[quote=@HereComesTheSnow] I've been misled [/quote] Well, I don't think it was intentionally suggested at any point? ^^; [hr] Earlier, I decided to write up a few things for each type of Ritual Technology, in case people were struggling with ideas and/or what sort of weirdness is acceptable. So... Admittedly, the first one is something of a no-go without an extremely, extremely good reason. But hey. [hider=Divine Gears[/hider] [h2]Kusanagi-no-Tsurugi[/h2] The actual Kusanagi-no-Tsurugi is rather dull: a straight sword with a blackened blade and white grip, and somewhat blunt. Having been converted into a Divine Gear, it has regained its ability to direct winds. At its simplest, every swing of the blade can launch arcs of razor-sharp wind moving faster than most vehicles. It can also make up for its rather short range by focusing the air into a sharp vortex that creates an invisible ‘blade’ up to dozens of times larger than the Kusanagi, which can launch the same (enlarged) arcs. These abilities are shared (to a degree) amongst most Divine Gears drawing on the Kusanagi. The weapon’s unique ability is in its ability to direct the wind, whether as simply as in myth to fan a fire or, more likely, to use the environment against an opponent. The blade can be used to direct the air into forming a full tornado or several but can also be used to affect the air on a large enough scale as to create a hurricane. [h2]Hydro Whip[/h2] In its base state, the whip looks like worn black leather, with all the actual ritual technology concentrated in the handle. Whilst it can be used to just sting, that would be fairly useless as an actual weapon and so its resting state is significantly more controllable than training would permit (though you need to know how to use it anyway), making it useful for grappling, pulling people closer, disarming, and being Indiana Jones. However, the whip can transform into a harder-hitting version made of extremely-flexible-but-heavy chains, losing out on the gripping potential for momentum… and the ability to grow new links to stretch out or shorten as appropriate. The chains are, naturally, tipped with a sharp metal blade to dig into enemies or cut them. Its name comes from the whip’s third transformed state: a vibrating column of boiling water that exists as a happy medium in controllability between the first and the second forms, which can’t really grip but can saw or sear through targets.[/hider] [hider=Ritual Devices] [h2]Chiron Pact[/h2] This pact requires the pactee to tend to the injuries of those they meet, or forfeit access to its various abilities until an appropriate restitution has been made. As a famous teacher, one of the abilities granted by this Ritual Device is better retention of information, of any sort. That is, it makes it a lot easier for the pactee to learn things, from random trivia down to perfecting muscle memory to learn a new weapon in a far shorter time than is normal. Chiron himself can teach via the Device, if he wants. Another of the pact’s functions is to provide healing, either through being able to imbue bandages and the like with magical energy or through sticking the same energy on, say, an arrow and shooting the injured person for a more general regenerative effect. This can also be used to turn any food or drink into ‘medicine’ with a healing (and stimulative) effect. Finally, the pact can vastly improve various attributes required for hunting: extreme agility, enhanced senses, and even a chameleon-like effect to blend in with their surroundings. Naturally, because the pact has little in the way of direct combat applications, anyone using this ritual device has to rely on their wits and building up a library of skills to compensate. [h2]God of Battle[/h2] This Ritual Device forms a pact with a nameless god of fighting, who therefore has quite the interest in the pactee actually getting in fights. This means that, as a downside, they’re constantly being egged on by the world’s least punishable source of peer pressure. On the upside, there’s no restrictions to getting the benefits from the pact. The biggest boost is that the pactee receives a sort of sixth sense for danger, as well as an ever-present commentator that has centuries of combat experience, that allows them to respond even to surprise attacks or unknown styles. Another benefit is the ability to wield any weapon as if trained in using it for years, though with no conscious knowledge of what they’re doing. It doesn’t matter if it’s a sword, bow, some bizarre multi-bladed wheel of death, or even a shield--so long as it’s an actual weapon. Finally, the user gets an immense increase to their durability and ability to fight despite injury. Though not an offensive boost, being hard to seriously injure and able to fight on long after a normal person would have bled to death is almost as good.[/hider] [hider=Sacrifice Cauldrons[/hider] [h2]Shield Remote[/h2] This remote, in its base version, requires batteries as a sacrifice--charged batteries. However, one AA battery is enough to get through a fight without problems, unless it’s heavily used with extreme settings. Aside from the hole at the bottom, it has fairly intuitive buttons and what looks like a slider. As the name suggests, the remote creates circular or rectangular shields of blue energy, up to the size of a car. By default they just block--and can absorb a truly horrendous amount of punishment, but their protection can be weakened to set them to reflective or shocking modes as a form of offence. Far from being fixed in place, they can be moved around until deactivated, and multiple can be linked to mirror each other's’ images--for instance, to box in an opponent or squash them. They can also be used as a bludgeon, because the force they can hit with is limited only by the charge expended. [h2]Beastmaster’s Funnel[/h2] This Sacrifice Cauldron is extremely straightforward in its use and operation, but not the most direct way to fight someone else. A fairly large--dinner-plate sized--chrome funnel with a surprising amount of flashing lights, it takes as its sacrifices representations of various creatures, real or not. It promptly spits out an energy sphere that grows into a full-size replica (or smaller, controlled by a lever). The user can then command and control the beast, but it’s limited to only one at a time, preventing someone from getting an army of dragons by tossing in a handful of plastic toys. A larger, more valuable sacrifice also means a longer-lasting and more durable representation. It has a secondary use in that if a piece of meat is sacrificed instead whilst pointing at some creature, the user can control it as if it was a representation. This is not strictly relegated to mundane animals, either. The Beastmaster’s Funnel isn’t limited to creating things that actually exist: if you feed it a teddy bear, you will promptly get a giant teddy bear to command in battle.[/hider]