Post by Zeich Yajuu on Sept 9, 2014 22:54:03 GMT -5
Hakuda
Hakuda are best categorized as physical body techniques resembling what would be seen in various martial arts. They are a Shinigami martial form which can be used usually without cost of reiatsu and with the physical body instead of magical prowess. Those who are weak in the spiritual arts will often turn to enhancing their physical body to gain power, and will come here. Hakuda users are extremely dangerous at close range.
Other than Ikkotsu and Sokkotsu, both of which are unavailable on this forum, no canon Hakuda techniques exist. Therefore, all will be presented in white. Unless stated otherwise in the technique, all of these require at least a 2 in Martial Arts: Hakuda in a character's skill set to be able to learn.
{Class 6 Hakuda}Technique Name: Kuro Gigei Mikon: Buraindo Jinsei [Dark Wild Arts: Blind Instinct]
Class: 6
Technique Type: Other
Technique Element: None
Technique Description and Effects:
The first of the Dark Wild Arts line of techniques, this is the opening technique that is required for each of the others after it. The Dark Wild Arts uses speed similar to the standard line of original techniques, but it also makes use of the user’s other senses through the loss of sight, strengthening them, and allowing the user to particularly focus on their sense of touch and hearing more than anything else. Upon use, this doubles the user’s current Senses, but requires that they have no way of seeing; simply closing one’s eyes does not work. A visual impairment of sorts is required, whether it is the actual loss of one’s vision, or some means of covering that completely blocks sight.
How to use technique:
The first step is to remove vision completely. There can be no trace of light, meaning that if one is not currently blind, one must use a visual impairment of sorts, whether it’s a blindfold or some way of cutting off vision. Once that is done, Reiatsu is released through the body in small amounts, augmenting the user’s ears and nerves, thus enhancing hearing and touch sensations.
Drawback:
There are multiple drawbacks to this technique. The first, obviously, is that it requires blindness in some way. Whether it is artificial or actual blindness, the user must not be able to see at all, or their brain is distracted by its main stimuli through sight rather than focusing on alternate ones. The second is that this style of combat takes adjusting to, a total of one post after the technique is used, during which time the user’s Senses are decreased by half. This is the adjustment to relying on senses other than visual; Lost Sense types who have given up sight, or any other character who is naturally blind can skip this adjustment post. And finally, when this technique is canceled by re-introducing sight, the user has to re-adjust to vision, and thus must have a post after this technique is deactivated in which Senses are reduced by half again. This technique also costs 50 Reiatsu per post to keep active.
Requirements: None
Made by: Zeich Yajuu
Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique:
Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks:
Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved: No
Class: 6
Technique Type: Other
Technique Element: None
Technique Description and Effects:
The first of the Dark Wild Arts line of techniques, this is the opening technique that is required for each of the others after it. The Dark Wild Arts uses speed similar to the standard line of original techniques, but it also makes use of the user’s other senses through the loss of sight, strengthening them, and allowing the user to particularly focus on their sense of touch and hearing more than anything else. Upon use, this doubles the user’s current Senses, but requires that they have no way of seeing; simply closing one’s eyes does not work. A visual impairment of sorts is required, whether it is the actual loss of one’s vision, or some means of covering that completely blocks sight.
How to use technique:
The first step is to remove vision completely. There can be no trace of light, meaning that if one is not currently blind, one must use a visual impairment of sorts, whether it’s a blindfold or some way of cutting off vision. Once that is done, Reiatsu is released through the body in small amounts, augmenting the user’s ears and nerves, thus enhancing hearing and touch sensations.
Drawback:
There are multiple drawbacks to this technique. The first, obviously, is that it requires blindness in some way. Whether it is artificial or actual blindness, the user must not be able to see at all, or their brain is distracted by its main stimuli through sight rather than focusing on alternate ones. The second is that this style of combat takes adjusting to, a total of one post after the technique is used, during which time the user’s Senses are decreased by half. This is the adjustment to relying on senses other than visual; Lost Sense types who have given up sight, or any other character who is naturally blind can skip this adjustment post. And finally, when this technique is canceled by re-introducing sight, the user has to re-adjust to vision, and thus must have a post after this technique is deactivated in which Senses are reduced by half again. This technique also costs 50 Reiatsu per post to keep active.
Requirements: None
Made by: Zeich Yajuu
Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique:
Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks:
Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved: No
{Class 5 Hakuda}Technique Name: Gigei Mikon: Douzen Heisei [Wild Arts: Natural Calm]
Class: 5
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
When this technique is used, the user channels Reiatsu through their head, specifically the sections of brain that regulate emotion. This technique is used to suppress emotion, to lower its intensity on the body and psyche in order to keep one’s mind calm and focused on their task. This allows for greater mental celerity and in turn also helps one to remain calm in unusual situations, suppressing their fear. Those who are already skilled at mastering their fears or keeping themselves calm gain greater benefit from this technique, naturally. Upon use, this technique increases the user’s Instinct by 25% (i.e. 100 would become 125), and also gives them a single tier in Lack of Fear for the technique’s duration. For every level of Calm Mind the user has, the Instinct boost goes up by an additional 25%, up to a full doubling should the user have all three ranks in Calm Mind. Those who already possess the Lack of Fear skill get the next tier up, though if they are already at Level 3 in Lack of Fear, there is no benefit towards it.
How to use technique:
To use this technique, the user simply channels Reiatsu into the brain to dull down the level of emotion that they feel, relaxing them on a mental level.
Technique Drawbacks
The first drawback to this technique is the cost; at 100 Reiatsu per post, the cost adds up over time quickly, causing Reiatsu to be depleted. The second cost is the damage on the mind; over time, it causes damage to the user’s brain due to the suppression of the emotional centers. Five posts of consecutive usage without a pause can cause minor brain trauma, causing disorientation and dizziness. Ten posts will cause serious brain trauma in the emotional centers, meaning that even if the technique has ended, the user will remain emotionless and stoic, unable to comprehend emotion any more. If this technique is deactivated, the user must wait two posts for their brain to recover from the initial block before it can be used again. It also requires at least a 2 in Hakuda.
Made By: Zeich Yajuu
Technique Name: Different Tempo
Class: 5
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
With the Rhythm Beat stance, the user is put into a specific pattern and rhythm of blows that can only increase or decrease in speed, while remaining in an almost constant series of predictable motions. Different Tempo shakes up that pattern, allowing the user to tense their muscles and completely redirect the momentum of their body, provided that they were the origin of it. A punch might suddenly jerk to the side instead of being a straight blow mid-strike, or a strike might be withdrawn to avoid a slashing blade that would cut them even if it was mid-attack. This technique is stand-alone and can work without the use of the Rhythm Beat stance, but it is most effective when paired with it, allowing the user to shake up a predictable pattern while maintaining the momentum necessary for high-speed combat.
How to use technique:
Tense the muscles and redirect the momentum of one's blow, even in a completely opposite direction.
Technique Drawbacks:
The main drawback to this technique is the muscle fatigue that comes with it, varying based on the reversal of momentum. Complete reversal is obviously the most straining compared to a redirection, and the higher the speed, the higher the risk of muscle and bone damage. Repeated use of more than three times in a post even at lesser amounts of stress can also cause this damage. Requires at least a 2 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved?: No
Class: 5
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
When this technique is used, the user channels Reiatsu through their head, specifically the sections of brain that regulate emotion. This technique is used to suppress emotion, to lower its intensity on the body and psyche in order to keep one’s mind calm and focused on their task. This allows for greater mental celerity and in turn also helps one to remain calm in unusual situations, suppressing their fear. Those who are already skilled at mastering their fears or keeping themselves calm gain greater benefit from this technique, naturally. Upon use, this technique increases the user’s Instinct by 25% (i.e. 100 would become 125), and also gives them a single tier in Lack of Fear for the technique’s duration. For every level of Calm Mind the user has, the Instinct boost goes up by an additional 25%, up to a full doubling should the user have all three ranks in Calm Mind. Those who already possess the Lack of Fear skill get the next tier up, though if they are already at Level 3 in Lack of Fear, there is no benefit towards it.
How to use technique:
To use this technique, the user simply channels Reiatsu into the brain to dull down the level of emotion that they feel, relaxing them on a mental level.
Technique Drawbacks
The first drawback to this technique is the cost; at 100 Reiatsu per post, the cost adds up over time quickly, causing Reiatsu to be depleted. The second cost is the damage on the mind; over time, it causes damage to the user’s brain due to the suppression of the emotional centers. Five posts of consecutive usage without a pause can cause minor brain trauma, causing disorientation and dizziness. Ten posts will cause serious brain trauma in the emotional centers, meaning that even if the technique has ended, the user will remain emotionless and stoic, unable to comprehend emotion any more. If this technique is deactivated, the user must wait two posts for their brain to recover from the initial block before it can be used again. It also requires at least a 2 in Hakuda.
Made By: Zeich Yajuu
Technique Name: Different Tempo
Class: 5
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
With the Rhythm Beat stance, the user is put into a specific pattern and rhythm of blows that can only increase or decrease in speed, while remaining in an almost constant series of predictable motions. Different Tempo shakes up that pattern, allowing the user to tense their muscles and completely redirect the momentum of their body, provided that they were the origin of it. A punch might suddenly jerk to the side instead of being a straight blow mid-strike, or a strike might be withdrawn to avoid a slashing blade that would cut them even if it was mid-attack. This technique is stand-alone and can work without the use of the Rhythm Beat stance, but it is most effective when paired with it, allowing the user to shake up a predictable pattern while maintaining the momentum necessary for high-speed combat.
How to use technique:
Tense the muscles and redirect the momentum of one's blow, even in a completely opposite direction.
Technique Drawbacks:
The main drawback to this technique is the muscle fatigue that comes with it, varying based on the reversal of momentum. Complete reversal is obviously the most straining compared to a redirection, and the higher the speed, the higher the risk of muscle and bone damage. Repeated use of more than three times in a post even at lesser amounts of stress can also cause this damage. Requires at least a 2 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved?: No
{Class 4 Hakuda}Technique Name: Kuro Gigei Mikon: Ryoushi Reiki [Dark Wild Arts: Predator’s Aura]
Class: 4
Technique Type: Hakuda
Technique Element: Spirit
Technique Description and Effects:
This technique is an intimidation ability used in order to slow down and weaken the opponent with fear. Making use of the concept shown in Gigei Mikon: Douzen Heisei and reversing it, this technique creates an aura of Reiatsu around the user that is used in a sense similar to excessive spiritual presence; when active, it makes anyone around the user, whether friend or foe, see the user as something to be more feared, to be concerned with; slowly this fear builds into intimidation, making the victims more easily frightened, unable to focus as well. As long as this aura is active, the user’s gravitational pressure is treated as if it were one Class higher than their usual Class. Atop that, anyone who is under the adjusted class loses 10% of their Instinct for every Class they are beneath the adjusted Class. The range of this technique is 100 meters in radius if the victim can see; if it is only felt, rather than observed, then the radius is halved to 50 meters.
How to use technique:
Disperse Reiatsu out from the body to form an aura, one that suggests a greater presence and causes fear in those who are within its range.
Technique Drawbacks
There are a few drawbacks for this technique. The first is the cost; this has a cost of 150 Reiatsu per post it is active. This drains Reiatsu over time. Second is the ability to resist this technique; with a 2 or higher in Lack of Fear OR Calm Mind, an opponent can reduce the loss to 5% of their Instinct per Class difference after adjustment. With a 2 or higher in BOTH, this technique can be completely resisted. Naturally, having a higher class can allow this to be resisted as well. This also requires at least a 2 in Hakuda.
Made By: Zeich Yajuu
Technique Name: Kuro Gigei Mikon: Sagu Jinsei [Dark Wild Arts: Sharpen Instinct]
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
At a glance, the basic premise of this technique is similar to Buraindo Jinsei, which sharpens the user’s senses at the cost of their sight. However, this technique is completely different; it can be used to increase any one of a target’s senses, whether it be one’s self, an ally, or an enemy, and at no loss of another sense as requirement. The sense chosen becomes five times sharper for three posts, making it much more acute and sensitive. However, with this sensitivity comes some drawbacks; with such an increase, one is more easily affected by sensory-attacking abilities, especially since the sensory boost granted with this ability cannot be altered or dulled down with filtration techniques. Therefore, use of this technique tends to be offensive; if used for support, it is done so with great caution, as it is easy to become debilitated should one attack the heightened sense.
Also, when a sense is enhanced, it comes with a drawback in accordance with the type of boost. If one’s vision is enhanced, the user’s accuracy suffers against any source of light due to being unused to such strong sight, and thus their attacks can be dodged with 75% of the usual Speed required to avoid an attack. If one’s hearing is enhanced, then one’s concentration is shakier, causing attacks that make use of Reiatsu Strength to be treated with 10% less Reiatsu Strength (i.e. 100 would become 90) due to the constant distraction of unheard sounds. If one’s sense of touch is enhanced, then they are more prone to pain; if they have levels in Pain Tolerance or Pain Resistance, decrease them by one. If there are no levels, then they are treated as if they were a negative; the user is far more susceptible to pain than the average person.
How to use technique: This technique requires contact with the target that is getting their senses enhanced. Any point of contact will do, even through a physical blow. From there, the user channels Reiatsu through the target’s body, targeting the sense that is to be enhanced, and uses their Reiatsu to increase that form of sensory perception greatly.
Drawback: There are a few drawbacks to this technique. The first is that since it requires contact, it can be difficult to place on faster enemies, or those who are dangerous at close range. The second is the drawback that balances out the sensory boost (see above), which can be devastating whether it’s placed on enemy or ally. Third, the boost to senses cannot be filtered or masked, meaning that for those three posts, that sense is particularly delicate, putting the target at risk of a sensory overload.
Requirements: Requires a 2 in Hakuda to use this technique.
Made by: Zeich Yajuu
Reserved?: No
Technique Name: Kuro Gigei Mikon: Kage Sochi [Dark Wild Arts: Shadow Step]
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is a movement technique utilized best by those whose senses are particularly refined, making it useful for those under the effects of Kuro Gigei Mikon: Buraindo Jinsei. Using their enhanced senses, the user makes a normal Shunpo step. However, this step has two distinct differences from the standard; first, the technique goes twice as far as an average Shunpo, using additional force from the basic. This is because rather than a single burst of Reiatsu, it is a constant flow that can be redirected up to twice during the actual step. This redirection must happen by applying force against a new surface, so having finely-tuned senses, particularly that of touch, allows the user to shift their bodies to the appropriate angle as they impact the surface with which they are redirecting the flow of Reiatsu. This allows the user to move in several quick movements all within the space of once step, confusing their enemy and making it difficult to telegraph their final destination.
How to use technique: Concentrate Reiatsu in the feet for a Shunpo step, but keep generating Reiatsu rather than using it in one burst.
Drawback: There are a few drawbacks to this technique. The first is that since it requires a constant flow of Reiatsu rather than a whole burst, the speed is reduced based on the number of redirects. Kage Sochi only provides an 8x boost if no redirects are used, a 7x boost if one redirect is used, and a 5x boost if two redirects are used. Mastery increases each speed by an additional time (9x, 8x, and 6x respectively) This also costs 100 Reiatsu, twice as much as a standard Shunpo.
Requirements: The user must have at least 400 Senses naturally, or else 300 under the effects of Kuro Gigei Mikon: Buraindo Jinsei, which focuses attention on the user’s senses of touch and hearing. Also requires a 2 in Hakuda and at least a 1 in Acrobatics, allowing the user to have some talent in shifting one's body quickly to adapt as they move.
Made by: Zeich Yajuu
Reserved?: No
Technique Name: Kuro Gigei Mikon: Yoru Senpuku [Dark Wild Arts: Night Ambush]
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is the second of the Dark Wild Arts techniques, and the first to use the enhanced senses gained through Buraindo Jinsei. With their senses of hearing and touch improved beyond their normal, the user has the ability to sense movement and shifts in the air around them. This allows them to sense when an enemy is attacking from any direction, and enables the user to strike out in retaliation. Yoru Senpuku is the retaliation to physical strikes, in which the user grabs the offending limb, whether the attack with a weapon or with the limb itself. Once the limb is caught, the target is pulled forward in a sudden movement, using their forward momentum, and the user strikes with their fist or palm at the target’s chest. This technique hits with the force of both the user’s speed as well as the victim’s, making use of that momentum for improved force. This, combined with the user’s improved senses, allows for high accuracy in the follow-up strike, making it a devastating counter to a physical strike.
How to use technique: See above.
Drawback: Kuro Gigei Mikon: Buraindo Jinsei must be active for this technique to be used, and Senses after use of the listed technique must be at least 200 or higher. It also requires the user to have a Strength of 150 or higher, since there is strain on the limb that requires some physical strength to withstand. Any uses under 150 Strength will damage the muscles immediately, and a second use would break the bones in the arm.
Requirements: Must have Kuro Gigei Mikon: Buraindo Jinsei learned and mastered. Must also have at least a 2 in Hakuda.
Made by: Zeich Yajuu
Technique Name: [Mushi]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
A basic Hakuda technique that is used to attack and defend. This technique is a basic guarding mechanism. When an opponent's physical strike is incoming, the user uses this technique to deflect it by jabbing their hand upwards, smacking the side of the opponent's attacking limb. The force causes the enemy limb to shoot upwards, and force equivalent to their own strike to reverberate through the arm and cause damage.
How to use technique:
Requires superior physical strength to the enemy.
Drawback:
None.
Made by: [Admin]
Technique Name: [Denden]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
This basic Hakuda technique requires an open palm to the enemy's chest. This technique causes reiatsu and raw force to jet from the user's attacking arm when it hits. This blasts the enemy back exactly thirty meters. Momentum suddenly stops after 30 meters, forcing the enemy to an awkward, jetting stop. This results in their being offbalance.
How to use technique:
Stated above.
Drawback:
None. Enemy can resist technique if physical strength is double or more the user's.
Made by: [Admin]
Technique Name: Rasengeki
Class: [4]
Technique Type: [Hakuda]
Technique Element: [N/a]
Technique Description and Effects: [By infusing a spiralling charge of reiatsu at the point of impact, the user is capable of sending an opponent flying, while spiralling in the air, spinning laterally in the air, until they either hit the ground (at risk of landing headfirst), or collide with an object. This technique is very disorienting for the target, due to the amount of motion inflicted upon them.]
How to use technique: A strength of 200 is required to use this technique, or the user will not have sufficient power to knock the target off the ground. Besides that, the user only needs to hit the target in the torso with any physical hit, to send them spinning. A 1 in any hand to hand striking martial art is needed to learn this technique.
Drawback: [This technique will not work with glancing hits or blocked blows. Although the point is not specific, it must be a clean hit to the torso to work, with enough strength to send the adversary flying, meaning the user has to commit to the move to make it work.]
Made by: [Kaen Youji]
Technique Name: Sakuretsu Ken
Class: [4]
Technique Type: [Hakuda]
Technique Element: [Varies according to the user]
Technique Description and Effects: [The user blocks a technique barehanded and releases a small burst of reiatsu, invisible to the naked eye. At first glance this does nothing, but in fact, the user has infused their reiatsu into whatever they defended against, be it a weapon, body-part, or something else entirely. This will initially do nothing, however, if the user releases their zanpakuto within 2 posts of using this technique, they will be able to instantly transform this imparting of reiatsu into their zanpakuto’s element, and cause it to instantly erupt from within the infused object.]
How to use technique: [Exactly as stated above. Use’s zanpakuto must be capable of launching elemental attacks of any of the following elements: Wind, Fire, Water, Lightning, Light, Ice, Earth, Metal (earth, ice and metal will take the form of spikes erupting from inside the object).]
Drawback: [This technique costs 150 reiatsu to use. The reiatsu released can be detected by an opponent with at least 200 in Energy Sensory, though they will not necessarily recognize what it is. Once noticed, they can completely remove this technique by expending twice the technique’s cost in reiatsu—but it MUST be done to remove this technique. For example, you cannot fire a Cero, which costs 200 reiatsu, and count it as removing the technique. The reiatsu expended must be expended with the explicit purpose of removing the reiatsu from their bodies. Having 50% higher reiatsu strength than the user will allow this ability to be removed by expending the same amount of reiatsu (150), and having double or more Reiatsu Strength will allow an adversary to do so without expending any reiatsu.
This technique will not penetrate through Cutback or Hierro, and if the user does not release within 2 posts of using this technique, the reiatsu used will dissipate with no negative effects, the reiatsu used, effectively wasted. This technique does not work if the reiatsu is infused DURING release. While it is possible to infuse the reiatsu within the target during release, the user must seal and rerelease their zanpakuto for it to have an effect. Finally, this technique is effectively deadweight on characters without an elemental zanpakuto.]
Made by: [Kaen Youji]
Class: 4
Technique Type: Hakuda
Technique Element: Spirit
Technique Description and Effects:
This technique is an intimidation ability used in order to slow down and weaken the opponent with fear. Making use of the concept shown in Gigei Mikon: Douzen Heisei and reversing it, this technique creates an aura of Reiatsu around the user that is used in a sense similar to excessive spiritual presence; when active, it makes anyone around the user, whether friend or foe, see the user as something to be more feared, to be concerned with; slowly this fear builds into intimidation, making the victims more easily frightened, unable to focus as well. As long as this aura is active, the user’s gravitational pressure is treated as if it were one Class higher than their usual Class. Atop that, anyone who is under the adjusted class loses 10% of their Instinct for every Class they are beneath the adjusted Class. The range of this technique is 100 meters in radius if the victim can see; if it is only felt, rather than observed, then the radius is halved to 50 meters.
How to use technique:
Disperse Reiatsu out from the body to form an aura, one that suggests a greater presence and causes fear in those who are within its range.
Technique Drawbacks
There are a few drawbacks for this technique. The first is the cost; this has a cost of 150 Reiatsu per post it is active. This drains Reiatsu over time. Second is the ability to resist this technique; with a 2 or higher in Lack of Fear OR Calm Mind, an opponent can reduce the loss to 5% of their Instinct per Class difference after adjustment. With a 2 or higher in BOTH, this technique can be completely resisted. Naturally, having a higher class can allow this to be resisted as well. This also requires at least a 2 in Hakuda.
Made By: Zeich Yajuu
Technique Name: Kuro Gigei Mikon: Sagu Jinsei [Dark Wild Arts: Sharpen Instinct]
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
At a glance, the basic premise of this technique is similar to Buraindo Jinsei, which sharpens the user’s senses at the cost of their sight. However, this technique is completely different; it can be used to increase any one of a target’s senses, whether it be one’s self, an ally, or an enemy, and at no loss of another sense as requirement. The sense chosen becomes five times sharper for three posts, making it much more acute and sensitive. However, with this sensitivity comes some drawbacks; with such an increase, one is more easily affected by sensory-attacking abilities, especially since the sensory boost granted with this ability cannot be altered or dulled down with filtration techniques. Therefore, use of this technique tends to be offensive; if used for support, it is done so with great caution, as it is easy to become debilitated should one attack the heightened sense.
Also, when a sense is enhanced, it comes with a drawback in accordance with the type of boost. If one’s vision is enhanced, the user’s accuracy suffers against any source of light due to being unused to such strong sight, and thus their attacks can be dodged with 75% of the usual Speed required to avoid an attack. If one’s hearing is enhanced, then one’s concentration is shakier, causing attacks that make use of Reiatsu Strength to be treated with 10% less Reiatsu Strength (i.e. 100 would become 90) due to the constant distraction of unheard sounds. If one’s sense of touch is enhanced, then they are more prone to pain; if they have levels in Pain Tolerance or Pain Resistance, decrease them by one. If there are no levels, then they are treated as if they were a negative; the user is far more susceptible to pain than the average person.
How to use technique: This technique requires contact with the target that is getting their senses enhanced. Any point of contact will do, even through a physical blow. From there, the user channels Reiatsu through the target’s body, targeting the sense that is to be enhanced, and uses their Reiatsu to increase that form of sensory perception greatly.
Drawback: There are a few drawbacks to this technique. The first is that since it requires contact, it can be difficult to place on faster enemies, or those who are dangerous at close range. The second is the drawback that balances out the sensory boost (see above), which can be devastating whether it’s placed on enemy or ally. Third, the boost to senses cannot be filtered or masked, meaning that for those three posts, that sense is particularly delicate, putting the target at risk of a sensory overload.
Requirements: Requires a 2 in Hakuda to use this technique.
Made by: Zeich Yajuu
Reserved?: No
Technique Name: Kuro Gigei Mikon: Kage Sochi [Dark Wild Arts: Shadow Step]
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is a movement technique utilized best by those whose senses are particularly refined, making it useful for those under the effects of Kuro Gigei Mikon: Buraindo Jinsei. Using their enhanced senses, the user makes a normal Shunpo step. However, this step has two distinct differences from the standard; first, the technique goes twice as far as an average Shunpo, using additional force from the basic. This is because rather than a single burst of Reiatsu, it is a constant flow that can be redirected up to twice during the actual step. This redirection must happen by applying force against a new surface, so having finely-tuned senses, particularly that of touch, allows the user to shift their bodies to the appropriate angle as they impact the surface with which they are redirecting the flow of Reiatsu. This allows the user to move in several quick movements all within the space of once step, confusing their enemy and making it difficult to telegraph their final destination.
How to use technique: Concentrate Reiatsu in the feet for a Shunpo step, but keep generating Reiatsu rather than using it in one burst.
Drawback: There are a few drawbacks to this technique. The first is that since it requires a constant flow of Reiatsu rather than a whole burst, the speed is reduced based on the number of redirects. Kage Sochi only provides an 8x boost if no redirects are used, a 7x boost if one redirect is used, and a 5x boost if two redirects are used. Mastery increases each speed by an additional time (9x, 8x, and 6x respectively) This also costs 100 Reiatsu, twice as much as a standard Shunpo.
Requirements: The user must have at least 400 Senses naturally, or else 300 under the effects of Kuro Gigei Mikon: Buraindo Jinsei, which focuses attention on the user’s senses of touch and hearing. Also requires a 2 in Hakuda and at least a 1 in Acrobatics, allowing the user to have some talent in shifting one's body quickly to adapt as they move.
Made by: Zeich Yajuu
Reserved?: No
Technique Name: Kuro Gigei Mikon: Yoru Senpuku [Dark Wild Arts: Night Ambush]
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is the second of the Dark Wild Arts techniques, and the first to use the enhanced senses gained through Buraindo Jinsei. With their senses of hearing and touch improved beyond their normal, the user has the ability to sense movement and shifts in the air around them. This allows them to sense when an enemy is attacking from any direction, and enables the user to strike out in retaliation. Yoru Senpuku is the retaliation to physical strikes, in which the user grabs the offending limb, whether the attack with a weapon or with the limb itself. Once the limb is caught, the target is pulled forward in a sudden movement, using their forward momentum, and the user strikes with their fist or palm at the target’s chest. This technique hits with the force of both the user’s speed as well as the victim’s, making use of that momentum for improved force. This, combined with the user’s improved senses, allows for high accuracy in the follow-up strike, making it a devastating counter to a physical strike.
How to use technique: See above.
Drawback: Kuro Gigei Mikon: Buraindo Jinsei must be active for this technique to be used, and Senses after use of the listed technique must be at least 200 or higher. It also requires the user to have a Strength of 150 or higher, since there is strain on the limb that requires some physical strength to withstand. Any uses under 150 Strength will damage the muscles immediately, and a second use would break the bones in the arm.
Requirements: Must have Kuro Gigei Mikon: Buraindo Jinsei learned and mastered. Must also have at least a 2 in Hakuda.
Made by: Zeich Yajuu
Technique Name: [Mushi]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
A basic Hakuda technique that is used to attack and defend. This technique is a basic guarding mechanism. When an opponent's physical strike is incoming, the user uses this technique to deflect it by jabbing their hand upwards, smacking the side of the opponent's attacking limb. The force causes the enemy limb to shoot upwards, and force equivalent to their own strike to reverberate through the arm and cause damage.
How to use technique:
Requires superior physical strength to the enemy.
Drawback:
None.
Made by: [Admin]
Technique Name: [Denden]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
This basic Hakuda technique requires an open palm to the enemy's chest. This technique causes reiatsu and raw force to jet from the user's attacking arm when it hits. This blasts the enemy back exactly thirty meters. Momentum suddenly stops after 30 meters, forcing the enemy to an awkward, jetting stop. This results in their being offbalance.
How to use technique:
Stated above.
Drawback:
None. Enemy can resist technique if physical strength is double or more the user's.
Made by: [Admin]
Technique Name: Rasengeki
Class: [4]
Technique Type: [Hakuda]
Technique Element: [N/a]
Technique Description and Effects: [By infusing a spiralling charge of reiatsu at the point of impact, the user is capable of sending an opponent flying, while spiralling in the air, spinning laterally in the air, until they either hit the ground (at risk of landing headfirst), or collide with an object. This technique is very disorienting for the target, due to the amount of motion inflicted upon them.]
How to use technique: A strength of 200 is required to use this technique, or the user will not have sufficient power to knock the target off the ground. Besides that, the user only needs to hit the target in the torso with any physical hit, to send them spinning. A 1 in any hand to hand striking martial art is needed to learn this technique.
Drawback: [This technique will not work with glancing hits or blocked blows. Although the point is not specific, it must be a clean hit to the torso to work, with enough strength to send the adversary flying, meaning the user has to commit to the move to make it work.]
Made by: [Kaen Youji]
Technique Name: Sakuretsu Ken
Class: [4]
Technique Type: [Hakuda]
Technique Element: [Varies according to the user]
Technique Description and Effects: [The user blocks a technique barehanded and releases a small burst of reiatsu, invisible to the naked eye. At first glance this does nothing, but in fact, the user has infused their reiatsu into whatever they defended against, be it a weapon, body-part, or something else entirely. This will initially do nothing, however, if the user releases their zanpakuto within 2 posts of using this technique, they will be able to instantly transform this imparting of reiatsu into their zanpakuto’s element, and cause it to instantly erupt from within the infused object.]
How to use technique: [Exactly as stated above. Use’s zanpakuto must be capable of launching elemental attacks of any of the following elements: Wind, Fire, Water, Lightning, Light, Ice, Earth, Metal (earth, ice and metal will take the form of spikes erupting from inside the object).]
Drawback: [This technique costs 150 reiatsu to use. The reiatsu released can be detected by an opponent with at least 200 in Energy Sensory, though they will not necessarily recognize what it is. Once noticed, they can completely remove this technique by expending twice the technique’s cost in reiatsu—but it MUST be done to remove this technique. For example, you cannot fire a Cero, which costs 200 reiatsu, and count it as removing the technique. The reiatsu expended must be expended with the explicit purpose of removing the reiatsu from their bodies. Having 50% higher reiatsu strength than the user will allow this ability to be removed by expending the same amount of reiatsu (150), and having double or more Reiatsu Strength will allow an adversary to do so without expending any reiatsu.
This technique will not penetrate through Cutback or Hierro, and if the user does not release within 2 posts of using this technique, the reiatsu used will dissipate with no negative effects, the reiatsu used, effectively wasted. This technique does not work if the reiatsu is infused DURING release. While it is possible to infuse the reiatsu within the target during release, the user must seal and rerelease their zanpakuto for it to have an effect. Finally, this technique is effectively deadweight on characters without an elemental zanpakuto.]
Made by: [Kaen Youji]
{Class 3 Hakuda}Technique Name: Final Crescendo
Class: 3
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
Everything must come to an end, and so to does this apply to the forward momentum of a continuous series of strikes that is the Rhythm Beat technique line. However, the finale is where the most effort is needed for a successful combination, and this applies here. The user doubles their current speed and strength to strike at a foe with a single blow, hitting them with an amazing amount of force. However, the real power behind this technique is not the initial hit; rather, the momentum built up by the user's speed and increased strength is transferred through the blow, generating enormous impact force that sends a foe flying even if it does not break through defenses.
While this is a standalone technique, it flourishes at the end of a successful Rhythm Beat combination. Normally no other stat boosts will stack with this technique, but Rhythm Beat's speed boost through continuous momentum does apply before the doubling bonus. Naturally, the 3x cap on speed still applies. This technique counts as a short-term status boost.
How to use technique:
Tense the muscles and release a single powerful blow. More effective if momentum is already built up to make for an even faster blow.
Technique Drawbacks
The doubling of speed without the use of Reiatsu, simply overexerting the muscles, is extremely straining on the limb used for the strike. The limb's muscles will tear and the bone will weaken, making that limb more susceptible to attacks and reducing its speed by half. Additionally, a second use with the same limb will only grant a 50% speed boost for the technique, and will tear the muscles completely as well as shatter the bone, making that limb useless until healing is given. Requires at least a 2 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved?: No
Technique Name: Heavenly Strike
Class: 3
Technique Type: Kido/Hakuda
Usable By (Technique is available to which races?): Shinigami, Vizard, Characters with access to Kido
Technique Element: n/a
Technique Description and Effects (Explain appearance, powers, and effect):
There are many Hakuda based techniques that boast the ability to allow their users to deliver attacks that transcend their regular limits. Often, these techniques come in the form of stat boosts or by temporarily bolstering physical capabilities. Heavenly Strike is similar in that it allows its user to deliver an attack that is far more powerful than what they could achieve without it, but it also provides exceptional utility to those who master it.
In simple terms, Heavenly Strike is a technique that condenses the users Reiatsu around one the bodies key striking points (feet, knees, fists and elbows) and charging at high speed in a straight line. The user is propelled by their own RS at a static speed of 1000. Upon impact with a solid object, the reiatsu that propelled the user can then be released through one of the earlier mentioned striking points to create a shockwave that spreads out from the point of impact in a sphere. The power of the shockwave is always equal to the users RS.
At the Learned level, the maximum range of the strike is equal to [RS/4] meters in a straight line, whilst the radius of the shockwave is equal to [2 meters per 100 RS]
At the Proficient level, the maximum range of the strike is equal to [RS/3] meters in a straight line, whilst the radius of the shockwave is equal to [4 meters per 100 RS]
At the Mastered Level, the maximum range of the strike is equal to [RS/2] meters in a straight line, whilst the radius of the shockwave is equal to [6 meters per 100 RS].
How to use technique (How is it activated?):
Propel yourself forwards using compressed reiatsu before releasing it through a single striking point (listed above).
Technique Drawbacks (Limitations, repercussions for use, etc):
The major drawback of this technique lies in the fact that Shunpo exists, thus making it incredibly difficult to land upon any of the races with a step technique (which is all of them). In addition, the shockwave that this technique is capable of creating requires a direct impact with a solid object to trigger (which means no air punches). Furthermore, this technique requires committing to a single direction of travel, which can make for an easy target against canny opponents. Finally, the user must travel at least 5 meters before a collision occurs in order to trigger the shockwave.
In order to learn this technique, the user must possess at least a 2 in both the Kido and Hakuda (or equivalent) Skills.
Made By: Ranth Amanite
Reserved? (Yes/No) (Can others use your technique, or just your character?): no
Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
Technique Name: Kuro Gigei Mikon: Kage Soshaku [Dark Wild Arts: Shadow Bite]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is the third of the Dark Wild Arts techniques, this one bears a lot of similarity to its predecessor. Making use of the enhanced senses that this line of techniques has at its base, this technique is initiated by an enemy’s physical attack. Once the strike comes, the user grabs onto the limb leading the attack and pulls, making use of the enemy’s momentum to draw them close while simultaneously lashing out with a fist or palm in the following strike. However, the difference comes on that impact, when Reiatsu is released at the central point of impact in a focused blast, adding to the force of the strike. This adds the user’s Reiatsu Strength to their Speed to determine the final blunt force of the strike, and often makes the physical hit more intense as the Reiatsu released continues through the body in a straight line despite the first being stopped upon impact. This can cause internal damage through trauma force, as well as excess energy being released through the target’s body.
How to use technique: See above.
Drawback: Kuro Gigei Mikon: Buraindo Jinsei must be active for this technique to be used, and Senses after use of the listed technique must be at least 250 or higher. Reiatsu Strength must be at least 200 as well.
Requirements: Must have both Kuro Gigei Mikon: Buraindo Jinsei and Kuro Gigei Mikon: Yoru Senpuku learned and mastered. Must also have at least a 3 in Hakuda.
Made by: Zeich Yajuu
Technique Name: [Hakuda Defense: Do]
Class: [3]
Technique Type: [Other]
Technique Element: [N/A]
Technique Description and Effects:
It directly applies a palm to the perfectly correct spot in an incoming melee attack. This can be on an underside or at the very edge of a weapon, but it must hit the spot where the force is most vulnerable. The force immediately ceases, and the attack stops moving. It's good for making openings.
How to use technique:
Stated above.
Drawback:
It's a physical attack. No drawback.
Made by: [Sozen]
Technique Name: [Ichinen]
Class: [3]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This powerful Hakuda technique is used by many Hakuda specialists. This takes the retaliation concept of Wing-Chun and applies it to Hakuda. When the enemy launches a physical attack, the user grabs a hold of their attack, and loosens up the body, becoming a single, fluid motion of instant retaliation. This is a difficult technique to respond to because of the fluidity, requiring a minimum of 100 in instinct/senses to react to.
Once this happens, the user redirects that force into a forward punch into the enemy's body. This punch has the strength of both the user and enemy layered on top of one another for extra damage due to the absorption of force.
How to use technique:
Requires at least a 3 in Hakuda to be used. Also requires at least a 1 in any one of the following martial arts: Wing Chun, Jiujitsu, Karatedo, Kung Fu, TKD, Keysi, Hapkido, or Shotokan. Class 3+ characters only.
Drawback:
Physical strain of the body.
Made by: [Admin]
Technique Name: Gigei Mikon: Hyaku Shikon [Wild Arts: Hundred Fangs]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of user’s base Strength and Speed after type. This causes a massive amount of damage in a short time.
How to use technique: The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
Drawback: Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
Requirements: This requires a 2 in Hakuda to perform.
Made by: [Zeich Yajuu]
Technique Name: [Iron Muscle: Tortoiseshell Armor]
Class: [3]
Technique Type: [Physical]
Technique Element: [None]
Technique Description and Effects: [There are some people, some creatures, who exist in this world who are so massively muscled, so physically powerful, that they seem to be almost invulnerable. Fists bounce off them, bullets crumple, and rocks shatter as they hit his flexed muscles. Even swords don't do as much damage, barely cutting him before he shakes them off. These people are fearsome when faced in a combat situation. And Kubi has mastered this technique.
The "Iron Muscles" technique is one developed by Kubi; in leu of any defensive techniques he could use, Kido being beyond him, and the likes of Hierro and Blut being beyond his racial abilities, Kubi has delved far into the realm of physical prowess and discovered this technique. A way to harden the body to the point of being near invulnerable.
What the Iron Muscle: Full Body technique does is simple. It's based on physical strength; so long as this technique is activated, blunt strikes - a.k.a. any strikes that do pierce the skin - are completely negated, the user's sheer physical strength completely blocking it. Additionally, bladed attacks are reduced in effectiveness by 50%. They'll cut less and hurt less than they normally would. In addition to the damage negation, blood flow is stopped by 90%, due to the clenched muscles restricting the blood flow to the wound.
How to use technique: [Flex muscles and kick ass.]
Drawback: [Requires a 3 in Street Fighting or any Martial Art]
[First and foremost, this technique can only be used for three posts at a time until mastered, which brings it up to five posts. It requires a single post of rest between every use. While activated, the user will find it is harder to move and impossible to attack; this is translated at a 25% cut to speed. Due to the nature of the attack, attacking is impossible. Additionally, it offers no protection from Kido or other reaitsu based abilities. If a wound is inflicted, the user will bleed at twice the normal rate after the post count is over, due to the build up of pressure and blood. They will be squirting blood from the wound. Requires base 400 strength.]
Made by: [Kubi]
Technique Name: Gigei Mikon: Kon Shikon [Wild Arts: Soul Fang]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
“There is always someone stronger” is a saying that few take to heart, but from that understanding came a technique that would weaken those who are strong and bring them down to the user's level. The Spirit Fang literally delves into the target’s soul, rending it and weakening the foe. This is a slight alteration to standard Reiatsu, a thinned-out and distilled version that passes through and does not damage solid matter. However, when these fangs tear into a target, it is easy to tell; weakness and dizziness overcome a target on the first hit, and subsequent hits only make it worse.
This technique, on a successful hit, lowers the target’s stats by 5% of their original amount after Type changes. This 5% is recovered after two posts, or after an extended rest. This effect also stacks with itself.
How to use technique: The user surrounds the weapon or limb that they are using to strike with Reiatsu, but then allow that Reiatsu to disperse and thin out. Then they attack physically, striking at the opponent’s body, letting the Reiatsu tear through their spirit.
Drawback: This technique can only be used twice per post, successful or not. It can also be blocked by defending against the attacking weapon or limb; though the Reiatsu that is used to bite into the enemy's spirit is insubstantial, the weapon or limb is not.
Requirements: This requires a 2 in Hakuda along with a 2 in any weapon that the user chooses to make use of with this technique.
Made by: [Zeich Yajuu]
Technique Name: [Iron Muscles: Griffin's Claw]
Class: [3]
Technique Type: [Physical]
Technique Element: [None]
Technique Description and Effects: [Iron Muscles: Tortoiseshell Armor is a useful technique, quite powerful in it's own right. It can make entire fighting styles entirely useless. However, the drastic drawback is; it's purely defensive. The clenching of the entire body makes for a solid defense, but at the lack of reliable combat effectiveness. This is where the Iron Muscles: Griffin Claw Technique comes in.
This has the same basic advantages of Iron Muscles: Tortoiseshell armor, but applied to a single limb or portion of the body rather than the entire body. The limb that is selected gains immunity to blunt strikes, 50% resistance to bladed strikes, as well as 90% decrease to bleeding, for that one limb, so long as physical strength is higher. This technique is used for counterattacks; since Iron Muscle Defensive techniques cannot be used to attack, this particular drawback only applies to that particular limb. ]
How to use technique: [Flex.]
Drawback: [Requires Iron Muscle: Tortoiseshell Armor Mastery]
[Requires a 3 in Street Fighting or any Martial Art.]
[Same as with Tortoiseshell Armor, movement in that arm is reduced by 25%; no offensive maneuvers may be used. Additionally, it only lasts for 2 posts unless mastered; then it lasts for 3. It requires a 2 post resting period. Requires 400 strength. If a wound is inflicted, the user will bleed at twice the normal rate after the post count is over, due to the build up of pressure and blood. They will be squirting blood from the wound.
Made by: [Kubi]
Technique Name: Kazaguruma
Class: 3
Technique Type: Hakuda
Usable By: Shinigami
Technique Element: N/A
Technique Description and Effects: This Hakuda technique starts off by the user getting their body up into the air and then making a shearing movement with the legs to get one leg in front of the other without holding on to the ground. The user then brings their leg downwards at an incredible speed carrying with it the maximum amount of strength possible due to the leg having been over the user's own head. This technique normally looks nothing more than a high heel drop kick yet the impact strength of the kick is 75% higher than the strength of the user making it a devastating technique which normally is taken lightly. When this technique is mastered it can be done sideways in the air as well.
How to use technique: Jump into the air raise one leg up high and then kick downwards.
Technique Drawbacks: Requires a 2 in Hakuda. Requires 400 Speed after type. This technique although easy to execute is actually a risk to use. If the force of the technique is halted the force of the technique will reverberate throughout the leg that was used to kick causing massive internal damage.
Made By: Unknown Shinigami
Reserved: No
Class: 3
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
Everything must come to an end, and so to does this apply to the forward momentum of a continuous series of strikes that is the Rhythm Beat technique line. However, the finale is where the most effort is needed for a successful combination, and this applies here. The user doubles their current speed and strength to strike at a foe with a single blow, hitting them with an amazing amount of force. However, the real power behind this technique is not the initial hit; rather, the momentum built up by the user's speed and increased strength is transferred through the blow, generating enormous impact force that sends a foe flying even if it does not break through defenses.
While this is a standalone technique, it flourishes at the end of a successful Rhythm Beat combination. Normally no other stat boosts will stack with this technique, but Rhythm Beat's speed boost through continuous momentum does apply before the doubling bonus. Naturally, the 3x cap on speed still applies. This technique counts as a short-term status boost.
How to use technique:
Tense the muscles and release a single powerful blow. More effective if momentum is already built up to make for an even faster blow.
Technique Drawbacks
The doubling of speed without the use of Reiatsu, simply overexerting the muscles, is extremely straining on the limb used for the strike. The limb's muscles will tear and the bone will weaken, making that limb more susceptible to attacks and reducing its speed by half. Additionally, a second use with the same limb will only grant a 50% speed boost for the technique, and will tear the muscles completely as well as shatter the bone, making that limb useless until healing is given. Requires at least a 2 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved?: No
Technique Name: Heavenly Strike
Class: 3
Technique Type: Kido/Hakuda
Usable By (Technique is available to which races?): Shinigami, Vizard, Characters with access to Kido
Technique Element: n/a
Technique Description and Effects (Explain appearance, powers, and effect):
There are many Hakuda based techniques that boast the ability to allow their users to deliver attacks that transcend their regular limits. Often, these techniques come in the form of stat boosts or by temporarily bolstering physical capabilities. Heavenly Strike is similar in that it allows its user to deliver an attack that is far more powerful than what they could achieve without it, but it also provides exceptional utility to those who master it.
In simple terms, Heavenly Strike is a technique that condenses the users Reiatsu around one the bodies key striking points (feet, knees, fists and elbows) and charging at high speed in a straight line. The user is propelled by their own RS at a static speed of 1000. Upon impact with a solid object, the reiatsu that propelled the user can then be released through one of the earlier mentioned striking points to create a shockwave that spreads out from the point of impact in a sphere. The power of the shockwave is always equal to the users RS.
At the Learned level, the maximum range of the strike is equal to [RS/4] meters in a straight line, whilst the radius of the shockwave is equal to [2 meters per 100 RS]
At the Proficient level, the maximum range of the strike is equal to [RS/3] meters in a straight line, whilst the radius of the shockwave is equal to [4 meters per 100 RS]
At the Mastered Level, the maximum range of the strike is equal to [RS/2] meters in a straight line, whilst the radius of the shockwave is equal to [6 meters per 100 RS].
{Bonus Gif}
How to use technique (How is it activated?):
Propel yourself forwards using compressed reiatsu before releasing it through a single striking point (listed above).
Technique Drawbacks (Limitations, repercussions for use, etc):
The major drawback of this technique lies in the fact that Shunpo exists, thus making it incredibly difficult to land upon any of the races with a step technique (which is all of them). In addition, the shockwave that this technique is capable of creating requires a direct impact with a solid object to trigger (which means no air punches). Furthermore, this technique requires committing to a single direction of travel, which can make for an easy target against canny opponents. Finally, the user must travel at least 5 meters before a collision occurs in order to trigger the shockwave.
In order to learn this technique, the user must possess at least a 2 in both the Kido and Hakuda (or equivalent) Skills.
Made By: Ranth Amanite
Reserved? (Yes/No) (Can others use your technique, or just your character?): no
Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
Technique Name: Kuro Gigei Mikon: Kage Soshaku [Dark Wild Arts: Shadow Bite]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is the third of the Dark Wild Arts techniques, this one bears a lot of similarity to its predecessor. Making use of the enhanced senses that this line of techniques has at its base, this technique is initiated by an enemy’s physical attack. Once the strike comes, the user grabs onto the limb leading the attack and pulls, making use of the enemy’s momentum to draw them close while simultaneously lashing out with a fist or palm in the following strike. However, the difference comes on that impact, when Reiatsu is released at the central point of impact in a focused blast, adding to the force of the strike. This adds the user’s Reiatsu Strength to their Speed to determine the final blunt force of the strike, and often makes the physical hit more intense as the Reiatsu released continues through the body in a straight line despite the first being stopped upon impact. This can cause internal damage through trauma force, as well as excess energy being released through the target’s body.
How to use technique: See above.
Drawback: Kuro Gigei Mikon: Buraindo Jinsei must be active for this technique to be used, and Senses after use of the listed technique must be at least 250 or higher. Reiatsu Strength must be at least 200 as well.
Requirements: Must have both Kuro Gigei Mikon: Buraindo Jinsei and Kuro Gigei Mikon: Yoru Senpuku learned and mastered. Must also have at least a 3 in Hakuda.
Made by: Zeich Yajuu
Technique Name: [Hakuda Defense: Do]
Class: [3]
Technique Type: [Other]
Technique Element: [N/A]
Technique Description and Effects:
It directly applies a palm to the perfectly correct spot in an incoming melee attack. This can be on an underside or at the very edge of a weapon, but it must hit the spot where the force is most vulnerable. The force immediately ceases, and the attack stops moving. It's good for making openings.
How to use technique:
Stated above.
Drawback:
It's a physical attack. No drawback.
Made by: [Sozen]
Technique Name: [Ichinen]
Class: [3]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This powerful Hakuda technique is used by many Hakuda specialists. This takes the retaliation concept of Wing-Chun and applies it to Hakuda. When the enemy launches a physical attack, the user grabs a hold of their attack, and loosens up the body, becoming a single, fluid motion of instant retaliation. This is a difficult technique to respond to because of the fluidity, requiring a minimum of 100 in instinct/senses to react to.
Once this happens, the user redirects that force into a forward punch into the enemy's body. This punch has the strength of both the user and enemy layered on top of one another for extra damage due to the absorption of force.
How to use technique:
Requires at least a 3 in Hakuda to be used. Also requires at least a 1 in any one of the following martial arts: Wing Chun, Jiujitsu, Karatedo, Kung Fu, TKD, Keysi, Hapkido, or Shotokan. Class 3+ characters only.
Drawback:
Physical strain of the body.
Made by: [Admin]
Technique Name: Gigei Mikon: Hyaku Shikon [Wild Arts: Hundred Fangs]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of user’s base Strength and Speed after type. This causes a massive amount of damage in a short time.
How to use technique: The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
Drawback: Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
Requirements: This requires a 2 in Hakuda to perform.
Made by: [Zeich Yajuu]
Technique Name: [Iron Muscle: Tortoiseshell Armor]
Class: [3]
Technique Type: [Physical]
Technique Element: [None]
Technique Description and Effects: [There are some people, some creatures, who exist in this world who are so massively muscled, so physically powerful, that they seem to be almost invulnerable. Fists bounce off them, bullets crumple, and rocks shatter as they hit his flexed muscles. Even swords don't do as much damage, barely cutting him before he shakes them off. These people are fearsome when faced in a combat situation. And Kubi has mastered this technique.
The "Iron Muscles" technique is one developed by Kubi; in leu of any defensive techniques he could use, Kido being beyond him, and the likes of Hierro and Blut being beyond his racial abilities, Kubi has delved far into the realm of physical prowess and discovered this technique. A way to harden the body to the point of being near invulnerable.
What the Iron Muscle: Full Body technique does is simple. It's based on physical strength; so long as this technique is activated, blunt strikes - a.k.a. any strikes that do pierce the skin - are completely negated, the user's sheer physical strength completely blocking it. Additionally, bladed attacks are reduced in effectiveness by 50%. They'll cut less and hurt less than they normally would. In addition to the damage negation, blood flow is stopped by 90%, due to the clenched muscles restricting the blood flow to the wound.
How to use technique: [Flex muscles and kick ass.]
Drawback: [Requires a 3 in Street Fighting or any Martial Art]
[First and foremost, this technique can only be used for three posts at a time until mastered, which brings it up to five posts. It requires a single post of rest between every use. While activated, the user will find it is harder to move and impossible to attack; this is translated at a 25% cut to speed. Due to the nature of the attack, attacking is impossible. Additionally, it offers no protection from Kido or other reaitsu based abilities. If a wound is inflicted, the user will bleed at twice the normal rate after the post count is over, due to the build up of pressure and blood. They will be squirting blood from the wound. Requires base 400 strength.]
Made by: [Kubi]
Technique Name: Gigei Mikon: Kon Shikon [Wild Arts: Soul Fang]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
“There is always someone stronger” is a saying that few take to heart, but from that understanding came a technique that would weaken those who are strong and bring them down to the user's level. The Spirit Fang literally delves into the target’s soul, rending it and weakening the foe. This is a slight alteration to standard Reiatsu, a thinned-out and distilled version that passes through and does not damage solid matter. However, when these fangs tear into a target, it is easy to tell; weakness and dizziness overcome a target on the first hit, and subsequent hits only make it worse.
This technique, on a successful hit, lowers the target’s stats by 5% of their original amount after Type changes. This 5% is recovered after two posts, or after an extended rest. This effect also stacks with itself.
How to use technique: The user surrounds the weapon or limb that they are using to strike with Reiatsu, but then allow that Reiatsu to disperse and thin out. Then they attack physically, striking at the opponent’s body, letting the Reiatsu tear through their spirit.
Drawback: This technique can only be used twice per post, successful or not. It can also be blocked by defending against the attacking weapon or limb; though the Reiatsu that is used to bite into the enemy's spirit is insubstantial, the weapon or limb is not.
Requirements: This requires a 2 in Hakuda along with a 2 in any weapon that the user chooses to make use of with this technique.
Made by: [Zeich Yajuu]
Technique Name: [Iron Muscles: Griffin's Claw]
Class: [3]
Technique Type: [Physical]
Technique Element: [None]
Technique Description and Effects: [Iron Muscles: Tortoiseshell Armor is a useful technique, quite powerful in it's own right. It can make entire fighting styles entirely useless. However, the drastic drawback is; it's purely defensive. The clenching of the entire body makes for a solid defense, but at the lack of reliable combat effectiveness. This is where the Iron Muscles: Griffin Claw Technique comes in.
This has the same basic advantages of Iron Muscles: Tortoiseshell armor, but applied to a single limb or portion of the body rather than the entire body. The limb that is selected gains immunity to blunt strikes, 50% resistance to bladed strikes, as well as 90% decrease to bleeding, for that one limb, so long as physical strength is higher. This technique is used for counterattacks; since Iron Muscle Defensive techniques cannot be used to attack, this particular drawback only applies to that particular limb. ]
How to use technique: [Flex.]
Drawback: [Requires Iron Muscle: Tortoiseshell Armor Mastery]
[Requires a 3 in Street Fighting or any Martial Art.]
[Same as with Tortoiseshell Armor, movement in that arm is reduced by 25%; no offensive maneuvers may be used. Additionally, it only lasts for 2 posts unless mastered; then it lasts for 3. It requires a 2 post resting period. Requires 400 strength. If a wound is inflicted, the user will bleed at twice the normal rate after the post count is over, due to the build up of pressure and blood. They will be squirting blood from the wound.
Made by: [Kubi]
Technique Name: Kazaguruma
Class: 3
Technique Type: Hakuda
Usable By: Shinigami
Technique Element: N/A
Technique Description and Effects: This Hakuda technique starts off by the user getting their body up into the air and then making a shearing movement with the legs to get one leg in front of the other without holding on to the ground. The user then brings their leg downwards at an incredible speed carrying with it the maximum amount of strength possible due to the leg having been over the user's own head. This technique normally looks nothing more than a high heel drop kick yet the impact strength of the kick is 75% higher than the strength of the user making it a devastating technique which normally is taken lightly. When this technique is mastered it can be done sideways in the air as well.
How to use technique: Jump into the air raise one leg up high and then kick downwards.
Technique Drawbacks: Requires a 2 in Hakuda. Requires 400 Speed after type. This technique although easy to execute is actually a risk to use. If the force of the technique is halted the force of the technique will reverberate throughout the leg that was used to kick causing massive internal damage.
Made By: Unknown Shinigami
Reserved: No
{Class 2 Hakuda}Technique Name: Pāmu o Namiutsu(Ripple Wave)
Class: 2
Technique Type: Hakuda
Usable By: Shinigami, Beast
Technique Element: N/A
Technique Description and Effects: A strange type of Hakuda that Kimiko has developed that takes the function of a shockwave and uses it more as a defense than as the standard offense. How she accomplishes this feat through this technique is rather simple. By thrusting one of her palms in the same manner that would normaly cause a shockwave Kimiko can cause a type of difference. The shockwave that is produced in the air from her palm doesn't travel forwards from her hand instead moving outwards on the sides. This causes a ripple pattern in air that is comparible to the ripples on a waters surface after something has been dropped into it. This technique only lasts for a few moments, but during that time the shockwave pattern reflects back anything that comes into contact with it having a force equal to Kimiko's strength.
How to use technique: Kimiko must preform a palm strike instead of any other physical attack in order to generate this technique.
Technique Drawbacks: Executing this technique requires a fairly large amount of stamina meaning that over use of it can drain individuals rather quickly. The muscles in the arm that utilizes this technique suffer a large degree of stress from using this technique causing a fair amount of pain and the hand to become unresponsive until the end of the next post. Requires a 3 in Hakuda along with a base Strength of 600.
Made By: Kimiko Shihoin
Reserved: No
Technique Name: [Iron Muscles: Dragon Claw]
Class: [2]
Technique Type: [Physical]
Technique Element: [None]
Technique Description and Effects: [This takes the Iron Muscles: Griffin's Claw technique and applies it directly to combat. By hardening and clenching the muscles in a single limb, that limb gains incredible piercing capability. It gains such power, it gives Kubi the capability to punch through solid steel vault doors and not receive a scratch from it. This also gives Kubi a unique advantage; he has the ability to bash through any solid object. He can punch through boulders, through solid bodies, and remain unscathed.]
How to use technique: [Clench muscles and strike.]
Drawback: [Requires Iron Muscles: Griffins Claw Mastery]
[Requires a 3 in Street Fighting or any Martial Art.]
[First and foremost, this strike is delivered at half speed. The massive bunching of muscles causing the arm to be slower and clumsier as a result. Additionally, it can only be used once every three posts unless mastered; then it can be used once every two posts. If used more than twice a thread, the muscles will start to degrade, decreasing physical strength by an additional 25% per use after three unless mastered; if mastered, it can be used three times before muscle degradation. Regardless of mastery or use, one use will tire the muscles out significantly, slowing speed in that one arm by 10%. Requires base 500 strength. If strength drops below 500, this technique cannot be used.]
Made by: [Kubi]
Technique Name: Taibu Gigei Mikon: Konjou Shikon [Greater Wild Arts: Spirit Fang]
Class: 2
Technique Type: Other
Technique Element: None
Technique Description and Effects:
“There is always someone stronger” is a saying that few take to heart, but from that understanding came a technique that would weaken those who are strong and bring them down to the user's level. The Soul Fang literally delves into the target’s soul, no longer just tearing at it but ripping it apart and weakening the foe. This is a slight alteration to standard Reiatsu, a thinned-out and distilled version that passes through and does not damage solid matter. However, when these fangs tear into a target, it is easy to tell; weakness and dizziness overcome a target on the first hit, and subsequent hits only make it worse.
This technique, on a successful hit, lowers the target’s stats by 10% of their original amount after Type changes. 5% is recovered every three posts, or after an extended rest. This effect also stacks with itself.
How to use technique: The user surrounds the weapon or limb that they are using to strike with Reiatsu, but then allow that Reiatsu to disperse and thin out. Then they attack physically, striking at the opponent’s body, letting the Reiatsu tear through their spirit.
Drawback: This technique can only be used twice per post, successful or not. It can also be blocked by defending against the attacking weapon or limb; though the Reiatsu that is used to bite into the enemy's spirit is insubstantial, the weapon or limb is not.
Requirements: This requires a 3 in Hakuda along with a 3 in any weapon that the user chooses to make use of with this technique.
Made by: [Zeich Yajuu]
Technique Name: Tsubame Gaeshi (Swallow Reversal)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: The user executes this move by doing a sudden step in towards the opponent's personal space as soon as the opponent do either a forward vertical attack from above, or a vertical attack from behind. If the opponent does so, the user executes a three part strike that cannot be evaded, and very, very hard to react to, requiring at least 300 or more points in Instinct and Senses.
First part involves a sudden step towards the opponent's position, striking the exposed elbow area if from the front, or if assaulted from behind, performing a Shukuchi-Ho or Senka to get behind the opponent, striking the spinal area at the base of the skull. Both attacks involved using the second fist of the middle finger (either hand). This first attack aims to stop the opponent's movement by striking the nerve points on those part. Naturally, the spinal strike is more dangerous, so this first part is more dangerous if used as a counter attack to an ambush strike from behind.
Second part then quickly follows. Using the opposite hand, the user then strikes the opponent on the solar plexus, or the lower portion of the sternum if the attack was countered from the front, or if assaulted from behind, the spinal area located near the pelvic bone. Both utilizes a full fist strike from the hand, aimed at inducing crushing blunt force trauma towards the stricken area. This makes the opponent's bodily physical resistance to lower drastically briefly.
Finally, after the last strike, the user immediately follows it up with a spinning roundhouse kick aimed towards the center of the torso of the target if the attack was done from the front, or if assaulted from behind, the user performs a double tiger-open palm strike towards the center of the target's spinal column. If the first two strikes landed successfully, there is no chance to block this final strike. The final strike multiples the user's strength by 2 times for that one strike, producing a sudden surge of physical energy to escape out. As with most Hakuda, this technique does not use reiatsu (except if user uses Senka instead of Shukuchi-Ho, in which case, reiastu cost for Senka is paid instead).
How to Use Technique: Everything was stated above.
Drawback: This technique cannot be used every time. This can only be used in response to a vertical attack from above if the attack was made from the front, or as a response to any vertical attacks if the attack was made from behind. The technique also requires the user to have at least 100 Instinct, 100 Senses, 400 Speed, and 150 Strength. A target that has at least 400 in Strength can significantly mitigate the damage, but still cannot evade the attacks.
Made by: Kousaru Mugenryu
Reserved: Captains and Zero Division Shinigami Only
Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
Technique Name: Shiraha Nagashi (lit. "Blade Parry")
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: This is one of the most utilized techniques in Hakuda, simply because a great number of opponents, shinigami and Arrancar alike, rely on swords as opening. Shiraha Nagashi is meant to be used against opponents who relies heavily on sword, or any bladed weapon in general, allowing its user to parry an attack, and do a well-timed punch at the same time on the opponent. This allows an attack that is both very hard to dodge, and block, simply because it was being thrown at the opponent the same time as the opponent's attack, while also parrying said attack. The parry blows away the trajectory of the sword away from the user's body using a shockwave thanks to the corkscrew trajectory of the punch. If the user's base Strength is greater than that of the opponent, the weapon is blown away, leaving the opponent disarmed.
This technique can parry against attack an opponent does as long as the user's total Strength added with 100% of his/her current Strength is greater than that of his opponent. The power of the punch executed by the user, however, is only at 50% of the user's base Strength. This technique is meant as a counter-attack more than anything, and is a favorite among Hakuda users, mainly because it uses no reiatsu, can be used multiple times, and it is not very taxing to use.
How to Use Technique: The user forms a fist on one hand, and cocks it back at waist level. He/she then punches toward an opponent while the opponent is attacking with a bladed weapon. The fist must perform a corkscrew movement, starting with the palm of the user facing upward, twisting with force counter-clockwise in such a way that the thumb faces upward just as the blade of the weapon comes in contact with the fist. The shockwave from the twist pushes the blade aside, and then the user uses his/her shoulder to extend the range and further twist the punch so that the palm is facing downwards as it connects to the opponent's torso (or any body part readily accessible).
Drawbacks: The technique requires it user to have a base Speed of at least 400, a base Reiatsu Strength of at least 500 (because the technique requires above average reiatsu channeled around arm being used; note that it is channeled, not expended), a Base Strength of 100, Base Instinct and Senses of 100 due to its nature of being a counter attack. Also, this technique can only be used in response to an attack from a bladed/cutting weapon, and will not work against blunt or intangible weapon (reiatsu-formed weapons, maces, etc), making it very specialized. The technique has limited range as well. If the opponent is using a spear, even if it has a bladed tip, the user will not be able to reach the target simply because the target is too far. Simply put, the technique is limited by the user's arm reach.
Made by: Kousaru Mugenryu
Technique Name: Gokuinken
Class: 2
Technique Type: Hakuda
Technique Element: N/A
Technique Description and Effects:
This was a technique developed by Kaen, after observing the Akki Nex, in combat, as a means for Hakuda specialists to counter reiatsu specialists. By focusing one’s reiatsu to match the wavelength of their opponent’s reiatsu, a practitioner of this technique can effectively negate an opponent’s reiatsu based attacks.
This technique operates by the user letting reiatsu flow through their fist, matching the wavelength of an opponent’s attack, and striking the reiatsu attack dead on. The matching wavelengths of reiatsu then effectively cancel each other out, allowing the user to remain unharmed by the attack.
In technical terms, the user effectively adds their Reiatsu Strength to their physical strength when striking an incoming reiatsu attack. Provided the technique is of Class 3 or lower, and its reiatsu strength is lesser than the user of the Gokuinken’s combined Reiatsu Strength and Physical Strength, this will negate the attack, and leave the user generally unharmed. If the power of the technique exceeds the user’s combined strength and reiatsu strength, it will be reduced in power by the combined total, at the very least, mitigating injury suffered from the technique. If the technique is Class 2, it can still be prevented by this technique, but only if the opponent’s attack has lesser strength than the user’s combined reiatsu strength and physical strength. Above that, this technique will fail entirely. This technique does not work against Class 1 or Class 0 techniques, as even matching the wave lengths of such techniques is ineffective against such immense power.
If this technique is mastered, and the combined power of this technique is more than double the opponent’s attack’s reiatsu strength, then the Gokuinken can actually reflect a portion of the opponent’s attack, sending a lesser variant of the attack with about half its original power and range, back at the opponent.
Drawback:
Learning the proper wavelength of an opponent’s reiatsu is an incredibly difficult, and time consuming process. This technique is impossible for any character with an Energy Sensory stat of 0, as they are incapable of detecting the wavelengths in an opponent’s reiatsu necessary to perform this technique. A 2 or higher in Analysis or Battle Analysis is required to perform this technique as well. Due to the technique's precise nature, a 2 or higher in a striking oriented martial art is the final requirement to perform this technique.
Even those who can detect the wave lengths may need time to get the specifics down, and they cannot do so blindly. Characters with over 400 or more Energy Sensory can only use this technique after seeing an opponent perform a reiatsu-based attack once. At 200 energy sensory, two techniques must be observed before a character can perform this technique. At 100 energy sensory, three such techniques must be observed before a character can perform this technique. And at 50 energy sensory, a total of four reiatsu techniques must be observed by the user before they can use this technique. Being struck by an opponent’s reiatsu-based attack that the user is able to observe effectively counts as double (ergo, a character with 50 Energy Sensory can use this technique if he is hit by two of his opponent’s techniques, and characters with 100+ can perform it after being hit by only one of the opponents reiatsu moves). Note that this still requires the technique to be observed, so characters that are caught off guard, or struck from behind, or otherwise are incapable of observing the attack before it hits do not learn anything meaningful about it, besides that it probably hurts. A lot. Prior familiarity with the target may apply, if the user is already familiar with their wave length (such as being in close personal contact for extensive time periods or having dealt with their attacks before).
This technique is only designed to counter direct damage attacks. Any type of reiatsu attack with additional effects beyond direct damage, such as poison-on-contact effects for example, will still take hold. Additionally, characters with over 400 Energy Sensory that are able to understand what the user of the Sealing Fist is doing, are capable of altering their reiatsu’s wave length, rendering this technique useless, and requiring the user to spend further time observing the opponent’s new wave lengths (effectively resetting the technique). An energy sensory stat of 200 is sufficient to notice such a change in wave length, but the observation of techniques is still required to adapt to the new wavelength.
It also only works on techniques that can actually be hit in their entirety. It is therefore ineffective against techniques like Hyapporankan or Rikujokoro, as the user can only dispel as many parts of the technique as the user can strike before its completion (barring bizarre exceptions, this generally means only two).
Made by: Kaen
Reserved?: No
Technique Name: Gokken
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is a powerful defensive Hakuda technique which was once popular in the Soul Society. It is no longer as popular as it once was. What it does is simple.
The user need only bar their arms and cross them in front of their body to defend against an attack. If it is a physical attack, there is no reiatsu cost. The attack hits the arms, which then lash out. This causes the attack to be repulsed.
What happens is unseen. The user's body is constantly vibrating during use of this technique, and this steals and repulses the energy of the incoming attack. This makes the speed stat the important stat for this technique.
When a physical attack hits, there will still be damage if the enemy's physical strength exceeds the user's speed stat. The force of the attack will be reduced in strength by however much speed the user has. If the user has speed greater than the hit strength, the attack will be repulsed. So if it's a direct physical attack, it will cause the enemy's internals to be hit with a force equivalent to the difference in the user's speed and enemy's strength.
When reiatsu attacks hit this technique, half the reiatsu that was used for the technique is drained from the user. This takes away reiatsu strength from the attack to weaken it. The attack loses all negative effects if its reiatsu strength drops to 0. This causes the speed of the user to be subtracted from the enemy attack's reiatsu strength.
How to use technique:
There are many requirements for knowing this technique. First, the user needs to have at least a speed stat of 600. That's the first requirement. The user also needs to have at least a 3 in Hakuda.
Drawback:
Gokken does not completely negate damage. The impact force will still leave its mark. Gokken also does not repulse attacks well if their power exceeds the user's speed. It is advised to use Gokken sparingly. It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use.
Made by: Unknown - On forum, made by Kento! Kenpachi Shingai.
Technique Name: Daikotsu
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique:
This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback:
It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
Technique Name: Kyozetsu
Class: 2
Technique Type: Hakuda
Usable By: Shinigami
Technique Element: N/A
Technique Description and Effects: This technique is one that Kimiko developed off the premise of simply going for what seems impossible. This technique focuses around the fact that those with monstrous strength are capable of producing shockwaves. By flexing every muscle in the body in a single moment the strength of the user is build up. Once this is done they can then extend both arms outwards which results in a full area shockwave. Everything around the user is inflicted with the shockwave which equals the Strength of the user. The shockwave only is able to travel a total of twenty five feet from the user however. The speed that the shockwave travels is equal to the Strength of the user.
How to use technique: The user flexes the muscles of their body all at once.
Technique Drawbacks: The usage of this technique places immense stress on the arms of the user while tiring out the rest of the bodies muscles. The technique can only be used a total of 2 times per thread without sufficient rest. If used more then twice the muscles tire and the user finds themselves unable to move. Anything above the user is actually unaffected making the weakness of the technique that aerial attacks are immune. Requires at least a 2 in Hakuda and 600 Strength.
Made By: Kimiko Shihoin
Reserved: No
Technique Name: Wolf Style: Aspects of a Predator
Class: 2
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: N/A
Technique Description and Effects: After experiencing the pain and damage that wolves are enable to inflict on foes Kimiko Shihoin worked tirelessly to create this technique which enables anyone to attack with the claws of a wolf. The technique starts by the user flowing reiatsu into their nails and thus strengthening them while also causing them to grow sharp and up to in inch in length. The nails from that point onwards are meant to replace anything else as the offensive weapons of the user becomes claws. The claws at this point have durability equal to 75% of the users offensive stat, but have the offensive strength of the user. The claws are able to cut through anything that the user normally can with their spiritual weapon.
The last bit of the technique is that those with sufficient strength to normally cause a shockwave get an additional bonus through the use of these claws. By slashing through the air much the same as causing a shockwave a user of this technique can cast out ranged cutting waves that have the offensive strength of the user while also traveling at that same speed. As the name implies though this technique revolves around the weapons of a predator and claws aren't the only weapons. This technique also causes the teeth of the user to become razor sharp and enlarged like that of a wolf. The teeth are the same offensive and defensive properties as the claws, but gain no other bonuses from normal.
How to use technique: The user focuses their reiatsu into their nails. Once the technique is activated the user simply attacks who they wish.
Technique Drawbacks: Costs 300 to activate lasts for 10 posts. The weapons have a lower durability than they do cutting power so if met with an equally powerful clash can result in them breaking. If a claw is broken the finger also immediately breaks. A claw can't be regrown until the technique is done a second time and the finger has been fixed. Only those that have 600 in Strength are able to create the slicing shockwaves. The shockwaves that these claws create are only able to travel up to fifty feet. This technique MUST be learned in a thread.
Made By: Kimiko Shihoin
Reserved: No
Class: 2
Technique Type: Hakuda
Usable By: Shinigami, Beast
Technique Element: N/A
Technique Description and Effects: A strange type of Hakuda that Kimiko has developed that takes the function of a shockwave and uses it more as a defense than as the standard offense. How she accomplishes this feat through this technique is rather simple. By thrusting one of her palms in the same manner that would normaly cause a shockwave Kimiko can cause a type of difference. The shockwave that is produced in the air from her palm doesn't travel forwards from her hand instead moving outwards on the sides. This causes a ripple pattern in air that is comparible to the ripples on a waters surface after something has been dropped into it. This technique only lasts for a few moments, but during that time the shockwave pattern reflects back anything that comes into contact with it having a force equal to Kimiko's strength.
How to use technique: Kimiko must preform a palm strike instead of any other physical attack in order to generate this technique.
Technique Drawbacks: Executing this technique requires a fairly large amount of stamina meaning that over use of it can drain individuals rather quickly. The muscles in the arm that utilizes this technique suffer a large degree of stress from using this technique causing a fair amount of pain and the hand to become unresponsive until the end of the next post. Requires a 3 in Hakuda along with a base Strength of 600.
Made By: Kimiko Shihoin
Reserved: No
Technique Name: [Iron Muscles: Dragon Claw]
Class: [2]
Technique Type: [Physical]
Technique Element: [None]
Technique Description and Effects: [This takes the Iron Muscles: Griffin's Claw technique and applies it directly to combat. By hardening and clenching the muscles in a single limb, that limb gains incredible piercing capability. It gains such power, it gives Kubi the capability to punch through solid steel vault doors and not receive a scratch from it. This also gives Kubi a unique advantage; he has the ability to bash through any solid object. He can punch through boulders, through solid bodies, and remain unscathed.]
How to use technique: [Clench muscles and strike.]
Drawback: [Requires Iron Muscles: Griffins Claw Mastery]
[Requires a 3 in Street Fighting or any Martial Art.]
[First and foremost, this strike is delivered at half speed. The massive bunching of muscles causing the arm to be slower and clumsier as a result. Additionally, it can only be used once every three posts unless mastered; then it can be used once every two posts. If used more than twice a thread, the muscles will start to degrade, decreasing physical strength by an additional 25% per use after three unless mastered; if mastered, it can be used three times before muscle degradation. Regardless of mastery or use, one use will tire the muscles out significantly, slowing speed in that one arm by 10%. Requires base 500 strength. If strength drops below 500, this technique cannot be used.]
Made by: [Kubi]
Technique Name: Taibu Gigei Mikon: Konjou Shikon [Greater Wild Arts: Spirit Fang]
Class: 2
Technique Type: Other
Technique Element: None
Technique Description and Effects:
“There is always someone stronger” is a saying that few take to heart, but from that understanding came a technique that would weaken those who are strong and bring them down to the user's level. The Soul Fang literally delves into the target’s soul, no longer just tearing at it but ripping it apart and weakening the foe. This is a slight alteration to standard Reiatsu, a thinned-out and distilled version that passes through and does not damage solid matter. However, when these fangs tear into a target, it is easy to tell; weakness and dizziness overcome a target on the first hit, and subsequent hits only make it worse.
This technique, on a successful hit, lowers the target’s stats by 10% of their original amount after Type changes. 5% is recovered every three posts, or after an extended rest. This effect also stacks with itself.
How to use technique: The user surrounds the weapon or limb that they are using to strike with Reiatsu, but then allow that Reiatsu to disperse and thin out. Then they attack physically, striking at the opponent’s body, letting the Reiatsu tear through their spirit.
Drawback: This technique can only be used twice per post, successful or not. It can also be blocked by defending against the attacking weapon or limb; though the Reiatsu that is used to bite into the enemy's spirit is insubstantial, the weapon or limb is not.
Requirements: This requires a 3 in Hakuda along with a 3 in any weapon that the user chooses to make use of with this technique.
Made by: [Zeich Yajuu]
Technique Name: Tsubame Gaeshi (Swallow Reversal)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: The user executes this move by doing a sudden step in towards the opponent's personal space as soon as the opponent do either a forward vertical attack from above, or a vertical attack from behind. If the opponent does so, the user executes a three part strike that cannot be evaded, and very, very hard to react to, requiring at least 300 or more points in Instinct and Senses.
First part involves a sudden step towards the opponent's position, striking the exposed elbow area if from the front, or if assaulted from behind, performing a Shukuchi-Ho or Senka to get behind the opponent, striking the spinal area at the base of the skull. Both attacks involved using the second fist of the middle finger (either hand). This first attack aims to stop the opponent's movement by striking the nerve points on those part. Naturally, the spinal strike is more dangerous, so this first part is more dangerous if used as a counter attack to an ambush strike from behind.
Second part then quickly follows. Using the opposite hand, the user then strikes the opponent on the solar plexus, or the lower portion of the sternum if the attack was countered from the front, or if assaulted from behind, the spinal area located near the pelvic bone. Both utilizes a full fist strike from the hand, aimed at inducing crushing blunt force trauma towards the stricken area. This makes the opponent's bodily physical resistance to lower drastically briefly.
Finally, after the last strike, the user immediately follows it up with a spinning roundhouse kick aimed towards the center of the torso of the target if the attack was done from the front, or if assaulted from behind, the user performs a double tiger-open palm strike towards the center of the target's spinal column. If the first two strikes landed successfully, there is no chance to block this final strike. The final strike multiples the user's strength by 2 times for that one strike, producing a sudden surge of physical energy to escape out. As with most Hakuda, this technique does not use reiatsu (except if user uses Senka instead of Shukuchi-Ho, in which case, reiastu cost for Senka is paid instead).
How to Use Technique: Everything was stated above.
Drawback: This technique cannot be used every time. This can only be used in response to a vertical attack from above if the attack was made from the front, or as a response to any vertical attacks if the attack was made from behind. The technique also requires the user to have at least 100 Instinct, 100 Senses, 400 Speed, and 150 Strength. A target that has at least 400 in Strength can significantly mitigate the damage, but still cannot evade the attacks.
Made by: Kousaru Mugenryu
Reserved: Captains and Zero Division Shinigami Only
Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
Technique Name: Shiraha Nagashi (lit. "Blade Parry")
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: This is one of the most utilized techniques in Hakuda, simply because a great number of opponents, shinigami and Arrancar alike, rely on swords as opening. Shiraha Nagashi is meant to be used against opponents who relies heavily on sword, or any bladed weapon in general, allowing its user to parry an attack, and do a well-timed punch at the same time on the opponent. This allows an attack that is both very hard to dodge, and block, simply because it was being thrown at the opponent the same time as the opponent's attack, while also parrying said attack. The parry blows away the trajectory of the sword away from the user's body using a shockwave thanks to the corkscrew trajectory of the punch. If the user's base Strength is greater than that of the opponent, the weapon is blown away, leaving the opponent disarmed.
This technique can parry against attack an opponent does as long as the user's total Strength added with 100% of his/her current Strength is greater than that of his opponent. The power of the punch executed by the user, however, is only at 50% of the user's base Strength. This technique is meant as a counter-attack more than anything, and is a favorite among Hakuda users, mainly because it uses no reiatsu, can be used multiple times, and it is not very taxing to use.
How to Use Technique: The user forms a fist on one hand, and cocks it back at waist level. He/she then punches toward an opponent while the opponent is attacking with a bladed weapon. The fist must perform a corkscrew movement, starting with the palm of the user facing upward, twisting with force counter-clockwise in such a way that the thumb faces upward just as the blade of the weapon comes in contact with the fist. The shockwave from the twist pushes the blade aside, and then the user uses his/her shoulder to extend the range and further twist the punch so that the palm is facing downwards as it connects to the opponent's torso (or any body part readily accessible).
Drawbacks: The technique requires it user to have a base Speed of at least 400, a base Reiatsu Strength of at least 500 (because the technique requires above average reiatsu channeled around arm being used; note that it is channeled, not expended), a Base Strength of 100, Base Instinct and Senses of 100 due to its nature of being a counter attack. Also, this technique can only be used in response to an attack from a bladed/cutting weapon, and will not work against blunt or intangible weapon (reiatsu-formed weapons, maces, etc), making it very specialized. The technique has limited range as well. If the opponent is using a spear, even if it has a bladed tip, the user will not be able to reach the target simply because the target is too far. Simply put, the technique is limited by the user's arm reach.
Made by: Kousaru Mugenryu
Technique Name: Gokuinken
Class: 2
Technique Type: Hakuda
Technique Element: N/A
Technique Description and Effects:
This was a technique developed by Kaen, after observing the Akki Nex, in combat, as a means for Hakuda specialists to counter reiatsu specialists. By focusing one’s reiatsu to match the wavelength of their opponent’s reiatsu, a practitioner of this technique can effectively negate an opponent’s reiatsu based attacks.
This technique operates by the user letting reiatsu flow through their fist, matching the wavelength of an opponent’s attack, and striking the reiatsu attack dead on. The matching wavelengths of reiatsu then effectively cancel each other out, allowing the user to remain unharmed by the attack.
In technical terms, the user effectively adds their Reiatsu Strength to their physical strength when striking an incoming reiatsu attack. Provided the technique is of Class 3 or lower, and its reiatsu strength is lesser than the user of the Gokuinken’s combined Reiatsu Strength and Physical Strength, this will negate the attack, and leave the user generally unharmed. If the power of the technique exceeds the user’s combined strength and reiatsu strength, it will be reduced in power by the combined total, at the very least, mitigating injury suffered from the technique. If the technique is Class 2, it can still be prevented by this technique, but only if the opponent’s attack has lesser strength than the user’s combined reiatsu strength and physical strength. Above that, this technique will fail entirely. This technique does not work against Class 1 or Class 0 techniques, as even matching the wave lengths of such techniques is ineffective against such immense power.
If this technique is mastered, and the combined power of this technique is more than double the opponent’s attack’s reiatsu strength, then the Gokuinken can actually reflect a portion of the opponent’s attack, sending a lesser variant of the attack with about half its original power and range, back at the opponent.
Drawback:
Learning the proper wavelength of an opponent’s reiatsu is an incredibly difficult, and time consuming process. This technique is impossible for any character with an Energy Sensory stat of 0, as they are incapable of detecting the wavelengths in an opponent’s reiatsu necessary to perform this technique. A 2 or higher in Analysis or Battle Analysis is required to perform this technique as well. Due to the technique's precise nature, a 2 or higher in a striking oriented martial art is the final requirement to perform this technique.
Even those who can detect the wave lengths may need time to get the specifics down, and they cannot do so blindly. Characters with over 400 or more Energy Sensory can only use this technique after seeing an opponent perform a reiatsu-based attack once. At 200 energy sensory, two techniques must be observed before a character can perform this technique. At 100 energy sensory, three such techniques must be observed before a character can perform this technique. And at 50 energy sensory, a total of four reiatsu techniques must be observed by the user before they can use this technique. Being struck by an opponent’s reiatsu-based attack that the user is able to observe effectively counts as double (ergo, a character with 50 Energy Sensory can use this technique if he is hit by two of his opponent’s techniques, and characters with 100+ can perform it after being hit by only one of the opponents reiatsu moves). Note that this still requires the technique to be observed, so characters that are caught off guard, or struck from behind, or otherwise are incapable of observing the attack before it hits do not learn anything meaningful about it, besides that it probably hurts. A lot. Prior familiarity with the target may apply, if the user is already familiar with their wave length (such as being in close personal contact for extensive time periods or having dealt with their attacks before).
This technique is only designed to counter direct damage attacks. Any type of reiatsu attack with additional effects beyond direct damage, such as poison-on-contact effects for example, will still take hold. Additionally, characters with over 400 Energy Sensory that are able to understand what the user of the Sealing Fist is doing, are capable of altering their reiatsu’s wave length, rendering this technique useless, and requiring the user to spend further time observing the opponent’s new wave lengths (effectively resetting the technique). An energy sensory stat of 200 is sufficient to notice such a change in wave length, but the observation of techniques is still required to adapt to the new wavelength.
It also only works on techniques that can actually be hit in their entirety. It is therefore ineffective against techniques like Hyapporankan or Rikujokoro, as the user can only dispel as many parts of the technique as the user can strike before its completion (barring bizarre exceptions, this generally means only two).
Made by: Kaen
Reserved?: No
Technique Name: Gokken
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is a powerful defensive Hakuda technique which was once popular in the Soul Society. It is no longer as popular as it once was. What it does is simple.
The user need only bar their arms and cross them in front of their body to defend against an attack. If it is a physical attack, there is no reiatsu cost. The attack hits the arms, which then lash out. This causes the attack to be repulsed.
What happens is unseen. The user's body is constantly vibrating during use of this technique, and this steals and repulses the energy of the incoming attack. This makes the speed stat the important stat for this technique.
When a physical attack hits, there will still be damage if the enemy's physical strength exceeds the user's speed stat. The force of the attack will be reduced in strength by however much speed the user has. If the user has speed greater than the hit strength, the attack will be repulsed. So if it's a direct physical attack, it will cause the enemy's internals to be hit with a force equivalent to the difference in the user's speed and enemy's strength.
When reiatsu attacks hit this technique, half the reiatsu that was used for the technique is drained from the user. This takes away reiatsu strength from the attack to weaken it. The attack loses all negative effects if its reiatsu strength drops to 0. This causes the speed of the user to be subtracted from the enemy attack's reiatsu strength.
How to use technique:
There are many requirements for knowing this technique. First, the user needs to have at least a speed stat of 600. That's the first requirement. The user also needs to have at least a 3 in Hakuda.
Drawback:
Gokken does not completely negate damage. The impact force will still leave its mark. Gokken also does not repulse attacks well if their power exceeds the user's speed. It is advised to use Gokken sparingly. It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use.
Made by: Unknown - On forum, made by Kento! Kenpachi Shingai.
Technique Name: Daikotsu
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique:
This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback:
It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
Technique Name: Kyozetsu
Class: 2
Technique Type: Hakuda
Usable By: Shinigami
Technique Element: N/A
Technique Description and Effects: This technique is one that Kimiko developed off the premise of simply going for what seems impossible. This technique focuses around the fact that those with monstrous strength are capable of producing shockwaves. By flexing every muscle in the body in a single moment the strength of the user is build up. Once this is done they can then extend both arms outwards which results in a full area shockwave. Everything around the user is inflicted with the shockwave which equals the Strength of the user. The shockwave only is able to travel a total of twenty five feet from the user however. The speed that the shockwave travels is equal to the Strength of the user.
How to use technique: The user flexes the muscles of their body all at once.
Technique Drawbacks: The usage of this technique places immense stress on the arms of the user while tiring out the rest of the bodies muscles. The technique can only be used a total of 2 times per thread without sufficient rest. If used more then twice the muscles tire and the user finds themselves unable to move. Anything above the user is actually unaffected making the weakness of the technique that aerial attacks are immune. Requires at least a 2 in Hakuda and 600 Strength.
Made By: Kimiko Shihoin
Reserved: No
Technique Name: Wolf Style: Aspects of a Predator
Class: 2
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: N/A
Technique Description and Effects: After experiencing the pain and damage that wolves are enable to inflict on foes Kimiko Shihoin worked tirelessly to create this technique which enables anyone to attack with the claws of a wolf. The technique starts by the user flowing reiatsu into their nails and thus strengthening them while also causing them to grow sharp and up to in inch in length. The nails from that point onwards are meant to replace anything else as the offensive weapons of the user becomes claws. The claws at this point have durability equal to 75% of the users offensive stat, but have the offensive strength of the user. The claws are able to cut through anything that the user normally can with their spiritual weapon.
The last bit of the technique is that those with sufficient strength to normally cause a shockwave get an additional bonus through the use of these claws. By slashing through the air much the same as causing a shockwave a user of this technique can cast out ranged cutting waves that have the offensive strength of the user while also traveling at that same speed. As the name implies though this technique revolves around the weapons of a predator and claws aren't the only weapons. This technique also causes the teeth of the user to become razor sharp and enlarged like that of a wolf. The teeth are the same offensive and defensive properties as the claws, but gain no other bonuses from normal.
How to use technique: The user focuses their reiatsu into their nails. Once the technique is activated the user simply attacks who they wish.
Technique Drawbacks: Costs 300 to activate lasts for 10 posts. The weapons have a lower durability than they do cutting power so if met with an equally powerful clash can result in them breaking. If a claw is broken the finger also immediately breaks. A claw can't be regrown until the technique is done a second time and the finger has been fixed. Only those that have 600 in Strength are able to create the slicing shockwaves. The shockwaves that these claws create are only able to travel up to fifty feet. This technique MUST be learned in a thread.
Made By: Kimiko Shihoin
Reserved: No
{Class 1 Hakuda}Technique Name: Enkotsu
Class: 1
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is the strongest single impact technique in any Hakuda user's arsenal. It was personally developed by Hakuda masters over many centuries. It took a long time to truly perfect this technique. It was brought to completion and finalized by Shigekuni, Shingai, and their two friends Jinbei Kawada and Ginrei Kuchiki. Of any Hakuda technique, this one is the single strongest impact hit.
Enkotsu has a low reiatsu cost to it. First, it requires incredible physical strength upon use. It also requires incredible speed. The user vibrates their arms, but also flexes their muscles to bring blood and strength into circulation. They begin to let reiatsu flow in their arms as well.
The user must move into a horse stance at the end of the movement, but this technique can be used from any position. It is best with a running start. That is advisable to mitigate the strain a little bit. It can be done with one or both fists. Both are suggested to equalize the strain on the body.
When this punch hits, for it requires a closed fist knuckle strike, it gives huge reverberating force into the target. This uses reiatsu with the hit as well, using it as the primary hit force, thus negating cutback. It is so powerful that it will send reiatsu across the enemy to subjugate and destroy cutback, and also crack and shatter Hierro. This technique literally not only bypasses Hierro, but destroys it. A reactivation will not be possible of it for 5 posts after this technique hits.
The vibrations destroy the internals either way with the exact same strength as the punch itself. Some may say destroying Hierro is useful. With this technique, it doesn't matter. The enemy is dead from being hit by this. The strength of the technique is equal to speed combined with strength and reiatsu strength. It causes all organs in the body to rupture instantly, and all bones to shatter into dust.
Everything inside is destroyed completely, and the entire body suddenly explodes into hardened fragments that then explode into dust.
How to use technique:
This is a complicated Hakuda technique. It requires a 4 in Hakuda to use. It also requires the user to have at least 300 in strength and 900 in speed, as well as 400 in reiatsu strength. It is available only to Captains and Zero Division, and also cannot be used by anyone with less than 3000 reiatsu. It costs 100 reiatsu to activate the technique.
Drawback:
This is an extremely straining technique. It is known to cause muscle pains and sharp cramps and body locks and heavily impede fighting ability. But to someone who is athletic, these can probably be ignored. The main drawback is that the pumping blood causes incredible pain in the arms and negates an ability to properly use any type of held weapon. It is also known to cause incredible heart trauma even to the healthiest specimen. Using it more than once or twice can lead to serious consequences. Three times? That might be fatal, depending on who it is and how tired they are.
Made by: Kenpachi Shingai, Jinbei Kawada, Ginrei K uchiki, Tamajosho Shigekuni 'Aryuusai'
Reserved: Captains and Zero Division only
Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if target has lesser Speed than the user, and goes through blocks if user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick toward's the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback: The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Kousaru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
Technique Name: Wolf Style: Lethal Strike
Class: 1
Technique Type: Hakuda
Usable By: Shinigami, Vizard
Technique Element: N/A
Technique Description: The single most dangerous and lethal technique of Wolf Style. This technique was crafted after how a predator will bite for the throat. Taking essence from that very action of savage strength Kimiko crafted this technique. The user begins by vibrating every single muscle in whichever arm they choose to use. The muscles and even the bones themselves vibrate at super sonic speeds for a brief moment which makes the arm itself seem to wiggle and appear as if it's going to explode. After a brief moment has passed the user then thrusts their hand forwards sending out a massive straight forwards shockwave. However, the hand of the user is kept straight as well causing a much different shockwave then one would get from a punch.
Instead the shockwave that it sent out is edged and much like a sword or arrow is much more lethal compared to something such as a rock. The purpose of this is that the shockwave will pierce through anything in it's way destroying any structures or defenses in it's way instantly. Any defense will instantly shatter and the shockwave will continue. The shockwave travels at the strength of the user making it incredibly difficult to evade if done up close.
How to use technique: The user vibrates their arm and then thrusts it forward.
Technique Drawbacks: The shockwave is only two foot squared making its target area very small. It travels up to 500" in distance before the force dissipates. Whichever arm is used suffers immediate tore muscles and broken bones due to the stress of this technique. If the same limb uses this technique a second time the limb will explode after that usage. However, if the arm is healed completely prior to the second usage it won't explode. It will simply be treated as if it's only been used once. The technique can be stopped by class 0 defenses or a defense that has durability that is 2x the strength of this technique. Requires at least 600 in Strength. Requires a 3 in Hakuda. This technique MUST be learned in a thread. MUST have Wolf Style: Aspects of a Predator active and Mastered in order to even execute this technique.
Made By: Kimiko Shihoin
Reserved: No
Technique Name: Shattering Palm
Class: [1]
Technique Type: Hakuda
Usable By (Technique is available to which races?): Shinigami only; Vice Captain level or higher
Technique Element: None
Technique Description and Effects : This is a devastating Hakuda technique, designed to allow a weaker fighter to defeat stronger ones, or opponents protected by powerful defensive techniques or armor. Shattering Palm is a basic strike, typically a palm strike or punch that takes the striking principle of “punching through your target” to the highest possible level. Upon striking an opponent with the Shattering Palm, the user is able to transmit a shockwave directly through the target’s body, uninhibited by Hierro, Blut, Cutback, Flex Defense or any other defensive techniques. The result is that everything behind the point of impact, such as vital organs, ligaments or their very skeleton is struck by the user’s full strength, without protection from the target's muscles or anything else. This principle makes the Shattering Palm ideal for weaker martial artists fighting stronger opponents as it negates much of the protection from their blows that the stronger opponent’s muscles would normally provide. Thus, it gets its name from the fact that it tends to shatter opponents, crushing their skeletons and organs alike in a single strike.
At a basic level, the Shattering palm can only be performed with either a palm strike or a direct punch. At an intermediate level of mastery, it can be performed with any hand strike whatsoever, and when fully mastered it can be utilized with any physical strike using the body.
How to use technique (How is it activated?): Once this technique is learned, the user can make any physical strike an application of this technique it at will, for no reiatsu cost, provided they meet all of the requirements and limitations listed below:
To even learn the Shattering Palm, the user must first possess a minimum of 10 Skill Points in hand to hand martial arts. Of these 10 Skill Points, at least 4 must be put into a striking style martial art. They must also possess enough strength to be able to generate shockwaves (a minimum of 600).
Technique Drawbacks (Limitations, repercussions for use, etc): Once this technique is learned, as long as the character has it, they are no longer able to use long range shockwaves through the air. The training to develop the control for this technique renders the act impossible. Shockwaves may still be used through the ground or water like the earthquake stomp, and the user is not incapable of performing very generalized effects (such as using the wind generated by their swings to clear away a cloud of sand or fog), but actually causing damage with their shockwaves alone, at long range becomes impossible. This technique requires significant focus and perfect form to use correctly, and as such, striking with poor technique, or with a disrupted psyche renders the technique unusable. This technique cannot transmit the shockwave through any empty space greater than one inch, therefore if more space than that exists between the point of impact and its intended target (in the case of hitting something like armor or a shield for example), the attack will not reach them.
This technique does require more effort and control than a normal punch or kick, and some minor muscle damage is accumulated with each use, to the offending limb, which will be exacerbated to moderate muscle damage after three uses with the same limb, and severe muscle damage after six uses. The limb can still perform one more application of this technique after reaching severe damage, but will shred the muscles in the arm, and it will become nearly useless for the remainder of the thread, unless treated. Not that this damage is cumulative with the strain from other Hakuda techniques.
It should be important to note that this is not inherently some death touch technique where landing a hit anywhere on the opponent's body will strike every organ inside them with your full striking force. The shockwave generated by Shattering Palm will only travel in a straight line, and will remain the size of the point of impact. That is to say, if the user strikes the target with their fist, the shockwave will be the size of the fist, and travel in a straight line, in the direction of the user's force, meaning in order to actually damage someone's internal organs, the user does have to make sure those organs are lined up behind the point of impact. You can't deliver the shockwave to someone's heart by punching them in the shoulder. A useful rule of thumb for determining what the shockwave hits is to visualize what would be hit if the character’s attack went straight through the opponent.
Incantation and Effect: N/a
Made By: Kaen Youji
Reserved?: No
Class: 1
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is the strongest single impact technique in any Hakuda user's arsenal. It was personally developed by Hakuda masters over many centuries. It took a long time to truly perfect this technique. It was brought to completion and finalized by Shigekuni, Shingai, and their two friends Jinbei Kawada and Ginrei Kuchiki. Of any Hakuda technique, this one is the single strongest impact hit.
Enkotsu has a low reiatsu cost to it. First, it requires incredible physical strength upon use. It also requires incredible speed. The user vibrates their arms, but also flexes their muscles to bring blood and strength into circulation. They begin to let reiatsu flow in their arms as well.
The user must move into a horse stance at the end of the movement, but this technique can be used from any position. It is best with a running start. That is advisable to mitigate the strain a little bit. It can be done with one or both fists. Both are suggested to equalize the strain on the body.
When this punch hits, for it requires a closed fist knuckle strike, it gives huge reverberating force into the target. This uses reiatsu with the hit as well, using it as the primary hit force, thus negating cutback. It is so powerful that it will send reiatsu across the enemy to subjugate and destroy cutback, and also crack and shatter Hierro. This technique literally not only bypasses Hierro, but destroys it. A reactivation will not be possible of it for 5 posts after this technique hits.
The vibrations destroy the internals either way with the exact same strength as the punch itself. Some may say destroying Hierro is useful. With this technique, it doesn't matter. The enemy is dead from being hit by this. The strength of the technique is equal to speed combined with strength and reiatsu strength. It causes all organs in the body to rupture instantly, and all bones to shatter into dust.
Everything inside is destroyed completely, and the entire body suddenly explodes into hardened fragments that then explode into dust.
How to use technique:
This is a complicated Hakuda technique. It requires a 4 in Hakuda to use. It also requires the user to have at least 300 in strength and 900 in speed, as well as 400 in reiatsu strength. It is available only to Captains and Zero Division, and also cannot be used by anyone with less than 3000 reiatsu. It costs 100 reiatsu to activate the technique.
Drawback:
This is an extremely straining technique. It is known to cause muscle pains and sharp cramps and body locks and heavily impede fighting ability. But to someone who is athletic, these can probably be ignored. The main drawback is that the pumping blood causes incredible pain in the arms and negates an ability to properly use any type of held weapon. It is also known to cause incredible heart trauma even to the healthiest specimen. Using it more than once or twice can lead to serious consequences. Three times? That might be fatal, depending on who it is and how tired they are.
Made by: Kenpachi Shingai, Jinbei Kawada, Ginrei K uchiki, Tamajosho Shigekuni 'Aryuusai'
Reserved: Captains and Zero Division only
Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if target has lesser Speed than the user, and goes through blocks if user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick toward's the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback: The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Kousaru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
Technique Name: Wolf Style: Lethal Strike
Class: 1
Technique Type: Hakuda
Usable By: Shinigami, Vizard
Technique Element: N/A
Technique Description: The single most dangerous and lethal technique of Wolf Style. This technique was crafted after how a predator will bite for the throat. Taking essence from that very action of savage strength Kimiko crafted this technique. The user begins by vibrating every single muscle in whichever arm they choose to use. The muscles and even the bones themselves vibrate at super sonic speeds for a brief moment which makes the arm itself seem to wiggle and appear as if it's going to explode. After a brief moment has passed the user then thrusts their hand forwards sending out a massive straight forwards shockwave. However, the hand of the user is kept straight as well causing a much different shockwave then one would get from a punch.
Instead the shockwave that it sent out is edged and much like a sword or arrow is much more lethal compared to something such as a rock. The purpose of this is that the shockwave will pierce through anything in it's way destroying any structures or defenses in it's way instantly. Any defense will instantly shatter and the shockwave will continue. The shockwave travels at the strength of the user making it incredibly difficult to evade if done up close.
How to use technique: The user vibrates their arm and then thrusts it forward.
Technique Drawbacks: The shockwave is only two foot squared making its target area very small. It travels up to 500" in distance before the force dissipates. Whichever arm is used suffers immediate tore muscles and broken bones due to the stress of this technique. If the same limb uses this technique a second time the limb will explode after that usage. However, if the arm is healed completely prior to the second usage it won't explode. It will simply be treated as if it's only been used once. The technique can be stopped by class 0 defenses or a defense that has durability that is 2x the strength of this technique. Requires at least 600 in Strength. Requires a 3 in Hakuda. This technique MUST be learned in a thread. MUST have Wolf Style: Aspects of a Predator active and Mastered in order to even execute this technique.
Made By: Kimiko Shihoin
Reserved: No
Technique Name: Shattering Palm
Class: [1]
Technique Type: Hakuda
Usable By (Technique is available to which races?): Shinigami only; Vice Captain level or higher
Technique Element: None
Technique Description and Effects : This is a devastating Hakuda technique, designed to allow a weaker fighter to defeat stronger ones, or opponents protected by powerful defensive techniques or armor. Shattering Palm is a basic strike, typically a palm strike or punch that takes the striking principle of “punching through your target” to the highest possible level. Upon striking an opponent with the Shattering Palm, the user is able to transmit a shockwave directly through the target’s body, uninhibited by Hierro, Blut, Cutback, Flex Defense or any other defensive techniques. The result is that everything behind the point of impact, such as vital organs, ligaments or their very skeleton is struck by the user’s full strength, without protection from the target's muscles or anything else. This principle makes the Shattering Palm ideal for weaker martial artists fighting stronger opponents as it negates much of the protection from their blows that the stronger opponent’s muscles would normally provide. Thus, it gets its name from the fact that it tends to shatter opponents, crushing their skeletons and organs alike in a single strike.
At a basic level, the Shattering palm can only be performed with either a palm strike or a direct punch. At an intermediate level of mastery, it can be performed with any hand strike whatsoever, and when fully mastered it can be utilized with any physical strike using the body.
How to use technique (How is it activated?): Once this technique is learned, the user can make any physical strike an application of this technique it at will, for no reiatsu cost, provided they meet all of the requirements and limitations listed below:
To even learn the Shattering Palm, the user must first possess a minimum of 10 Skill Points in hand to hand martial arts. Of these 10 Skill Points, at least 4 must be put into a striking style martial art. They must also possess enough strength to be able to generate shockwaves (a minimum of 600).
Technique Drawbacks (Limitations, repercussions for use, etc): Once this technique is learned, as long as the character has it, they are no longer able to use long range shockwaves through the air. The training to develop the control for this technique renders the act impossible. Shockwaves may still be used through the ground or water like the earthquake stomp, and the user is not incapable of performing very generalized effects (such as using the wind generated by their swings to clear away a cloud of sand or fog), but actually causing damage with their shockwaves alone, at long range becomes impossible. This technique requires significant focus and perfect form to use correctly, and as such, striking with poor technique, or with a disrupted psyche renders the technique unusable. This technique cannot transmit the shockwave through any empty space greater than one inch, therefore if more space than that exists between the point of impact and its intended target (in the case of hitting something like armor or a shield for example), the attack will not reach them.
This technique does require more effort and control than a normal punch or kick, and some minor muscle damage is accumulated with each use, to the offending limb, which will be exacerbated to moderate muscle damage after three uses with the same limb, and severe muscle damage after six uses. The limb can still perform one more application of this technique after reaching severe damage, but will shred the muscles in the arm, and it will become nearly useless for the remainder of the thread, unless treated. Not that this damage is cumulative with the strain from other Hakuda techniques.
It should be important to note that this is not inherently some death touch technique where landing a hit anywhere on the opponent's body will strike every organ inside them with your full striking force. The shockwave generated by Shattering Palm will only travel in a straight line, and will remain the size of the point of impact. That is to say, if the user strikes the target with their fist, the shockwave will be the size of the fist, and travel in a straight line, in the direction of the user's force, meaning in order to actually damage someone's internal organs, the user does have to make sure those organs are lined up behind the point of impact. You can't deliver the shockwave to someone's heart by punching them in the shoulder. A useful rule of thumb for determining what the shockwave hits is to visualize what would be hit if the character’s attack went straight through the opponent.
Incantation and Effect: N/a
Made By: Kaen Youji
Reserved?: No