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Thread: Feat/Tech Submission Thread

  1. #451
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    We discussed Greed, I await a response on that still. I'll also be adding more flavor text to Luxuria, probably.

    Superbia

    From pride, Fallen draw strength. By focusing on the times a Fallen has overcome great challenges, they are capable of surmounting more than they could the day before. The normal limitations of a Shinigami are, to the mind of the Fallen, an affliction dealt with by normal Shinigami. A practitioner of Superbia believes themselves above such limitations.
    The ‘armor of pride’ that Superbia grants does not diminish the adverse effects of overcoming the limitations of everyday Shinigami, but it does reduce the immediacy of such actions. At the cost of 300 reiatsu, once per turn, a Fallen can dull any physical or emotional affliction they have suffered relative to that affliction’s cost, but no actual healing occurs. A Superbia user, therefore, is allowed to push slightly farther before falling victim to wounds or emotional afflictions. However, this is just a minor application of Superbia-s true purpose, bypassing physical limits is too small-time.
    Once per combat, and denying any further use of Superbia’s more pedestrian dulling ability, a practitioner can truly overcome the limits of lesser soldiers. The resistance of the ‘mage armor’ provided by Superbia can be used to nullify a single blow equal to the total amount of energy spent on Superbia or less. Thereafter, the use of this ability is unusable by any means in the same encounter.

    Luxuria
    Lust is more than physical desire, it is the temptation to do things that good sense and common courtesy disdains. A Fallen is constantly tempted by the vast power available when embracing the darkness within oneself, and the most pure form of this temptation is Luxuria.
    A practitioner of Luxuria may give in to the temptation to use powers unsafe or forbidden to sensible shinigami, thus overcoming the limits of a single threshold. However, each spell cast or ability executed past the user’s bypassed threshold is at diminishes every other threshold by that amount. When all thresholds are at zero, the user loses consciousness.

    Most Powerful Kidou-type Zanpakutou
    CARIES SANCTIMONIA LASHIEL

    Kidou Staff for Halcyon Days


  2. #452
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    Katie -

    Sorry about not getting back to you immediately on Greed. I need you to resubmit Avaritia, and here's why:

    After some thinking and discussion I sadly have to tell you that Avaritia cannot have finite control, nor can it sacrifice anything for that finite control that you want for the tech. As it is Soshi/Avaritia is not about miniscule manipulation or utilizing it as a secondary hand to butter toast. It's about having a free hand to surprise your enemy. Something they can't take away from you if they break your arms. It was the connection to the departed spirits of the Mystics - their continual and always present support for the 10th. By giving Avaritia the kind of control you want for it, even if it takes a while, will be a slippery slope that reduces the technique to parlor trick level.

    As Avaritia was written when it was Soshi will not change. Anyone who wants that level of precision in a telekinetic ability will have to take a feat for it. Your resubmission can either go to the GM thread as it is a minor change of altering the flavor text a little as well as the name, or it can go here. Either way is up to you.

    Now, as I'm sure you're not going to be happy with this, if you want you can talk to me about whether keeping Soshi is what you want to do, or if we can't do something ... fun


    This post will update again before tomorrow's deadline with a full review on Ketch's submission before I get back to you on your new submissions.

    Ketch -

    Sorry this is running a little late, but here we go!

    So, without any joking going on, your feat is denied, and here's why:

    If we take a good mechanical look at your style feat, you've got a few hiccups to making it through the first ring of reviews. Firstly, you're missing the initial form/stance/gate. Whatever you want to call it, it is the first technique that is intrinsic to the style. It's the first technique because it's what everyone who takes the style learns, and through it a greater understanding of the feat where they can further access the other two techniques later on. Now, Ryuuchou could potentially be this, but it requires some work to it. Specifically some easy done re-wording for clarification - which I'm more than happy to help with - and a slight change to how it functions.

    Understand that someone who has a zanjutsu stat 150% more than your own is not going to be ultimately game changing until higher-end play, and you can always defend against someone of that comparable strength. Even then, at that point other things come into effect.

    Now, this 50% bonus to defense that you want isn't going to work for two reasons: 1) You're not paying for it. If you're going to be getting some sort of benefit like a stat buff, you need to be paying for it. 2) The buff you're getting from this technique exceeds the 30% limitation we've moved to. The good news is that you'd have this buff when ever defending in this style, so it'd be a +1UP from something like UR buff. Bad news is that it's not really worth it. Ryuuchou doesn't add anything other than "I can block better". While that's nice, the theme for this style leaves a lot more room to play with than simply defending better. Especially considering that two-weapon fighting doesn't give you a penalty to your combat stats.

    Moving on to Kibishii we've got a whole 'nother set of problems. Specifically where what you're trying to do is concerned. In this one technique, which utilizes the flat cost of a final technique, and you're attempting to get a parry that reads like a stun, plus a counter-like Ei Wo Toru for only 2k. This is all fine and well as Kyopoku-Ryu does something similar. But where Kyopoku is a direct parry that puts the practitioner in harms way and has additional limitations -- yours does none of that. It's missing any sort of limitation as to how often it can be used, and even stacks.

    These things are what are currently holding this back. I like the idea of a two-weapon style, but currently Shinkenjutsu no Mon is winning me over for zan style feats. I'm willing to help you build a style feat, so please hit me up and we'll talk some more about this.

    P.S. It was actually denied because you subbed it.

    P.S.S. It's not really denied.

    P.S.S.S. It's actually denied. But not because you subbed it. Because you forced me to review it. :| Take that. Also, this is just a nitpick but, it needs more flavor text.
    Last edited by Haresuno; 03-06-2014 at 04:24 AM.
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  3. #453
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    Fated Alliance for Will and I.

    [ Issen Arashi ] - "One Thousand Storms"
    [ Fated Alliance ]

    Much is seen of one's soul, their very essence, by fighting them. In observing their limits, and maintaining an utmost respect for the power each wields, a curious bond was formed between Kyuto Tounyuu and Mouko Nenshou. Opponents and rivals, the pair are nonetheless driven to assist each other, to help one another push beyond their limits.

    In a display reminiscent of the finals of the World Tournament, Kyuto and Mouko pay 10% of their reiatsu apiece, unleashing a myriad of attacks in but a few moments. So named as a portmanteau of their respective 'final attacks', the pair unleash seven blows in tandem.

    Upon use, the pair seem to vanish only to appear a short few moments later, each attack used immediately and simultaneously from various angles and approaches.

  4. #454
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    Double post. Deal with it. FA for Arun and I.

    [ Doushi ] - "Kindred Souls"

    "Thus it was: two souls intertwined,
    One of reason, one of ryhme,
    One of loss, one of life,
    One of privilege, one of strife."

    Lucia Frey, and Kiro Shenrai. Two souls, bound in ways inexplicable to both. Their feelings, since their fleet meeting spurned an ambitious partnering, have grown towards romantic intentions. However muddled and confused, their souls respond in ways unthinkable. Inimitable.

    Such is the core of their skill, their dedication to the guidance of each others' soul, that a bond was formed. Kindred spirits, that could assist one another by virtue of their own strength. Paying the full cost of any base technique (including Kidou spells), Lucia or Kiro may project it over a 30m distance through one another, allowing one to perform it on another's behalf. Neither requires the technique in their own repertoire, and each projected technique counts as a single use of Doushi.

    A projected technique is performed at the skill level of the recipient, and the projection is marked visibly as both Kiro and Lucia reverse their hair and eye colors for the round of use.

  5. #455
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    Fuck it. Somehow this seems useless, but whatever. Replacing Shoushinjisatsu.

    Name
    Youjikoroshi (子殺し, Prolicide)

    Type
    Unique

    The spirit of the basilisk is the embodiment of undying greed and avarice. It is innately drawn to all within its reach that can be attained and consumed. However, that which it covets the most---is its own continued existence, which is tied intimately to its wielder. In this, it will seek to prolong its own beingness through direct aide to Manzou wherever possible.

    When Manzou is affected by an ability which internally targets a specific individual, it is able to void him of its effects. After paying the full cost of the effect plus an additional 10% Reiatsu, Manzou vomits a small, dragon-headed gargoyle seemingly made of untainted flesh. After being expelled, it exhibits symptoms of the ability affecting him, and is rapidly overcome until it dies. Manzou is then able to remain invulnerable to the specific effect. This applies to poisons, diseases, mental effects and the like.

    This applies to the specific ability used against him, not all within its category. Upon another attempt by the opponent, the cost paid by the opponent is automatically pulled from the pool. Anything less than the cost paid to the pool is ignored so long as the pool remains. This can apply to up to 3 abilities at once, though, they both pull from the same initial pool.

    Furthermore, if Manzou again faces the same opponent in a succeeding fight and is exposed to the same ability, the cost pulled from the pool is cut by ¼, reduced to a minimum of ¼ of the cost for the specific ability.
    Last edited by Kechapoo; 03-13-2014 at 06:24 AM.

  6. #456
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    Raph-

    Issen Arashi
    So as Drag and I went over this FA, we came to the conclusion that you should resubmit IA. Below are our reasoning for this decision:

    a) Dai Arashi is a one time, 20% rei, bankai ability while Issokude Kyoukan is a 15% rei augmenting feat to Senkoutaihou Kata. Both of these are worded individually as instantaneously activating when their criteria are met. This makes them powerful as blocking them is difficult if not almost impossible for anyone equal to or less than Kyuto or Mouko. Having a technique which is usable 5x more than DA, and now gives more attacking power for the same cost as DA, is a no go with us. If this is the type of FA you want for Kyuto and Mouko, the rei for it will have to go up to at least 25% split however you two want it.

    b) We read it but we kept coming back to this FA being an slightly upgraded, more usable, cheaper (or rather shared cost) DA only far far superior. Costs Kyuto 10% and Mouko 10% rei but for that Kyuto essentially gets her BK final attack 5 more times and instead of 7 strikes, it's now 14. Mouko gets a slightly cheaper use of IK -- only that she doesn't have to worry about dodging some attack in order for it to initiate. ... Yeah, you've essentially removed the limitations of how their respective abilities work for all and more of the benefits.

    c) By taking the speed of IK and the unpredictable angles with which someone could strike, stacking that on top of the 14 blows between two people, is ungodly terrifying -- especially when in order to counter Kyuto alone you'd have to be some sort of zanjutsu equal with her and still need senpuu to defend yourself from her DA ... Yeah. I'm all for the thematic flavor of this, and the awesome, but this is too much awesome to handle without having it some time shortly GM reviewed. Neither Drag or I could think of a reasonable way to scale the power down so that it was appropriate and worthwhile, however, and we apologize for that.

    Overall we liked the idea behind Issen Arashi, but it was just too damn powerful to pass.

    Doushi

    This, on the other hand, is approved with changes that are mainly wording, with some clarification.

    a) Doushi will cost the user their threshold and rei, but is activated at the power of the recipient.

    b) Doushi will not give Kiro the ability to cast Chiyudou (as this is a division specific Kidou) any more than it'd give Lucia the ability to effectively use Ei Wo Toru.

    c) The base cost of Kidou spells must be paid for by the caster. If either Kiro or Lucia wants to buff it via Jumon Zoukyuu that's up for them at the time of the casting, but it would be their rei equal to the other's Kidou stat.

    d) Techs won't stack. I saw you mentioning this in chat, and I don't know if you were joking or not, but if Kiro activates a tech for Lucia, it's as if Lucia activated it. If you used CIC on her, she'd get CIC, but if she tried to buff herself with CIC again it wouldn't become a 20k barrier. Same way if Lucia paid EWT - which she couldn't since no zan threshold - Kiro wouldn't be able to stack on his own payment of EWT as it's already active.

    Ketch-

    If you have a resubmission point, I need to know, otherwise your feat will be denied.
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    [ Doushi ] - "Kindred Souls"
    [ Fated Alliance - Lucia & Kiro ]

    "Thus it was: two souls intertwined,
    One of reason, one of ryhme,
    One of loss, one of life,
    One of privilege, one of strife."

    Lucia Frey, and Kiro Shenrai. Two souls, bound in ways inexplicable to both. Their feelings, since their fleet meeting spurned an ambitious partnering, have grown towards romantic intentions. However muddled and confused, their souls respond in ways unthinkable. Inimitable.

    Such is the core of their skill, their dedication to the guidance of each others' soul, that a bond was formed. Kindred spirits, that could assist one another by virtue of their own strength. Paying the full cost of any base technique (including Kidou spells), Lucia or Kiro may project it over a 30m distance through one another, allowing one to perform it on another's behalf. Neither requires the technique in their own repertoire, and each projected technique counts as a single use of Doushi.

    A projected technique is taken from the threshold and reiatsu of the user, and performed at their skill level, with the projection marked visibly as both Kiro and Lucia reverse their hair and eye colors for the round of use.

  8. #458
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    Approved as written below:

    [ Doushi ]
    - "Kindred Souls"

    [ Fated Alliance - Lucia & Kiro ]


    "Thus it was: two souls intertwined,

    One of reason, one of rhyme,
    One of loss, one of life,
    One of privilege, one of strife."


    Lucia Frey, and Kiro Shenrai. Two souls, bound in ways inexplicable to both. Their feelings, since their fleet meeting spurned an ambitious partnering, have grown towards romantic intentions. However muddled and confused, their souls respond in ways unthinkable. Inimitable.


    Such is the core of their skill, their dedication to the guidance of each others' soul, that a bond was formed. Kindred spirits, that could assist one another by virtue of their own strength. Paying the full cost of any base technique (including Kidou spells), Lucia or Kiro may project it over a 30m distance through one another, allowing one to perform it on another's behalf or induce the other to use their own technique. Neither requires the technique in their own repertoire, and each projected technique counts as a single use of Doushi.


    A projected technique is taken from the threshold and reiatsu of the user, and performed at their skill level, with the projection marked visibly as both Kiro and Lucia reverse their hair and eye colors for the round of use.
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  9. #459
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    Unique Feat for Tsukene Neji. Awakening here.


    [Zhuarou] - 抓肉
    “Grasping the Flesh”

    Yù Shǒu’s power holds sway over the primal forces of life and death, health and sickness, vigor and pestilence. But its power is indiscriminate. It can seal away disease and ailment and turn it upon Neji’s foes, but it cannot heal a comrade in need. Neji cannot shoulder another’s pain himself.

    It is for this purpose, however, that Zhuarou was devised. Understanding his power and the innate workings of Yù Shǒu, Neji has proven himself capable of extending his post-human abilities to a comrade, paying 10% of his reiatsu to pull a single wound from an ally and store it within Yù Shǒu, providing the damage is valued at less than the cost of this ability. While inside, Neji can deconstruct the ailment, gaining an understanding of its workings and cause. For basic injuries (stab wounds, cuts etc.) this process is instant, with more complex abilities taking one turn, and advanced abilities taking two turns to be fully understood. This does not give Neji any information beyond the nature of the wound and the mechanisms that caused it, meaning more advanced or contextual information (other release abilities, costs etc.) is not drawn from the injury. Each use of Zharou counts as one activation of Zuzhou. This ability can only be activated once every other turn.

    Example 1: Someone shot with a Byakurai, Neji would be able to, after one turn, determine that the injury was penetrating, caused by reiatsu coalesced into electrical energy.

    Example 2: A person afflicted with Ekibyo’s Akueki, Neji would be able to, after two turns, determine that the injury was the result of a reiatsu-based contagion unique to Yin Feng.

  10. #460
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    Vice-Captaincy for Mouko = new Trained Feat Slot.

    [ Ichijin-daichi: Taihou Kata ] - "Vanguard Stance: Gun Kata"
    [ Trained Style - Initiative: Orpheus ]

    In the interest of self-preservation, there are practitioners of Taihou Kata who lean towards the use of evasion to maintain distance and safety in combat. By maintaining a strong offensive front and enabling oneself to stay out of reach of an opponent, the variation was dubbed the Ichijin-daichi, the Vanguard Stance.

    Training: In order to learn the Ichijin-daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Ichijin-daichi techniques at least once and have GM approval. Initial training in Ichijin-daichi leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ichijin-daichi, synergizing all their previous knowledge and gaining the rank of Master.

    Prerequisites: 3,000 Fortitude, 1,000 Combat

    [ Bunkiten ] - "Division Point"

    To maintain a 'zone of safety', one must create distance from opponents which would otherwise violate this zone. To achieve such a thing, movement and force are requisite. By paying 1000 reiatsu, a practitioner empowers a gunshot with an incredible concussive force. Though the shot may travel its full distance, a cone reaching roughly a 10m range at full spread blasts back any who would dare approach. Bunkiten may be used once per round per firearm.

    [ Buntai ] - "Division Zone"

    A practitioner of Ichijin-daichi is never more fearsome than when they maintain control over their surrounding opponents. To this end, they continually shift between the fluid motions of Senkoutaihou Kata to harsh, impactful attacks.

    Buntai remains passively active so long as a target is more than 10m away from the practitioner. While the target is within this 'Division Zone', all shots fired by an Ichijin-daichi practitioner carry an inherent stopping power far beyond normal capabilities. Enemies struck while in the Buntai are stunned for the following round.

    [ Bunketsu ] - "Division Breakdown"

    When an opponent is off-kilter, a Vanguard takes the opportunity to strike. Self-preservation is abandoned, and the full potential of controlling the pace of battle is revealed in a complete breakdown of an opponent's defenses.

    Bunketsu may be activated once per battle, gaining an additional use for every 10,000 Combat the user possesses. Paying 5,000 reiatsu, the user attacks a single opponent with a barrage of shots that completely rips apart barriers. All barriers, cleanses, and other defensive abilities have their output reduced for the following 2 rounds by the amount paid in, strongest first.

    Prerequisites: 7,000 Fortitude, 3,000 Combat

  11. #461
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    One of Masato's many slots, used again, finally. Final technique is replacing Hecatonchires.

    [ Kyouran-daichi: Taihou Kata ] - "Berserk Stance: Gun Kata"
    [ Trained Style - Initiative: Orpheus ]

    At it's heart, Initiative Orpheus' fabled martial art, Senkoutaihou Kata is evasive in nature; meant to keep its user out of statistically probable vectors of attack while maximizing their own field of fire and leveraging their weapon's unique traits while staying relatively safe.

    Kyouran-daichi however, shifts the focus of Senkoutaihou Kata to pure offense, abandoning defense and evasion in the favor of all-out attack -- regardless of the user's well-being. Decidedly more external than its progenitor style, Kyouran-daichi combines mastery of Senkoutaihou Kata with a high degree of reiatsu control (and a disregard for one's own safety) to forcibly increase the user's physical ability and damage in a variety of unique and dangerous ways.

    Training: In order to learn the Kyouran daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Kyouran-daichi techniques at least once and have GM approval. Initial training in Kyouran-daichi leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Kyouran-daichi, synergizing all their previous knowledge and gaining the rank of Master.


    [ Gekijou ] - "Fury"

    The most basic, and consequently the most important technique composing Kyouran-daichi, Gekijou serves as both the foundation and gating requirement for the style. By paying 500 reiatsu per turn, the user can forcibly infuse more of their spiritual energy into their physical bodies. While this concept is not unusual -- the very idea of an Advent Human's resonance is based on the permeation of the physical form with spiritual energy -- to intentionally push the body to absorb reiatsu at an increased rate is both beneficial and dangerous. Gekijou, while active, increases the base damage of the user's firearms and related abilities by 20%, but their unstable spiritual energies also leave them more susceptible to damage, increasing any damage taken while this technique is active by 20% (calculated before any other increases).

    Prerequisites: 3,000 Combat, 1,000 Agility


    [ Kyojin ] - "Juggernaut"

    Advent Humans have always been defined by their tenacity. The ability to push onward in the face of adversity and triumph. Their very nature relies on this innate drive to move forward and surpass any obstacle. Nowhere is this more obvious than in the use of Kyojin. Leveraging the power of Senkoutaihou Kata the user dashes forward at an enemy within fifteen meters of themselves, pushing out their reiatsu with explosive force as they move -- forcibly parting anything or anyone between them and their target, throwing them aside with massive concussive force and leaving naught but scorched earth in their wake. This movement cannot be halted through physical means. The user can only move in a straight line, and may only activate this ability one time for every 3,000 points in their Combat stat, to a maximum of five uses. Kyoujin cannot be activated within one turn of a previous use. Each activation costs the user 1000 reiatsu, dealing it as concussive damage to those caught in the path, though the user also sustains half that in physical damage.

    Prerequisites: 3,000 Combat, 1,000 Agility


    [ Hyakugai ] - "Collateral Damage"

    The ultimate expression of the style, this technique exemplifies both extreme mastery of Senkoutaihou Kata and the sheer recklessness of Kyouran-daichi. By entering a state of extreme focus, the user forces more and more of their reiatsu into their bodies, and weapons. As with Gekijou, this forcible increase in spiritual resonance is incredibly taxing on the body, but the degree to which Hyakugai pushes this effect is astonishing. By pushing their bodies to the absolute limit, the user further destabilizes their own spiritual energies, pumping more and more power into their corporeal forms.

    And like any vessel under pressure, something eventually gives. By focusing and timing the release of their built up energy through their weapons and utilizing their skills with the Initiative's martial art, the user unleashes this built up energy all at once, allowing them to momentarily surpass their human limitations; moving so fast as to appear in multiple locations at once. By flanking the enemy multiple times in the blink of an eye, the user releases a flurry of bullets from every direction, while leaving very little chance of a foe dodging or counter attacking. Upon completing the technique, the user will arrive back at their original location.

    This costs the user 8,000 reiatsu, and is capable of striking any foe within a twenty meter radius of the activation point. Anything caught within the area of effect is quickly eroded by hail of lead, though items and beings with their own spiritual energy are somewhat buffered from the effect. Upon completion of the technique, the user takes one half of the cost in physical damage. Hyakugai can only be activated once per chapter or collab, gaining one additional use for every 10,000 combat.

    Prerequisites: 7,000 Combat, 3,000 Agility




    For posterity;
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    눈_눈

    Zhuarou - Approved as below

    [Zhuarou] - 抓肉
    “Grasping the Flesh”

    Zhi Ren’s power holds sway over the primal forces of life and death, health and sickness, vigor and pestilence. And its power is indiscriminate. Any wound placed inside of Zhi Ren is immediately undergoes deconstruction and analysis, giving Neji an understanding over it and what might have caused it.

    This understanding of his power and the innate workings of Zhi Ren has proven Neji capable of extending his post-human abilities to a comrade. Forgoing Zuzhou in place of Zhuarou, and paying 10% of his reiatsu, Neji can pull a single wound from someone else and store it within Zhi Ren providing the damage is valued at less than the cost of this ability. Doing this reduces Zhi Ren’s durability by 2%, similarly to Zuzhou.

    Basic injuries (stab wounds, cuts etc.) the analysis process is instant. More complex abilities take one turn, and advanced abilities taking two turns to be fully understood. This does not give Neji any information beyond the nature of the wound and the mechanisms that caused it. Meaning more advanced or contextual information (other release abilities, costs etc.) is not drawn from the injury.

    Each use of Zhuarou counts as one activation of Zuzhou. This ability can only be activated once every other turn.

    So, Drag and I had a time trying to figure out just what you were doing, and how they were working together with other things. From your parting comment over AIM, it sounded like you just wanted Zuzhou for others. We did some rewording so that Zhuarou's limitations and capabilities were clearer.

    If this isn't what you wanted, please get a hold of either of us.
    The Gotei's Personal Gardner & Captain of the 5th



    [Cred goes to Lil & Nell respectively]

  13. #463
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    Ichijin-daichi - Resubmit
    You really don't need them to have w/ 1k combat for the initial prereq. Pump fort up to 4k and include Senkoutaihou. It's in the feat, and thematically fits, so why not make it a requirement to have? If you don't have it, then Toki the AH (example) could just pick it up and have no idea it's supposed to be used with Senkoutaihou and now the feat is no longer about dodging attacks and maintaining battlefield control, but just tanking hits and shooting people out of their combat range.

    Bunkiten needs a range. Given the cost I recommend 5m, just like Tenonai. The bonus to your version is that whereas Tenonai is from the fist, yours is from bullets shot in a 10m cone. So.

    Buntai needs a cost, otherwise the effect of the stun could be assumed at the output just from the bullets (without added abilities from AH mechanics), and that can get a wee bit ridiculous.

    Bunketsu is just ridiculously overwhelming and can pretty much shuts down the entire hakuda tree for 2 rounds. This is a no go for what should be obvious reasons. I realize this is the final attack and should have some potency to it, but a single round after someone is hit should be more than enough to ruin their day. Either that or reduce the cost paid into the attack (thus the following effect). If you meant for this to follow decay rules (which I can't imagine you did) let me know and we'll talk more.
    The Gotei's Personal Gardner & Captain of the 5th



    [Cred goes to Lil & Nell respectively]

  14. #464
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    Kyouran-daichi: Taihou Kata - Approved

    The final ability came off as a little strong at first but the risk vs reward is enough of a reason for it to be as strong as it is.

    Yamamura Eiji
    [Stealthiest Zanpakutou in the Gotei 13]
    [Twelfth Division, Fifth Seat]

    [Secondary Feat Staff]


  15. #465
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    Changes made:
    - Buntai stun removed.
    - Buntai instead locks down high-speed movement techniques, and stops existing forward momentum briefly.
    - Bunketsu specified to reduce defensive abilities and techniques in efficacy, does not affect pre-existing barriers.
    - Senkoutaihou Kata is not a requisite because the lore of Senkoutaihou Kata is that it is not the original Taihou Kata. It's an off-shoot, just like Vanguard Stance, Flashpoint Stance, and Berserk Stance. Even disregarding this, Vanguard makes little (if any) use of Senkoutaihou Kata, and I don't want to further limit its availability to requiring a specific division technique.
    - Combat exists as a requisite because the style still uses combat as a primary means to use its techniques. The techniques are primarily defensive attacks meant to generate distance and prevent enemies from approaching. Thus, Fortitude and Combat are both used.


    [ Ichijin-daichi: Taihou Kata ] - "Vanguard Stance: Gun Kata"
    [ Trained Style - Initiative: Orpheus ]

    In the interest of self-preservation, there are practitioners of Taihou Kata who lean towards the use of evasion to maintain distance and safety in combat. By maintaining a strong offensive front and enabling oneself to stay out of reach of an opponent, the variation was dubbed the Ichijin-daichi, the Vanguard Stance.

    Training: In order to learn the Ichijin-daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Ichijin-daichi techniques at least once and have GM approval. Initial training in Ichijin-daichi leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ichijin-daichi, synergizing all their previous knowledge and gaining the rank of Master.

    Prerequisites: 3,000 Fortitude, 1,000 Combat

    [ Bunkiten ] - "Division Point"

    To maintain a 'zone of safety', one must create distance from opponents which would otherwise violate this zone. To achieve such a thing, movement and force are requisite. By paying 1000 reiatsu, a practitioner empowers a gunshot with an incredible concussive force. Though the shot may travel its full distance, a cone reaching roughly a 10m range at full spread blasts back any who would dare approach. Bunkiten may be used once per round per firearm.

    [ Buntai ] - "Division Zone"

    A practitioner of Ichijin-daichi is never more fearsome than when they maintain control over their surrounding opponents. To this end, they continually shift between the fluid motions of Senkoutaihou Kata to harsh, impactful attacks.

    Buntai is activated by paying 3% of the user's reiatsu so long as a target is more than 10m away from the practitioner. While the target is within this 'Division Zone', all shots fired by an Ichijin-daichi practitioner carry an inherent stopping power far beyond normal capabilities. Enemies struck lose all forward momentum, and are prohibits high-speed movement abilities for the following round.

    [ Bunketsu ] - "Division Breakdown"

    When an opponent is off-kilter, a Vanguard takes the opportunity to strike. Self-preservation is abandoned, and the full potential of controlling the pace of battle is revealed in a complete breakdown of an opponent's defenses.

    Bunketsu may be activated once per battle, gaining an additional use for every 10,000 Combat the user possesses. Paying 5,000 reiatsu and making an attack upon a single target, the user picks apart the defensive measures between them and their target. If the attack connects, all defensive techniques and abilities the target uses during the following two rounds are reduced in efficacy up to the cost of Bunketsu.

    Prerequisites: 7,000 Fortitude, 3,000 Combat

  16. #466
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    Ichijin-daichi

    Approved w/ a minor addition to your description of Bunketsu. In the description it should have in there something about healing abilities as well, just for clarification.

    Yeah, your feat jacks up healing too brah.
    The Gotei's Personal Gardner & Captain of the 5th



    [Cred goes to Lil & Nell respectively]

  17. #467
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    Resub purchased.

    Name
    Verteilung (散乱 (アロケーション), Vueruteiruung; German for “Dispersion”; Japanese for "Scattering")

    Type
    Unique

    Description
    After gathering reishi to his hand, Rudo then speeds up the movement of these particles to nearly fifteen million revolutions per second---nearly three times the speed of the particles composing Seele Schneider’s blade. This extremely rapid disruption completely disassembles reiryoku and keishi-based matter at the particle level, allowing him to instantly negate abilities at or below the cost paid which come into contact with Verteilung. This includes directly-offensive attacks as well as any bindings affecting him. Additionally, these particles can pulverize flesh upon contact.

    Each usage of Verteilung costs 10% Reiatsu from Rudo’s Shuuhaku pool.

  18. #468
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    Quote Originally Posted by Kechapoo View Post
    Resub purchased.

    Name
    Verteilung (散乱 (アロケーション), Vueruteiruung; German for “Dispersion”; Japanese for "Scattering")

    Type
    Unique

    Description
    After gathering reishi to his hand, Rudo then speeds up the movement of these particles to nearly fifteen million revolutions per second---nearly three times the speed of the particles composing Seele Schneider’s blade. This extremely rapid disruption completely disassembles reiryoku and keishi-based matter at the particle level, allowing him to instantly negate abilities at or below the cost paid which come into contact with Verteilung. This includes directly-offensive attacks as well as any bindings affecting him. Additionally, these particles can pulverize flesh upon contact.

    Each usage of Verteilung costs 10% Reiatsu from Rudo’s Shuuhaku pool.

    DENIED ON THE ACCOUNT OF OHGOD NO.

    No but seriously we'll get back to you in a timely manner Ketch.

    EDIT: Ketch, Resubmit due to what we discussed.
    Last edited by Haresuno; 06-10-2014 at 02:06 PM.
    The Gotei's Personal Gardner & Captain of the 5th



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    Name
    Verteilung (散乱 (アロケーション), Vueruteiruung; German for “Dispersion”; Japanese for "Scattering")

    Type
    Unique

    Description
    After gathering reishi to his hand, Rudo then speeds up the movement of these particles to nearly fifteen million revolutions per second---nearly three times the speed of the particles composing Seele Schneider’s blade. This extremely rapid disruption completely disassembles reiryoku and keishi-based matter at the particle level, allowing him to instantly negate abilities at or below the cost paid which come into contact with Verteilung. This includes directly-offensive attacks as well as any bindings affecting him. Additionally, this particle field can pulverize flesh upon contact.

    Each usage of Verteilung costs 6% Reiatsu from Rudo’s Shuuhaku pool, requiring a two-round cooldown afterward. Additionally, a quarter of the Reiatsu of the ability negated is returned to his Shuuhaku pool.
    Last edited by Kechapoo; 06-10-2014 at 11:18 PM.

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    Quote Originally Posted by Kechapoo View Post
    Name
    Verteilung (散乱 (アロケーション), Vueruteiruung; German for “Dispersion”; Japanese for "Scattering")

    Type
    Unique

    Description
    After gathering reishi to his hand, Rudo then speeds up the movement of these particles to nearly fifteen million revolutions per second---nearly three times the speed of the particles composing Seele Schneider’s blade. This extremely rapid disruption completely disassembles reiryoku and keishi-based matter at the particle level, allowing him to instantly negate abilities at or below the cost paid which come into contact with Verteilung. This includes directly-offensive attacks as well as any bindings affecting him. Additionally, this particle field can pulverize flesh upon contact.

    Each usage of Verteilung costs 6% Reiatsu from Rudo’s Shuuhaku pool, requiring a two-round cooldown afterward. Additionally, a quarter of the Reiatsu of the ability negated is returned to his Shuuhaku pool.
    Approved

    Yamamura Eiji
    [Stealthiest Zanpakutou in the Gotei 13]
    [Twelfth Division, Fifth Seat]

    [Secondary Feat Staff]


  21. #471
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    'Sup, bitches. Adele and Ren have had FA for a good while (broke 100k about 2 writings/collabs ago) and we've finally thought of a tech for it. Have fun with it cuz we don't know how do.

    Complete Set
    Fated Alliance Tech
    Adele and Ren, though having spent half their time together or thinking of one another, are still unique. Each has qualities and abilities that complement the other: Ren’s desire to heal balances Adele’s need to protect, Adele’s ability to inflict violence tempers Ren’s relative gentleness, and the vampire’s strength complements the cat’s grace. When working together in combat, Ren and Adele balance and complement each other.

    Adele and Ren combine their protective and healing capabilities and 10% of each of their spiritual energies, to form a spherical barrier with a 3m diameter. The Complete Set shield carries Adele, Ren, and up to two passengers. Over the course of five turns, Ren meditates, healing the injuries of everyone in the shield by one tier each turn. While Ren is busy, Adele navigates the shield and can reinforce it with her reiatsu to repel attacks and enemies. During this time, Ren cannot stop meditating or else the healing factor of this Fated Alliance Technique is nullified until she begins meditating once more.

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