Post by Skoll Koryu on Feb 21, 2016 20:01:53 GMT -5
Current Total Points_____
Inventory_________________
Purchase History_________
Completed Threads______
Active Threads___________
Personality Shifts________
This system will determine the decisions that Skoll makes as he progresses throughout his advancement in Class and plot. Actions in any thread can improve or reduce the score, with 0 being absolute hatred and a desire to destroy everything and 100 bringing him to a rather modest and relaxed personality. By the time he reaches Class 2 or 1, this number will make a decision on his final goals, personality, and desires. Note that any thread can influence this, from PVPs, to Socials, to Training, and Adventures. Even Canons will affect this, so watch out!
Current Personality Score: 48
Personality Changes:
Skoll's Stats______________
Strength - [50] (50) Points
Speed - [200] (200) Points
Spiritual Pressure – [200 x 2] (400) Points
Reiatsu Strength – [400 x 2] (800) Points
Light Aura - [35] Points
Dark Aura - [65] Points
Instinct – [100] Points
Senses - [100] Points
Energy sensory - [50] Points
Healing Expertise - [0] Points
Total SP: [1100] points
Skoll's Skills______________
*The Mimicry skill does not act to serve as a perfect basis to copy anything the user sees, but instead just serves as a prerequisite for the Unbridled Learning technique, with points in this Skill making it possible to learn stronger and more complex techniques (See Unbridled Learning for more information).
Learned
Proficient
Mastered
- Class: 4
- CTP: 1800 [1800/4000 to Class 3]
- TTP: 0
- SP: 1100 [700/700 Training SP]
- SkP: 13 [2 Free] [6/8 to 16]
- Ryo: 1,000
Inventory_________________
- None
Purchase History_________
- None
Completed Threads______
- Just... One of Those Days - +290 CTP, Hado #1: Sho, Hado #4: Byakurai, and Bakudo #9: Horin learned.
- One Hell of a Fight: Skoll v. Yetsuna - +700 TP, 610 converted to CTP, 90 converted to 45 SP.
- The Unnatural Ones: Skoll v. Impossible - +440 TP, converted to 440 TTP.
- Orderly Conduct: Skoll v. Angel - +450 TP, converted to 225 SP.
- The Onyx Wolf v. the Ebony Panther: Skoll v. Rafael - +400 TP, converted to 200 SP.
- Arsenals and Explosions: Skoll vs. Leon - +560 TP, converted to 500 CTP, 40 TTP, and 10 SP.
Active Threads___________
- NONE CURRENTLY
Personality Shifts________
This system will determine the decisions that Skoll makes as he progresses throughout his advancement in Class and plot. Actions in any thread can improve or reduce the score, with 0 being absolute hatred and a desire to destroy everything and 100 bringing him to a rather modest and relaxed personality. By the time he reaches Class 2 or 1, this number will make a decision on his final goals, personality, and desires. Note that any thread can influence this, from PVPs, to Socials, to Training, and Adventures. Even Canons will affect this, so watch out!
Current Personality Score: 48
Personality Changes:
- Just... One of Those Days - Personality Score +1
- One Hell of a Fight: Skoll v. Yetsuna - Personality Score -2
- The Unnatural Ones: Skoll v. Impossible - Personality Score -1
- Orderly Conduct: Skoll v. Angel - Personality Score +1
- The Onyx Wolf v. the Ebony Panther: Skoll v. Rafael - Personality Score +1
- Arsenals and Explosions: Skoll vs. Leon - Personality Score -2
Skoll's Stats______________
Strength - [50] (50) Points
Speed - [200] (200) Points
Spiritual Pressure – [200 x 2] (400) Points
Reiatsu Strength – [400 x 2] (800) Points
Light Aura - [35] Points
Dark Aura - [65] Points
Instinct – [100] Points
Senses - [100] Points
Energy sensory - [50] Points
Healing Expertise - [0] Points
Total SP: [1100] points
{Stats Code}
[b][u]Strength[/u] - [50] (50) Points
[u]Speed[/u] - [200] (200) Points
[u]Spiritual Pressure[/u] – [200 x 2] (400) Points
[u]Reiatsu Strength[/u] – [400 x 2] (800) Points
[u]Light Aura[/u] - [35] Points
[u]Dark Aura[/u] - [65] Points
[u]Instinct[/u] – [100] Points
[u]Senses[/u] - [100] Points
[u]Energy sensory[/u] - [50] Points
[u]Healing Expertise[/u] - [0] Points
[font color="Red"]Total SP: [1100] points[/font][/b]
Skoll's Skills______________
- [Special – Mimicry*] 2
- [Strength of Will] 2
- [Battle Analysis] 2
- [Learning] 2
- [Memory] 2
- [Mental Incantation] 1
- [Weapons: Knives] 2
*The Mimicry skill does not act to serve as a perfect basis to copy anything the user sees, but instead just serves as a prerequisite for the Unbridled Learning technique, with points in this Skill making it possible to learn stronger and more complex techniques (See Unbridled Learning for more information).
{Skills Code}
[ul][li][u][b][Special – Mimicry*][/b][/u] 2
[/li][li][u][b][Strength of Will][/b][/u] 2
[/li][li][u][b][Battle Analysis][/b][/u] 2
[/li][li][u][b][Learning][/b][/u] 2
[/li][li][u][b][Memory][/b][/u] 2
[/li][li][u][b][Mental Incantation][/b][/u] 1
[/li][li][u][b][Weapons: Knives][/b][/u] 2[/ul]
*The Mimicry skill does not act to serve as a perfect basis to copy anything the user sees, but instead just serves as a prerequisite for the Unbridled Learning technique, with points in this Skill making it possible to learn stronger and more complex techniques (See Unbridled Learning for more information).
Technique List
Slots: 13/43 (x2 for Technique Master, +3 for Training Tier)
Unbridled Learning Techniques: 4/20
Slots: 13/43 (x2 for Technique Master, +3 for Training Tier)
Unbridled Learning Techniques: 4/20
Learned
Proficient
Mastered
{Unique Techniques}Technique Name: Unbridled Learning
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Unbridled Learning is a unique ability that comes to Skoll almost naturally, one that he could practically say that he was born with. Though he did not gain either the powers of Hell from his Akki father nor the feral instincts of his Beast-Clan mother, Skoll instead discovered a keen attunement to the worlds of nature and sin, and in so, found knowledge of great value. Unbridled Learning is the result of this knowledge, a technique that draws upon the suffering of Hell and the instincts gained from experience.
Unbridled Learning, in its most basic description, allows Skoll to learn a vast number of non-release techniques that extends beyond those that his mix of races would normally allow. Unbridled Learning, an ongoing passive ability that is always active from the moment of Skoll's birth, allows him to take a technique from any race and, despite normal racial limitations, mimic the structure and composition of the technique to use these abilities regardless of his normal ability to do so. Though they will possess a unique Reiatsu signature, signifying that they are not the normal version of the technique—for example, a Kido would not feel like its normal element, but instead be a mix of feral and hellish Reiatsu merged into one. This makes it very easy to identify that these are copies, mimicries instead of the actual techniques.
However, this technique only allows for the learning of these techniques under certain conditions. Skoll cannot learn these techniques simply by training and studying. No, to learn a technique, Skoll must feel its effects directly, and learn through the experience of suffering from it. In short, in order to learn a technique that is not normally available to him, Skoll must be hit by it, and naturally survive, in order to learn it. When this happens, assuming that the half-breed survives, he will automatically learn the technique at a “learned” level, not even proficient. Proficiency and Mastery can be gained through the normal spending of TTP, but learning a technique at all requires him to actually feel the technique used on him, and understand its effects. This makes it an extremely risky process, as the more powerful a technique is, the harder it is to survive it.
Techniques can be learned via both NPCs and RPCs; while there is no limit on the latter as long as all the other conditions are met, NPCs are a whole other beast. While Skoll can learn techniques from an NPC in a training thread, the NPC in question must possess an offensive stat relating to the technique in question that is equal to or greater than Skoll's highest offensive stat. Additionally, such threads are treated as DE in nature, meaning that any damage done from the NPC's attack—something that is hard to mitigate given its ability to match Skoll's offensive power—will carry over and leave noticeable damage on him. Finally, a number of paragraphs equal to the amount needed to get the TTP for learning the technique is required, meaning that Skoll cannot just have one short paragraph of battle to learn techniques, but must earn them even with the damage he takes.
Finally, as one last note, just because a technique is learned does not mean that it can simply be used freely. The complimentary techniques that Skoll knows are also required in order to use abilities that he cannot use naturally: Lore of the Spirit, Lore of the Body, and Lore of the Heart. These have their own conditions and drawbacks to them.
How to use technique:
Suffer the effects of an attack, and survive, while attempting to analyze and break down the technique.
Technique Drawbacks:
Naturally, such a powerful ability does not come without its drawbacks. The first major drawback is, of course, the requirement of being hit. While this has less of an impact on learning supportive or healing techniques, as they are beneficial on use, it makes it dangerous to learn offensive techniques, as foes may prove themselves too powerful. Attempting to learn even a single technique in combat will likely leave Skoll highly weakened, as he is forced to take a direct hit that may severely injure him, reducing his capabilities for the remainder of combat. Any healing performed on wounds gained as a result of learning a technique is also half as effective, preventing him from fully healing upon willingly taking a hit.
Second, Skoll must still meet all non-racial requirements to learn the technique in question. If it has prerequisite techniques, then he needs to have learned them, and must keep them in order to keep the technique in question. Stat and Skill requirements are also in play. There are other skill limits to learning techniques as well; Skoll is required to have a 1 in the Mimicry Skill in order to learn a technique that is Class 8-6, a 2 to learn a technique that is Class 5-3, and a 3 to learn a technique of Class 2-1. Class 0 techniques can never be learned, assuming one could survive a direct hit from them in the first place. Finally, despite the normal ability of Technique Masters to learn techniques of any Class regardless of their own, this ability follows the normal restrictions; Skoll cannot learn a technique higher than one Class above him with the use of Unbridled Learning. Techniques that are normally available to him without it can be learned freely, but techniques outside of his racial ability must be no higher than one Class above him.
Finally, as one last restriction, Skoll can have no more than twenty learned techniques as a result of Unbridled Learning. The remaining slots must be filled with personal techniques or ones that he can learn as a result of his race availabilities. Reserved techniques mimicked by this technique can never be taken above Proficient, even though Skoll has the ability to master techniques he normally cannot use.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Lore of the Spirit
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Once a technique has been learned through the effects of Unbridled Learning, it is added to Skoll's technique list. However, at this point the techniques are considered unusable; knowing them and their composition does not mean that Skoll possesses the right nature to his Reiatsu to be able to use them. This is where Lore of the Spirit comes in; when activated, this technique acts as a sort of passive stance, allowing Skoll to make use of any spiritual-based abilities that he has learned as a result of Unbridled Learning. This technique allows his spirit to become more fluid, changing its composition and nature to be able to adapt to the flow of spiritual energy required to mimic these techniques. As long as this technique is active, Skoll is able to make use of the spiritual techniques that he has learned. To activate this ability, it costs 200 Reiatsu as a one-time cost despite the ongoing effect.
How to use technique:
Draw Reiatsu into the body to alter the state and composition of one's spiritual energy.
Technique Drawbacks:
Of course, even when access is granted to a technique, it still isn't as easy to use as one that comes naturally. Any techniques cast through Lore of the Spirit cost 20% more Reiatsu than normal (i.e. a 100 Reiatsu cost becomes 120), meaning that in the long run, this will deplete Skoll's Reiatsu that much faster, and also put him at a higher risk of instability as his Reiatsu gets lower. Additionally, all techniques cast with Lore of the Spirit are treated as though they are one Class higher in terms of the Technique Master drawback, causing more pain for the user.
Finally, there is one more restriction. When Lore of the Spirit is used, both Lore of the Body and Lore of the Heart are unavailable for use for two posts after the post in which Lore of the Spirit is activated. This prevents Skoll from rapidly changing between technique categories without a cooldown between each. And last, Lore of the Spirit lasts for a maximum of five posts before it must be re-used.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Lore of the Body
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Once a technique has been learned through the effects of Unbridled Learning, it is added to Skoll's technique list. However, at this point the techniques are considered unusable; knowing them and their composition does not mean that Skoll possesses the right aspects to his physical body to be able to use them. Lore of the Body is needed in order to make use of certain techniques; when activated, this technique acts as a sort of passive stance, allowing Skoll to make use of any physical-based abilities that he has learned as a result of Unbridled Learning. This technique allows his body's muscles and structure to become more fluid, changing its composition and nature to be able to adapt to the forms required to mimic these techniques. As long as this technique is active, Skoll is able to make use of the physical techniques that he has learned. To activate this ability, it costs 200 Reiatsu as a one-time cost despite the ongoing effect.
How to use technique:
Draw Reiatsu into the body to alter the state and composition of one's physical body.
Technique Drawbacks:
Of course, even when access is granted to a technique, it still isn't as easy to use as one that comes naturally. Any techniques cast through Lore of the Spirit cost 10% more Reiatsu than normal (i.e. a 100 Reiatsu cost becomes 110), or in the case of costless techniques, 100 Reiatsu, meaning that in the long run, this will deplete Skoll's Reiatsu that much faster, and also put him at a higher risk of instability as his Reiatsu gets lower. Additionally, all techniques cast with Lore of the Body are treated as though they are one Class higher in terms of the Technique Master drawback, causing more pain for the user.
Finally, there is one more restriction. When Lore of the Body is used, both Lore of the Spirit and Lore of the Heart are unavailable for use for two posts after the post in which Lore of the Body is activated. This prevents Skoll from rapidly changing between technique categories without a cooldown between each. And last, Lore of the Body lasts for a maximum of five posts before it must be re-used.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Lore of the Heart
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Once a technique has been learned through the effects of Unbridled Learning, it is added to Skoll's technique list. However, at this point the techniques are considered unusable; knowing them and their composition does not mean that Skoll possesses the right characteristics to use it. Lore of the Heart is a unique ability, even among the other Lores, as it makes a significant alteration; when activated, this technique acts as a sort of passive stance, allowing Skoll to make use of any techniques learned from a race chosen at activation that he has learned as a result of Unbridled Learning. This technique allows many aspects of his form to shift, changing its composition and nature to be able to adapt to the needs for these techniques. As long as this technique is active, Skoll is able to make use of the racial techniques that he has learned for the race chosen on use. This also has the passive effect of masking his Reiatsu to match that of the race whose aspect he has taken on, but anyone with 150+ Energy Sensory can still differentiate between the two, if his physical appearance wasn't enough to give it away. To activate this ability, it costs 200 Reiatsu as a one-time cost despite the ongoing effect.
How to use technique:
Draw Reiatsu into the body to alter the state and composition of one's body and soul.
Technique Drawbacks:
Of course, even when access is granted to a technique, it still isn't as easy to use as one that comes naturally. Any techniques cast through Lore of the Heart cost 25% more Reiatsu than normal (i.e. a 100 Reiatsu cost becomes 125), meaning that in the long run, this will deplete Skoll's Reiatsu that much faster, and also put him at a higher risk of instability as his Reiatsu gets lower. Additionally, all techniques cast with Lore of the Heart are treated as though they are one Class higher in terms of the Technique Master drawback, causing more pain for the user. On top of that, when a race is chosen, Skoll also gains any negative effects associated with that race. For example, taking on a Quincy's aspect with Lore of the Heart makes him allergic to Hollow energy in any form during this time, while taking on a Fullbringer's aspect would generally make him more fragile than normal spiritual beings.
Finally, there is one more restriction. When Lore of the Heart is used, both Lore of the Body and Lore of the Spirit are unavailable for use for two posts after the post in which Lore of the Heart is activated. Additionally, Lore of the Heart can only be used once per post, meaning that Skoll can only take on the aspect of a single race per post. This prevents Skoll from rapidly changing between technique categories without a cooldown between each. And last, Lore of the Heart lasts for a maximum of five posts before it must be re-used.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Chimera
Class: 4
Technique Type: Other
Usable By: Skoll only; cannot be taught
Technique Element: Spirit
Technique Description and Effects:
The effects of Skoll’s unstable and unique spirit have gifted him with the ability to learn techniques that normally would not be available to his race, but they come at a price of having to have the technique inflicted on him. This poses a problem as more powerful abilities are made available, as they have the very real chance of being completely fatal on impact, making them impossible to learn and live through doing so. To combat this drawback, Skoll developed an entirely new technique after studying his spiritual abilities, learning a new if unpredictable way to build upon his arsenal.
Chimera starts by creating a shroud of Reiatsu across one or both of Skoll’s arms as he chooses, a dark shadowy aura tipped with misty claws. These shrouds can be extended like tendrils a number of feet equal to Skoll’s Reiatsu Strength, move at a Speed equal to his own, and can bend and twist rather flexibly across the distance. They are not for harm, however, and in fact are insubstantial, incapable of blocking or being struck physically. Instead, they are used for another purpose: to strike at the soul of a target and absorb its essence.
When a target—either friend or foe—is struck by these shrouds, a random non-Release technique from their arsenal is copied and imprinted into Chimera. Mechanically, this is done by rolling between 1-50 and stopping on the appropriately numbered technique based on the order of the opponent’s technique list, looping to the top around if the number is greater than the number of techniques that the target has. This technique must be one that Skoll can use based on his abilities, meaning that techniques with prerequisites he does not meet, such as having a Zanpaktou, automatically causes that hit of Chimera to fail. Once a hit selects a technique that is within Skoll’s capabilities, that imprint is taken and becomes a part of Chimera.
Once an imprint is taken, it can be used in one of two ways: the first is simply to immediately cast the technique, using up the imprint but immediately allowing Skoll to use the technique after paying its appropriate costs and meeting its requirements. The second, however, is more valuable: Skoll can take the imprint and infuse it into his spirit, essentially grafting that technique knowledge onto his soul and assimilating it over time. Mechanically, once a technique has been infused, it will be learned at the end of the thread or after a long-term rest period, and added to Skoll’s technique list. If a technique is higher than his current Class, it is added as Learned proficiency; if it is equal or lower, it is learned at Proficient; and if it is two or more Classes below, it is learned at Mastered. If the technique is one that Skoll can learn without his unnatural abilities—Ferality techniques, Hell techniques, etc—then it is treated as a normal technique, but if it is beyond his normal racial capacities, it counts towards the maximum number of techniques he can learn via Unbridled Learning.
This technique costs 300 Reiatsu to use initially, and 150 Reiatsu per post to maintain.
How to use technique (How is it activated?):
Infuse the arms with dark, twisted Reiatsu and then strike with that Reiatsu, copying the opponent’s spiritual energy in the form of a technique imprint. This imprint can then either be immediately used up or assimilated in the long term.
Technique Drawbacks:
There are a number of drawbacks to this technique, in order for it to be so versatile and allow Skoll to further his own strength. The first lies in the nature of the Reiatsu shrouds; they are insubstantial spiritual forms that cannot cause any physical harm. They are unable to pass through large objects such as buildings or the ground, but physical attacks will pass right through them, and they can pass through smaller objects such as weapons, furniture, or even people. This does not make them unstoppable, however; they are still spiritual constructions, and can be destroyed by spiritual-based attacks with a greater OS than Skoll’s.
The second drawback lies in the imprinting process: when striking an enemy, Skoll’s Reiatsu Strength is compared to the opponent’s highest Spiritual OS. This technique will only work if Skoll is superior, and that superiority requirement increases by 25% for each Class the opponent has above Skoll (i.e. if Skoll is facing an opponent one Class above him, he must have a 25% superiority for this to work). If Skoll cannot meet this requirement, then this technique fails even on a successful hit, and he gains nothing.
The third lies in the choice of how to use the imprint: whether to make use of the technique immediately, but lose it after only a single use, or to take the time to assimilate it, in which case the technique will not be available in the same thread. Additionally, until the imprint is used, no more can be taken; either the technique needs to be used, or it needs to be chosen for assimilation, at which point Chimera is free to strike again. Finally, either process can be interrupted by destroying Chimera even after it has taken an imprint; if the imprint has not yet been used when Chimera is destroyed, then it is immediately lost and must be retaken.
Made By: Skoll Koryu
Reserved?: Yes
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Unbridled Learning is a unique ability that comes to Skoll almost naturally, one that he could practically say that he was born with. Though he did not gain either the powers of Hell from his Akki father nor the feral instincts of his Beast-Clan mother, Skoll instead discovered a keen attunement to the worlds of nature and sin, and in so, found knowledge of great value. Unbridled Learning is the result of this knowledge, a technique that draws upon the suffering of Hell and the instincts gained from experience.
Unbridled Learning, in its most basic description, allows Skoll to learn a vast number of non-release techniques that extends beyond those that his mix of races would normally allow. Unbridled Learning, an ongoing passive ability that is always active from the moment of Skoll's birth, allows him to take a technique from any race and, despite normal racial limitations, mimic the structure and composition of the technique to use these abilities regardless of his normal ability to do so. Though they will possess a unique Reiatsu signature, signifying that they are not the normal version of the technique—for example, a Kido would not feel like its normal element, but instead be a mix of feral and hellish Reiatsu merged into one. This makes it very easy to identify that these are copies, mimicries instead of the actual techniques.
However, this technique only allows for the learning of these techniques under certain conditions. Skoll cannot learn these techniques simply by training and studying. No, to learn a technique, Skoll must feel its effects directly, and learn through the experience of suffering from it. In short, in order to learn a technique that is not normally available to him, Skoll must be hit by it, and naturally survive, in order to learn it. When this happens, assuming that the half-breed survives, he will automatically learn the technique at a “learned” level, not even proficient. Proficiency and Mastery can be gained through the normal spending of TTP, but learning a technique at all requires him to actually feel the technique used on him, and understand its effects. This makes it an extremely risky process, as the more powerful a technique is, the harder it is to survive it.
Techniques can be learned via both NPCs and RPCs; while there is no limit on the latter as long as all the other conditions are met, NPCs are a whole other beast. While Skoll can learn techniques from an NPC in a training thread, the NPC in question must possess an offensive stat relating to the technique in question that is equal to or greater than Skoll's highest offensive stat. Additionally, such threads are treated as DE in nature, meaning that any damage done from the NPC's attack—something that is hard to mitigate given its ability to match Skoll's offensive power—will carry over and leave noticeable damage on him. Finally, a number of paragraphs equal to the amount needed to get the TTP for learning the technique is required, meaning that Skoll cannot just have one short paragraph of battle to learn techniques, but must earn them even with the damage he takes.
Finally, as one last note, just because a technique is learned does not mean that it can simply be used freely. The complimentary techniques that Skoll knows are also required in order to use abilities that he cannot use naturally: Lore of the Spirit, Lore of the Body, and Lore of the Heart. These have their own conditions and drawbacks to them.
How to use technique:
Suffer the effects of an attack, and survive, while attempting to analyze and break down the technique.
Technique Drawbacks:
Naturally, such a powerful ability does not come without its drawbacks. The first major drawback is, of course, the requirement of being hit. While this has less of an impact on learning supportive or healing techniques, as they are beneficial on use, it makes it dangerous to learn offensive techniques, as foes may prove themselves too powerful. Attempting to learn even a single technique in combat will likely leave Skoll highly weakened, as he is forced to take a direct hit that may severely injure him, reducing his capabilities for the remainder of combat. Any healing performed on wounds gained as a result of learning a technique is also half as effective, preventing him from fully healing upon willingly taking a hit.
Second, Skoll must still meet all non-racial requirements to learn the technique in question. If it has prerequisite techniques, then he needs to have learned them, and must keep them in order to keep the technique in question. Stat and Skill requirements are also in play. There are other skill limits to learning techniques as well; Skoll is required to have a 1 in the Mimicry Skill in order to learn a technique that is Class 8-6, a 2 to learn a technique that is Class 5-3, and a 3 to learn a technique of Class 2-1. Class 0 techniques can never be learned, assuming one could survive a direct hit from them in the first place. Finally, despite the normal ability of Technique Masters to learn techniques of any Class regardless of their own, this ability follows the normal restrictions; Skoll cannot learn a technique higher than one Class above him with the use of Unbridled Learning. Techniques that are normally available to him without it can be learned freely, but techniques outside of his racial ability must be no higher than one Class above him.
Finally, as one last restriction, Skoll can have no more than twenty learned techniques as a result of Unbridled Learning. The remaining slots must be filled with personal techniques or ones that he can learn as a result of his race availabilities. Reserved techniques mimicked by this technique can never be taken above Proficient, even though Skoll has the ability to master techniques he normally cannot use.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Lore of the Spirit
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Once a technique has been learned through the effects of Unbridled Learning, it is added to Skoll's technique list. However, at this point the techniques are considered unusable; knowing them and their composition does not mean that Skoll possesses the right nature to his Reiatsu to be able to use them. This is where Lore of the Spirit comes in; when activated, this technique acts as a sort of passive stance, allowing Skoll to make use of any spiritual-based abilities that he has learned as a result of Unbridled Learning. This technique allows his spirit to become more fluid, changing its composition and nature to be able to adapt to the flow of spiritual energy required to mimic these techniques. As long as this technique is active, Skoll is able to make use of the spiritual techniques that he has learned. To activate this ability, it costs 200 Reiatsu as a one-time cost despite the ongoing effect.
How to use technique:
Draw Reiatsu into the body to alter the state and composition of one's spiritual energy.
Technique Drawbacks:
Of course, even when access is granted to a technique, it still isn't as easy to use as one that comes naturally. Any techniques cast through Lore of the Spirit cost 20% more Reiatsu than normal (i.e. a 100 Reiatsu cost becomes 120), meaning that in the long run, this will deplete Skoll's Reiatsu that much faster, and also put him at a higher risk of instability as his Reiatsu gets lower. Additionally, all techniques cast with Lore of the Spirit are treated as though they are one Class higher in terms of the Technique Master drawback, causing more pain for the user.
Finally, there is one more restriction. When Lore of the Spirit is used, both Lore of the Body and Lore of the Heart are unavailable for use for two posts after the post in which Lore of the Spirit is activated. This prevents Skoll from rapidly changing between technique categories without a cooldown between each. And last, Lore of the Spirit lasts for a maximum of five posts before it must be re-used.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Lore of the Body
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Once a technique has been learned through the effects of Unbridled Learning, it is added to Skoll's technique list. However, at this point the techniques are considered unusable; knowing them and their composition does not mean that Skoll possesses the right aspects to his physical body to be able to use them. Lore of the Body is needed in order to make use of certain techniques; when activated, this technique acts as a sort of passive stance, allowing Skoll to make use of any physical-based abilities that he has learned as a result of Unbridled Learning. This technique allows his body's muscles and structure to become more fluid, changing its composition and nature to be able to adapt to the forms required to mimic these techniques. As long as this technique is active, Skoll is able to make use of the physical techniques that he has learned. To activate this ability, it costs 200 Reiatsu as a one-time cost despite the ongoing effect.
How to use technique:
Draw Reiatsu into the body to alter the state and composition of one's physical body.
Technique Drawbacks:
Of course, even when access is granted to a technique, it still isn't as easy to use as one that comes naturally. Any techniques cast through Lore of the Spirit cost 10% more Reiatsu than normal (i.e. a 100 Reiatsu cost becomes 110), or in the case of costless techniques, 100 Reiatsu, meaning that in the long run, this will deplete Skoll's Reiatsu that much faster, and also put him at a higher risk of instability as his Reiatsu gets lower. Additionally, all techniques cast with Lore of the Body are treated as though they are one Class higher in terms of the Technique Master drawback, causing more pain for the user.
Finally, there is one more restriction. When Lore of the Body is used, both Lore of the Spirit and Lore of the Heart are unavailable for use for two posts after the post in which Lore of the Body is activated. This prevents Skoll from rapidly changing between technique categories without a cooldown between each. And last, Lore of the Body lasts for a maximum of five posts before it must be re-used.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Lore of the Heart
Class: 8-1
Technique Type: Other
Usable By: Skoll only; cannot be taught.
Technique Element: Other
Technique Description and Effects:
Once a technique has been learned through the effects of Unbridled Learning, it is added to Skoll's technique list. However, at this point the techniques are considered unusable; knowing them and their composition does not mean that Skoll possesses the right characteristics to use it. Lore of the Heart is a unique ability, even among the other Lores, as it makes a significant alteration; when activated, this technique acts as a sort of passive stance, allowing Skoll to make use of any techniques learned from a race chosen at activation that he has learned as a result of Unbridled Learning. This technique allows many aspects of his form to shift, changing its composition and nature to be able to adapt to the needs for these techniques. As long as this technique is active, Skoll is able to make use of the racial techniques that he has learned for the race chosen on use. This also has the passive effect of masking his Reiatsu to match that of the race whose aspect he has taken on, but anyone with 150+ Energy Sensory can still differentiate between the two, if his physical appearance wasn't enough to give it away. To activate this ability, it costs 200 Reiatsu as a one-time cost despite the ongoing effect.
How to use technique:
Draw Reiatsu into the body to alter the state and composition of one's body and soul.
Technique Drawbacks:
Of course, even when access is granted to a technique, it still isn't as easy to use as one that comes naturally. Any techniques cast through Lore of the Heart cost 25% more Reiatsu than normal (i.e. a 100 Reiatsu cost becomes 125), meaning that in the long run, this will deplete Skoll's Reiatsu that much faster, and also put him at a higher risk of instability as his Reiatsu gets lower. Additionally, all techniques cast with Lore of the Heart are treated as though they are one Class higher in terms of the Technique Master drawback, causing more pain for the user. On top of that, when a race is chosen, Skoll also gains any negative effects associated with that race. For example, taking on a Quincy's aspect with Lore of the Heart makes him allergic to Hollow energy in any form during this time, while taking on a Fullbringer's aspect would generally make him more fragile than normal spiritual beings.
Finally, there is one more restriction. When Lore of the Heart is used, both Lore of the Body and Lore of the Spirit are unavailable for use for two posts after the post in which Lore of the Heart is activated. Additionally, Lore of the Heart can only be used once per post, meaning that Skoll can only take on the aspect of a single race per post. This prevents Skoll from rapidly changing between technique categories without a cooldown between each. And last, Lore of the Heart lasts for a maximum of five posts before it must be re-used.
Made By: Skoll Koryu
Reserved: Yes
Technique Name: Chimera
Class: 4
Technique Type: Other
Usable By: Skoll only; cannot be taught
Technique Element: Spirit
Technique Description and Effects:
The effects of Skoll’s unstable and unique spirit have gifted him with the ability to learn techniques that normally would not be available to his race, but they come at a price of having to have the technique inflicted on him. This poses a problem as more powerful abilities are made available, as they have the very real chance of being completely fatal on impact, making them impossible to learn and live through doing so. To combat this drawback, Skoll developed an entirely new technique after studying his spiritual abilities, learning a new if unpredictable way to build upon his arsenal.
Chimera starts by creating a shroud of Reiatsu across one or both of Skoll’s arms as he chooses, a dark shadowy aura tipped with misty claws. These shrouds can be extended like tendrils a number of feet equal to Skoll’s Reiatsu Strength, move at a Speed equal to his own, and can bend and twist rather flexibly across the distance. They are not for harm, however, and in fact are insubstantial, incapable of blocking or being struck physically. Instead, they are used for another purpose: to strike at the soul of a target and absorb its essence.
When a target—either friend or foe—is struck by these shrouds, a random non-Release technique from their arsenal is copied and imprinted into Chimera. Mechanically, this is done by rolling between 1-50 and stopping on the appropriately numbered technique based on the order of the opponent’s technique list, looping to the top around if the number is greater than the number of techniques that the target has. This technique must be one that Skoll can use based on his abilities, meaning that techniques with prerequisites he does not meet, such as having a Zanpaktou, automatically causes that hit of Chimera to fail. Once a hit selects a technique that is within Skoll’s capabilities, that imprint is taken and becomes a part of Chimera.
Once an imprint is taken, it can be used in one of two ways: the first is simply to immediately cast the technique, using up the imprint but immediately allowing Skoll to use the technique after paying its appropriate costs and meeting its requirements. The second, however, is more valuable: Skoll can take the imprint and infuse it into his spirit, essentially grafting that technique knowledge onto his soul and assimilating it over time. Mechanically, once a technique has been infused, it will be learned at the end of the thread or after a long-term rest period, and added to Skoll’s technique list. If a technique is higher than his current Class, it is added as Learned proficiency; if it is equal or lower, it is learned at Proficient; and if it is two or more Classes below, it is learned at Mastered. If the technique is one that Skoll can learn without his unnatural abilities—Ferality techniques, Hell techniques, etc—then it is treated as a normal technique, but if it is beyond his normal racial capacities, it counts towards the maximum number of techniques he can learn via Unbridled Learning.
This technique costs 300 Reiatsu to use initially, and 150 Reiatsu per post to maintain.
How to use technique (How is it activated?):
Infuse the arms with dark, twisted Reiatsu and then strike with that Reiatsu, copying the opponent’s spiritual energy in the form of a technique imprint. This imprint can then either be immediately used up or assimilated in the long term.
Technique Drawbacks:
There are a number of drawbacks to this technique, in order for it to be so versatile and allow Skoll to further his own strength. The first lies in the nature of the Reiatsu shrouds; they are insubstantial spiritual forms that cannot cause any physical harm. They are unable to pass through large objects such as buildings or the ground, but physical attacks will pass right through them, and they can pass through smaller objects such as weapons, furniture, or even people. This does not make them unstoppable, however; they are still spiritual constructions, and can be destroyed by spiritual-based attacks with a greater OS than Skoll’s.
The second drawback lies in the imprinting process: when striking an enemy, Skoll’s Reiatsu Strength is compared to the opponent’s highest Spiritual OS. This technique will only work if Skoll is superior, and that superiority requirement increases by 25% for each Class the opponent has above Skoll (i.e. if Skoll is facing an opponent one Class above him, he must have a 25% superiority for this to work). If Skoll cannot meet this requirement, then this technique fails even on a successful hit, and he gains nothing.
The third lies in the choice of how to use the imprint: whether to make use of the technique immediately, but lose it after only a single use, or to take the time to assimilate it, in which case the technique will not be available in the same thread. Additionally, until the imprint is used, no more can be taken; either the technique needs to be used, or it needs to be chosen for assimilation, at which point Chimera is free to strike again. Finally, either process can be interrupted by destroying Chimera even after it has taken an imprint; if the imprint has not yet been used when Chimera is destroyed, then it is immediately lost and must be retaken.
Made By: Skoll Koryu
Reserved?: Yes
{Racial Techniques (Hell/Ferality)}
{Class 6 Techniques}Technique Name: Soulfire Forge
Class: 6
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, Saika
Technique Element: Fire/Spirit
Technique Description and Effects:
Once the user has discovered the use and manipulation of Soulfire, the next step is to focus on the shaping of it into an offensive tool. Soulfire Forge allows the user to take the formed flames and shape them into the form of any melee or thrown weapon, with the degree of mastery determining what can be made. At Learned, very basic tools, such as clubs, knives, or similar simple and small weapons are available. At Proficient, larger weapons such as swords, axes, and poles can be made, or more intricate smaller tools like clawed gauntlets or throwing needles are available. Finally, at Mastered, the limit of this technique is based only on the user's imagination, though they are still restricted to melee or thrown weapons.
Of course, that is not all that this Soulfire technique can do. These weapons are ephemeral and finite, and with a spark from the user's will, they can come apart and release the flames that they are made from. When the flames are released, they will explode outwards from the object one foot in every direction, the size of the explosion varying with the size of the weapon. A small weapon like a knife will not have a particularly wide range as the spread is only a foot around the weapon's diminutive size, though these weapons can be hurled for more effectiveness. Comparatively, an object like a broad sword can cover a fairly large area even with only an extra foot added to its size in explosion radius, but it is harder to get such a large weapon into close quarters for it. Note that this aspect of the technique can only be used when it is mastered.
The Soulfire used to form these weapons is generally disparate and unfocused due to its nature as a beginning technique; upon hitting the foe with either the weapon or the eruption of flames, the victim is treated to the initial burning effect of Soulfire at the spot hit. This pain is like a hot blade slicing through the area ignited. The burn will spread roughly six inches in all directions per post, though a foe with a higher spiritual stat than the user's highest spiritual stat will be able to reduce it to a mere inch in all directions per post. Possessing a 25% advantage to the user's highest spiritual stat will allow the burning to be halted, contained to the spot in which it initially hit.
How to use technique:
Conjure Soulfire, and shape it into the form of a weapon.
Technique Drawbacks
Aside from the fact that this is a very basic weapon, and only a Class 6 technique, this is also sharply limited in its ability to burn, and can be halted quite easily by a skilled spiritual fighter. Additionally, an ally possessing the required resistance stats can also halt or even negate the effects of the flame by spending an amount of Reiatsu equal to the difference between the victim's highest spiritual stat and the threshold they aim to meet (for example, if the victim has 400 RS and the enemy has 500 RS, then halting the flame would require 625 RS, requiring a cost of 225 Reiatsu to make up the difference as long as the ally has 625 or higher RS). Finally, the pain from this is mild compared to the other Soulfire techniques; though it can distract and disrupt concentration, two combined points between Strength of Will and Pain Tolerance can reduce it sharply, while three will allow the victim to ignore the pain altogether. Last, this technique comes with a cost of 150 Reiatsu (50 Reiatsu for a Class 6 technique plus the 100 Reiatsu cost of summoning Soulfire).
Made By: Skoll Koryu
Reserved?: No
Class: 6
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, Saika
Technique Element: Fire/Spirit
Technique Description and Effects:
Once the user has discovered the use and manipulation of Soulfire, the next step is to focus on the shaping of it into an offensive tool. Soulfire Forge allows the user to take the formed flames and shape them into the form of any melee or thrown weapon, with the degree of mastery determining what can be made. At Learned, very basic tools, such as clubs, knives, or similar simple and small weapons are available. At Proficient, larger weapons such as swords, axes, and poles can be made, or more intricate smaller tools like clawed gauntlets or throwing needles are available. Finally, at Mastered, the limit of this technique is based only on the user's imagination, though they are still restricted to melee or thrown weapons.
Of course, that is not all that this Soulfire technique can do. These weapons are ephemeral and finite, and with a spark from the user's will, they can come apart and release the flames that they are made from. When the flames are released, they will explode outwards from the object one foot in every direction, the size of the explosion varying with the size of the weapon. A small weapon like a knife will not have a particularly wide range as the spread is only a foot around the weapon's diminutive size, though these weapons can be hurled for more effectiveness. Comparatively, an object like a broad sword can cover a fairly large area even with only an extra foot added to its size in explosion radius, but it is harder to get such a large weapon into close quarters for it. Note that this aspect of the technique can only be used when it is mastered.
The Soulfire used to form these weapons is generally disparate and unfocused due to its nature as a beginning technique; upon hitting the foe with either the weapon or the eruption of flames, the victim is treated to the initial burning effect of Soulfire at the spot hit. This pain is like a hot blade slicing through the area ignited. The burn will spread roughly six inches in all directions per post, though a foe with a higher spiritual stat than the user's highest spiritual stat will be able to reduce it to a mere inch in all directions per post. Possessing a 25% advantage to the user's highest spiritual stat will allow the burning to be halted, contained to the spot in which it initially hit.
How to use technique:
Conjure Soulfire, and shape it into the form of a weapon.
Technique Drawbacks
Aside from the fact that this is a very basic weapon, and only a Class 6 technique, this is also sharply limited in its ability to burn, and can be halted quite easily by a skilled spiritual fighter. Additionally, an ally possessing the required resistance stats can also halt or even negate the effects of the flame by spending an amount of Reiatsu equal to the difference between the victim's highest spiritual stat and the threshold they aim to meet (for example, if the victim has 400 RS and the enemy has 500 RS, then halting the flame would require 625 RS, requiring a cost of 225 Reiatsu to make up the difference as long as the ally has 625 or higher RS). Finally, the pain from this is mild compared to the other Soulfire techniques; though it can distract and disrupt concentration, two combined points between Strength of Will and Pain Tolerance can reduce it sharply, while three will allow the victim to ignore the pain altogether. Last, this technique comes with a cost of 150 Reiatsu (50 Reiatsu for a Class 6 technique plus the 100 Reiatsu cost of summoning Soulfire).
Made By: Skoll Koryu
Reserved?: No
{Class 4 Techniques}Technique Name: Soulfire Control
Class: 4
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, Saika
Technique Element: Fire/Spirit
Technique Description and Effects:
Hell's effects, as seen by those who have delved into its depths, are not purely physical in nature. The flames are as mental as they are physical, as are any of the other torments within the dark realm. This specifically focuses on a variation of Hellfire called Soulfire; where Hellfire is meant to be both physical and spiritual in nature, Soulfire focuses specifically on the spirit. These blue-white flames, when they make contact with anyone but the user, do not actually cause physical harm on their own. No, they leave their mark on the victim's spirit, the sensation of fire burning through the area hit and spreading rapidly outwards at a speed that varies with the technique used. This causes a distracting, dizzying pain that breaks concentration and makes it hard to focus. Worse, because it is an affliction of the spirit and not the body, techniques such as normal Kaido or abilities like High-Speed Regeneration do not affect it; only techniques which cleanse the spirit can remove the affliction. The pain effects can be resisted through sheer force of will or the ability to tolerate pain, though the degree required will be listed in individual techniques.
This technique by itself does not have an effect; rather, it is a prerequisite, consuming a technique slot, but allowing the user to perform any technique that requires the use of Soulfire. However, a certain level of mastery is required for each; for a technique of Class 8-6, this technique must be taken to Learned. For a technique of Class 5-3, this technique must be taken to Proficient. Finally, for Class 2-1 techniques, the user must take this technique to Mastered.
How to use technique:
This technique does not have a use, but is merely the required knowledge to learn Soulfire techniques.
Technique Drawbacks
Takes up a technique slot. Additionally, any techniques that use Soulfire cost an additional 100 Reiatsu above their normal cost to summon the Soulfire used for the technique.
Made By: Skoll Koryu
Reserved?: No
Technique Name: Sinner’s Cross: The Beast Within
Class: 4
Technique Type: Hell Technique
Usable By: All Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: None
Technique Description and Effects:
We have all heard of the Quincy Cross of the Holy Quincy Empire, an item of reverence that no real Quincy would be without. Naturally, Hell cannot let such a beloved item go without being perverted, twisted, and corrupted into a dark mass that no longer resembles the original tool, and indeed, everything about it from its appearance to its nature have been completely altered by the Hell being that has taken it for themselves. The Sinner's Cross varies in shape by the user, though it will always resemble a small accessory, either a necklace, a bracelet, or an earring whose charm or symbols are customized by the user. Once this technique is created, this item will exist as a passive accessory with no natural effects until activated at a cost of 200 Reiatsu, which will then activate the ability inherent to it as a passive effect that lasts for five posts, at which point it must be refreshed to resume. Unlike the Quincy Cross, which draws in Reiatsu particles for the user to manipulate, the Sinner's Cross is quite the opposite because it exudes spiritual energy. But the nature of this energy is what varies, once it is activated; it takes on the nature of the user's Aspect of Hell, and the way in which this manifests is chosen during the creation process for this technique. These effects are generally moderate in power, equal to no more than a Class 4 effect, and manifests in the form of an illusion or aura that radiates outwards from the bearer of the Sinner's Cross. The radius of this technique is equal to a number of feet equal to the user's highest Spiritual stat, though the effects will vary in effectiveness depending on the distance from the user (see drawbacks below.)
Skoll’s Sinner’s Cross takes on the form of a bracelet that is secured around his upper arm. This bracelet is made from what looks to be the sinews of a beast woven together into a thick braid, and strung with jagged, pointed teeth that surround the length of it. A single tooth, larger than the rest by a good margin, hangs in the front, the “cross” for the necklace. This bracelet is a symbol for Skoll’s aspect of Hell, Monstrosity, and its ability is appropriate to that theme, drawing out the monster from within all who are affected. Those who are afflicted know the pain and suffering that Skoll himself feels constantly, the pain of being an outcast, a monster to one’s own perception.
The Beast Within is a mix of physical, emotional, and mental illusions, depending on the afflicted individual’s proximity to Skoll. At its furthest range, from the edge to one fourth of the way in, the only illusion applies to appearance, or rather, the perception of appearance. Any victim within this range or closer of the Sinner’s Cross will find that every person around them, friend or foe and even themselves, has suddenly become monstrous to their eyes. Pointed, jagged claws, twisted wings, serpentine coils, scaled skin, forked tongues, ichor and ooze… all of these things transform the viewed into a monster. Only Skoll is left unchanged, but that is because, in his own eyes, he is already a monster. This is, of course, only a visual illusion. However, the sensations that the viewer feels upon seeing these things is very real.
It gets worse at the next step, from one-fourth of the way in to three-fourths of the way in. At this point, the emotional aspect of the illusion begins to kick in. The sight of a “monster,” is enough to begin to put fear into the victim, as well as loathing and disgust. This isn’t just those around them, either, but self-directed as well, as any view of self, even just seeing one’s own hands, shows a monster as well. This loathing is enough to cause one to cringe back, to be unwilling to approach a “monster,” fearing it even as they hate it. They may attack it, but doing so at close range is difficult, simply because of that revulsion aspect. Worse, that fear and loathing distracts them and creates paranoia, making it harder to focus and concentrate. Anything that requires focus to use is more difficult, now.
The worst of it, though, is the last step, from the three-fourths mark to the point where Skoll is standing. At this point, it’s not just physical or emotional illusions: it’s mental as well. Though up until this point the emotions and logic may be in conflict, with the rational mind telling the victim that they are just seeing illusions and not actual transformations, within this range even the mind is convinced. At this point, even logic cannot deny it: these are monsters, terrifying, real to the mind. These are hideous, twisted creatures. Who they were before didn’t matter; all that matters is what the victim sees now. Now, the victim is surrounded by monsters, and must deal with them accordingly.
How to use technique:
Pour Reiatsu into the manifested Sinner's Cross, and let its effects flow out around the user.
Technique Drawbacks:
Naturally, this technique has its own drawbacks. For one thing, the effects of this aura can never be directly fatal, nor can they be significantly harmful, as appropriate for a Class 4 technique. In the examples above, an aura of flames can only create minor burns upon close contact, or an aura of darkness can still be penetrated by strong enough senses or a light source of sufficient spiritual strength. This technique only lasts for five posts before being refreshed, and like the Quincy Cross, the user must concentrate on keeping it active each post; if they do not focus, even as a side thought, on keeping it active while they are fighting, it will automatically shut off. As this is a constant effect, even passive posts taken while maintaining this effect count as combat posts.
The technique also loses potency the further out one is from the user; within the first 25% of the aura, measuring from the center outwards, the effects are at their full potency. For example, if an aura has a radius of 100 feet, then from the user to 25 feet outwards is at full potency. From 25% to 75% (i.e. with a 100 foot radius, from 25-75 feet away from the user) the effects of the aura are reduced by one-fourth of their potency. From 75% to the edge of the aura (i.e. with a 100 foot radius, from 75 to 100 feet away from the user), the effects are reduced to half of their normal potency.
For Skoll in particular, his Sinner’s Cross has two major weaknesses: the first is that it is less effective against those who are not ruled by fear or who live in the darkness. Those who have a Lack of Fear at 2 or higher can reduce the effects of the second stage, making it far easier to maintain their calm and not react negatively to the images around them. Those with a Dark Aura of 75 or higher are similarly able to resist the darkness, unafraid of the shadowy figures within. A Lack of Fear at 3 or a Dark Aura of 90 or higher will grant a similar reprieve even at the worst stage, removing the mental acceptance and simply giving a weaker version of the emotional fear. Even better, a Dark Aura of 100 makes the victim completely immune to this technique. The other drawback is that this is a visual illusion; without sight to trigger the emotional or mental responses, this technique does not even begin to take effect. This also happens when a victim has an Illusion Resistance of 3, completely negating this technique, while an Illusion Resistance of 2 will simply reduce the effects by a single tier. Finally, this technique does not affect those of a higher Class than the user.
Made By: Skoll Koryu
Reserved?: Yes
Technique Name: Tempered Sin: Cerberus
Class: 4
Technique Type: Hell Technique
Usable By: All Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: Spirit/Other
Technique Description and Effects:
One talent that many Hell beings have is making use of their Aspect of Hell; some do it through their Release, while others use techniques such as the Sinner's Cross to make their sin into a weapon that debilitates the foe over time. This is another facet of weaponizing the user's Aspect of Hell, and it is channeled through a conjured weapon formed with Soulfire Forge. When this technique is used, the weapon it is channeled through visibly changes to take on a form suited for the Aspect of Hell that the user possesses. This will always be a noticeable and visible change to the appearance, marking it as a different weapon.
This adds an additional effect to the weapon that is chosen upon learning this technique, which must be passed as a custom for each individual user. This effect is initially equal to a Class 4 technique's power; the Aspect of Regret could create a sense of fear and doubt in the foe upon striking successfully, while the Aspect of Rotting could begin to make flesh melt away at the location hit. However, this technique also merges with Soulfire's natural ability to spread through the spirit and corrupt it, replacing the pain and burning with the twisted effect that their Aspect of Hell grants to this weapon. As this plague spreads at the rate listed in Soulfire Forge, its effects grow in size. By the time the corrupted flame possesses the entire body, an Aspect of Regret can paralyze a foe with self-doubt and remorse, while the Aspect of Rotting could literally slough the victim's flesh away from their body. In the long term, these effects can be very powerful.
Skoll’s Tempered Sin is usually used with throwing knives but is available with other bladed weapons. The hilt of the weapon takes on the form of a canine head, its maw open, and the blade emerging from it becoming jagged and uneven, like a flame bursting free of those hellish jaws. The crossguard of the weapon takes on the shape of two more heads, fitting the name of the Tempered Sin: Cerberus. Named after the three-headed guard of Hell, Cerberus doesn’t take after its name only in appearance, but shows itself in the effects as well.
When an enemy is struck by a Cerberus weapon, they immediately feel dizzied as the Soulfire takes effect. When their dizziness passes, the victim will suddenly have all five of their senses doubled. This is not an increase to the stat itself, but rather, multiple perceptions of the same senses. The victim will see things in two different directions, hear things in two different directions, feel them in two different directions. What’s behind could be heard from one side as well as the back, for example, or a touch on the right shoulder could be felt on the back of that shoulder or on the front of the left. A very disorienting technique, it makes it difficult to concentrate and focus when it is hard to tell which set of senses is in the correct “direction,” as two different sets of input makes it hard to differentiate.
It gets worse as it spreads. As Cerberus spreads through the body on the back of the spreading Soulfire, the number of perceptions increases. For every major body part that the flame has spread to – major being the limbs, torso, and head – the number of perceptions increases by one. This means that by the time the entire body is swallowed by the Cerberus Soulfire, they are receiving seven different sets of sensory inputs, leaving them so unable to tell which is the true input and which are the split copies that distract and split focus as the victim tries to comprehend what they are sensing.
How to use technique:
Channel one's Aspect of Hell into a Soulfire weapon, and alter it to take on the nature of one's sin.
Technique Drawbacks:
First, this requires the Soulfire Forge technique to be Mastered and active to even combine it with the user's Aspect of Hell. Second, the spread of this corruption is still treated much like the spread of Soulfire in the original technique; the effects will spread roughly six inches in all directions per post, though a foe with a higher spiritual stat than the user's highest spiritual stat will be able to reduce it to a mere inch in all directions per post. Possessing a 25% advantage to the user's highest spiritual stat will allow the corruption to be halted, contained to the spot in which it initially hit. This also can be halted by an ally; an ally possessing the required resistance stats can also halt or even negate the effects of the corruption by spending an amount of Reiatsu equal to the difference between the victim's highest spiritual stat and the threshold they aim to meet (for example, if the victim has 400 RS and the enemy has 500 RS, then halting the corruption would require 625 RS, requiring a cost of 225 Reiatsu to make up the difference as long as the ally has 625 or higher RS). In addition to these resistances, each custom Tempered Sin form must have resistances and drawbacks to match the effects, much like any other technique. Finally, this technique costs 150 Reiatsu to use.
For Cerberus, the affliction can be mitigated with a high Instinct. By possessing 200 or more Instinct, the victim can sift through and interpret the multiple sensations so that they can determine the real one. This amount increases by 50 for each additional sensation that they are receiving. This also will not work on victims who are higher in Class than the user.
Made By: Skoll Koryu
Reserved?: Yes
Class: 4
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, Saika
Technique Element: Fire/Spirit
Technique Description and Effects:
Hell's effects, as seen by those who have delved into its depths, are not purely physical in nature. The flames are as mental as they are physical, as are any of the other torments within the dark realm. This specifically focuses on a variation of Hellfire called Soulfire; where Hellfire is meant to be both physical and spiritual in nature, Soulfire focuses specifically on the spirit. These blue-white flames, when they make contact with anyone but the user, do not actually cause physical harm on their own. No, they leave their mark on the victim's spirit, the sensation of fire burning through the area hit and spreading rapidly outwards at a speed that varies with the technique used. This causes a distracting, dizzying pain that breaks concentration and makes it hard to focus. Worse, because it is an affliction of the spirit and not the body, techniques such as normal Kaido or abilities like High-Speed Regeneration do not affect it; only techniques which cleanse the spirit can remove the affliction. The pain effects can be resisted through sheer force of will or the ability to tolerate pain, though the degree required will be listed in individual techniques.
This technique by itself does not have an effect; rather, it is a prerequisite, consuming a technique slot, but allowing the user to perform any technique that requires the use of Soulfire. However, a certain level of mastery is required for each; for a technique of Class 8-6, this technique must be taken to Learned. For a technique of Class 5-3, this technique must be taken to Proficient. Finally, for Class 2-1 techniques, the user must take this technique to Mastered.
How to use technique:
This technique does not have a use, but is merely the required knowledge to learn Soulfire techniques.
Technique Drawbacks
Takes up a technique slot. Additionally, any techniques that use Soulfire cost an additional 100 Reiatsu above their normal cost to summon the Soulfire used for the technique.
Made By: Skoll Koryu
Reserved?: No
Technique Name: Sinner’s Cross: The Beast Within
Class: 4
Technique Type: Hell Technique
Usable By: All Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: None
Technique Description and Effects:
We have all heard of the Quincy Cross of the Holy Quincy Empire, an item of reverence that no real Quincy would be without. Naturally, Hell cannot let such a beloved item go without being perverted, twisted, and corrupted into a dark mass that no longer resembles the original tool, and indeed, everything about it from its appearance to its nature have been completely altered by the Hell being that has taken it for themselves. The Sinner's Cross varies in shape by the user, though it will always resemble a small accessory, either a necklace, a bracelet, or an earring whose charm or symbols are customized by the user. Once this technique is created, this item will exist as a passive accessory with no natural effects until activated at a cost of 200 Reiatsu, which will then activate the ability inherent to it as a passive effect that lasts for five posts, at which point it must be refreshed to resume. Unlike the Quincy Cross, which draws in Reiatsu particles for the user to manipulate, the Sinner's Cross is quite the opposite because it exudes spiritual energy. But the nature of this energy is what varies, once it is activated; it takes on the nature of the user's Aspect of Hell, and the way in which this manifests is chosen during the creation process for this technique. These effects are generally moderate in power, equal to no more than a Class 4 effect, and manifests in the form of an illusion or aura that radiates outwards from the bearer of the Sinner's Cross. The radius of this technique is equal to a number of feet equal to the user's highest Spiritual stat, though the effects will vary in effectiveness depending on the distance from the user (see drawbacks below.)
Skoll’s Sinner’s Cross takes on the form of a bracelet that is secured around his upper arm. This bracelet is made from what looks to be the sinews of a beast woven together into a thick braid, and strung with jagged, pointed teeth that surround the length of it. A single tooth, larger than the rest by a good margin, hangs in the front, the “cross” for the necklace. This bracelet is a symbol for Skoll’s aspect of Hell, Monstrosity, and its ability is appropriate to that theme, drawing out the monster from within all who are affected. Those who are afflicted know the pain and suffering that Skoll himself feels constantly, the pain of being an outcast, a monster to one’s own perception.
The Beast Within is a mix of physical, emotional, and mental illusions, depending on the afflicted individual’s proximity to Skoll. At its furthest range, from the edge to one fourth of the way in, the only illusion applies to appearance, or rather, the perception of appearance. Any victim within this range or closer of the Sinner’s Cross will find that every person around them, friend or foe and even themselves, has suddenly become monstrous to their eyes. Pointed, jagged claws, twisted wings, serpentine coils, scaled skin, forked tongues, ichor and ooze… all of these things transform the viewed into a monster. Only Skoll is left unchanged, but that is because, in his own eyes, he is already a monster. This is, of course, only a visual illusion. However, the sensations that the viewer feels upon seeing these things is very real.
It gets worse at the next step, from one-fourth of the way in to three-fourths of the way in. At this point, the emotional aspect of the illusion begins to kick in. The sight of a “monster,” is enough to begin to put fear into the victim, as well as loathing and disgust. This isn’t just those around them, either, but self-directed as well, as any view of self, even just seeing one’s own hands, shows a monster as well. This loathing is enough to cause one to cringe back, to be unwilling to approach a “monster,” fearing it even as they hate it. They may attack it, but doing so at close range is difficult, simply because of that revulsion aspect. Worse, that fear and loathing distracts them and creates paranoia, making it harder to focus and concentrate. Anything that requires focus to use is more difficult, now.
The worst of it, though, is the last step, from the three-fourths mark to the point where Skoll is standing. At this point, it’s not just physical or emotional illusions: it’s mental as well. Though up until this point the emotions and logic may be in conflict, with the rational mind telling the victim that they are just seeing illusions and not actual transformations, within this range even the mind is convinced. At this point, even logic cannot deny it: these are monsters, terrifying, real to the mind. These are hideous, twisted creatures. Who they were before didn’t matter; all that matters is what the victim sees now. Now, the victim is surrounded by monsters, and must deal with them accordingly.
How to use technique:
Pour Reiatsu into the manifested Sinner's Cross, and let its effects flow out around the user.
Technique Drawbacks:
Naturally, this technique has its own drawbacks. For one thing, the effects of this aura can never be directly fatal, nor can they be significantly harmful, as appropriate for a Class 4 technique. In the examples above, an aura of flames can only create minor burns upon close contact, or an aura of darkness can still be penetrated by strong enough senses or a light source of sufficient spiritual strength. This technique only lasts for five posts before being refreshed, and like the Quincy Cross, the user must concentrate on keeping it active each post; if they do not focus, even as a side thought, on keeping it active while they are fighting, it will automatically shut off. As this is a constant effect, even passive posts taken while maintaining this effect count as combat posts.
The technique also loses potency the further out one is from the user; within the first 25% of the aura, measuring from the center outwards, the effects are at their full potency. For example, if an aura has a radius of 100 feet, then from the user to 25 feet outwards is at full potency. From 25% to 75% (i.e. with a 100 foot radius, from 25-75 feet away from the user) the effects of the aura are reduced by one-fourth of their potency. From 75% to the edge of the aura (i.e. with a 100 foot radius, from 75 to 100 feet away from the user), the effects are reduced to half of their normal potency.
For Skoll in particular, his Sinner’s Cross has two major weaknesses: the first is that it is less effective against those who are not ruled by fear or who live in the darkness. Those who have a Lack of Fear at 2 or higher can reduce the effects of the second stage, making it far easier to maintain their calm and not react negatively to the images around them. Those with a Dark Aura of 75 or higher are similarly able to resist the darkness, unafraid of the shadowy figures within. A Lack of Fear at 3 or a Dark Aura of 90 or higher will grant a similar reprieve even at the worst stage, removing the mental acceptance and simply giving a weaker version of the emotional fear. Even better, a Dark Aura of 100 makes the victim completely immune to this technique. The other drawback is that this is a visual illusion; without sight to trigger the emotional or mental responses, this technique does not even begin to take effect. This also happens when a victim has an Illusion Resistance of 3, completely negating this technique, while an Illusion Resistance of 2 will simply reduce the effects by a single tier. Finally, this technique does not affect those of a higher Class than the user.
Made By: Skoll Koryu
Reserved?: Yes
Technique Name: Tempered Sin: Cerberus
Class: 4
Technique Type: Hell Technique
Usable By: All Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: Spirit/Other
Technique Description and Effects:
One talent that many Hell beings have is making use of their Aspect of Hell; some do it through their Release, while others use techniques such as the Sinner's Cross to make their sin into a weapon that debilitates the foe over time. This is another facet of weaponizing the user's Aspect of Hell, and it is channeled through a conjured weapon formed with Soulfire Forge. When this technique is used, the weapon it is channeled through visibly changes to take on a form suited for the Aspect of Hell that the user possesses. This will always be a noticeable and visible change to the appearance, marking it as a different weapon.
This adds an additional effect to the weapon that is chosen upon learning this technique, which must be passed as a custom for each individual user. This effect is initially equal to a Class 4 technique's power; the Aspect of Regret could create a sense of fear and doubt in the foe upon striking successfully, while the Aspect of Rotting could begin to make flesh melt away at the location hit. However, this technique also merges with Soulfire's natural ability to spread through the spirit and corrupt it, replacing the pain and burning with the twisted effect that their Aspect of Hell grants to this weapon. As this plague spreads at the rate listed in Soulfire Forge, its effects grow in size. By the time the corrupted flame possesses the entire body, an Aspect of Regret can paralyze a foe with self-doubt and remorse, while the Aspect of Rotting could literally slough the victim's flesh away from their body. In the long term, these effects can be very powerful.
Skoll’s Tempered Sin is usually used with throwing knives but is available with other bladed weapons. The hilt of the weapon takes on the form of a canine head, its maw open, and the blade emerging from it becoming jagged and uneven, like a flame bursting free of those hellish jaws. The crossguard of the weapon takes on the shape of two more heads, fitting the name of the Tempered Sin: Cerberus. Named after the three-headed guard of Hell, Cerberus doesn’t take after its name only in appearance, but shows itself in the effects as well.
When an enemy is struck by a Cerberus weapon, they immediately feel dizzied as the Soulfire takes effect. When their dizziness passes, the victim will suddenly have all five of their senses doubled. This is not an increase to the stat itself, but rather, multiple perceptions of the same senses. The victim will see things in two different directions, hear things in two different directions, feel them in two different directions. What’s behind could be heard from one side as well as the back, for example, or a touch on the right shoulder could be felt on the back of that shoulder or on the front of the left. A very disorienting technique, it makes it difficult to concentrate and focus when it is hard to tell which set of senses is in the correct “direction,” as two different sets of input makes it hard to differentiate.
It gets worse as it spreads. As Cerberus spreads through the body on the back of the spreading Soulfire, the number of perceptions increases. For every major body part that the flame has spread to – major being the limbs, torso, and head – the number of perceptions increases by one. This means that by the time the entire body is swallowed by the Cerberus Soulfire, they are receiving seven different sets of sensory inputs, leaving them so unable to tell which is the true input and which are the split copies that distract and split focus as the victim tries to comprehend what they are sensing.
How to use technique:
Channel one's Aspect of Hell into a Soulfire weapon, and alter it to take on the nature of one's sin.
Technique Drawbacks:
First, this requires the Soulfire Forge technique to be Mastered and active to even combine it with the user's Aspect of Hell. Second, the spread of this corruption is still treated much like the spread of Soulfire in the original technique; the effects will spread roughly six inches in all directions per post, though a foe with a higher spiritual stat than the user's highest spiritual stat will be able to reduce it to a mere inch in all directions per post. Possessing a 25% advantage to the user's highest spiritual stat will allow the corruption to be halted, contained to the spot in which it initially hit. This also can be halted by an ally; an ally possessing the required resistance stats can also halt or even negate the effects of the corruption by spending an amount of Reiatsu equal to the difference between the victim's highest spiritual stat and the threshold they aim to meet (for example, if the victim has 400 RS and the enemy has 500 RS, then halting the corruption would require 625 RS, requiring a cost of 225 Reiatsu to make up the difference as long as the ally has 625 or higher RS). In addition to these resistances, each custom Tempered Sin form must have resistances and drawbacks to match the effects, much like any other technique. Finally, this technique costs 150 Reiatsu to use.
For Cerberus, the affliction can be mitigated with a high Instinct. By possessing 200 or more Instinct, the victim can sift through and interpret the multiple sensations so that they can determine the real one. This amount increases by 50 for each additional sensation that they are receiving. This also will not work on victims who are higher in Class than the user.
Made By: Skoll Koryu
Reserved?: Yes
{Unbridled Learning Techniques}
{Shinigami Techniques}
{Class 7 Techniques}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: 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: [Bakudo #9: Horin (Disintegrating Circle)]
Class: [7]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
The second Bakudo of this number, Horin causes an orange tendril of condensed spiritual energy to spiral out of the caster's fingertips and attempt to enclose around and bind an enemy. These tendrils, once having bound a target, can merge to connect the targets.
How to use technique:
The caster needs to point at the victim, not unlike casting any regular Hado.
Incantation and Effect:
If used, the incantation allows a 10% increase in reiatsu strength. (I.E. A reiatsu strength valued at 100 would instead be worth 110.) ("Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!")
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: 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: [Bakudo #9: Horin (Disintegrating Circle)]
Class: [7]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
The second Bakudo of this number, Horin causes an orange tendril of condensed spiritual energy to spiral out of the caster's fingertips and attempt to enclose around and bind an enemy. These tendrils, once having bound a target, can merge to connect the targets.
How to use technique:
The caster needs to point at the victim, not unlike casting any regular Hado.
Incantation and Effect:
If used, the incantation allows a 10% increase in reiatsu strength. (I.E. A reiatsu strength valued at 100 would instead be worth 110.) ("Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!")
{Hollow/Arrancar Techniques}
{Class 6 Techniques}Technique Name: [Bala] (Bullet)
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
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