Post by Impossible on Jan 7, 2015 11:39:51 GMT -5
Impossible
----------------------------------
Training Sp Total: 900/900
Total ctp: 5,220
Total Ttp: 425
Remaining Skp: 1
Items: UE Standard Communicator, UE ID, Omni-Watch, Sticky Cam Mk I, Ginto Tube x5, C.L.A.Y.
Ryo: 320
Stats and skills: [Strength - (100-25%) 75 points
Speed - (100-25%) 75
Spiritual Pressure - 300 points
Reiatsu Strength - 900 points
Instinct - (400x2) 800 points
Senses - (300x2) 600 points
Energy sensory - (200x2) 400 points
Light Aura - 100
Dark Aura - 0 Points
1400 Sp total]
[Analysis] 2
[Anti-Stealth] 2
[Battle Analysis] 2
[Calm mind] 2
[Lack of Fear] 2
[Learning] 2
[Mental incantation] 2
[Strength of Will] 2
----------------------------------
Training Sp Total: 900/900
Total ctp: 5,220
Total Ttp: 425
Remaining Skp: 1
Items: UE Standard Communicator, UE ID, Omni-Watch, Sticky Cam Mk I, Ginto Tube x5, C.L.A.Y.
Ryo: 320
Stats and skills: [Strength - (100-25%) 75 points
Speed - (100-25%) 75
Spiritual Pressure - 300 points
Reiatsu Strength - 900 points
Instinct - (400x2) 800 points
Senses - (300x2) 600 points
Energy sensory - (200x2) 400 points
Light Aura - 100
Dark Aura - 0 Points
1400 Sp total]
[Analysis] 2
[Anti-Stealth] 2
[Battle Analysis] 2
[Calm mind] 2
[Lack of Fear] 2
[Learning] 2
[Mental incantation] 2
[Strength of Will] 2
{Threads}
Second Coming
Party of Three
Thee Who have Passed on
Staring Down a Demon
A Successful Failure
Another Screwed up Night
The Unnatural Ones
Screw the Promotion!
...And in Death We Part
LET'S GET READY TO RUMBAAAAAAAAAAAAAAAAAAAL!!!
Tournament of Might: We've Fought Here Before
The Fake and the Failure
An Impossible Return
A Quincy Fights a Failure
Turkey Day
Second Coming
Party of Three
Thee Who have Passed on
Staring Down a Demon
A Successful Failure
Another Screwed up Night
The Unnatural Ones
Screw the Promotion!
...And in Death We Part
LET'S GET READY TO RUMBAAAAAAAAAAAAAAAAAAAL!!!
Tournament of Might: We've Fought Here Before
The Fake and the Failure
An Impossible Return
A Quincy Fights a Failure
Turkey Day
{Techniques Made} rpforumbleach.proboards.com/thread/7644/failures-gift
rpforumbleach.proboards.com/thread/8351/elemental-switch
rpforumbleach.proboards.com/thread/9608/lightsworn?page=1
rpforumbleach.proboards.com/thread/9261/spiritual-techs?page=1
rpforumbleach.proboards.com/thread/9646/speed-trap
rpforumbleach.proboards.com/thread/9790/bleh
rpforumbleach.proboards.com/thread/13411/stable-selection
rpforumbleach.proboards.com/thread/8351/elemental-switch
rpforumbleach.proboards.com/thread/9608/lightsworn?page=1
rpforumbleach.proboards.com/thread/9261/spiritual-techs?page=1
rpforumbleach.proboards.com/thread/9646/speed-trap
rpforumbleach.proboards.com/thread/9790/bleh
rpforumbleach.proboards.com/thread/13411/stable-selection
{Techniques} Shunpo(1/3), Hado #4: Byakurai(3/3), Bakudo #9: Gek(2/3), A spiritual Language(2/2), Bala(3/3), Cero(2/3), A Failure's Gift(1/3 class 5), Hado #1 sho (2/3), skull slayer(2/3), dragon(3/3), Ulcera(3/3), Garganta(1/1), Speed Trap(1/3), Laser Face(1/3), Hado #50: Mabarashi Dangan (3/3), Bakudo #81: Danku(1/3), Garganta Destrozada(1/3)
Total: 19/23
Total: 19/23
{Full Techniques}
Technique Name: [Spiritual language]
Class: [6]
Technique Type: [cinematic]
Usable By (Technique is available to which races?): [all]
Technique Element: [None]
Technique Description and Effects: [Spiritual language is a mental ability that lets you speak and understand every language at once. By a combination of energy sensory and a sharp mental focus, you begin to understand those around you, hearing everyone in the language you are most used to. This is possible by having at least a 150 in energy sensory, and 300 in instinct, your mind begins translating the words anyone speaks like an instant translator. This also doubles for words, letting you read any language as long as you're been in the presence of someone who knows the language.]
How to use technique: [This ability is always active, reaching out to those around you, letting you understand each other. This only works as long as another being that can speak the language is in the range of your energy sensory. If you're online with someone speaking chinese in America, and no one within a mile can speak the language, you're out of luck, cause you can't speak chinese. The same goes with reading.
ALTERNATIVELY.... if you posses a 3 in languages, you have an easier time with other languages by nature, you do not need as much to learn this ability. You can learn this skill with only 75 es, and 150 in instinct.]
Technique Drawbacks [As stated before, this ability is constant, you can't turn it off as long as you're using your energy sensory. This will garnish you with odd looks for speaking their more familiar language, earning nasty looks and glares for 'assuming' that they spoke that language.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Speed Trap]
Class: [2]
Technique Type: [Passive]
Usable By: [Human World Dwellers]
Technique Element: [Wind]
Technique Description and Effects: [The bane of all snipers, this ability activates only when something moving at a speed of 300 or more gets too close to the caster. The area this ability covers is an inch over the skin, and is constantly active, so long as the user has over 300 reiatsu remaining. This does not drain the user in any way. If something comes into contact with this ability, its momentum will be sent in the opposite direction. For example, if a bullet were to hit the air pocket, it would be returned to sender with equal speed and strength. Melee attacks will be reflected back into the body of the attacker, hitting them in the same place with the same force they attacked with, often breaking limbs. Swords, and other weapons will be bounced back, potentially striking the user. Only affects things moving over 300 speed.
Whenever something impacts the Speed Trap is when it starts to drain its user. For every post that it is used, it costs 300 reiatsu.]
How to use technique: [Mentioned above.]
Technique Drawbacks: [User cannot move at a speed above 300, or they will lose use of the ability for five posts. Can be sensed by anyone with over 200 Energy sensory. Only affects one object per post, while others will pass through. Can't affect anything not going over 300 speed.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Technique Name: A failure's gift
Class: [Equal to your class]
Technique Type: [other]
Usable By: [failure]
Technique Element: [Various]
Technique Description and Effects: [The basis of this technique is reiatsu. What one can do with the byproduct of one's life essence. Everyone is different, yet one fact remains true for each individual: the element in which your reiatsu manifests as. Every spirit manifests itself as wind while outside of the body. This is what allows one to influence the air to increase the gravity around them. It's also the reason that a normal person is unable to detect a spirit with a majority of their senses. This ability can change that, at a cost. The use of this can change the element of your own spiritual pressure into one of four other things, while master's of this technique can change others.
Earth makes a flood completely solid, and unable to be broken with anything less than the rs of the caster, and counts as regular class. This also acts as the damage stat for anything the flood collides with. The speed is heavily clanged though. In place of moving around with the failure's speed stat, the earth changed flood's speed is is set at a static speed of 400. This variant of flood is highly unstable, however, and his hard to control for longer periods of time. The only time it is at full power is the first post you use it. For each following post, the flood quickly begins to break apart. The flood becomes smaller and weaker, losing 10% of its max mass and rs each post, until the flood rs touches down to 0. This ability cannot be deactivated before the rs of the flood hits zero, and will return to a normal flood the following post, on post 11. Air or fire based techniques that come into contact with this flood act with 30% less their damage stat.
For water, the flood does not change much. The most apparent change for the flood from a pretty light show to liquid matter, regardless of flood ability. It does not change the flood ability, but it changes any solid construct flood would create with it's ability into water, but not its powers. With this, it is still possible to move through, unlike earth. For the things moving through the, however, will be reduced to one fourth of what it normally is. The flood is also able to be used as a weapon, even without the ability of the flood. The impact with carry a fourth of the user's rs, and act as blunt force. This can also carry weights that str can, if the weight can be carried by str(1/4 the rs). This counts as a long term stat changer.
With your flood becoming pure fire, a failure must be wary. Despite being made of your own soul, touching the flood can set you off and kill the failure casting it. Your fire will begin to ignite the air around it, even leaving trails of fire in the air behind it after it moves for a post. This will also ignite everything that it touches will catch fire. It will burn away anything with less rs than the user, and counts as the class of the technique. The fire, when it touches something, will not instantly erase it. Instead, whatever it touches will catch fire. This flame will eat away at the reiatsu of whatever is subject to it. It will burn away 300 reiatsu per post, and will fuel itself on that burnt away energy. It will attempt to spread over the victim's body, as it eats away at the very building blocks that the body is made up of.
There is a way to get the flames off of oneself. One can 'over feed' the flame. By paying 400 reiatsu per post that the flames have been on you, the fire will instantly dispel, or you could use a water based ability to knock them off. Diving in a body of water works too. The less reiatsu something has, the quicker this fire will destroy it. If an attack that tries to pass through the ability will lose a major part of its power, being attacked on all sides by the flame, and will reduce the power of the ability by a significant portion.
The ability will never be completely destroyed however, unless the 'power' behind the ability is a quarter of the ability, or would not match up in standard clashes. Instead, the ability will be able to pass through the flames, but if the have 25% or less of the fire's rs, power is reduced by 50%. If they have 50% or less its rs, the power is reduced by 25%. If they have more than 50% of its rs, but is still inferior, it is reduced by 10%. If a permanent ability that lasts more than a single post, its power will be permanently reduced depending on how many times it collides with the flame. In all cases the rs shaved away from the ability cast is used to make the fire bigger. For every 200 rs the flames consume this way, the flood grows by the size of a standard car, and loses it after the duration of this ability would normally wear off, regardless of paying the cost again. This tech is 30% stronger over wind techs. Any water based abilities used again this will be considered 50% stronger.
Lighting is the most dramatic flood change. The entity of your flood becomes a bunch of spheres, constantly radiating with electricity. The size of the spheres is always a constant, with every ball sharing the same size as a baseball. The number you get depends on your rs, giving you one per 100 rs you have. This flood moves at a speed equivalent 200 per class, but can only move in a linear pattern. The focus for trying to make these orbs turn any direction while moving is insane. 600 instinct would be required to alter the course after it begins to move. After it stops moving, they take a post to cool down to re-aim them. This, however, can be ignored with instincts over 800. Normally, one can't control the lightning balls mid flight, but once you reach 800 or more instinct, you can even stop them to instantly change it for a new direction.
How to use technique: [The original caster can pass change the properties of one's reiatsu of a willing non failure participant once per thread, in a non-combat situation. The process leaves the two completely immobile, and unable to fight anything off if they were attacked. The failure casting however, can do the same for himself in the same amount of time. The failure, however, is not restricted in their mobility, but loses the use of their flood for two posts, as in the post you cast it, and to the end of your following post.
In combat, you can activate your element of choice by paying 400 reshi. It lasts five posts before it deactivates, and you can reuse it. This does not include earth. While active you gain both the positives and the negatives, and are unable to turn it off until the post have worn off. This ability takes up one tech slot as its name, followed by the element chosen.]
Technique Drawbacks: {[Stated above, plus you lose the ability to use gravitational pressure until your reshi is returned to its natural state, and will render all spirits visible as the element chosen. Can only have one chosen element at a time, and are unable to have it altered aside from another failure with this same technique.]
Made By: Impossible
Reserved: [Yes]
Technique Name: Hado #1: Shō (Thrust)
Class: 7
Technique Type: Kido
Technique Element: None
Technique Description and Effects: This technique creates a simple burst of force that pushes at the opponent backwards. The force is equal to the user’s Reiatsu Strength.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: Incantation unknown. When the incantation is spoken, the Reiatsu Strength used to determine the power of Sho is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
Technique Name: [Skull slayer]
Class: [3]
Technique Type: [Kido]
Usable By: [Hollows, vizards, hell races, and failures]
Technique Element: [None]
Technique Description and Effects: [This ability creates a giant skull, with the head being different for each individual. The few consistencies between person to person however, is that it is always bone white, always shares the eye color of its caster, and is always the skull of an animal. You write in your animal skull in after learning this tech. The skull can be no larger than a car, and no smaller than a bike for adults.
This 'skull' has three major abilities. The first is the ability to fly. It has the ability to move at very high speeds, having a static speed of 800. It is not autonomous however, only responding to your physical commands. When you just learn this ability, you are able to control two at a time, one per each hand. At adept, you'll be able to control one per finger, moving them as you see fit. At mastered, you can control two per finger. Keep in mind that this is a very mentally taxing ability, and even controlling one requires you to split your focus in half. You would need very high instincts to manipulate more than five.
The second ability is that these skulls give you a shared vision, thus the reason they have your eye color. This does not mean they share your senses. They only give you their vision. They cannot hear, feel, or smell anything. They do not give sensory overload however or any other negative effects, meaning if they are subject to a flashbang or an illusion, the caster will receive the blinding effect. The skull will be subject to however long the effects of whatever hit them would normally last, in spite of the caster still being able to guide them with his own vision in place of the skull's.
And finally, these creatures can cast abilities for their caster, save for release techs and step techs. Any ability the user would normally fire, these guys will fire for them if they so please, at the cost of an additional 25% of the normal tech cost. The ability will always start off as a cero-like beam of energy. Once the beam hits something, the struck is immediately subjected to the effects the ability would normally do, be it freezing, burning, binding, etcetera. The fire rate is a static speed of 800, and the laser is launched as a constant stream for the post that it was activated.]
How to use technique: [By raising your hand to the sky, this ability takes away 500 reiatsu to activate, and forms the skull you designed upon learning this tech. The caster is unable to move while he activates this, nor are they able to use any abilities that require use of their hands to use. You are able to summon up to five at a time is you pay the cost for however many you summon. Meaning if you summon all five at once, you'd be paying 2500 reiatsu.]
Technique Drawbacks [This ability is very hard for those with low mental abilities to use. Their vision becomes split between the two heads, or even more if you dare try for more than one skull. Attacks to the skull might register as attacks to you, and force you to jump instead of moving the skull. The same is also true. The skull only has one of your senses, meaning that it is vulnerable to attacks outside of its vision, unless the caster is paying a heavy amount of attention to both their own, and their summon.
If you use an ability that would cause normally damage will not be transferred to the skull. The caster will still take the damage they normally would.
This ability is only able to use abilities that are within one class of this ability. This means only abilities that are class four, three, or two are able to be used. Any other abilities would be either too weak to charge the skull, or would overload it, and the skull would break down.
Users of weapons are also unable to use their hands for melee combat. If they tried, their summon, or summons, would fly all over the place, crashing into all sorts of things. The skulls aren't very sturdy either, with even a hit higher than 100 strength being able to destroy it.
Made By: Impossible
Reserved?: [Yes]
Technique Name: [Dragon]
Class: [3]
Technique Type: [Construct]
Usable By: [Human world dweller]
Technique Element: [Various]
Technique Description and Effects: [This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.]
How to use technique: [You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.]
Technique Drawbacks (Limitations, repercussions for use, etc) [Cost]
Made By: [Impossible]
Reserved?: [No]
Technique Name:Ulcera (Ulcer)
Class: 7
Technique Type: Stepping
Usable By: Hollows (Not Arrancar)
Technique Description and Effects: This technique is a basic stale for a Hollow's ability to slide in and out of the valley of screams at will when it is hunting or stalking prey. By gliding in and out of the space used by techniques like garganta or descorrer, a hollow can get around quickly. This technique operates similarly to a stepping technique, but only moves at 5x the user's speed. However, the user weaves through rips in the fabric of whatever world they are in, and as such the hollows exits, and then re-enters at the destination, Hollows do not lose awareness of the world as they move through an Ulcera, and can return to the material world mid-step in response to a threat or opportunity. This technique does not take up a Technique slot.
How to use technique (How is it activated?): See Above
Technique Drawbacks (Limitations, repercussions for use, etc) Costs 75 reiatsu per step.
Made By: Ajora
Reserved?: No
Technique Name: [Garganta (Cave)] (CINEMATIC TECHNIQUE)
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique:
The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
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: [Bala] (Bullet)
Class: [6] [Cannot be learned until class 6]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
A straightforward and simple 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: [Bakudo #9: Geki (Strike)]
Class: [7]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Fires a red light from the caster's fingertips, not unlike a Hollow's Cero, though far smaller and weaker. Anyone caught in the red light will be paralyzed for one post. The paralysis can be shrugged off with equal reiatsu strength, but this takes a few seconds. Superior reiatsu strength of 25% or higher will allow a very fast removal of Geki's effects. 50% or higher makes it instantaneous.
How to use technique:
Requires the caster to aim, not unlike use of any Hado technique.
Incantation and Effect:
Incantation causes technique's size to double, but does not include any reiatsu strength bonuses. ("Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!")
Technique Name: Hado #4: Byakurai (Pale Lightning)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
Technique Name: [Laser Face]
Class: [4]
Technique Type: [Other]
Usable By: [Hwd]
Technique Element: [Highly Condensed Plasma]
Technique Description and Effects: [This ability takes the user's reiatsu, and turns it into an attack! Crazy. The user molds their reiatsu into a spherical mass in the air around them, letting them create a skull. A normal sized skull, that looks human. The durability of the skull is half the users Reiatsu strength. These skulls have a speed of 400, but can't move more than ten feet away from the caster. Each Skull can fire beams of plasma that are twice as wide as the skull, with equal reiatsu strength as the user. The beam moves at the speed of a Bala, and will travel up to the users reiatsu strength in distance.]
How to use technique: [Cost to create a single Skull, 25 reiatsu, and can have one skull per 100 reiatsu strength the caster has. Cost to fire energy from a single Skull, 100 reiatsu. Can be created anywhere within ten feet of the caster, as long as there is nothing already where it would be created.]
Technique Drawbacks: [Will constantly quote famous authors, crack skeleton puns when there is more than one, and laugh when someone makes a joke, especially if it's related to bones or death. Each Skull only has two shots before it dies. Maximum movement range of ten feet around the user. Five max.]
Made By: [Impossible]
Reserved?: [Yes]
[Holy Blade of the Light]
Class: [3]
Technique Type: [Energy]
Usable By: [Human World Dweller]
Technique Element: [Light]
Technique Description and Effects: [When first activated, this ability creates a single handed saber made of pure divine light for the user. The offensive stat of the weapon is equal to the reiatsu strength of the user. This ability can be activated again to bring it to life, so to speak, showing off what actually makes it special.
For 250 reiatsu, or one ginto tube, the blade will respond to the users thoughts, moving and attacking however they please. The speed of the blade is based off of the user's instinct, and the aim of the sword is based off of the user's own skill with the weapon.]
How to use technique: [First activation has a cost of 100. Activate by moving your hand to how you would hold a sword. Second activation, you release the blade as you either pay the cost, or place the ginto tube against the hilt of the sword.]
Technique Drawbacks: [Slow for most people, requires a skill with swords to be decent with it.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Hado #50: Mabarashi Dangan (Fast Bullet)]
Class: 4
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
The user creates a sphere of super-condensed, white reiatsu at the end of their finger or sword around the size of a baseball. This kidou is noticeably small and it possesses a significant piercing power equivalent to twice the user’s (If the incantation is used). Not only does it pierce defenses extremely well, but it travels at quite a vicious speed, making it very difficult to dodge. When this kidou comes into contact with an object it will detonate into an explosion that sends hundreds of super-condensed reiatsu shards everywhere in its immediate vicinity. The blast radius of this attack is around eight yards. But the true power of this ability resides in the kido’s aura. To those with less than 50 in Energy Sensory, Maboroshi Dangan will be completely invisible and soundless. This is a technique designed to take advantage of those who don’t have any ability to sense reiatsu.
How to use technique:
Aim palm at target and fire.
Technique Drawbacks
The traditional reiatsu cost for the technique is its drawback. Additionally, it is difficult for those with low energy sensory to use since they cannot keep track of it.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength worth 100 is instead worth 125.) ("Shoot forth from the heavens and find your mark. Soundlessly. Cautiously. Swiftly. Make yourself known by your bite and curse those who condemn you.")
Made By: [Rave Haretsu]
Technique Name: [Bakudo #81: Danku (Splitting Void)]
Class: [2]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Creates a clear, very high and wide barrier of reiatsu instantaneously in front of the user. Can be used to block reiatsu attacks, low level physical attacks, and any Kido from numbers 1-89, though this is also still dependent on the user's reiatsu strength.
How to use technique:
This can be cast with mental thought, with hand motions, or with naming it. This requires no special movements for casting.
Incantation and Effect:
The strength of the technique goes up 40% from incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140 during incantation.) "Barrier of dust, shield of north, protector of Men! Arise from ashes and reveal our weakness. Dissolve into air and hide our sins! On altars of greed we call you. In graves of virtue we worship you. Bind, scatter, reduce to ash! Cripple, crush, dissolve!"
Technique Name: Garganta Destrozada (Shattered Throat)
Class: 4
Technique Type: Garganta Technique
Usable By: Hollow/Arrancar
Technique Element: None
Technique Description and Effects:
This technique is used in conjunction with another beam or projectile type attack by forming a small tear in the path of the technique, as well as several around the opponent. The Technique is "shattered" separated into ten separate fragments that are launched at the target from various angles. Because of this, he technique is much harder to avoid and can surprise targets The fragments are half as potent as the original technique. Also because of the use of gargantuan, the original technique does not even need to be fired at the opponent.
How to use technique: Create a small Garganta in the path of the technique, as well as ten others around the target.
Technique Drawbacks (Limitations, repercussions for use, etc):
Requires knowledge of the enemy's position, additionally the technique costs 100 reiatsu along with multiplying the reiatsu cost of the effected technique by 1.5
Made By: Tsaj Dread
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: [Stable Selection]
Technique Class: [8-1, user Class]
Technique Type: [Spiritual]
Usable By: [Failures]
Technique Element: [Reiatsu, if any]
Technique Cost: [N/A]
Description: [An ability made to stabilize the reiatsu of a Failure, at least for a time. The souls of Failures exist in a state that is more pure than that of other races, more mailable, more open to change, but at the same time, all too brittle. This allows a Failure's reiatsu to stabilize itself for a time, based on the techniques they use. The more focused ones usage of techniques is, the more the soul starts to shift away from its primal state, and moves towards the selected race, gaining their characteristics. For example, should a Failure use more Kido spells, or Hakuda techniques, slowly their form will resemble that of a Shinigami. Or firing cero will cause them to gain a mask and feel more like a hollow. And so on, and so on.
This increases the stability of the Failure as well, vastly increasing the damage they can take without detonation, doubling the size of an injury the can take per technique used. By the third technique available to that race, the Failure will start to appear as that race to those with less than 400 ES. By the fifth, they no longer glow, if they did to begin with, and any strange features are smoothed out to match the selected race. By the seventh, they are indistinguishable from the selected race, and only those with 1,000 or more ES will be able to see through these changes.
That being said, this only works with techniques that are only available to three races or less. It will be users choice as to what they slowly transform into for those kinds of techniques. Techniques that have a per post cost count as one per payment. Choosing to use a technique that isn't available to your chosen race will decrease the stability by two posts, causing cracks and fractures to appear on the skin of the Failure. Using fifteen techniques of a select race can allow the Failure to permanently change into the selected race, upon creating a new app. All techniques not available to that race are lost, without refund.]
How to Use: [Mentioned above]
Drawbacks: [After the fifth technique used, the RS of the Failure will decrease by 50 per technique used. Until technique ten, the chest portion of the Failure is still unstable, and can be detonated if stuck. This causes the Failure to crumble to ash, rather than explode. ]
Made By: [Impo]
Reserved?: [No]
Technique Name: [Spiritual language]
Class: [6]
Technique Type: [cinematic]
Usable By (Technique is available to which races?): [all]
Technique Element: [None]
Technique Description and Effects: [Spiritual language is a mental ability that lets you speak and understand every language at once. By a combination of energy sensory and a sharp mental focus, you begin to understand those around you, hearing everyone in the language you are most used to. This is possible by having at least a 150 in energy sensory, and 300 in instinct, your mind begins translating the words anyone speaks like an instant translator. This also doubles for words, letting you read any language as long as you're been in the presence of someone who knows the language.]
How to use technique: [This ability is always active, reaching out to those around you, letting you understand each other. This only works as long as another being that can speak the language is in the range of your energy sensory. If you're online with someone speaking chinese in America, and no one within a mile can speak the language, you're out of luck, cause you can't speak chinese. The same goes with reading.
ALTERNATIVELY.... if you posses a 3 in languages, you have an easier time with other languages by nature, you do not need as much to learn this ability. You can learn this skill with only 75 es, and 150 in instinct.]
Technique Drawbacks [As stated before, this ability is constant, you can't turn it off as long as you're using your energy sensory. This will garnish you with odd looks for speaking their more familiar language, earning nasty looks and glares for 'assuming' that they spoke that language.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Speed Trap]
Class: [2]
Technique Type: [Passive]
Usable By: [Human World Dwellers]
Technique Element: [Wind]
Technique Description and Effects: [The bane of all snipers, this ability activates only when something moving at a speed of 300 or more gets too close to the caster. The area this ability covers is an inch over the skin, and is constantly active, so long as the user has over 300 reiatsu remaining. This does not drain the user in any way. If something comes into contact with this ability, its momentum will be sent in the opposite direction. For example, if a bullet were to hit the air pocket, it would be returned to sender with equal speed and strength. Melee attacks will be reflected back into the body of the attacker, hitting them in the same place with the same force they attacked with, often breaking limbs. Swords, and other weapons will be bounced back, potentially striking the user. Only affects things moving over 300 speed.
Whenever something impacts the Speed Trap is when it starts to drain its user. For every post that it is used, it costs 300 reiatsu.]
How to use technique: [Mentioned above.]
Technique Drawbacks: [User cannot move at a speed above 300, or they will lose use of the ability for five posts. Can be sensed by anyone with over 200 Energy sensory. Only affects one object per post, while others will pass through. Can't affect anything not going over 300 speed.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Technique Name: A failure's gift
Class: [Equal to your class]
Technique Type: [other]
Usable By: [failure]
Technique Element: [Various]
Technique Description and Effects: [The basis of this technique is reiatsu. What one can do with the byproduct of one's life essence. Everyone is different, yet one fact remains true for each individual: the element in which your reiatsu manifests as. Every spirit manifests itself as wind while outside of the body. This is what allows one to influence the air to increase the gravity around them. It's also the reason that a normal person is unable to detect a spirit with a majority of their senses. This ability can change that, at a cost. The use of this can change the element of your own spiritual pressure into one of four other things, while master's of this technique can change others.
Earth makes a flood completely solid, and unable to be broken with anything less than the rs of the caster, and counts as regular class. This also acts as the damage stat for anything the flood collides with. The speed is heavily clanged though. In place of moving around with the failure's speed stat, the earth changed flood's speed is is set at a static speed of 400. This variant of flood is highly unstable, however, and his hard to control for longer periods of time. The only time it is at full power is the first post you use it. For each following post, the flood quickly begins to break apart. The flood becomes smaller and weaker, losing 10% of its max mass and rs each post, until the flood rs touches down to 0. This ability cannot be deactivated before the rs of the flood hits zero, and will return to a normal flood the following post, on post 11. Air or fire based techniques that come into contact with this flood act with 30% less their damage stat.
For water, the flood does not change much. The most apparent change for the flood from a pretty light show to liquid matter, regardless of flood ability. It does not change the flood ability, but it changes any solid construct flood would create with it's ability into water, but not its powers. With this, it is still possible to move through, unlike earth. For the things moving through the, however, will be reduced to one fourth of what it normally is. The flood is also able to be used as a weapon, even without the ability of the flood. The impact with carry a fourth of the user's rs, and act as blunt force. This can also carry weights that str can, if the weight can be carried by str(1/4 the rs). This counts as a long term stat changer.
With your flood becoming pure fire, a failure must be wary. Despite being made of your own soul, touching the flood can set you off and kill the failure casting it. Your fire will begin to ignite the air around it, even leaving trails of fire in the air behind it after it moves for a post. This will also ignite everything that it touches will catch fire. It will burn away anything with less rs than the user, and counts as the class of the technique. The fire, when it touches something, will not instantly erase it. Instead, whatever it touches will catch fire. This flame will eat away at the reiatsu of whatever is subject to it. It will burn away 300 reiatsu per post, and will fuel itself on that burnt away energy. It will attempt to spread over the victim's body, as it eats away at the very building blocks that the body is made up of.
There is a way to get the flames off of oneself. One can 'over feed' the flame. By paying 400 reiatsu per post that the flames have been on you, the fire will instantly dispel, or you could use a water based ability to knock them off. Diving in a body of water works too. The less reiatsu something has, the quicker this fire will destroy it. If an attack that tries to pass through the ability will lose a major part of its power, being attacked on all sides by the flame, and will reduce the power of the ability by a significant portion.
The ability will never be completely destroyed however, unless the 'power' behind the ability is a quarter of the ability, or would not match up in standard clashes. Instead, the ability will be able to pass through the flames, but if the have 25% or less of the fire's rs, power is reduced by 50%. If they have 50% or less its rs, the power is reduced by 25%. If they have more than 50% of its rs, but is still inferior, it is reduced by 10%. If a permanent ability that lasts more than a single post, its power will be permanently reduced depending on how many times it collides with the flame. In all cases the rs shaved away from the ability cast is used to make the fire bigger. For every 200 rs the flames consume this way, the flood grows by the size of a standard car, and loses it after the duration of this ability would normally wear off, regardless of paying the cost again. This tech is 30% stronger over wind techs. Any water based abilities used again this will be considered 50% stronger.
Lighting is the most dramatic flood change. The entity of your flood becomes a bunch of spheres, constantly radiating with electricity. The size of the spheres is always a constant, with every ball sharing the same size as a baseball. The number you get depends on your rs, giving you one per 100 rs you have. This flood moves at a speed equivalent 200 per class, but can only move in a linear pattern. The focus for trying to make these orbs turn any direction while moving is insane. 600 instinct would be required to alter the course after it begins to move. After it stops moving, they take a post to cool down to re-aim them. This, however, can be ignored with instincts over 800. Normally, one can't control the lightning balls mid flight, but once you reach 800 or more instinct, you can even stop them to instantly change it for a new direction.
How to use technique: [The original caster can pass change the properties of one's reiatsu of a willing non failure participant once per thread, in a non-combat situation. The process leaves the two completely immobile, and unable to fight anything off if they were attacked. The failure casting however, can do the same for himself in the same amount of time. The failure, however, is not restricted in their mobility, but loses the use of their flood for two posts, as in the post you cast it, and to the end of your following post.
In combat, you can activate your element of choice by paying 400 reshi. It lasts five posts before it deactivates, and you can reuse it. This does not include earth. While active you gain both the positives and the negatives, and are unable to turn it off until the post have worn off. This ability takes up one tech slot as its name, followed by the element chosen.]
Technique Drawbacks: {[Stated above, plus you lose the ability to use gravitational pressure until your reshi is returned to its natural state, and will render all spirits visible as the element chosen. Can only have one chosen element at a time, and are unable to have it altered aside from another failure with this same technique.]
Made By: Impossible
Reserved: [Yes]
Technique Name: Hado #1: Shō (Thrust)
Class: 7
Technique Type: Kido
Technique Element: None
Technique Description and Effects: This technique creates a simple burst of force that pushes at the opponent backwards. The force is equal to the user’s Reiatsu Strength.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: Incantation unknown. When the incantation is spoken, the Reiatsu Strength used to determine the power of Sho is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
Technique Name: [Skull slayer]
Class: [3]
Technique Type: [Kido]
Usable By: [Hollows, vizards, hell races, and failures]
Technique Element: [None]
Technique Description and Effects: [This ability creates a giant skull, with the head being different for each individual. The few consistencies between person to person however, is that it is always bone white, always shares the eye color of its caster, and is always the skull of an animal. You write in your animal skull in after learning this tech. The skull can be no larger than a car, and no smaller than a bike for adults.
This 'skull' has three major abilities. The first is the ability to fly. It has the ability to move at very high speeds, having a static speed of 800. It is not autonomous however, only responding to your physical commands. When you just learn this ability, you are able to control two at a time, one per each hand. At adept, you'll be able to control one per finger, moving them as you see fit. At mastered, you can control two per finger. Keep in mind that this is a very mentally taxing ability, and even controlling one requires you to split your focus in half. You would need very high instincts to manipulate more than five.
The second ability is that these skulls give you a shared vision, thus the reason they have your eye color. This does not mean they share your senses. They only give you their vision. They cannot hear, feel, or smell anything. They do not give sensory overload however or any other negative effects, meaning if they are subject to a flashbang or an illusion, the caster will receive the blinding effect. The skull will be subject to however long the effects of whatever hit them would normally last, in spite of the caster still being able to guide them with his own vision in place of the skull's.
And finally, these creatures can cast abilities for their caster, save for release techs and step techs. Any ability the user would normally fire, these guys will fire for them if they so please, at the cost of an additional 25% of the normal tech cost. The ability will always start off as a cero-like beam of energy. Once the beam hits something, the struck is immediately subjected to the effects the ability would normally do, be it freezing, burning, binding, etcetera. The fire rate is a static speed of 800, and the laser is launched as a constant stream for the post that it was activated.]
How to use technique: [By raising your hand to the sky, this ability takes away 500 reiatsu to activate, and forms the skull you designed upon learning this tech. The caster is unable to move while he activates this, nor are they able to use any abilities that require use of their hands to use. You are able to summon up to five at a time is you pay the cost for however many you summon. Meaning if you summon all five at once, you'd be paying 2500 reiatsu.]
Technique Drawbacks [This ability is very hard for those with low mental abilities to use. Their vision becomes split between the two heads, or even more if you dare try for more than one skull. Attacks to the skull might register as attacks to you, and force you to jump instead of moving the skull. The same is also true. The skull only has one of your senses, meaning that it is vulnerable to attacks outside of its vision, unless the caster is paying a heavy amount of attention to both their own, and their summon.
If you use an ability that would cause normally damage will not be transferred to the skull. The caster will still take the damage they normally would.
This ability is only able to use abilities that are within one class of this ability. This means only abilities that are class four, three, or two are able to be used. Any other abilities would be either too weak to charge the skull, or would overload it, and the skull would break down.
Users of weapons are also unable to use their hands for melee combat. If they tried, their summon, or summons, would fly all over the place, crashing into all sorts of things. The skulls aren't very sturdy either, with even a hit higher than 100 strength being able to destroy it.
Made By: Impossible
Reserved?: [Yes]
Technique Name: [Dragon]
Class: [3]
Technique Type: [Construct]
Usable By: [Human world dweller]
Technique Element: [Various]
Technique Description and Effects: [This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.]
How to use technique: [You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.]
Technique Drawbacks (Limitations, repercussions for use, etc) [Cost]
Made By: [Impossible]
Reserved?: [No]
Technique Name:Ulcera (Ulcer)
Class: 7
Technique Type: Stepping
Usable By: Hollows (Not Arrancar)
Technique Description and Effects: This technique is a basic stale for a Hollow's ability to slide in and out of the valley of screams at will when it is hunting or stalking prey. By gliding in and out of the space used by techniques like garganta or descorrer, a hollow can get around quickly. This technique operates similarly to a stepping technique, but only moves at 5x the user's speed. However, the user weaves through rips in the fabric of whatever world they are in, and as such the hollows exits, and then re-enters at the destination, Hollows do not lose awareness of the world as they move through an Ulcera, and can return to the material world mid-step in response to a threat or opportunity. This technique does not take up a Technique slot.
How to use technique (How is it activated?): See Above
Technique Drawbacks (Limitations, repercussions for use, etc) Costs 75 reiatsu per step.
Made By: Ajora
Reserved?: No
Technique Name: [Garganta (Cave)] (CINEMATIC TECHNIQUE)
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique:
The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
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: [Bala] (Bullet)
Class: [6] [Cannot be learned until class 6]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
A straightforward and simple 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: [Bakudo #9: Geki (Strike)]
Class: [7]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Fires a red light from the caster's fingertips, not unlike a Hollow's Cero, though far smaller and weaker. Anyone caught in the red light will be paralyzed for one post. The paralysis can be shrugged off with equal reiatsu strength, but this takes a few seconds. Superior reiatsu strength of 25% or higher will allow a very fast removal of Geki's effects. 50% or higher makes it instantaneous.
How to use technique:
Requires the caster to aim, not unlike use of any Hado technique.
Incantation and Effect:
Incantation causes technique's size to double, but does not include any reiatsu strength bonuses. ("Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!")
Technique Name: Hado #4: Byakurai (Pale Lightning)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
Technique Name: [Laser Face]
Class: [4]
Technique Type: [Other]
Usable By: [Hwd]
Technique Element: [Highly Condensed Plasma]
Technique Description and Effects: [This ability takes the user's reiatsu, and turns it into an attack! Crazy. The user molds their reiatsu into a spherical mass in the air around them, letting them create a skull. A normal sized skull, that looks human. The durability of the skull is half the users Reiatsu strength. These skulls have a speed of 400, but can't move more than ten feet away from the caster. Each Skull can fire beams of plasma that are twice as wide as the skull, with equal reiatsu strength as the user. The beam moves at the speed of a Bala, and will travel up to the users reiatsu strength in distance.]
How to use technique: [Cost to create a single Skull, 25 reiatsu, and can have one skull per 100 reiatsu strength the caster has. Cost to fire energy from a single Skull, 100 reiatsu. Can be created anywhere within ten feet of the caster, as long as there is nothing already where it would be created.]
Technique Drawbacks: [Will constantly quote famous authors, crack skeleton puns when there is more than one, and laugh when someone makes a joke, especially if it's related to bones or death. Each Skull only has two shots before it dies. Maximum movement range of ten feet around the user. Five max.]
Made By: [Impossible]
Reserved?: [Yes]
[Holy Blade of the Light]
Class: [3]
Technique Type: [Energy]
Usable By: [Human World Dweller]
Technique Element: [Light]
Technique Description and Effects: [When first activated, this ability creates a single handed saber made of pure divine light for the user. The offensive stat of the weapon is equal to the reiatsu strength of the user. This ability can be activated again to bring it to life, so to speak, showing off what actually makes it special.
For 250 reiatsu, or one ginto tube, the blade will respond to the users thoughts, moving and attacking however they please. The speed of the blade is based off of the user's instinct, and the aim of the sword is based off of the user's own skill with the weapon.]
How to use technique: [First activation has a cost of 100. Activate by moving your hand to how you would hold a sword. Second activation, you release the blade as you either pay the cost, or place the ginto tube against the hilt of the sword.]
Technique Drawbacks: [Slow for most people, requires a skill with swords to be decent with it.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Hado #50: Mabarashi Dangan (Fast Bullet)]
Class: 4
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
The user creates a sphere of super-condensed, white reiatsu at the end of their finger or sword around the size of a baseball. This kidou is noticeably small and it possesses a significant piercing power equivalent to twice the user’s (If the incantation is used). Not only does it pierce defenses extremely well, but it travels at quite a vicious speed, making it very difficult to dodge. When this kidou comes into contact with an object it will detonate into an explosion that sends hundreds of super-condensed reiatsu shards everywhere in its immediate vicinity. The blast radius of this attack is around eight yards. But the true power of this ability resides in the kido’s aura. To those with less than 50 in Energy Sensory, Maboroshi Dangan will be completely invisible and soundless. This is a technique designed to take advantage of those who don’t have any ability to sense reiatsu.
How to use technique:
Aim palm at target and fire.
Technique Drawbacks
The traditional reiatsu cost for the technique is its drawback. Additionally, it is difficult for those with low energy sensory to use since they cannot keep track of it.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength worth 100 is instead worth 125.) ("Shoot forth from the heavens and find your mark. Soundlessly. Cautiously. Swiftly. Make yourself known by your bite and curse those who condemn you.")
Made By: [Rave Haretsu]
Technique Name: [Bakudo #81: Danku (Splitting Void)]
Class: [2]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Creates a clear, very high and wide barrier of reiatsu instantaneously in front of the user. Can be used to block reiatsu attacks, low level physical attacks, and any Kido from numbers 1-89, though this is also still dependent on the user's reiatsu strength.
How to use technique:
This can be cast with mental thought, with hand motions, or with naming it. This requires no special movements for casting.
Incantation and Effect:
The strength of the technique goes up 40% from incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140 during incantation.) "Barrier of dust, shield of north, protector of Men! Arise from ashes and reveal our weakness. Dissolve into air and hide our sins! On altars of greed we call you. In graves of virtue we worship you. Bind, scatter, reduce to ash! Cripple, crush, dissolve!"
Technique Name: Garganta Destrozada (Shattered Throat)
Class: 4
Technique Type: Garganta Technique
Usable By: Hollow/Arrancar
Technique Element: None
Technique Description and Effects:
This technique is used in conjunction with another beam or projectile type attack by forming a small tear in the path of the technique, as well as several around the opponent. The Technique is "shattered" separated into ten separate fragments that are launched at the target from various angles. Because of this, he technique is much harder to avoid and can surprise targets The fragments are half as potent as the original technique. Also because of the use of gargantuan, the original technique does not even need to be fired at the opponent.
How to use technique: Create a small Garganta in the path of the technique, as well as ten others around the target.
Technique Drawbacks (Limitations, repercussions for use, etc):
Requires knowledge of the enemy's position, additionally the technique costs 100 reiatsu along with multiplying the reiatsu cost of the effected technique by 1.5
Made By: Tsaj Dread
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: [Stable Selection]
Technique Class: [8-1, user Class]
Technique Type: [Spiritual]
Usable By: [Failures]
Technique Element: [Reiatsu, if any]
Technique Cost: [N/A]
Description: [An ability made to stabilize the reiatsu of a Failure, at least for a time. The souls of Failures exist in a state that is more pure than that of other races, more mailable, more open to change, but at the same time, all too brittle. This allows a Failure's reiatsu to stabilize itself for a time, based on the techniques they use. The more focused ones usage of techniques is, the more the soul starts to shift away from its primal state, and moves towards the selected race, gaining their characteristics. For example, should a Failure use more Kido spells, or Hakuda techniques, slowly their form will resemble that of a Shinigami. Or firing cero will cause them to gain a mask and feel more like a hollow. And so on, and so on.
This increases the stability of the Failure as well, vastly increasing the damage they can take without detonation, doubling the size of an injury the can take per technique used. By the third technique available to that race, the Failure will start to appear as that race to those with less than 400 ES. By the fifth, they no longer glow, if they did to begin with, and any strange features are smoothed out to match the selected race. By the seventh, they are indistinguishable from the selected race, and only those with 1,000 or more ES will be able to see through these changes.
That being said, this only works with techniques that are only available to three races or less. It will be users choice as to what they slowly transform into for those kinds of techniques. Techniques that have a per post cost count as one per payment. Choosing to use a technique that isn't available to your chosen race will decrease the stability by two posts, causing cracks and fractures to appear on the skin of the Failure. Using fifteen techniques of a select race can allow the Failure to permanently change into the selected race, upon creating a new app. All techniques not available to that race are lost, without refund.]
How to Use: [Mentioned above]
Drawbacks: [After the fifth technique used, the RS of the Failure will decrease by 50 per technique used. Until technique ten, the chest portion of the Failure is still unstable, and can be detonated if stuck. This causes the Failure to crumble to ash, rather than explode. ]
Made By: [Impo]
Reserved?: [No]