of a box-cutter), the technology within houses a sort of shifting mechanism to easily change between tools. By simply turning a dial on the handle, a Shinigami can pull up tools ranging from a knife, a hammer edge, screwdrivers, wire strippers, tweezers/pliers, reamer/puncher, scissors, corkscrew, can/bottle opener, and other small necessities. Only responds to the bio-signatures of the user.
.::Hecate::. Named after the Greek Goddess of paths and traveling, she was associated with the ways to Hades. Hecate is similar to a phone/remote control; however what the user punches into the machine performs a very special task. This item allows the Ninth Division member to hack into and literally change the Gotei-wide Shinigami system of travel known as Charon's Road for their own purposes; in other words this lets the Ninth Division member movable access to almost anywhere within Seireitei/Soul Society. Only responds to the bio-signatures of the user.
In battle Hecate may be used to escape. Immediate and subsequent uses are impossible, as the machine requires about half an hour to be used once again (rerouting the traveling system, ensuring the user doesn't end up landing upon/within something).
Items for da staff, basically it's... well, exactly the same as the original Ninth Div items.
Time for Battlefield Preparation and Entrapment division to get their items underway! Here we go!~
[Trap-Set Kit]
It’s true that a Founder can have [God Hand] to supplement their need for trapping materials, however, sometimes they need to be stealthy, and inconspicuous. For that reason this kit was put together. It looks and feels like a pouch one could attach to their belt or somewhere else, but the unique characteristic of this item is that it will store near endless amounts of small trap articles (caltrops, wires, explosive papers) and never weigh you down.
Meant to aide those who would rather use traps then direct confrontation, the [Trap-Set Kit] will not allow a person to store objects greater than 6 in by 6 in. This pouch is also able to store one magical trap material so long as the kidou imprinted on the item is below rank fifteen.
[Tenriku] - "Heaven’s Land”
This handy-dandy shovel (or trowel depending on the person’s preference) is the most prize possession of all who struggle to quickly move about the chaotic grounds of the Fifth division without being stopped by the number of endless traps. [Tenriku] allows a Founder to dig up to five holes and connect them via inter-dimensional highway, so long as part of the hole was dug by the device. While only five holes may be connected at one time, it is possible to have more than one network established, but no more than three networks may be created.
[Blue-print]
While designed to aide those of the Fifth who have taken the technique [Schematic], this piece of parchment is known to help many Founders who simply pride themselves in their architectural aspirations. Because of the frustration behind only maintaining one memory at a time, [Blue-print] was developed to help partially correct that flaw.
It looks like nothing more than a piece of mapping paper, rolled up and tattered, and blank in the hands of anyone other then a Founder. When in the right hands, however, all the person needs to do is put pen to paper and begin sketching. Entire outlines of buildings can be brought up, and any writing utensil can be used, with only the Founder’s will recalling or dismissing the designs from the scroll.
While a Fifth division member is able to store as many outlines as they wish, they still can only maintain one memory at a time. Meaning if they want to withhold a current memory, they will have to use [Blue-print] like an actual map. Pulling it out and studying it when needed. However, they are not restricted from remembering minute details like directions. Only complete layouts of rooms, floors, or buildings in general.
God Hand
[God Hand]
Founders are uniquely tied to the world in a physical sense. A rope that allows them to feel the interwoven spiritual particles of any world with an acute awareness. Making their senses keener than most because of this intimate relation, and helping them to understand the world around them. The true reason behind this new-found enhancement, is the ability to manipulate the very fabric of reality to their own desire.
Outside of battle, a Founder has the opportunity to alter the world according to their whim. Able to take a desolate canyon and make it into a field of flowers if they so choose, and have the power to. This allows a Founder to even establish traps where ever they so choose as well within their domain, making them formidable planners and tricksters.
Within combat a Founder’s ability to access [God Hand] is not revoked, but due to the strenuous conditions of a fight, their focus is greatly reduced. For the price of 500 reiatsu a Founder is able to twist a 5 m area to their control and shape it. This may only be used once per turn and only a maximum of 10 m may be altered at one time.
Schematic
[Schematic]
As a Founder, a Fifth division member is privy to structural knowledge others might lack. This makes them unquestionable identifiers of structural weaknesses and strengths, and devious planners. All a Founder has to be is generally familiar with a piece of land, or an object, and they can understand how it is composed. With land that means they remember up to 150 square yards perfectly - every nook and cranny of the place -, but with structures like buildings or siege weapons even, they can put together a map of it in their head perfectly.
While this gift is amazing, it comes at a cost to the Founder. The mental strain on memorizing so many minute and (sometimes) worthless details, makes it difficult to remember more than just one place or object at a time. So if a Founder wishes to learn a new construct or piece of land, they have to forget everything about the last one they had in their head.
On the plus side, during combat in a piece of land they have memorized, a Founder can help guide massive kidou or volleys of kidou that are launched into friendlies so the casualty count on their side is significantly lower. And with increased growth the Founder may even be able to create pockets where those kidou cannot spread.
Name: Saal Hanzki (Soul Glove) Tier: C Description: A white, silken glove. It fits snugly onto Griffin’s hand, and matches the one on his crippled arm perfectly.
Ability: The silk in Saal Hanzki is special. It weaves and merges into both the skin of Griffin’s hand and the hilt of Vald. This simple merging brings a physical closeness to the otherwise spiritual bond between blade and wielder. Even this little extra bit is enough to enhance the oneness between them. This glove, in essence, lets Griffin count his connection as 500 higher than it actually is. This does not let him gain bankai any faster.
Acquisition: Griffin had this glove altered to its current state by the 9th division.
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Name: Freki Skinn (Wolf Fur) Tier: C Description: A pelt made from the body of a white wolf. It is sewn into the left side of Griffin’s uniform, and drapes over his paralyzed arm, covering it up from sight. The head rests on his shoulder, pointing out away from his own head.
Ability: The wolf pelt contains not only hairs from the beast, but its soul as well. A soul directly related to the wolf that spawned the myth of Fenrir, the wolf son of Loki. This is also soul that Griffin, through his own Nordic heritage, can connect with, in a sense gaining a spiritual form of its powers.
By paying 300 reiatsu, he can infect himself with the senses of the wolf, particularly its nose. For three turns, he can “smell” reiatsu, its odors revealing everyone within its radius. In essence, this power works like a constantly activated Reiraku Takan with class C precision, following the same rules and effects but not requiring Griffin to concentrate on creating the ribbons, which are replaced by a wafting scent of the same color.
Acquisition: A “gift” from Lady Lucy. She sent to him as soon as she found out that the swordsman had returned to the Seireitei as a warning. She was unaware of what power lurked inside of it.
Ability: The eye, being a marvelous piece of technology, has the power to grant the user the ability of any power of sight granted in the Mage Eye description. By paying a small amount of rei (50 reiatsu) Svea can "turn on” the eye and benefit from the Mage Eye sights.
Because of the versatility of the eye, it can switch from one sight ability to the next for the cost of 35 rei.
Description: A faux eye made of metal and glass. The iris of the eye is a silvery metallic color, which it gets from its metal composition. The Wadjet, being a marvelous invention made by the incredible mind of Svea, doesn’t always stay such a silvery color though. Depending on the ability the eye is being used for, the iris changes ever so slightly as well as the color of the iris.
Acquisition: Made by Svea herself after losing her eye in an accident.
Name: Titan's Rage Tier: Division (Unique to each officer with Tectum of Fides Div Tech) Description: A series of light interlocking plates that make up a suit of medium-class armor for the Captain, made from the reforged remains of the Four Horses that ravaged Tokyo.
Visual Ref
Ability: For a cost of 1,000 Reiatsu per activation the Captain may funnel her own spiritual essence into the armor, allowing the Captain to wrap herself in the black flames that exude from her body. This act removes all physical traces of Tsubaki's body, though it offers no additional protection.