Post by Zegram on Oct 3, 2014 21:44:52 GMT -5
CTP: 4050
SP: 1410
SPK: 12 (Spent) 4 (Remaining) Total: 16
TTP: 125
Ryo: 7000
Threads Until SKP: 2/8
SP From Training: 510/800
Name: Widow Maker
Time: Instant
Delivery: Contact or Bloodstream
Effect: Widow Maker causes massive organ failure of the heart. Rather than typical organ failure however, Widow Maker causes the heart to pump at high speeds until it bursts like a balloon. This effect causes lightheadedness, spots of light that obstruct vision, and an inability to stay standing. Once effected, the individual has seven posts before the heart detonation occurs, although they will feel the minor effect instantly.
Resistance: Per point of Poison Resist, the victim can delay the heart detonation by three posts. A 1 Battle Focus will allow the individual to ignore the lightheadedness and spots of light, and a 2 will allow them to ignore all the effects other than heart detonation. Focused Eye of any rank allows them to ignore the spots of light, and Strength of Will of any rank allows them to ignore the lightheadedness. This poison can be affected by any poison removing healing techniques. Reitsu: 200 per dose
Name: Delirium Brew
Time: Delayed (One Posts)
Delivery: Contact (With Soft Tissues) or Inhaled
Effect: Delirium Brew is a poison that preys on the senses, or rather the neurons that read the input from the senses and process that information. Delirium Brew alters any received information from sensory organs in bizarre ways, making the world either full of color, or grey scale; silent, or full of noises that sound somewhat like The Beatles singing in Sanskrit; etc. It also links senses together, giving the person temporary synesthesia. This lasts 8 posts.
Resistance: Per point in Poison Resist, the effect’s duration is reduced by 2 posts. Similarly, per in Illusion Resist, the duration is reduced by 2. This does not stack with the Poison Resist (take whichever is higher). Battle Focus of 3 will allow this effect to be ignored after the two posts, as the individual becomes used to the differences in reality, as does a Calm Mind of 3. Delirium Brew doesn’t affect Energy Sensory in any way, allowing that to overcome it with clever application.
Reitsu: 125 per dose
Name: Mummy Extract
Time: Delayed (One Post)
Delivery: Contact
Effect: Mummy Extract isn’t actually acquired from Mummies, but is called that because it ends up rendering it’s victims looking like one. Mummy Extract causes the victim to begin to rot while still alive, with extremities such as toes and fingers falling off first, slowly spreading inward. Once the Poison is active, it takes two posts for extremities of the struck limb to fall off. The hand or foot will fallow after four posts. If a leg was struck, it would fall off in eight posts around the knee. If the arm was struck, it would stop at the elbow in the same amount of time. If the torso is struck, then the poison will affect anything within a six inch radius of where it struck projected to the back of the individual. The target will feel a mild burning sensation where the poison is taking effect which couldn't prove a distraction.
Resistance: The time it takes Mummy Extract to eat away at the body can be doubled if the victim has a poison resistance of 2 and negated completely if the poison resistance is at 3. If the RS of the target is greater than Zegrams, then the time for the poison to eat away their body is also doubled, and if it is 150% greater than his than it is also negated. This can stack with poison resist giving possible quadruple the time it takes to eat away. Self amputation will stop the poison at the cut and will not progress unless applied again. a person with 1 in battle focus or pain tolerance can completely ignore it. Entities with HSR or similar techniques can’t be affected by Mummy Extract.
Reitsu: 150 per dose
Tech Name: Slugger Vapor
Time: Delayed (one post)
Delivery: Inhalant
Effect: Slugger Vapor is a nasty concoction, which strains muscles so they have to work harder to move, causing individuals affected to be slowed over time. Affected individuals lose 10% of their speed per post that they inhale the Vapor, until they stop inhaling it (either by leaving the affected area or holding their breath). The way the delay functions means that they are guaranteed to lose at least 10% by the time they notice they are being slowed, and likely lose another 10% at the end of that post. The stats are regained at a rate of 5% per post they are not breathing in the Vapor.
Resistance: Poison Resist of 1 halves the speed loss, and a Poison Resist of 2 or more negates it completely. The reduction of speed is gradual enough for smart fighters to notice and come up with a counter attack.
Reitsu: 150 per dose
Tech Name: Nerve Explosion
Time: Instant
Delivery: Bloodstream
Effect: When the venom enters the blood stream, the toxins seek out the nerves around the wound of enter and cause them to send intense pain signals to the brain. Intense pain and burning will be felt. On a scale of 1-10, the pain would be 10. Without the correct skills to suppress the pain, the target is unable to function, or do anything other than react to the pain (whether by writhing on the ground screaming, or curled up in a ball crying, or whatever is appropriate, as long as it doesn’t give them any combat capabilities). This lasts 4 posts.
Resistance: For each point in poison resist, the duration is reduced by 1. A 3 in Pain Tolerance negates this entirely, as does a 3 in Strength of Will, or 2 in Calm Mind.
Reitsu: 150
Tech Name: Venom Paralysis
Time: Delayed (one post)
Delivery: Contact or Bloodstream
Effect: When this venom makes contact with the skin, or enters the blood, the toxins target the nerves and muscles attacking them and causing a temporary paralysis. The leg will feel heavy and the muscles will be unresponsive to the brains signals between the attack on the nerves and the muscles themselves. Their physical stats are reduced by 20% for 3 posts.
Resistance: Each point in Poison Resist reduces the duration by 1 post, meaning a 3 Poison resist negates this entirely. If the individual has over 600 in either Speed or Strength, they are capable of pushing through the muscle resistance, reducing the effect to a 10% reduction to both.
Reitsu: 125
Tech Name: Bane Blade
Effects: This technique is a weapon generation technique, but one with a terrifying twist. This technique creates a weapon made out of poison that has been frozen in place, allowing it to function as a sword. It’s durability as a weapon is equal to his Spiritual Pressure, although Zegram’s usage of it is still tied to his physical capabilities as normal. The sword is limited in it’s ability to cut, however. Although it’s capable of drawing blood, it cannot cut further than that. Drawing blood however is all it typically needs. Upon striking an opponent or opening a wound, Bane Blade allows Zegram to immediately chose one of his poisons and apply it to that individual. Of course, he can only apply contact poisons if he strikes the individual, and bloodstream poisons only if he opens a wound. Finally, and most disturbingly, blocking the blades can have unhealthy side effects. As the blades grind against other things, such as clashing swords or armor (and armor techs), they disperse particles of themselves as a powder into the nearby air, that allows it to be easily inhaled. Upon them doing so, Zegram can effectively release an inhalant poison directly towards his opponent, in a fine cloud of particles invisible to the naked eye. The sword lasts for seven posts, and has no special combat capabilities.
Drawback: This technique costs 300 reitsu to activate. It can be shattered if someone exerts a greater force on it than it’s durability, just like most weapons. It cannot inflict wounds greater than a small cut, although it’s ability to apply poisons is it’s greatest asset. The sword only lasts seven posts. Zegram can summon a maximum of four swords this way per thread. Once he summons two, the next ones are brittler, with durability equal to half of his Spiritual Pressure instead. The poisons that they inflict are resistible as normal, and cost an increased amount, given the ease of selection and infliction. The poisons cost 150% of their normal dosage each time he inflicts them with the usage of a Bane Blade.
Tech Name: Venomous Vestments
Effects: This technique is used in conjunction with any of Zegram’s various Contact Poisons. What it does is form a thin membrane over Zegram’s skin, filled with whatever poison he currently has brewed when he activates this technique. This membrane is located over whatever armor techniques he currently has active, such as Hierro, and transfers the poison to whoever, or whatever, touches it. This means if someone strikes him with an unarmored fist, they will instantly be exposed to the poison in the membrane. However, this also means that if he strikes someone and makes skin contact, he inflicts the poison. The Venom Armor has four charges worth of poison in it, although poison does not stack but simply refreshes in duration. Once those charges are depleted, the membrane runs out of poison and is functionally useless. After five rounds, the membrane is harmlessly absorbed back into Zegram’s skin.
Drawbacks: This technique costs 250 reitsu, in addition to the costs of brewing the poison, and only lasts for five rounds or until the charges are depleted. For each charge that hasn’t been expended when Zegram reabsorbs it, he must wait one post before creating more poison, as the poisons are processed within his body. Only contact poisons can be used this way. This technique can only be used twice a thread.
Tech Name: Combat Cloud
Effects: This technique is a more forceful way of delivering any of Zegram’s inhalant poisons. What this technique does is create a cloud of poison, whichever poison that Zegram has currently brewed. This cloud expands from Zegram’s pores until it surrounds him, 35 feet in every direction. The cloud is colorless, although it has a distinct odor of rotten meat, which can be noted with at least a 200 Senses. Anyone who opens their mouth, whether to speak, or breath, or do anything, in the cloud is instantly subject to the cloud’s poison. However, the cloud is capable of doing other things to get the person to inhale. If someone who Zegram is aware of holds their breath in the cloud, he can produce an acidic effect, at the cost of some of the cloud’s duration. The cloud typically lasts for 6 posts after he activates it, but he can expend one of those posts to inflict intense pain upon each of the people currently in the cloud, other than him, that are holding their breaths. This pain, if not resisted, will certainly cause people’s mouth to open to make noise, thus causing them to ingest the poison.
Drawbacks: This technique costs 300 reitsu in addition to the costs of brewing the poison, and lasts for 6 posts, less if Zegram activates the effect. It cannot differential from friend or foe, and thus isn’t a wise idea to use when allies are around. It can be detected with at least a 160 senses, or a 200 Energy Sensory. The poisons also can be resisted normally, and only 200 poisons can be used this way. Once this technique runs out, Zegram must wait another 5 posts before activating it again
Tech Name: Poisonous Pet
Effect: By far one of Zegram’s oddest techs, this tech is similar to Bane Blade in the sense that it generates an object out of poison. However, the object it generates is not a weapon, per say, but a snake who follows Zegram’s orders. The snake takes the shape of a king cobra, albeit a large one of about four feet in length. The cobra is made out of solidified poison, with physical durability equal to his Spiritual Pressure, a Speed of 300, and a Strength of 50. This cobra has within it a unique venom, an is actually technically a nonlethal weapon. The venom will be posted below. Cobras have a 1 in Stealth.
Drawback: This technique costs 300 reitsu to activate. Zegram can only create two pets per thread, and each of them last a maximum of 6 posts before they vanish. Although the cobras do follow his orders, they are only capable of following very simple ones. They can stand still, attack, guard Zegram, and hide. They have no skills other than Stealth, and no spiritual stats. Their perceptions are limited to things that Zegram is aware of, they do not have autonomous sensory capability. Furthermore, creating cobras is extra taxing on Zegram’s stamina, as is ordering them to undertake actions. Each action ordered takes 25 reitsu.
Bala - Mastered
Cero - Mastered
Sonido - Mastered
Sin Sonido - Mastered
Hierro - Mastered
3/20 Non-Release Techs learned.
Technique Name: [Bala] (Bullet)
Class: [6] [Cannot be learned until class 6]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar-exclusive technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique:
The user must first aim and then fire the technique, as is custom of any projectile type.
Technique Drawbacks
50 Reiatsu cost.
Technique Name: [Cero (Zero)]
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique:
Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks
Reiatsu cost of 200, despite being class 4.
Technique Name: [Sonido (Lit. Sound Step)]
Class: [4] - 7-1.
Technique Type: [Hollow Technique] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique: [How do you use this technique? List below.]
Just use it and drain the Reiatsu.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
Reiatsu cost.
Technique Name: [Hierro (Harden)]
Class: [3]
Technique Type: [Hollow Technique]
Technique Element: [Metal]
Technique Description and Effects:
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique:
Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks
Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
Technique Name: Sin Sonido
Class: 4
Technique Type: Hollow/Arrancar
Technique Element: None
Technique Description and Effects:
Sin Sonido is the next stage of Sonido evolution, which was developed by Marcelius after countless examination of spirtual particles resisting the flow of spiritual beings through Hueco Mundo's dense atmosphere. Using the principles of Reiatsu-infused movements, introduced by Sonido, this technique uses a larger supply of Reiatsu to enhance every aspect of it's predecessor. Not only does the Reiatsu used allow for faster travel, but it also reduces all drag and impedance of spiritual particle resistance. Where Sonido filled the muscles with energy needed to heighten the user's speed, Sin Sonido additionally coats the user in Reiatsu. With this internal and external building of Reiatsu, the user will figuratively meld with the world around them as they burst with sudden speed. The density of the surrounding particles is of no consequence, as this technique was designed for Hueco Mundo's tremendously dense environment. The same density that forced Arrancar to improve Sonido's design over the Shinigami Shunpo has further enhanced this technique to a higher quality. In atmospheres with less density in spiritual particles, the task is all the simpler to accomplish and control.
The result is a reduced spiritual resistances means less of a footprint. It is possible for masters of Sin Sonido to travel so suddenly and so flawlessly, that they simply materialize at their intended destination. Even wild animals cannot interpret such a flawless transition. After all, this is a Predator's tool. Sin Sonido has also prove more difficult to react against, this is a forced psychological effect due to the techniques bizarre, traceless nature. Truly, this is a most fearsome technique... but is only recommended for practitioners of considerable skill. Once a soul can learn to use it with maturity, a Sonido without sound can prove a most deadly addition to an arsenal.
Sin Sonido increases the user's speed by x10. Observers with Senses beneath 400 cannot hear the beginning or completion of this technique. Observers with Senses of 400 or greater can detect the signature Sonido noise. Observers with Instincts beneath 200 cannot track the movement or arrival of this technique, though they may still prepare counters. Observers with Instincts of 200 and above are unaffected.
How to use technique: Using Sin Sonido is exactly the same as using Sonido.
Technique Drawbacks
The user of this technique must have Sonido mastered. Sin Sonido moves slower than typical Sonido, to avoid unnecessary noise Sin Sonido also costs more Reiatsu than typical Sonido to accommodate the atmospheric blending.
SP: 1410
SPK: 12 (Spent) 4 (Remaining) Total: 16
TTP: 125
Ryo: 7000
Threads Until SKP: 2/8
SP From Training: 510/800
Strength - 100 - 50% = 50 (Sealed)
Speed - 260 - 50% = 130 (Sealed)
Spiritual Pressure - 400 (Sealed) + 100% = 800 (Released)
Reiatsu Strength - 400 (Sealed) + 100% = 800 (Released)
Light Aura - 25 Points
Dark Aura - 75 Points
Instinct - 150 - 50% = 75 (Sealed)
Senses - 100 - 50% = 50 (Sealed)
Energy sensory - 0
Healing Expertise - 0
Speed - 260 - 50% = 130 (Sealed)
Spiritual Pressure - 400 (Sealed) + 100% = 800 (Released)
Reiatsu Strength - 400 (Sealed) + 100% = 800 (Released)
Light Aura - 25 Points
Dark Aura - 75 Points
Instinct - 150 - 50% = 75 (Sealed)
Senses - 100 - 50% = 50 (Sealed)
Energy sensory - 0
Healing Expertise - 0
Battle Analysis 2
Swords 2
Strength of Will 2
Analysis 2
Stealth 2
Anti-Stealth 2
Swords 2
Strength of Will 2
Analysis 2
Stealth 2
Anti-Stealth 2
Name: Widow Maker
Time: Instant
Delivery: Contact or Bloodstream
Effect: Widow Maker causes massive organ failure of the heart. Rather than typical organ failure however, Widow Maker causes the heart to pump at high speeds until it bursts like a balloon. This effect causes lightheadedness, spots of light that obstruct vision, and an inability to stay standing. Once effected, the individual has seven posts before the heart detonation occurs, although they will feel the minor effect instantly.
Resistance: Per point of Poison Resist, the victim can delay the heart detonation by three posts. A 1 Battle Focus will allow the individual to ignore the lightheadedness and spots of light, and a 2 will allow them to ignore all the effects other than heart detonation. Focused Eye of any rank allows them to ignore the spots of light, and Strength of Will of any rank allows them to ignore the lightheadedness. This poison can be affected by any poison removing healing techniques. Reitsu: 200 per dose
Name: Delirium Brew
Time: Delayed (One Posts)
Delivery: Contact (With Soft Tissues) or Inhaled
Effect: Delirium Brew is a poison that preys on the senses, or rather the neurons that read the input from the senses and process that information. Delirium Brew alters any received information from sensory organs in bizarre ways, making the world either full of color, or grey scale; silent, or full of noises that sound somewhat like The Beatles singing in Sanskrit; etc. It also links senses together, giving the person temporary synesthesia. This lasts 8 posts.
Resistance: Per point in Poison Resist, the effect’s duration is reduced by 2 posts. Similarly, per in Illusion Resist, the duration is reduced by 2. This does not stack with the Poison Resist (take whichever is higher). Battle Focus of 3 will allow this effect to be ignored after the two posts, as the individual becomes used to the differences in reality, as does a Calm Mind of 3. Delirium Brew doesn’t affect Energy Sensory in any way, allowing that to overcome it with clever application.
Reitsu: 125 per dose
Name: Mummy Extract
Time: Delayed (One Post)
Delivery: Contact
Effect: Mummy Extract isn’t actually acquired from Mummies, but is called that because it ends up rendering it’s victims looking like one. Mummy Extract causes the victim to begin to rot while still alive, with extremities such as toes and fingers falling off first, slowly spreading inward. Once the Poison is active, it takes two posts for extremities of the struck limb to fall off. The hand or foot will fallow after four posts. If a leg was struck, it would fall off in eight posts around the knee. If the arm was struck, it would stop at the elbow in the same amount of time. If the torso is struck, then the poison will affect anything within a six inch radius of where it struck projected to the back of the individual. The target will feel a mild burning sensation where the poison is taking effect which couldn't prove a distraction.
Resistance: The time it takes Mummy Extract to eat away at the body can be doubled if the victim has a poison resistance of 2 and negated completely if the poison resistance is at 3. If the RS of the target is greater than Zegrams, then the time for the poison to eat away their body is also doubled, and if it is 150% greater than his than it is also negated. This can stack with poison resist giving possible quadruple the time it takes to eat away. Self amputation will stop the poison at the cut and will not progress unless applied again. a person with 1 in battle focus or pain tolerance can completely ignore it. Entities with HSR or similar techniques can’t be affected by Mummy Extract.
Reitsu: 150 per dose
Tech Name: Slugger Vapor
Time: Delayed (one post)
Delivery: Inhalant
Effect: Slugger Vapor is a nasty concoction, which strains muscles so they have to work harder to move, causing individuals affected to be slowed over time. Affected individuals lose 10% of their speed per post that they inhale the Vapor, until they stop inhaling it (either by leaving the affected area or holding their breath). The way the delay functions means that they are guaranteed to lose at least 10% by the time they notice they are being slowed, and likely lose another 10% at the end of that post. The stats are regained at a rate of 5% per post they are not breathing in the Vapor.
Resistance: Poison Resist of 1 halves the speed loss, and a Poison Resist of 2 or more negates it completely. The reduction of speed is gradual enough for smart fighters to notice and come up with a counter attack.
Reitsu: 150 per dose
Tech Name: Nerve Explosion
Time: Instant
Delivery: Bloodstream
Effect: When the venom enters the blood stream, the toxins seek out the nerves around the wound of enter and cause them to send intense pain signals to the brain. Intense pain and burning will be felt. On a scale of 1-10, the pain would be 10. Without the correct skills to suppress the pain, the target is unable to function, or do anything other than react to the pain (whether by writhing on the ground screaming, or curled up in a ball crying, or whatever is appropriate, as long as it doesn’t give them any combat capabilities). This lasts 4 posts.
Resistance: For each point in poison resist, the duration is reduced by 1. A 3 in Pain Tolerance negates this entirely, as does a 3 in Strength of Will, or 2 in Calm Mind.
Reitsu: 150
Tech Name: Venom Paralysis
Time: Delayed (one post)
Delivery: Contact or Bloodstream
Effect: When this venom makes contact with the skin, or enters the blood, the toxins target the nerves and muscles attacking them and causing a temporary paralysis. The leg will feel heavy and the muscles will be unresponsive to the brains signals between the attack on the nerves and the muscles themselves. Their physical stats are reduced by 20% for 3 posts.
Resistance: Each point in Poison Resist reduces the duration by 1 post, meaning a 3 Poison resist negates this entirely. If the individual has over 600 in either Speed or Strength, they are capable of pushing through the muscle resistance, reducing the effect to a 10% reduction to both.
Reitsu: 125
Tech Name: Bane Blade
Effects: This technique is a weapon generation technique, but one with a terrifying twist. This technique creates a weapon made out of poison that has been frozen in place, allowing it to function as a sword. It’s durability as a weapon is equal to his Spiritual Pressure, although Zegram’s usage of it is still tied to his physical capabilities as normal. The sword is limited in it’s ability to cut, however. Although it’s capable of drawing blood, it cannot cut further than that. Drawing blood however is all it typically needs. Upon striking an opponent or opening a wound, Bane Blade allows Zegram to immediately chose one of his poisons and apply it to that individual. Of course, he can only apply contact poisons if he strikes the individual, and bloodstream poisons only if he opens a wound. Finally, and most disturbingly, blocking the blades can have unhealthy side effects. As the blades grind against other things, such as clashing swords or armor (and armor techs), they disperse particles of themselves as a powder into the nearby air, that allows it to be easily inhaled. Upon them doing so, Zegram can effectively release an inhalant poison directly towards his opponent, in a fine cloud of particles invisible to the naked eye. The sword lasts for seven posts, and has no special combat capabilities.
Drawback: This technique costs 300 reitsu to activate. It can be shattered if someone exerts a greater force on it than it’s durability, just like most weapons. It cannot inflict wounds greater than a small cut, although it’s ability to apply poisons is it’s greatest asset. The sword only lasts seven posts. Zegram can summon a maximum of four swords this way per thread. Once he summons two, the next ones are brittler, with durability equal to half of his Spiritual Pressure instead. The poisons that they inflict are resistible as normal, and cost an increased amount, given the ease of selection and infliction. The poisons cost 150% of their normal dosage each time he inflicts them with the usage of a Bane Blade.
Tech Name: Venomous Vestments
Effects: This technique is used in conjunction with any of Zegram’s various Contact Poisons. What it does is form a thin membrane over Zegram’s skin, filled with whatever poison he currently has brewed when he activates this technique. This membrane is located over whatever armor techniques he currently has active, such as Hierro, and transfers the poison to whoever, or whatever, touches it. This means if someone strikes him with an unarmored fist, they will instantly be exposed to the poison in the membrane. However, this also means that if he strikes someone and makes skin contact, he inflicts the poison. The Venom Armor has four charges worth of poison in it, although poison does not stack but simply refreshes in duration. Once those charges are depleted, the membrane runs out of poison and is functionally useless. After five rounds, the membrane is harmlessly absorbed back into Zegram’s skin.
Drawbacks: This technique costs 250 reitsu, in addition to the costs of brewing the poison, and only lasts for five rounds or until the charges are depleted. For each charge that hasn’t been expended when Zegram reabsorbs it, he must wait one post before creating more poison, as the poisons are processed within his body. Only contact poisons can be used this way. This technique can only be used twice a thread.
Tech Name: Combat Cloud
Effects: This technique is a more forceful way of delivering any of Zegram’s inhalant poisons. What this technique does is create a cloud of poison, whichever poison that Zegram has currently brewed. This cloud expands from Zegram’s pores until it surrounds him, 35 feet in every direction. The cloud is colorless, although it has a distinct odor of rotten meat, which can be noted with at least a 200 Senses. Anyone who opens their mouth, whether to speak, or breath, or do anything, in the cloud is instantly subject to the cloud’s poison. However, the cloud is capable of doing other things to get the person to inhale. If someone who Zegram is aware of holds their breath in the cloud, he can produce an acidic effect, at the cost of some of the cloud’s duration. The cloud typically lasts for 6 posts after he activates it, but he can expend one of those posts to inflict intense pain upon each of the people currently in the cloud, other than him, that are holding their breaths. This pain, if not resisted, will certainly cause people’s mouth to open to make noise, thus causing them to ingest the poison.
Drawbacks: This technique costs 300 reitsu in addition to the costs of brewing the poison, and lasts for 6 posts, less if Zegram activates the effect. It cannot differential from friend or foe, and thus isn’t a wise idea to use when allies are around. It can be detected with at least a 160 senses, or a 200 Energy Sensory. The poisons also can be resisted normally, and only 200 poisons can be used this way. Once this technique runs out, Zegram must wait another 5 posts before activating it again
Tech Name: Poisonous Pet
Effect: By far one of Zegram’s oddest techs, this tech is similar to Bane Blade in the sense that it generates an object out of poison. However, the object it generates is not a weapon, per say, but a snake who follows Zegram’s orders. The snake takes the shape of a king cobra, albeit a large one of about four feet in length. The cobra is made out of solidified poison, with physical durability equal to his Spiritual Pressure, a Speed of 300, and a Strength of 50. This cobra has within it a unique venom, an is actually technically a nonlethal weapon. The venom will be posted below. Cobras have a 1 in Stealth.
Drawback: This technique costs 300 reitsu to activate. Zegram can only create two pets per thread, and each of them last a maximum of 6 posts before they vanish. Although the cobras do follow his orders, they are only capable of following very simple ones. They can stand still, attack, guard Zegram, and hide. They have no skills other than Stealth, and no spiritual stats. Their perceptions are limited to things that Zegram is aware of, they do not have autonomous sensory capability. Furthermore, creating cobras is extra taxing on Zegram’s stamina, as is ordering them to undertake actions. Each action ordered takes 25 reitsu.
Bala - Mastered
Cero - Mastered
Sonido - Mastered
Sin Sonido - Mastered
Hierro - Mastered
3/20 Non-Release Techs learned.
Technique Name: [Bala] (Bullet)
Class: [6] [Cannot be learned until class 6]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar-exclusive technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique:
The user must first aim and then fire the technique, as is custom of any projectile type.
Technique Drawbacks
50 Reiatsu cost.
Technique Name: [Cero (Zero)]
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique:
Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks
Reiatsu cost of 200, despite being class 4.
Technique Name: [Sonido (Lit. Sound Step)]
Class: [4] - 7-1.
Technique Type: [Hollow Technique] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique: [How do you use this technique? List below.]
Just use it and drain the Reiatsu.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
Reiatsu cost.
Technique Name: [Hierro (Harden)]
Class: [3]
Technique Type: [Hollow Technique]
Technique Element: [Metal]
Technique Description and Effects:
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique:
Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks
Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
Technique Name: Sin Sonido
Class: 4
Technique Type: Hollow/Arrancar
Technique Element: None
Technique Description and Effects:
Sin Sonido is the next stage of Sonido evolution, which was developed by Marcelius after countless examination of spirtual particles resisting the flow of spiritual beings through Hueco Mundo's dense atmosphere. Using the principles of Reiatsu-infused movements, introduced by Sonido, this technique uses a larger supply of Reiatsu to enhance every aspect of it's predecessor. Not only does the Reiatsu used allow for faster travel, but it also reduces all drag and impedance of spiritual particle resistance. Where Sonido filled the muscles with energy needed to heighten the user's speed, Sin Sonido additionally coats the user in Reiatsu. With this internal and external building of Reiatsu, the user will figuratively meld with the world around them as they burst with sudden speed. The density of the surrounding particles is of no consequence, as this technique was designed for Hueco Mundo's tremendously dense environment. The same density that forced Arrancar to improve Sonido's design over the Shinigami Shunpo has further enhanced this technique to a higher quality. In atmospheres with less density in spiritual particles, the task is all the simpler to accomplish and control.
The result is a reduced spiritual resistances means less of a footprint. It is possible for masters of Sin Sonido to travel so suddenly and so flawlessly, that they simply materialize at their intended destination. Even wild animals cannot interpret such a flawless transition. After all, this is a Predator's tool. Sin Sonido has also prove more difficult to react against, this is a forced psychological effect due to the techniques bizarre, traceless nature. Truly, this is a most fearsome technique... but is only recommended for practitioners of considerable skill. Once a soul can learn to use it with maturity, a Sonido without sound can prove a most deadly addition to an arsenal.
Sin Sonido increases the user's speed by x10. Observers with Senses beneath 400 cannot hear the beginning or completion of this technique. Observers with Senses of 400 or greater can detect the signature Sonido noise. Observers with Instincts beneath 200 cannot track the movement or arrival of this technique, though they may still prepare counters. Observers with Instincts of 200 and above are unaffected.
How to use technique: Using Sin Sonido is exactly the same as using Sonido.
Technique Drawbacks
The user of this technique must have Sonido mastered. Sin Sonido moves slower than typical Sonido, to avoid unnecessary noise Sin Sonido also costs more Reiatsu than typical Sonido to accommodate the atmospheric blending.