Post by Celes Castellanos on Aug 17, 2018 23:33:41 GMT -5
Total Points
Class: 1
CTP: 21,400
Ryo: 9800
TTP: 1283
SP: 2000 [900/900 Training SP] | [900/900 Class SP] |
SkP: 21/25 [Progress to Next SkP: 5/8]
Stats & Skills
Type: Genius
Strength - 400 [1200]
Speed - 400 [1200]
Spiritual Pressure - [300]
Reiatsu Strength - 100 [66]
Light Aura- 100
Dark Aura - 0
Instinct - [300]
Senses - [150]
Energy Sensory - 150 [100]
Healing Expertise - [0]
Total SP: [2000]
Pain Tolerance: 4
Martial Art - Flowing Water Style: 4
Martial Art - Hakuda: 3
Battle Analysis: 2
Strength of Will: 3
Weapons - Longsword & Shield: 3
CTP: 21,400
Ryo: 9800
TTP: 1283
SP: 2000 [900/900 Training SP] | [900/900 Class SP] |
SkP: 21/25 [Progress to Next SkP: 5/8]
Stats & Skills
Type: Genius
Strength - 400 [1200]
Speed - 400 [1200]
Spiritual Pressure - [300]
Reiatsu Strength - 100 [66]
Light Aura- 100
Dark Aura - 0
Instinct - [300]
Senses - [150]
Energy Sensory - 150 [100]
Healing Expertise - [0]
Total SP: [2000]
Pain Tolerance: 4
Martial Art - Flowing Water Style: 4
Martial Art - Hakuda: 3
Battle Analysis: 2
Strength of Will: 3
Weapons - Longsword & Shield: 3
{Stats & Skills}
Type: [font color="5cd72a"][b]Genius[/b][/font]
[font color="#ffffff"]Strength- 500 [[font color="5cd72a"]1500[/font]][/font]
[font color="#ffffff"]Speed - 400 [[font color="5cd72a"]1200[/font]][/font]
[font color="#ffffff"]Spiritual Pressure - [[font color="5cd72a"]400[/font]][/font]
[font color="#ffffff"]Reiatsu Strength - 100 [[font color="5cd72a"]66[/font]][/font]
[font color="#ffffff"]Light Aura- 100[/font]
[font color="#ffffff"]Dark Aura - 0[/font]
[font color="#ffffff"]Instinct - [[font color="5cd72a"]300[/font]][/font]
[font color="#ffffff"]Senses - [[font color="5cd72a"]150[/font]][/font]
[font color="#ffffff"]Energy Sensory - 150 [[font color="5cd72a"]100[/font]][/font]
[font color="#ffffff"]Healing Expertise - [[font color="5cd72a"]0[/font]][/font]
[font color="#216806"]Total SP: [2000][/font]
[font color="#ffffff"]Pain Tolerance: 4[/font]
[font color="#ffffff"]Martial Art - Flowing Water Style: 4[/font]
[font color="#ffffff"]Martial Art - Hakuda: 3[/font]
[font color="#ffffff"]Battle Analysis: 2[/font]
[font color="#ffffff"]Strength of Will: 3[/font]
[font color="#ffffff"]Weapons - Longsword & Shield: 3[/font]
Techniques
Learned | Proficient | Mastered | Release Techniques
{Honegumi Gassō Overall Ability}Astral Bastion harnesses Celes’ Qi and using herself as a conduit, focuses it to give it physical form. This results in an Astral Soul that protects Celes and grows over the course of combat. The Avatar forms at a speed equivalent to Celes' own. Upon utilizing Shikai, Celes receives 10 Strength of Spirit every post. Leftover Strength of Spirit from one post carries over to another post and there is no cap to the amount of the Strength of Spirit that Celes can accumulate. Additionally, Celes can generate Strength of Spirit out of her own reaitsu at a cost of 25 Reiatsu per Strength of Spirit. Strength of Spirit can be used in a number of ways.
Once a post, Celes can spend any amount of Strength of Spirit to restore 4% per Strength of Spirit in durability to her Astral Soul, restoring the durability to a part of Celes’ choice. Strength of Spirit spent on restoring durability can be divided among multiple parts of the Astral Soul. For example, if Celes spends 4 Strength of Spirit to repair, she can allocate 4 to one part of the Astral Soul or divide it up among multiple parts such as the arms or head. Strength of Spirit may also be spent to enhance the Astral Soul, making temporary additions that can become permanent by use of Ascendant Spirit.
The Astral Soul has durability equivalent to Celes’ OS. This durability increases by 1.5x Celes’ OS when Humanoid. The durability finally rises to 2x Celes’ OS while Armored. Each part of the Astral Soul which includes the Head, Body, and Arms has its own separate durability. No part of the Astral Soul may ever be more than one stage above the Body. Physical and Spiritual attacks can gradually deteriorate the Astral Soul. Upon clashing, the OS of the attack harms the durability. For example, if Celes has a durability of 1000 and the OS of the attack is 500, the remaining durability is 500. If the technique has a 2 Class Superiority, then it both harms the durability of the Astral Soul and pierces it, making Celes susceptible to its effects. In contrast, if the technique has a 2 Class Inferiority, then only deals 50% of its OS to the Astral Soul. If the Body of the Astral Soul were to fall to the durability of 0, the Astral Soul regresses to its previous stage. For example, Armored would regress to Humanoid.
Celes may allow others to enter her Astral Soul freely. Doing so incurs no harm to the ally. Opponents may also force their way into Celes’ Astral Soul as long the durability of the Astral Soul's body has fallen below 25%. This includes techniques that would target Celes directly, requiring opponents to wear down her defenses first. Opponents of a higher class than Celes can always force their way into the Astral Soul or target Celes through her Astral Soul no matter the durability. If the durability is repaired above 25%, any hostile currently within the Astral Soul is forcibly shunted out.
Using this Avatar comes with a primary weakness. The Avatar is a representation of Celes’ life energy; given focus and shaped into a physical form by her. This is extremely taxing and will inevitably result in extreme pain if maintained for an extended duration. Celes can utilize the first instance of Shikai with little risk, suffering no pain from using the Avatar. Once Celes refreshes her Shikai, the pain escalates. Every post thereafter, Celes suffers consistent pain which worsens every four posts. The first instance of pain requires a Pain Tolerance of 1 to withstand. This Pain Tolerance requirement grows every four posts to a maximum of 3. Meeting the Pain Tolerance requirement allows Celes to continue fighting through prolonged exposure threatens to debilitate her if she has sustained wounds. If Celes should ever not meet the Pain Tolerance requirement, she will be writhing in so much pain that her Shikai or Bankai loses its focus and dissipates, effectively ending her release.
Once a post, Celes can spend any amount of Strength of Spirit to restore 4% per Strength of Spirit in durability to her Astral Soul, restoring the durability to a part of Celes’ choice. Strength of Spirit spent on restoring durability can be divided among multiple parts of the Astral Soul. For example, if Celes spends 4 Strength of Spirit to repair, she can allocate 4 to one part of the Astral Soul or divide it up among multiple parts such as the arms or head. Strength of Spirit may also be spent to enhance the Astral Soul, making temporary additions that can become permanent by use of Ascendant Spirit.
The Astral Soul has durability equivalent to Celes’ OS. This durability increases by 1.5x Celes’ OS when Humanoid. The durability finally rises to 2x Celes’ OS while Armored. Each part of the Astral Soul which includes the Head, Body, and Arms has its own separate durability. No part of the Astral Soul may ever be more than one stage above the Body. Physical and Spiritual attacks can gradually deteriorate the Astral Soul. Upon clashing, the OS of the attack harms the durability. For example, if Celes has a durability of 1000 and the OS of the attack is 500, the remaining durability is 500. If the technique has a 2 Class Superiority, then it both harms the durability of the Astral Soul and pierces it, making Celes susceptible to its effects. In contrast, if the technique has a 2 Class Inferiority, then only deals 50% of its OS to the Astral Soul. If the Body of the Astral Soul were to fall to the durability of 0, the Astral Soul regresses to its previous stage. For example, Armored would regress to Humanoid.
Celes may allow others to enter her Astral Soul freely. Doing so incurs no harm to the ally. Opponents may also force their way into Celes’ Astral Soul as long the durability of the Astral Soul's body has fallen below 25%. This includes techniques that would target Celes directly, requiring opponents to wear down her defenses first. Opponents of a higher class than Celes can always force their way into the Astral Soul or target Celes through her Astral Soul no matter the durability. If the durability is repaired above 25%, any hostile currently within the Astral Soul is forcibly shunted out.
Using this Avatar comes with a primary weakness. The Avatar is a representation of Celes’ life energy; given focus and shaped into a physical form by her. This is extremely taxing and will inevitably result in extreme pain if maintained for an extended duration. Celes can utilize the first instance of Shikai with little risk, suffering no pain from using the Avatar. Once Celes refreshes her Shikai, the pain escalates. Every post thereafter, Celes suffers consistent pain which worsens every four posts. The first instance of pain requires a Pain Tolerance of 1 to withstand. This Pain Tolerance requirement grows every four posts to a maximum of 3. Meeting the Pain Tolerance requirement allows Celes to continue fighting through prolonged exposure threatens to debilitate her if she has sustained wounds. If Celes should ever not meet the Pain Tolerance requirement, she will be writhing in so much pain that her Shikai or Bankai loses its focus and dissipates, effectively ending her release.
{Palms of the Astral Soul}
For 1 Strength of Spirit Celes can summon one arm, up to a maximum of four. These arms have a reach of 15 ft and have a Strength equal to Celes’ own strength. Each arm must be maintained via the upkeep of # Strength of Spirit until it is made permanent. The upkeep cost of the arms increases with each stage.
Skeletal: 1
Humanoid: 2
Armored: 3
Complete: 4
For 1 Strength of Spirit Celes can summon one arm, up to a maximum of four. These arms have a reach of 15 ft and have a Strength equal to Celes’ own strength. Each arm must be maintained via the upkeep of # Strength of Spirit until it is made permanent. The upkeep cost of the arms increases with each stage.
Skeletal: 1
Humanoid: 2
Armored: 3
Complete: 4
{Visage of the Astral Soul}
For 2 Strength of Spirit Celes can summon the head of her Astral Soul. This head, while active, heightens Celes’ visual acuity by allowing her to see through the eyes of the Astral Soul. This allows her to treat her Speed as 25% higher for the purposes of perceiving high-speed movement. This bonus increases to 50% upon using the Complete Astral Soul. Additionally, for each stage that the Head has reached beginning at Skeletal, Celes gains 1 point in Charisma for the purposes of intimidation as it provides a menacing appearance up to a max of 3. The upkeep cost of the Head increases with each stage.
Skeletal: 2
Humanoid: 4
Armored: 6
Complete: 8
For 2 Strength of Spirit Celes can summon the head of her Astral Soul. This head, while active, heightens Celes’ visual acuity by allowing her to see through the eyes of the Astral Soul. This allows her to treat her Speed as 25% higher for the purposes of perceiving high-speed movement. This bonus increases to 50% upon using the Complete Astral Soul. Additionally, for each stage that the Head has reached beginning at Skeletal, Celes gains 1 point in Charisma for the purposes of intimidation as it provides a menacing appearance up to a max of 3. The upkeep cost of the Head increases with each stage.
Skeletal: 2
Humanoid: 4
Armored: 6
Complete: 8
{Arms of the Astral Soul}
For 1 Strength of Spirit, Celes can summon weapons wielded by the Astral Soul. These weapons are a longsword or a shield. The longsword is 25 ft in length and the shield has a diameter of 12 ft. A weapon can be summoned upon manifesting of an arm or while the Astral Soul has one free hand. All three weapons both have an OS and durability equivalent to Celes’ Strength; Bankai increases the durability to 2x Celes' OS. While these weapons are constructs, they retain the benefits of their metal counterparts, I.E blades can still carry vibrations. These weapons can be destroyed by a 2x OS superiority to durability. Once broken, Celes may spend 1 Strength of Spirit once more to resummon these weapons. As long as the weapons are not broken, Celes may dissipate the weapon from the Astral Soul’s hands. When doing so, Celes summons her own copy of the weapon in her hand that acts as her release weapon. She may transfer her copy of the weapon to the Astral Soul at will as long as it is not broken. The weapons do not have an upkeep cost.
For 1 Strength of Spirit, Celes can summon weapons wielded by the Astral Soul. These weapons are a longsword or a shield. The longsword is 25 ft in length and the shield has a diameter of 12 ft. A weapon can be summoned upon manifesting of an arm or while the Astral Soul has one free hand. All three weapons both have an OS and durability equivalent to Celes’ Strength; Bankai increases the durability to 2x Celes' OS. While these weapons are constructs, they retain the benefits of their metal counterparts, I.E blades can still carry vibrations. These weapons can be destroyed by a 2x OS superiority to durability. Once broken, Celes may spend 1 Strength of Spirit once more to resummon these weapons. As long as the weapons are not broken, Celes may dissipate the weapon from the Astral Soul’s hands. When doing so, Celes summons her own copy of the weapon in her hand that acts as her release weapon. She may transfer her copy of the weapon to the Astral Soul at will as long as it is not broken. The weapons do not have an upkeep cost.
{Code for Overall}
[spoiler]{Honegumi Gassō Overall Ability}Astral Bastion harnesses Celes’ Qi and using herself as a conduit, focuses it to give it physical form. This results in an Astral Soul that protects Celes and grows over the course of combat. The Avatar forms at a speed equivalent to Celes' own. Upon utilizing Shikai, Celes receives 10 Strength of Spirit every post. Leftover Strength of Spirit from one post carries over to another post and there is no cap to the amount of the Strength of Spirit that Celes can accumulate. Additionally, Celes can generate Strength of Spirit out of her own reaitsu at a cost of 25 Reiatsu per Strength of Spirit. Strength of Spirit can be used in a number of ways.
Once a post, Celes can spend any amount of Strength of Spirit to restore 4% per Strength of Spirit in durability to her Astral Soul, restoring the durability to a part of Celes’ choice. Strength of Spirit spent on restoring durability can be divided among multiple parts of the Astral Soul. For example, if Celes spends 4 Strength of Spirit to repair, she can allocate 4 to one part of the Astral Soul or divide it up among multiple parts such as the arms or head. Strength of Spirit may also be spent to enhance the Astral Soul, making temporary additions that can become permanent by use of Ascendant Spirit.
The Astral Soul has durability equivalent to Celes’ OS. This durability increases by 1.5x Celes’ OS when Humanoid. The durability finally rises to 2x Celes’ OS while Armored. Each part of the Astral Soul which includes the Head, Body, and Arms has its own separate durability. No part of the Astral Soul may ever be more than one stage above the Body. Physical and Spiritual attacks can gradually deteriorate the Astral Soul. Upon clashing, the OS of the attack harms the durability. For example, if Celes has a durability of 1000 and the OS of the attack is 500, the remaining durability is 500. If the technique has a 2 Class Superiority, then it both harms the durability of the Astral Soul and pierces it, making Celes susceptible to its effects. In contrast, if the technique has a 2 Class Inferiority, then only deals 50% of its OS to the Astral Soul. If the Body of the Astral Soul were to fall to the durability of 0, the Astral Soul regresses to its previous stage. For example, Armored would regress to Humanoid.
Celes may allow others to enter her Astral Soul freely. Doing so incurs no harm to the ally. Opponents may also force their way into Celes’ Astral Soul as long the durability of the Astral Soul's body has fallen below 25%. This includes techniques that would target Celes directly, requiring opponents to wear down her defenses first. Opponents of a higher class than Celes can always force their way into the Astral Soul or target Celes through her Astral Soul no matter the durability. If the durability is repaired above 25%, any hostile currently within the Astral Soul is forcibly shunted out.
Using this Avatar comes with a primary weakness. The Avatar is a representation of Celes’ life energy; given focus and shaped into a physical form by her. This is extremely taxing and will inevitably result in extreme pain if maintained for an extended duration. Celes can utilize the first instance of Shikai with little risk, suffering no pain from using the Avatar. Once Celes refreshes her Shikai, the pain escalates. Every post thereafter, Celes suffers consistent pain which worsens every four posts. The first instance of pain requires a Pain Tolerance of 1 to withstand. This Pain Tolerance requirement grows every four posts to a maximum of 3. Meeting the Pain Tolerance requirement allows Celes to continue fighting through prolonged exposure threatens to debilitate her if she has sustained wounds. If Celes should ever not meet the Pain Tolerance requirement, she will be writhing in so much pain that her Shikai or Bankai loses its focus and dissipates, effectively ending her release.
[spoiler]{Palms of the Astral Soul}
For 1 Strength of Spirit Celes can summon one arm, up to a maximum of four. These arms have a reach of 15 ft and have a Strength equal to Celes’ own strength. Each arm must be maintained via the upkeep of # Strength of Spirit until it is made permanent. The upkeep cost of the arms increases with each stage.
Skeletal: 1
Humanoid: 2
Armored: 3
Complete: 4[/spoiler]
[spoiler]{Visage of the Astral Soul}
For 2 Strength of Spirit Celes can summon the head of her Astral Soul. This head, while active, heightens Celes’ visual acuity by allowing her to see through the eyes of the Astral Soul. This allows her to treat her Speed as 25% higher for the purposes of perceiving high-speed movement. This bonus increases to 50% upon using the Complete Astral Soul. Additionally, for each stage that the Head has reached beginning at Skeletal, Celes gains 1 point in Charisma for the purposes of intimidation as it provides a menacing appearance up to a max of 3. The upkeep cost of the Head increases with each stage.
Skeletal: 2
Humanoid: 4
Armored: 6
Complete: 8[/spoiler]
[spoiler]{Arms of the Astral Soul}
For 1 Strength of Spirit, Celes can summon weapons wielded by the Astral Soul. These weapons are a longsword or a shield. The longsword is 25 ft in length and the shield has a diameter of 12 ft. A weapon can be summoned upon manifesting of an arm or while the Astral Soul has one free hand. All three weapons both have an OS and durability equivalent to Celes’ Strength; Bankai increases the durability to 2x Celes' OS. While these weapons are constructs, they retain the benefits of their metal counterparts, I.E blades can still carry vibrations. These weapons can be destroyed by a 2x OS superiority to durability. Once broken, Celes may spend 1 Strength of Spirit once more to resummon these weapons. As long as the weapons are not broken, Celes may dissipate the weapon from the Astral Soul’s hands. When doing so, Celes summons her own copy of the weapon in her hand that acts as her release weapon. She may transfer her copy of the weapon to the Astral Soul at will as long as it is not broken. The weapons do not have an upkeep cost.[/spoiler][/spoiler]
{Devouring Steel}Technique Name: Devouring Steel
Description: Devouring Steel allows Celes to utilize the longsword manifested by her Astral Soul to absorb spiritual techniques to nourish herself and empower the blade. If a spiritual technique that Celes is aware of comes into contact with Celes’ shield or her blade, she may use Devouring Steel. When a spiritual technique comes into contact with Celes' blade, Celes can trap the technique and nourish her spirit with it. Starting at 1 Strength of Spirit at Class 7 and increasing by 1 for each Class up to her current release Class, Celes regains an amount of reiatsu equal to 25% of the techniques' cost. This increases to 50% in Bankai. If the OS of the technique is equal to or lower than Celes’ OS, 1.5x her OS or lower while using Bankai, the technique that was used becomes nullified and Celes has the option to trap its essence for 4 Strength of Spirit, dissipating into the blade of the Astral Soul. Finally, while Devouring Steel can leech reiatsu from techniques, it may also do so with willing participants. By placing their hand upon Celes' sword, the blade may act as a conduit through which reiatsu may flow. A willing target can freely give up reiatsu, transferring it to Celes. This reiatsu that is given to her may not exceed her maximum reiatsu pool. This process costs no Strength of Spirit.
Once absorbed, Celes may utilize the essence to bolster her blade for a single strike. Upon trapping the essence of the technique, Celes gains 2 charges; 4 in Bankai. Consuming a charge increases the following strike by 25% of the technique's OS. Celes may consume more than one charge at a time, up to the number of charges she currently has, giving her the option to spend all at once for an a single amplified strike or spend them one at a time for smaller bursts of power. If the technique trapped by Devouring Steel was of a certain element, I.E a fireball, she may infuse her blade with the associated element upon spending a charge. This simply adds a basic elemental effect to her blade. For example, if Devouring Steel was used to absorb a fireball then spending a charge will allow her to ignite her blade and potentially burn her opponents. If used with an element, the strike is treated as both physical and spiritual.
Drawbacks: Despite its capacity to nullify and absorb spiritual techniques, Devouring Steel has several key weaknesses. First and foremost, it can never absorb spiritual techniques that are higher in Class than Celes’ current release Class. Additionally, as Celes attempts to absorb higher class techniques, the Strength of Spirit cost increases. Additionally, Devouring Steel cannot nullify or absorb techniques that Celes is not keenly aware of. For example, techniques that she cannot sense. Second, an OS superiority will render Devouring Steel useless; 1.5x+ OS Superiority in Bankai. Finally, Devouring Steel does not work on physical attacks at all which includes products of physical attacks such as shockwaves. Despite being able to unleash the elemental effects of the absorbed technique, they will never mimic any unique effects associated with the absorbed element. For as long as Devouring Steel retains charges, absorbing another technique will not refresh any missing charges. Upon consuming any number of charges, they are lost no matter whether the attack lands.
Description: Devouring Steel allows Celes to utilize the longsword manifested by her Astral Soul to absorb spiritual techniques to nourish herself and empower the blade. If a spiritual technique that Celes is aware of comes into contact with Celes’ shield or her blade, she may use Devouring Steel. When a spiritual technique comes into contact with Celes' blade, Celes can trap the technique and nourish her spirit with it. Starting at 1 Strength of Spirit at Class 7 and increasing by 1 for each Class up to her current release Class, Celes regains an amount of reiatsu equal to 25% of the techniques' cost. This increases to 50% in Bankai. If the OS of the technique is equal to or lower than Celes’ OS, 1.5x her OS or lower while using Bankai, the technique that was used becomes nullified and Celes has the option to trap its essence for 4 Strength of Spirit, dissipating into the blade of the Astral Soul. Finally, while Devouring Steel can leech reiatsu from techniques, it may also do so with willing participants. By placing their hand upon Celes' sword, the blade may act as a conduit through which reiatsu may flow. A willing target can freely give up reiatsu, transferring it to Celes. This reiatsu that is given to her may not exceed her maximum reiatsu pool. This process costs no Strength of Spirit.
Once absorbed, Celes may utilize the essence to bolster her blade for a single strike. Upon trapping the essence of the technique, Celes gains 2 charges; 4 in Bankai. Consuming a charge increases the following strike by 25% of the technique's OS. Celes may consume more than one charge at a time, up to the number of charges she currently has, giving her the option to spend all at once for an a single amplified strike or spend them one at a time for smaller bursts of power. If the technique trapped by Devouring Steel was of a certain element, I.E a fireball, she may infuse her blade with the associated element upon spending a charge. This simply adds a basic elemental effect to her blade. For example, if Devouring Steel was used to absorb a fireball then spending a charge will allow her to ignite her blade and potentially burn her opponents. If used with an element, the strike is treated as both physical and spiritual.
Drawbacks: Despite its capacity to nullify and absorb spiritual techniques, Devouring Steel has several key weaknesses. First and foremost, it can never absorb spiritual techniques that are higher in Class than Celes’ current release Class. Additionally, as Celes attempts to absorb higher class techniques, the Strength of Spirit cost increases. Additionally, Devouring Steel cannot nullify or absorb techniques that Celes is not keenly aware of. For example, techniques that she cannot sense. Second, an OS superiority will render Devouring Steel useless; 1.5x+ OS Superiority in Bankai. Finally, Devouring Steel does not work on physical attacks at all which includes products of physical attacks such as shockwaves. Despite being able to unleash the elemental effects of the absorbed technique, they will never mimic any unique effects associated with the absorbed element. For as long as Devouring Steel retains charges, absorbing another technique will not refresh any missing charges. Upon consuming any number of charges, they are lost no matter whether the attack lands.
{Code for Tech}
[spoiler]{Devouring Steel}[u][b]Technique Name:[/b][/u] Devouring Steel
[u][b]Description:[/b][/u] Devouring Steel allows Celes to utilize the longsword manifested by her Astral Soul to absorb spiritual techniques to nourish herself and empower the blade. If a spiritual technique that Celes is aware of comes into contact with Celes’ shield or her blade, she may use Devouring Steel. When a spiritual technique comes into contact with Celes' blade, Celes can trap the technique and nourish her spirit with it. Starting at 1 Strength of Spirit at Class 7 and increasing by 1 for each Class up to her current release Class, Celes regains an amount of reiatsu equal to 25% of the techniques' cost. This increases to 50% in Bankai. If the OS of the technique is equal to or lower than Celes’ OS, 1.5x her OS or lower while using Bankai, the technique that was used becomes nullified and Celes has the option to trap its essence for 4 Strength of Spirit, dissipating into the blade of the Astral Soul. Finally, while Devouring Steel can leech reiatsu from techniques, it may also do so with willing participants. By placing their hand upon Celes' sword, the blade may act as a conduit through which reiatsu may flow. A willing target can freely give up reiatsu, transferring it to Celes. This reiatsu that is given to her may not exceed her maximum reiatsu pool. This process costs no Strength of Spirit.
Once absorbed, Celes may utilize the essence to bolster her blade for a single strike. Upon trapping the essence of the technique, Celes gains 2 charges; 4 in Bankai. Consuming a charge increases the following strike by 25% of the technique's OS. Celes may consume more than one charge at a time, up to the number of charges she currently has, giving her the option to spend all at once for an a single amplified strike or spend them one at a time for smaller bursts of power. If the technique trapped by Devouring Steel was of a certain element, I.E a fireball, she may infuse her blade with the associated element upon spending a charge. This simply adds a basic elemental effect to her blade. For example, if Devouring Steel was used to absorb a fireball then spending a charge will allow her to ignite her blade and potentially burn her opponents. If used with an element, the strike is treated as both physical and spiritual.
[u][b]Drawbacks:[/b][/u] Despite its capacity to nullify and absorb spiritual techniques, Devouring Steel has several key weaknesses. First and foremost, it can never absorb spiritual techniques that are higher in Class than Celes’ current release Class. Additionally, as Celes attempts to absorb higher class techniques, the Strength of Spirit cost increases. Additionally, Devouring Steel cannot nullify or absorb techniques that Celes is not keenly aware of. For example, techniques that she cannot sense. Second, an OS superiority will render Devouring Steel useless; 1.5x+ OS Superiority in Bankai. Finally, Devouring Steel does not work on physical attacks at all which includes products of physical attacks such as shockwaves. Despite being able to unleash the elemental effects of the absorbed technique, they will never mimic any unique effects associated with the absorbed element. For as long as Devouring Steel retains charges, absorbing another technique will not refresh any missing charges. Upon consuming any number of charges, they are lost no matter whether the attack lands.[/spoiler]
{Transcendent Wings}Technique Name: Transcendent Wings
Description: Transcendent Wings is the sister technique to Devouring Steel, allowing Celes’ Astral Soul to withstand significant punishment. Transcendent Wings also interacts with spiritual and physical techniques, having the potential to break them down and disperse them. By spending 3 Strength of Spirit, Celes can ready her shield as ethereal wings spread out from the back of the Astral Soul. These wings are incapable of flight and have a total wingspan of 75 ft, being separate from the wings produced via Bankai. If a spiritual or physical attack comes into contact with Transcendent Wings, its essence is immediately broken down weakening it. The techniques OS is reduced to half of its original effectiveness. If this modified OS were to be equal to or lower than Celes’ OS; 1.5x OS in Bankai, the technique disperses, its force effectively rendered null and void. This renders Celes and anyone that stood behind Transcendent Wings safe.
Drawbacks: Transcendent Wings despite being a formidable defensive wall, has a number of drawbacks. It is rendered completely useless if, after the reduction, the OS of the technique is still higher than Celes’ OS. While Transcendent Wings protects completely from the front, it provides lesser protection from the side and none at all from the back allowing craftier opponents to take advantage of a blindspot. Finally, Transcendent Wings may only be maintained for a maximum of one post and incurs a fatigue equivalent to moving at 600 speed making it an exhausting technique if used consecutively. Additionally, Transcendent Wings can only be used if the Astral Soul possesses a shield.
Description: Transcendent Wings is the sister technique to Devouring Steel, allowing Celes’ Astral Soul to withstand significant punishment. Transcendent Wings also interacts with spiritual and physical techniques, having the potential to break them down and disperse them. By spending 3 Strength of Spirit, Celes can ready her shield as ethereal wings spread out from the back of the Astral Soul. These wings are incapable of flight and have a total wingspan of 75 ft, being separate from the wings produced via Bankai. If a spiritual or physical attack comes into contact with Transcendent Wings, its essence is immediately broken down weakening it. The techniques OS is reduced to half of its original effectiveness. If this modified OS were to be equal to or lower than Celes’ OS; 1.5x OS in Bankai, the technique disperses, its force effectively rendered null and void. This renders Celes and anyone that stood behind Transcendent Wings safe.
Drawbacks: Transcendent Wings despite being a formidable defensive wall, has a number of drawbacks. It is rendered completely useless if, after the reduction, the OS of the technique is still higher than Celes’ OS. While Transcendent Wings protects completely from the front, it provides lesser protection from the side and none at all from the back allowing craftier opponents to take advantage of a blindspot. Finally, Transcendent Wings may only be maintained for a maximum of one post and incurs a fatigue equivalent to moving at 600 speed making it an exhausting technique if used consecutively. Additionally, Transcendent Wings can only be used if the Astral Soul possesses a shield.
{Majestic Armour}Technique Name: Majestic Armour
Description: Majestic Armour allows Celes to effectively grant her allies a lesser copy of her own Astral Soul. By spending 2 Strength of Spirit per Stage upon touching an ally they gain their own Astral Soul except that it is one Stage lower than Celes’ current stage. For example, if Celes’ own Astral Soul is Armored, then Majestic Armour grants a Humanoid Astral Soul and costs 4 Strength of Spirit. Majestic Armour mimics the benefits granted Celes’ Astral Soul including the head and arms. Bankai allows Majestic Armour to ascend to Armoured Stage. While Celes’ own weapons for her Astral Soul are a Sword and Shield, this must not be the case for Majestic Armour. The weapon produced is up to the benefactor and benefits from any applicable weapon skills. For example, a benefactor may choose to manifest a Kanabo. The durability of Majestic Armour is equivalent to Celes’ at that stage, but the weapon produced scales off of the benefactors’ highest OS.
Drawbacks: Majestic Armour has the potential to grant impressive defense to allies, but has several limitations. Due to being one stage lower than Celes’ own Astral Soul, Majestic Armour only becomes usable upon reaching the Humanoid stage. While the weapon of a benefactors’ Astral Soul may resemble their release weapon, it does not possess any abilities inherent to the release weapon. Celes’ ability to spend Strength of Spirit to restore durability to her Astral Soul may not be used for Majestic Armour. If Majestic Armour falls to a durability of 0, the technique ends on the benefactor.
Description: Majestic Armour allows Celes to effectively grant her allies a lesser copy of her own Astral Soul. By spending 2 Strength of Spirit per Stage upon touching an ally they gain their own Astral Soul except that it is one Stage lower than Celes’ current stage. For example, if Celes’ own Astral Soul is Armored, then Majestic Armour grants a Humanoid Astral Soul and costs 4 Strength of Spirit. Majestic Armour mimics the benefits granted Celes’ Astral Soul including the head and arms. Bankai allows Majestic Armour to ascend to Armoured Stage. While Celes’ own weapons for her Astral Soul are a Sword and Shield, this must not be the case for Majestic Armour. The weapon produced is up to the benefactor and benefits from any applicable weapon skills. For example, a benefactor may choose to manifest a Kanabo. The durability of Majestic Armour is equivalent to Celes’ at that stage, but the weapon produced scales off of the benefactors’ highest OS.
Drawbacks: Majestic Armour has the potential to grant impressive defense to allies, but has several limitations. Due to being one stage lower than Celes’ own Astral Soul, Majestic Armour only becomes usable upon reaching the Humanoid stage. While the weapon of a benefactors’ Astral Soul may resemble their release weapon, it does not possess any abilities inherent to the release weapon. Celes’ ability to spend Strength of Spirit to restore durability to her Astral Soul may not be used for Majestic Armour. If Majestic Armour falls to a durability of 0, the technique ends on the benefactor.
{Ascendant Spirit}Technique Name: Ascendant Spirit
Description: Ascendant Spirit acts as a way for Celes to permanently upgrade her Astral Soul. By spending varying amounts of Strength of Spirit, Celes can permanently grant herself the superior stages of the Astral Soul. Once a stage has been unlocked permanently, Celes does not need to spend Strength of Spirit to maintain enhancements of that stage anymore. These permanent enhancements, if destroyed, allow Celes to spend Strength of Spirit equivalent to 1.5x their upkeep cost, rounded down, to restore the enhancement. When restored, the enhancement returns to the current unlocked stage of Ascendant Spirit. If the Astral Soul were to regress to a previous stage, Celes can spend Strength of Spirit equal to the most recently unlocked Stage to immediately upgrade back to it. For example, if Astral Soul reverts to Skeletal, she can spend # Strength of Spirit to enhance the Astral Soul to Humanoid once more. Activating Bankai immediately sets Ascendant Spirit to Rank IV. In Bankai, the Astral Soul can be restored to the Complete stage. Upgrading Ascendant Spirit lasts until the end of a regular thread such as a PVP/JT. In longer threads such as adventures, Ascendant Spirit resets on a "long rest". The requirements for upgrading or restoring Stages are:
Skeletal: 5 (Rank I)
Humanoid: 9 (Rank II)
Armored: 13 (Rank III)
Complete: 20 (Rank IV)
Drawbacks: Ascendant Spirit is a powerful way for Celes to retain certain benefits, but it does have several weaknesses. For another rank of Ascendant Spirit to be purchased, Celes must have at least maintained the next stage of enhancements at some point. For example, if Celes is currently using the Skeletal Astral Form, she must first purchase and maintain Humanoid Arms and Head to upgrade to rank II (Humanoid) of Ascendant Spirit. While each enhancement can be maintained individually, all enhancements must have been maintained at the next stage at least once. The only exception is Palms of the Astral Soul, which only require a minimum of two arms to be maintained to fulfill the requirement. Additionally, after upgrading Ascendant Spirit, the technique goes on cooldown for two posts before being able to upgrade again. If an enhancement is destroyed, Celes must wait 1 post before being able to restore that enhancement.
Description: Ascendant Spirit acts as a way for Celes to permanently upgrade her Astral Soul. By spending varying amounts of Strength of Spirit, Celes can permanently grant herself the superior stages of the Astral Soul. Once a stage has been unlocked permanently, Celes does not need to spend Strength of Spirit to maintain enhancements of that stage anymore. These permanent enhancements, if destroyed, allow Celes to spend Strength of Spirit equivalent to 1.5x their upkeep cost, rounded down, to restore the enhancement. When restored, the enhancement returns to the current unlocked stage of Ascendant Spirit. If the Astral Soul were to regress to a previous stage, Celes can spend Strength of Spirit equal to the most recently unlocked Stage to immediately upgrade back to it. For example, if Astral Soul reverts to Skeletal, she can spend # Strength of Spirit to enhance the Astral Soul to Humanoid once more. Activating Bankai immediately sets Ascendant Spirit to Rank IV. In Bankai, the Astral Soul can be restored to the Complete stage. Upgrading Ascendant Spirit lasts until the end of a regular thread such as a PVP/JT. In longer threads such as adventures, Ascendant Spirit resets on a "long rest". The requirements for upgrading or restoring Stages are:
Skeletal: 5 (Rank I)
Humanoid: 9 (Rank II)
Armored: 13 (Rank III)
Complete: 20 (Rank IV)
Drawbacks: Ascendant Spirit is a powerful way for Celes to retain certain benefits, but it does have several weaknesses. For another rank of Ascendant Spirit to be purchased, Celes must have at least maintained the next stage of enhancements at some point. For example, if Celes is currently using the Skeletal Astral Form, she must first purchase and maintain Humanoid Arms and Head to upgrade to rank II (Humanoid) of Ascendant Spirit. While each enhancement can be maintained individually, all enhancements must have been maintained at the next stage at least once. The only exception is Palms of the Astral Soul, which only require a minimum of two arms to be maintained to fulfill the requirement. Additionally, after upgrading Ascendant Spirit, the technique goes on cooldown for two posts before being able to upgrade again. If an enhancement is destroyed, Celes must wait 1 post before being able to restore that enhancement.
{Kōgōshī Sōkō Gassō Overall Ability}Heavenly Sentinel is the pinnacle of Celes’ Astral Soul which bestows upon her several benefits. First and foremost, the durability of Celes’ Astral Soul rises to 3x her OS making it the bulkiest stage out of all of her options. Additionally, Celes generates an additional 5 Strength of Spirit for a total of 15 per post to utilize on techniques or restoration of her Astral Soul. Unlike the other stages where Celes was limited to the ground, Heavenly Sentinel grants the Astral Soul legs as Celes rises into its stomach, making it much more difficult to hit her. This also increases the overall height of the Astral Soul to an imposing 40 ft. Additionally, while Bankai is active, Celes suffers less stamina drain from high-intensity movement. First, Celes' "comfortable" movement speed is set to up to ½ of her maximum Speed. Additionally, instead of suffering progressively higher stamina drain every 100 speed, this is increased to every 200 speed. Heavenly Sentinel also grants the Astral Soul wings, allowing it to take to the skies and fly at a speed equal to Celes’ speed which gives it aerial superiority. The wings produced by Heavenly Sentinel have separate durability of 3x Celes’ OS. If the wings are reduced to 0, Celes’ cannot take flight until she uses 25 Strength of Spirit to restore them. The legs and is considered part of the body’s durability. Additionally, having perfected the Avatar in Bankai, the four-post pain escalation increases to 7 posts.
Unlike most, Celes' Bankai has a notable restriction. Celes’ Shikai focuses her very life energy into an Avatar and Bankai sharpens that focus to push her Avatar to new heights. While her Shikai normally allows her to acclimate to the increasing pain, her Bankai does not offer her the same grace. Bankai has a starting Pain Tolerance of 4 with a max of 4 that needs to be met. Each rank of Ascendant Spirit in Shikai will reduce the starting Pain Tolerance by 1. For example, if Celes activates Bankai without Shikai or upgrading Ascendant Spirit, the Pain Tolerance requirement will be 4. If Celes has Ascendant Spirit Rank I, the starting Pain Tolerance is 3 and caps at 4. At Rank II, the starting Pain Tolerance is 2 and caps at 4. At Rank III, the starting Pain Tolerance is 1 and caps at 3 similar to her Shikai. It should be noted that if Celes met a Pain Tolerance milestone in Shikai, it carries over to when she activates Bankai.
Unlike most, Celes' Bankai has a notable restriction. Celes’ Shikai focuses her very life energy into an Avatar and Bankai sharpens that focus to push her Avatar to new heights. While her Shikai normally allows her to acclimate to the increasing pain, her Bankai does not offer her the same grace. Bankai has a starting Pain Tolerance of 4 with a max of 4 that needs to be met. Each rank of Ascendant Spirit in Shikai will reduce the starting Pain Tolerance by 1. For example, if Celes activates Bankai without Shikai or upgrading Ascendant Spirit, the Pain Tolerance requirement will be 4. If Celes has Ascendant Spirit Rank I, the starting Pain Tolerance is 3 and caps at 4. At Rank II, the starting Pain Tolerance is 2 and caps at 4. At Rank III, the starting Pain Tolerance is 1 and caps at 3 similar to her Shikai. It should be noted that if Celes met a Pain Tolerance milestone in Shikai, it carries over to when she activates Bankai.
{Spirit Blade}Technique Name: Spirit Blade
Description: At its core, Kōgōshī Sōkō Gassō is a Bankai that slowly drains the energy of its wielder, inflicting increasing amounts of pain over time. To combat this, Spirit Blade is able to leech the life force of others so that Celes may keep herself running. Anyone struck by Celes is forced to keep track of a system simply known as Vitality. Every living organism has a pool of Vitality equivalent to their class; Class 0 has 4,000, Class 1 has 2,000, Class 2 has 1,800, Class 3 has 1,600, Class 4 has 1,400, Class 5 has 1,200, Class 6 has 1,000, Class 7 has 800, and Class 8 has 400. Each point in Strength of Will increases the amount of Vitality by an additional 500, up to 2000 additional Vitality. Should this pool fall to 0, the victims' life force will be completely drained, seemingly dropping dead on the spot in a DE thread; unconscious in an NDE/DP thread. Conversely, Celes also possesses a pool of Vitality equivalent to her class. Unlike her victims, however, Celes' starts at 0 and she does not have her life force drained from being at 0 Vitality nor suffer any negative drawbacks.
So how is Vitality lost? Passively, Celes' strikes drain Vitality. Each strike to the opponent's body or release, an extension of their soul, will lose 50 Vitality. Celes gains an amount of Vitality equivalent to the loss. The loss of one's very life force is detrimental to their body even before their soul completely breaks down. For each 1% Vitality that the victim loses, they suffer a 1% increase to any and all reiatsu expenditure. Additionally, Celes can touch the corpses with her blade, gaining all the Vitality they would've had left in accordance with their Class and Skills.
How can this Vitality be used by Celes? Passively, for each 10% Vitality that Celes possesses, she gains an additional Strength of Spririt per post. Alternatively, Celes may spend 25% of her maximum Vitality to reduce her Pain Tolerance requirement to maintain her release by 1. Vitality may also be converted into reiatsu at a rate of 2:1. Finally, Celes may utilize Strength of Spirit to increase the passive drain of Spirit Blade. By spending 15 Strength of Spirit, the amount of Vitality drained by Spirit Blade is increased by 50 to a maximum of 400. This increase may only be performed twice per post.
Drawbacks: Despite its ability to completely drain a victim of their life energy, Spirit Blade has some key weaknesses. First, Spirit Blade has a long ramp-up time, requiring investment over multiple posts to effectively drain a victim. Additionally, victims with a powerful will have an increased buffer of Vitality. The amount of Vitality that Celes can accumulate may never exceed her maximum. Any amount over her maximum is simply lost. When reducing Pain Tolerance, it is only temporary since the requirement will eventually increase back to its maximum given enough time.
Description: At its core, Kōgōshī Sōkō Gassō is a Bankai that slowly drains the energy of its wielder, inflicting increasing amounts of pain over time. To combat this, Spirit Blade is able to leech the life force of others so that Celes may keep herself running. Anyone struck by Celes is forced to keep track of a system simply known as Vitality. Every living organism has a pool of Vitality equivalent to their class; Class 0 has 4,000, Class 1 has 2,000, Class 2 has 1,800, Class 3 has 1,600, Class 4 has 1,400, Class 5 has 1,200, Class 6 has 1,000, Class 7 has 800, and Class 8 has 400. Each point in Strength of Will increases the amount of Vitality by an additional 500, up to 2000 additional Vitality. Should this pool fall to 0, the victims' life force will be completely drained, seemingly dropping dead on the spot in a DE thread; unconscious in an NDE/DP thread. Conversely, Celes also possesses a pool of Vitality equivalent to her class. Unlike her victims, however, Celes' starts at 0 and she does not have her life force drained from being at 0 Vitality nor suffer any negative drawbacks.
So how is Vitality lost? Passively, Celes' strikes drain Vitality. Each strike to the opponent's body or release, an extension of their soul, will lose 50 Vitality. Celes gains an amount of Vitality equivalent to the loss. The loss of one's very life force is detrimental to their body even before their soul completely breaks down. For each 1% Vitality that the victim loses, they suffer a 1% increase to any and all reiatsu expenditure. Additionally, Celes can touch the corpses with her blade, gaining all the Vitality they would've had left in accordance with their Class and Skills.
How can this Vitality be used by Celes? Passively, for each 10% Vitality that Celes possesses, she gains an additional Strength of Spririt per post. Alternatively, Celes may spend 25% of her maximum Vitality to reduce her Pain Tolerance requirement to maintain her release by 1. Vitality may also be converted into reiatsu at a rate of 2:1. Finally, Celes may utilize Strength of Spirit to increase the passive drain of Spirit Blade. By spending 15 Strength of Spirit, the amount of Vitality drained by Spirit Blade is increased by 50 to a maximum of 400. This increase may only be performed twice per post.
Drawbacks: Despite its ability to completely drain a victim of their life energy, Spirit Blade has some key weaknesses. First, Spirit Blade has a long ramp-up time, requiring investment over multiple posts to effectively drain a victim. Additionally, victims with a powerful will have an increased buffer of Vitality. The amount of Vitality that Celes can accumulate may never exceed her maximum. Any amount over her maximum is simply lost. When reducing Pain Tolerance, it is only temporary since the requirement will eventually increase back to its maximum given enough time.
{Code for Tech}
[spoiler]{Spirit Blade}[b][u]Technique Name:[/u][/b] Spirit Blade
[u][b]Description:[/b][/u] At its core, Kōgōshī Sōkō Gassō is a Bankai that slowly drains the energy of its wielder, inflicting increasing amounts of pain over time. To combat this, Spirit Blade is able to leech the life force of others so that Celes may keep herself running. Anyone struck by Celes is forced to keep track of a system simply known as [i]Vitality[/i]. Every living organism has a pool of [i]Vitality[/i] equivalent to their class; Class 0 has 4,000, Class 1 has 2,000, Class 2 has 1,800, Class 3 has 1,600, Class 4 has 1,400, Class 5 has 1,200, Class 6 has 1,000, Class 7 has 800, and Class 8 has 400. Each point in Strength of Will increases the amount of [i]Vitality[/i] by an additional 500, up to 2000 additional [i]Vitality.[/i] Should this pool fall to 0, the victims' life force will be completely drained, seemingly dropping dead on the spot in a DE thread; unconscious in an NDE/DP thread. Conversely, Celes also possesses a pool of [i]Vitality[/i] equivalent to her class. Unlike her victims, however, Celes' starts at 0 and she does not have her life force drained from being at 0 Vitality nor suffer any negative drawbacks.
So how is [i]Vitality[/i] lost? Passively, Celes' strikes drain [i]Vitality[/i]. Each strike to the opponent's body or release, an extension of their soul, will lose 50 [i]Vitality[/i]. Celes gains an amount of [i]Vitality[/i] equivalent to the loss. The loss of one's very life force is detrimental to their body even before their soul completely breaks down. For each 1% [i]Vitality[/i] that the victim loses, they suffer a 1% increase to any and all reiatsu expenditure. Additionally, Celes can touch the corpses with her blade, gaining all the [i]Vitality[/i] they would've had left in accordance with their Class and Skills.
How can this [i]Vitality[/i] be used by Celes? Passively, for each 10% [i]Vitality[/i] that Celes possesses, she gains an additional Strength of Spririt per post. Alternatively, Celes may spend 25% of her maximum [i]Vitality[/i] to reduce her Pain Tolerance requirement to maintain her release by 1. Vitality may also be converted into reiatsu at a rate of 2:1. Finally, Celes may utilize Strength of Spirit to increase the passive drain of Spirit Blade. By spending 15 Strength of Spirit, the amount of [i]Vitality[/i] drained by Spirit Blade is increased by 50 to a maximum of 400. This increase may only be performed twice per post.
[b][u]Drawbacks:[/u][/b] Despite its ability to completely drain a victim of their life energy, Spirit Blade has some key weaknesses. First, Spirit Blade has a long ramp-up time, requiring investment over multiple posts to effectively drain a victim. Additionally, victims with a powerful will have an increased buffer of [i]Vitality.[/i] The amount of [i]Vitality[/i] that Celes can accumulate may never exceed her maximum. Any amount over her maximum is simply lost. When reducing Pain Tolerance, it is only temporary since the requirement will eventually increase back to its maximum given enough time.[/spoiler]
{Celestial Weaponsmith}Technique Name: Celestial Weaponsmith
Description: Celestial Weaponsmith is a technique that allows Celes to take advantage of her Astral Soul's ability to intuitively use her spiritual weaponry. Whereas Celes normally uses a longsword, this technique allows Celes to form up to two crossbows usable by her Avatar. Each crossbow that she creates costs 2 Strength of Spirit. This crossbow has a durability equivalent to her OS and if destroyed, can be recreated for 1 Strength of Spirit. Upon doing so, Celes' Longswords & Shields skill becomes a proficiency in Crossbows. This gives her proficiency with crossbows equivalent to that of her swordsmanship. Deactivating Celestial Weaponsmith reverts the skill changes. By spending 3 Strength of Spirit, Celes can produce a spectral arrow that is 8 ft in length and almost 1½ ft in width, allowing her arrows to effectively skewer, if not nearly bisect most humanoid targets. Each arrow moves at a speed equal to and strikes with her OS. Additionally, Celes can bolster these arrows by utilizing her own Astral Soul. Drawing from the durable nature of her Astral Soul, Celes can drain the durability of parts of her projection to form an arrow. Every 1 point of durability is converted into 1 OS for her arrow. This arrow is unique, however, as it can potentially reach an OS as high as 3x Celes' OS. This arrow speed is determined by the amount of durability sacrificed to fashion it. Every 2 points of durability increase the speed by 1. If Celes already possesses charges from Devouring Steel, they may instead be applied to the arrows from Celestial Weaponsmith.
Drawbacks: Celestial Weaponsmith, for as long as it is active, prevents Celes from manifesting either her longsword or her shield which robs her of a powerful melee option that acts as a core to her Shikai techniques. While the durability of the crossbow is equivalent to Celes' OS, the physical striking OS is equivalent to 1/2 Celes' Strength. Additionally, while Celestial Weaponsmith is active, Celes cannot activate Devouring Steel to break down spiritual energy or Transcendent Wings. Finally, while Celes can draw upon parts of her Astral Soul to form a powerful arrow, it can quickly deplete the durability of her Astral Soul if used too often.
Description: Celestial Weaponsmith is a technique that allows Celes to take advantage of her Astral Soul's ability to intuitively use her spiritual weaponry. Whereas Celes normally uses a longsword, this technique allows Celes to form up to two crossbows usable by her Avatar. Each crossbow that she creates costs 2 Strength of Spirit. This crossbow has a durability equivalent to her OS and if destroyed, can be recreated for 1 Strength of Spirit. Upon doing so, Celes' Longswords & Shields skill becomes a proficiency in Crossbows. This gives her proficiency with crossbows equivalent to that of her swordsmanship. Deactivating Celestial Weaponsmith reverts the skill changes. By spending 3 Strength of Spirit, Celes can produce a spectral arrow that is 8 ft in length and almost 1½ ft in width, allowing her arrows to effectively skewer, if not nearly bisect most humanoid targets. Each arrow moves at a speed equal to and strikes with her OS. Additionally, Celes can bolster these arrows by utilizing her own Astral Soul. Drawing from the durable nature of her Astral Soul, Celes can drain the durability of parts of her projection to form an arrow. Every 1 point of durability is converted into 1 OS for her arrow. This arrow is unique, however, as it can potentially reach an OS as high as 3x Celes' OS. This arrow speed is determined by the amount of durability sacrificed to fashion it. Every 2 points of durability increase the speed by 1. If Celes already possesses charges from Devouring Steel, they may instead be applied to the arrows from Celestial Weaponsmith.
Drawbacks: Celestial Weaponsmith, for as long as it is active, prevents Celes from manifesting either her longsword or her shield which robs her of a powerful melee option that acts as a core to her Shikai techniques. While the durability of the crossbow is equivalent to Celes' OS, the physical striking OS is equivalent to 1/2 Celes' Strength. Additionally, while Celestial Weaponsmith is active, Celes cannot activate Devouring Steel to break down spiritual energy or Transcendent Wings. Finally, while Celes can draw upon parts of her Astral Soul to form a powerful arrow, it can quickly deplete the durability of her Astral Soul if used too often.
{Gigei Mikon: Hyuku Shikon}Technique Name: Gigei Mikon: Hyaku Shikon [Wild Arts: Hundred Fangs]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of user’s base Strength and Speed after type. This causes a massive amount of damage in a short time.
How to use technique: The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
Drawback: Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
Requirements: This requires a 2 in Hakuda to perform.
Made by: [Zeich Yajuu]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of user’s base Strength and Speed after type. This causes a massive amount of damage in a short time.
How to use technique: The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
Drawback: Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
Requirements: This requires a 2 in Hakuda to perform.
Made by: [Zeich Yajuu]
{Code for Tech}
[spoiler]{Gigei Mikon: Hyuku Shikon}[u][b]Technique Name:[/b][/u] Gigei Mikon: Hyaku Shikon [Wild Arts: Hundred Fangs]
[u][b]Class:[/b][/u] 3
[u][b]Technique Type:[/b][/u] Other
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u] This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of user’s base Strength and Speed after type. This causes a massive amount of damage in a short time.
[u][b]How to use technique:[/b][/u] The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
[u][b]Drawback:[/b][/u] Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
[u][b]Requirements:[/b][/u] This requires a 2 in Hakuda to perform.
[u][b]Made by:[/b][/u] [Zeich Yajuu][spoiler]
{Daikotsu}Technique Name: Daikotsu
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects: Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique: This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback: It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects: Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique: This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback: It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
{Code for Tech}
[spoiler]{Daikotsu}[u][b]Technique Name:[/b][/u] Daikotsu
[u][b]Class:[/b][/u] 2
[u][b]Technique Type:[/b][/u] Hakuda
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u] Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
[u][b]How to use technique:[/b][/u] This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
[u][b]Drawback:[/b][/u] It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
[u][b]Made by:[/b][/u] Kenpachi Shingai[/spoiler]
{Do-Re-Mi}Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
{Code for Tech}
[spoiler]{Do-Re-Mi}[u][b]Technique Name:[/b][/u] Do-Re-Mi
[u][b]Class:[/b][/u] 2
[u][b]Technique Type:[/b][/u] Hakuda
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u]
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
[u][b]How to use technique:[/b][/u]
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
[u][b]Drawback:[/b][/u]
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
[u][b]Made by:[/b][/u] Kenpachi Shingai[/spoiler]
{Shifting Tides}Technique Name: Tsu Ryūsui Yōshiki: Utsusu Chōseki (lit. 'Flowing Water Style: Shifting Tides')
Technique Class: 4 - 40 TTP
Technique Type: General Shinigami | Stance Change
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: 100 Reiatsu
Description: Undoubtedly the most important and foundational component of the Flowing Water Style, Shifting Tides allows the user to access two distinct stances which the user can alternate between to focus more on the offensive or defensive aspects of the martial style. While using these stances, the users' limbs are shrouded in a blue aura that resembles the flowing of water, though this is largely for aesthetic purposes. These stances do not require the user to be stationary and can move around normally. The stances, Ferocity of the Raging River, and Tranquility of the Babbling Brook, along with their benefits are described in detail below:
How to Use: Assume the appropriate stance to strike like a raging river, or yield like a gentle stream.
Drawbacks: Unlike most techniques, the stances of Shifting Tides have individual TTP costs and must be paid separately to improve proficiency. Additionally, the user may not skip Learned when paying the TTP cost for these stances. Shifting Tides requires at least 1 Rank in Martial Art: Flowing Water Style & 1 Rank in Martial Art: Hakuda to learn. Mastering Shifting Tides requires 2 Ranks in Martial Art: Flowing Water Style. Both stances cannot be used at the same time, requiring the practitioner to use one or the other. Upon assuming a stance, the user cannot access the other for 5 posts, reduced by 1 post per Rank in Martial Art: Flowing Water Style. Debuffs inflicted by Ferocity of the Raging River cap at 50% and naturally decays, at a rate of 10% per post, while the user is not using the stance. Additionally, this debuff only applies when the user is delivering physical unarmed strikes. Effective use of Tranquility of the Babbling Brook requires the user to sacrifice considerable mobility. Additionally, the user must still rely on their own ability to respond to the oncoming threat.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
Technique Class: 4 - 40 TTP
Technique Type: General Shinigami | Stance Change
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: 100 Reiatsu
Description: Undoubtedly the most important and foundational component of the Flowing Water Style, Shifting Tides allows the user to access two distinct stances which the user can alternate between to focus more on the offensive or defensive aspects of the martial style. While using these stances, the users' limbs are shrouded in a blue aura that resembles the flowing of water, though this is largely for aesthetic purposes. These stances do not require the user to be stationary and can move around normally. The stances, Ferocity of the Raging River, and Tranquility of the Babbling Brook, along with their benefits are described in detail below:
{Ferocity of the Raging River} Serving as the sword of the Flowing Water Style, this stance relies on buffeting the opponent with a relentless assault intended to weather their defenses. Upon assuming this stance, the users' step technique modifier is increased by 1x, allowing them to more effectively close the distance between them and their foe. At Mastered, this modifier is further increased to 2x. Additionally, the user becomes more acclimated to decaying the bodies' natural durability. Opponents suffer an increasing 5% debuff to Strength for the purposes of calculating durability against the users' physical unarmed strikes for every post that the user spends in this stance. At Mastered, the user may apply this debuff to the OS of spiritual abilities when clashing with their physical unarmed strikes. Finally, the user may utilize techniques that require the use of this stance. At Mastered, and with 4 Ranks in Martial Art: Flowing Water Style, the user may treat themselves as utilizing this stance at all times for the purposes of using techniques associated with the stance.
{Tranquility of the Babbling Brook} Serving as the shield of the Flowing Water Style, this stance uses the concept of flowing water to ward off blows instead of traditional blocking. Upon assuming this stance, the user can reduce their Speed in intervals of 25%, to a maximum of 50%, for the purposes of moving around the battlefield. To note, even at 0 Speed, the user can still slide their feet around to shift around, but cannot step in any meaningful way. At Mastered, this Speed reduction can be pushed to 100%. In return, the rest of their movements become fluid like water. The user's state of relaxation makes their body far more sensitive to stimuli in their immediate environment, effectively developing a hyperawareness of their environment. For every 25% reduction in Speed, the user's awareness extends outward 0.25 meters, allowing them to sense objects and attacks with incredible accuracy. At Mastered, the user can even the subtlest of movements within this zone of influence, allowing them to deliver precise counterattacks. Finally, the user may utilize techniques that require the use of this stance. At Mastered, and with 4 Ranks in Martial Art: Flowing Water Style, the user may treat themselves as utilizing this stance at all times for the purposes of using techniques associated with the stance.
How to Use: Assume the appropriate stance to strike like a raging river, or yield like a gentle stream.
Drawbacks: Unlike most techniques, the stances of Shifting Tides have individual TTP costs and must be paid separately to improve proficiency. Additionally, the user may not skip Learned when paying the TTP cost for these stances. Shifting Tides requires at least 1 Rank in Martial Art: Flowing Water Style & 1 Rank in Martial Art: Hakuda to learn. Mastering Shifting Tides requires 2 Ranks in Martial Art: Flowing Water Style. Both stances cannot be used at the same time, requiring the practitioner to use one or the other. Upon assuming a stance, the user cannot access the other for 5 posts, reduced by 1 post per Rank in Martial Art: Flowing Water Style. Debuffs inflicted by Ferocity of the Raging River cap at 50% and naturally decays, at a rate of 10% per post, while the user is not using the stance. Additionally, this debuff only applies when the user is delivering physical unarmed strikes. Effective use of Tranquility of the Babbling Brook requires the user to sacrifice considerable mobility. Additionally, the user must still rely on their own ability to respond to the oncoming threat.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
{Code for Tech}
[spoiler]{Shifting Tides}[u][b]Technique Name:[/b][/u] Tsu Ryūsui Yōshiki: Utsusu Chōseki (lit. 'Flowing Water Style: Shifting Tides')
[u][b]Technique Class:[/b][/u] 4 - 40 TTP
[u][b]Technique Type:[/b][/u] General Shinigami | Stance Change
[u][b]Usable By:[/b][/u] Shinigami, Vizard, Rogue, Beast-Clansmen
[u][b]Technique Element:[/b][/u] N/A
[u][b]Technique Cost:[/b][/u] 100 Reiatsu
[u][b]Description:[/b][/u] Undoubtedly the most important and foundational component of the Flowing Water Style, Shifting Tides allows the user to access two distinct stances[i] [/i]which the user can alternate between to focus more on the offensive or defensive aspects of the martial style. While using these stances, the users' limbs are shrouded in a blue aura that resembles the flowing of water, though this is largely for aesthetic purposes. These stances do not require the user to be stationary and can move around normally. The stances, Ferocity of the Raging River, and Tranquility of the Babbling Brook, along with their benefits are described in detail below:
[spoiler]{Ferocity of the Raging River} Serving as the sword of the Flowing Water Style, this stance relies on buffeting the opponent with a relentless assault intended to weather their defenses. Upon assuming this stance, the users' step technique modifier is increased by 1x, allowing them to more effectively close the distance between them and their foe. At Mastered, this modifier is further increased to 2x. Additionally, the user becomes more acclimated to decaying the bodies' natural durability. Opponents suffer an increasing 5% debuff to Strength for the purposes of calculating durability against the users' physical unarmed strikes for every post that the user spends in this stance. At Mastered, the user may apply this debuff to the OS of spiritual abilities when clashing with their physical unarmed strikes. Finally, the user may utilize techniques that require the use of this stance. At Mastered, and with 4 Ranks in Martial Art: Flowing Water Style, the user may treat themselves as utilizing this stance at all times for the purposes of using techniques associated with the stance.[/spoiler]
[spoiler]{Tranquility of the Babbling Brook} Serving as the shield of the Flowing Water Style, this stance uses the concept of flowing water to ward off blows instead of traditional blocking. Upon assuming this stance, the user can reduce their Speed in intervals of 25%, to a maximum of 50%, for the purposes of moving around the battlefield. To note, even at 0 Speed, the user can still slide their feet around to shift around, but cannot step in any meaningful way. At Mastered, this Speed reduction can be pushed to 100%. In return, the rest of their movements become fluid like water. The user's state of relaxation makes their body far more sensitive to stimuli in their immediate environment, effectively developing a hyperawareness of their environment. For every 25% reduction in Speed, the user's awareness extends outward 0.25 meters, allowing them to sense objects and attacks with incredible accuracy. At Mastered, the user can even the subtlest of movements within this zone of influence, allowing them to deliver precise counterattacks. Finally, the user may utilize techniques that require the use of this stance. At Mastered, and with 4 Ranks in Martial Art: Flowing Water Style, the user may treat themselves as utilizing this stance at all times for the purposes of using techniques associated with the stance.[/spoiler]
[u][b]How to Use:[/b][/u] Assume the appropriate stance to strike like a raging river, or yield like a gentle stream.
[u][b]Drawbacks:[/b][/u] Unlike most techniques, the stances of Shifting Tides have individual TTP costs and must be paid separately to improve proficiency. Additionally, the user may not skip Learned when paying the TTP cost for these stances. Shifting Tides requires at least 1 Rank in Martial Art: Flowing Water Style & 1 Rank in Martial Art: Hakuda to learn. Mastering Shifting Tides requires 2 Ranks in Martial Art: Flowing Water Style. Both stances cannot be used at the same time, requiring the practitioner to use one or the other. Upon assuming a stance, the user cannot access the other for 5 posts, reduced by 1 post per Rank in Martial Art: Flowing Water Style. Debuffs inflicted by Ferocity of the Raging River cap at 50% and naturally decays, at a rate of 10% per post, while the user is not using the stance. Additionally, this debuff only applies when the user is delivering physical unarmed strikes. Effective use of Tranquility of the Babbling Brook requires the user to sacrifice considerable mobility. Additionally, the user must still rely on their own ability to respond to the oncoming threat.
[u][b]Incantation:[/b][/u] N/A
[u][b]Made By:[/b][/u] Celes Shindazu
[u][b]Reserved?:[/b][/u] Yes, but can be taught[/spoiler]
{Erosion}Technique Name: Tsu Ryūsui Yōshiki: Shinshoku (lit. Flowing Water Style: Erosion)
Technique Class: 5 - 20 TTP
Technique Type: General Shinigami
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: A simple, but effective technique, Erosion allows the user to further hone their body into a weapon, treating their limbs as though they were bladed weapons. Upon being learned, the user may strike with their limbs as though it were a spear. Instead of merely impacting against the opponent, the user's hand or foot can pierce the target. With Proficiency, the user has learned how to swipe with the side of their hand or foot as though it were a blade, allowing for precise slashing wounds. With Mastery, the user can opt to use an open palm, turning their hands and feet into 'claws' to pierce or cut their opponents. Erosion merely augments the users' unarmed physical strikes to allow for cutting and piercing, and is thus treated as 'classless'. Additionally, shockwaves created while using Erosion inherit its piercing or slashing properties.
How to Use: Jab the extremity forward like a spear or swipe like a blade. For more advanced users, use the extremity akin to how an animal would use claws or talons.
Drawbacks: Requires 1 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 2 Ranks in Martial Art: Flowing Water Style. Erosion requires the user to be using the Ferocity of the Raging River stance. To even hope to use Erosion, the user must have a minimum of 200 Strength as anything below this will prevent them from generating enough physical force to effectively slice or pierce their target and to ensure that their body is durable enough to handle the stress. Unlike a traditional weapon, this does not extend the users' reach in any way. While this does allow the user's limb to cut like a weapon, it is not advisable to clash with live weaponry without precautions since Erosion offers no inherent protection to the limb. While using Erosion, the users' unarmed attacks can only utilize their Strength.
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
Technique Class: 5 - 20 TTP
Technique Type: General Shinigami
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: A simple, but effective technique, Erosion allows the user to further hone their body into a weapon, treating their limbs as though they were bladed weapons. Upon being learned, the user may strike with their limbs as though it were a spear. Instead of merely impacting against the opponent, the user's hand or foot can pierce the target. With Proficiency, the user has learned how to swipe with the side of their hand or foot as though it were a blade, allowing for precise slashing wounds. With Mastery, the user can opt to use an open palm, turning their hands and feet into 'claws' to pierce or cut their opponents. Erosion merely augments the users' unarmed physical strikes to allow for cutting and piercing, and is thus treated as 'classless'. Additionally, shockwaves created while using Erosion inherit its piercing or slashing properties.
How to Use: Jab the extremity forward like a spear or swipe like a blade. For more advanced users, use the extremity akin to how an animal would use claws or talons.
Drawbacks: Requires 1 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 2 Ranks in Martial Art: Flowing Water Style. Erosion requires the user to be using the Ferocity of the Raging River stance. To even hope to use Erosion, the user must have a minimum of 200 Strength as anything below this will prevent them from generating enough physical force to effectively slice or pierce their target and to ensure that their body is durable enough to handle the stress. Unlike a traditional weapon, this does not extend the users' reach in any way. While this does allow the user's limb to cut like a weapon, it is not advisable to clash with live weaponry without precautions since Erosion offers no inherent protection to the limb. While using Erosion, the users' unarmed attacks can only utilize their Strength.
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
{Code for Tech}
[spoiler]{Erosion}[u][b]Technique Name:[/b][/u] Tsu Ryūsui Yōshiki: Shinshoku (lit. Flowing Water Style: Erosion)
[u][b]Technique Class:[/b][/u] 5 - 20 TTP
[u][b]Technique Type:[/b][/u] General Shinigami
[u][b]Usable By:[/b][/u] Shinigami, Vizard, Rogue, Beast-Clansmen
[u][b]Technique Element:[/b][/u] N/A
[u][b]Technique Cost:[/b][/u] None
[u][b]Description:[/b][/u] A simple, but effective technique, Erosion allows the user to further hone their body into a weapon, treating their limbs as though they were bladed weapons. Upon being learned, the user may strike with their limbs as though it were a spear. Instead of merely impacting against the opponent, the user's hand or foot can pierce the target. With Proficiency, the user has learned how to swipe with the side of their hand or foot as though it were a blade, allowing for precise slashing wounds. With Mastery, the user can opt to use an open palm, turning their hands and feet into 'claws' to pierce or cut their opponents. Erosion merely augments the users' unarmed physical strikes to allow for cutting and piercing, and is thus treated as 'classless'. Additionally, shockwaves created while using Erosion inherit its piercing or slashing properties.
[u][b]How to Use:[/b][/u] Jab the extremity forward like a spear or swipe like a blade. For more advanced users, use the extremity akin to how an animal would use claws or talons.
[u][b]Drawbacks:[/b][/u] Requires 1 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 2 Ranks in Martial Art: Flowing Water Style. Erosion requires the user to be using the Ferocity of the Raging River stance. To even hope to use Erosion, the user must have a minimum of 200 Strength as anything below this will prevent them from generating enough physical force to effectively slice or pierce their target and to ensure that their body is durable enough to handle the stress. Unlike a traditional weapon, this does not extend the users' reach in any way. While this does allow the user's limb to cut like a weapon, it is not advisable to clash with live weaponry without precautions since Erosion offers no inherent protection to the limb. While using Erosion, the users' unarmed attacks can only utilize their Strength.
[u][b]Made By:[/b][/u] Celes Shindazu
[u][b]Reserved?:[/b][/u] Yes, but can be taught[/spoiler]
{Undulating Serpent}Technique Name: Tsu Ryūsui Yōshiki: Kifuku no Aru Hebi (lit. 'Flowing Water Style: Undulating Serpent')
Technique Class: 4 - 40 TTP
Technique Type: General Shinigami | Stepping
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: A truly unusual stepping technique, Undulating Serpent trades raw speed for more flexible movements. Upon being learned, the user can slide along the ground at 1.5x their speed. With Proficiency, the user can utilize more unique movements. Instead of merely moving in a straight line, the user can accomplish far more circular motions. Additionally, they may now move at 2x their speed. With Mastery, the user instead slides along the ground at 3x their speed and can rotate along their own axis while sliding. Additionally, the user has even learned how to strike while performing these movements.
How to Use: Slide along a path like a serpent.
Drawbacks: Requires 2 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 3 Ranks in Martial Art: Flowing Water Style. Undulating Serpent requires the user to using the Ferocity of the Raging River stance. Due to the additional strain and alacrity required, Undulating Serpent consumes two step technique slots per use. Techniques and attacks delivered during Undulating Serpent do not natively benefit from the step technique modifier. Undulating Serpent cannot be used alongside other step techniques.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
Technique Class: 4 - 40 TTP
Technique Type: General Shinigami | Stepping
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: A truly unusual stepping technique, Undulating Serpent trades raw speed for more flexible movements. Upon being learned, the user can slide along the ground at 1.5x their speed. With Proficiency, the user can utilize more unique movements. Instead of merely moving in a straight line, the user can accomplish far more circular motions. Additionally, they may now move at 2x their speed. With Mastery, the user instead slides along the ground at 3x their speed and can rotate along their own axis while sliding. Additionally, the user has even learned how to strike while performing these movements.
How to Use: Slide along a path like a serpent.
Drawbacks: Requires 2 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 3 Ranks in Martial Art: Flowing Water Style. Undulating Serpent requires the user to using the Ferocity of the Raging River stance. Due to the additional strain and alacrity required, Undulating Serpent consumes two step technique slots per use. Techniques and attacks delivered during Undulating Serpent do not natively benefit from the step technique modifier. Undulating Serpent cannot be used alongside other step techniques.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
{Code for Tech}
[spoiler]{Undulating Serpent}[u][b]Technique Name:[/b][/u] Tsu Ryūsui Yōshiki: Kifuku no Aru Hebi (lit. 'Flowing Water Style: Undulating Serpent')
[u][b]Technique Class:[/b][/u] 4 - 40 TTP
[u][b]Technique Type:[/b][/u] General Shinigami | Stepping
[u][b]Usable By:[/b][/u] Shinigami, Vizard, Rogue, Beast-Clansmen
[u][b]Technique Element:[/b][/u] N/A
[u][b]Technique Cost:[/b][/u] None
[u][b]Description:[/b][/u] A truly unusual stepping technique, Undulating Serpent trades raw speed for more flexible movements. Upon being learned, the user can slide along the ground at 1.5x their speed. With Proficiency, the user can utilize more unique movements. Instead of merely moving in a straight line, the user can accomplish far more circular motions. Additionally, they may now move at 2x their speed. With Mastery, the user instead slides along the ground at 3x their speed and can rotate along their own axis while sliding. Additionally, the user has even learned how to strike while performing these movements.
[u][b]How to Use:[/b][/u] Slide along a path like a serpent.
[u][b]Drawbacks:[/b][/u] Requires 2 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 3 Ranks in Martial Art: Flowing Water Style. Undulating Serpent requires the user to using the Ferocity of the Raging River stance. Due to the additional strain and alacrity required, Undulating Serpent consumes two-step technique slots per use. Techniques and attacks delivered during Undulating Serpent do not natively benefit from the step technique modifier. Undulating Serpent cannot be used alongside other step techniques.
[u][b]Incantation:[/b][/u] N/A
[u][b]Made By:[/b][/u] Celes Shindazu
[u][b]Reserved?:[/b][/u] Yes, but can be taught[/spoiler]
{Return Flow}Technique Name: Tsu Ryūsui Yōshiki: Midori no Nagare (lit. 'Flowing Water Style: Return Flow')
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami | Counter
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: The first of the Babbling Brook techniques, Return Flow allows the user to weaponize an opponent's own movements against them. By loosening up and intercepting an opponent's attacking extremity, the user can effectively redirect it, thereby changing the direction of the attack. With Proficiency, the user can redirect the opponent's entire body and even apply their own force, sending the opponent in any direction of their choosing at a speed equal to the user's strength. While this itself does not lead to any injury, the flung opponent will suffer a blow equivalent to the user's strength if flung into any terrain. With Mastery, the user may accomplish something even greater altogether. By taking the opponent's blow head-on and loosening up their entire body, the user can actually redirect the force through their body and deliver a vicious counter-attack back to the opponent without suffering any injury themselves. Return Flow only redirects the physical portion of melee attacks and does not affect the reiatsu components of attacks. This counter-attack utilizes both the users' and the opponent's Strength. Return Flow is classless and treats any incoming physical attack as classless.
How to Use: Grasp an incoming attack and use their force against them.
Drawbacks: Requires 2 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 3 Ranks in Martial Art: Flowing Water Style. Return Flow requires the user to use the Tranquility of the Babbling Brook stance. Mastered Return Flow cannot redirect any attack that exceeds the users' Strength. No matter the original OS of the incoming attack, the counter-attack will always use the opponent's Strength, making the usage of this technique potentially detrimental against physically weaker opponents. The combined OS can never exceed 3x the user's Strength. Also, Mastered Return Flow counts as an attack boost.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami | Counter
Usable By: Shinigami, Vizard, Rogue, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: The first of the Babbling Brook techniques, Return Flow allows the user to weaponize an opponent's own movements against them. By loosening up and intercepting an opponent's attacking extremity, the user can effectively redirect it, thereby changing the direction of the attack. With Proficiency, the user can redirect the opponent's entire body and even apply their own force, sending the opponent in any direction of their choosing at a speed equal to the user's strength. While this itself does not lead to any injury, the flung opponent will suffer a blow equivalent to the user's strength if flung into any terrain. With Mastery, the user may accomplish something even greater altogether. By taking the opponent's blow head-on and loosening up their entire body, the user can actually redirect the force through their body and deliver a vicious counter-attack back to the opponent without suffering any injury themselves. Return Flow only redirects the physical portion of melee attacks and does not affect the reiatsu components of attacks. This counter-attack utilizes both the users' and the opponent's Strength. Return Flow is classless and treats any incoming physical attack as classless.
How to Use: Grasp an incoming attack and use their force against them.
Drawbacks: Requires 2 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 3 Ranks in Martial Art: Flowing Water Style. Return Flow requires the user to use the Tranquility of the Babbling Brook stance. Mastered Return Flow cannot redirect any attack that exceeds the users' Strength. No matter the original OS of the incoming attack, the counter-attack will always use the opponent's Strength, making the usage of this technique potentially detrimental against physically weaker opponents. The combined OS can never exceed 3x the user's Strength. Also, Mastered Return Flow counts as an attack boost.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
{Code for Tech}
[spoiler]{Return Flow}[u][b]Technique Name:[/b][/u] Tsu Ryūsui Yōshiki: Midori no Nagare (lit. 'Flowing Water Style: Return Flow')
[u][b]Technique Class:[/b][/u] 3 - 80 TTP
[u][b]Technique Type:[/b][/u] General Shinigami | Counter
[u][b]Usable By:[/b][/u] Shinigami, Vizard, Rogue, Beast-Clansmen
[u][b]Technique Element:[/b][/u] N/A
[u][b]Technique Cost:[/b][/u] None
[u][b]Description:[/b][/u] The first of the Babbling Brook techniques, Return Flow allows the user to weaponize an opponent's own movements against them. By loosening up and intercepting an opponent's attacking extremity, the user can effectively redirect it, thereby changing the direction of the attack. With Proficiency, the user can redirect the opponent's entire body and even apply their own force, sending the opponent in any direction of their choosing at a speed equal to the user's strength. While this itself does not lead to any injury, the flung opponent will suffer a blow equivalent to the user's strength if flung into any terrain. Perhaps more impressively, however, the user may accomplish something even greater altogether. By taking the opponent's blow head-on and loosening up their entire body, the user can actually redirect the force through their body and deliver a vicious counter-attack back to the opponent without suffering any injury themselves. Return Flow only redirects the physical portion of melee attacks and does not affect the reiatsu components of attacks. This counter-attack utilizes both the users' and the opponent's Strength. Return Flow is classless and treats any incoming physical attack as classless.
[u][b]How to Use:[/b][/u] Grasp an incoming attack and use their force against them.
[u][b]Drawbacks:[/b][/u] Requires 2 Ranks in Martial Art: Flowing Water Style & Martial Art: Hakuda. Mastery requires 3 Ranks in Martial Art: Flowing Water Style. Return Flow requires the user to use the Tranquility of the Babbling Brook stance. Mastered Return Flow cannot redirect any attack that exceeds the users' Strength. No matter the original OS of the incoming attack, the counter-attack will always use the opponent's Strength, making the usage of this technique potentially detrimental against physically weaker opponents. The combined OS can never exceed 3x the user's Strength. Also, Mastered Return Flow counts as an attack boost.
[u][b]Incantation:[/b][/u] N/A
[u][b]Made By:[/b][/u] Celes Shindazu
[u][b]Reserved?:[/b][/u] Yes, but can be taught
{Flash Flood}Technique Name: Tsu Ryūsui Yōshiki: Teppōmizu (lit. 'Flowing Water Style: Flash Flood')
Technique Class: 1 - 250 TTP
Technique Type: General Shinigami | Barrier
Usable By: Shinigami, Rogue, Vizard, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: Forming a bulwark of the Babbling Brook techniques, Flash Flood allows the user to rapidly create a powerful barrier to block attacks and repel threats. Taking a relaxed stance and rapidly moving their arms, the user can form a powerful shockwave in front of them. This shockwave is as tall as the user and has an OS equivalent to the user's Strength, blocking physical attacks with less OS. With Proficiency, this shockwave can form as a 180° sphere in front of the user. With Mastery, the user can unlock the true potential of Flash Flood. By spinning in place along their axis in combination with the previous movement, the user can create a 360° spherical shockwave, up to a 5 ft radius, that can not only repel physical attacks but also attackers. Anyone caught within a turbulent shockwave is launched away from the user if their Strength is less than the user's. Perhaps more impressively, the user can designate a radius that extends outward from them. This radius, for the duration of the technique, is untouched by the turbulent winds. Finally, if the user has 1000+ Strength, the shockwave can also repel reiatsu-based attacks. Being a shockwave, Flash Flood is classless.
How to Use: Flow like water and rapidly move the arms, creating a shockwave. For more advanced users, rotate along the body's axis at high speeds.
Drawbacks: Requires 3 Ranks in Martial Art: Flowing Water Style Stream Style & Martial Art: Hakuda. Mastery requires 4 Ranks in Martial Art: Flowing Water Style. Flash Flood requires the user to use the Tranquility of the Babbling Brook stance. To use even the most basic version of Flash Flood, the user requires 600 Strength and 400 Speed. As the shockwave is classless, any attack that exceeds the shockwave by even 1 point will pierce the barrier. Flash Flood does not discriminate between friend or foe, requiring careful use among allies. Without 1000 Strength, Flash Flood does nothing to protect the user against reiatsu-based attacks. Without Mastery, Flash Flood has significant blind spots that can be exploited by opponents. As one may expect, Mastered Flash Flood can be extremely taxing to use, requiring 800 Speed to rotate at a sufficient velocity. Flash Flood cannot be used more than once every other post.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
Technique Class: 1 - 250 TTP
Technique Type: General Shinigami | Barrier
Usable By: Shinigami, Rogue, Vizard, Beast-Clansmen
Technique Element: N/A
Technique Cost: None
Description: Forming a bulwark of the Babbling Brook techniques, Flash Flood allows the user to rapidly create a powerful barrier to block attacks and repel threats. Taking a relaxed stance and rapidly moving their arms, the user can form a powerful shockwave in front of them. This shockwave is as tall as the user and has an OS equivalent to the user's Strength, blocking physical attacks with less OS. With Proficiency, this shockwave can form as a 180° sphere in front of the user. With Mastery, the user can unlock the true potential of Flash Flood. By spinning in place along their axis in combination with the previous movement, the user can create a 360° spherical shockwave, up to a 5 ft radius, that can not only repel physical attacks but also attackers. Anyone caught within a turbulent shockwave is launched away from the user if their Strength is less than the user's. Perhaps more impressively, the user can designate a radius that extends outward from them. This radius, for the duration of the technique, is untouched by the turbulent winds. Finally, if the user has 1000+ Strength, the shockwave can also repel reiatsu-based attacks. Being a shockwave, Flash Flood is classless.
How to Use: Flow like water and rapidly move the arms, creating a shockwave. For more advanced users, rotate along the body's axis at high speeds.
Drawbacks: Requires 3 Ranks in Martial Art: Flowing Water Style Stream Style & Martial Art: Hakuda. Mastery requires 4 Ranks in Martial Art: Flowing Water Style. Flash Flood requires the user to use the Tranquility of the Babbling Brook stance. To use even the most basic version of Flash Flood, the user requires 600 Strength and 400 Speed. As the shockwave is classless, any attack that exceeds the shockwave by even 1 point will pierce the barrier. Flash Flood does not discriminate between friend or foe, requiring careful use among allies. Without 1000 Strength, Flash Flood does nothing to protect the user against reiatsu-based attacks. Without Mastery, Flash Flood has significant blind spots that can be exploited by opponents. As one may expect, Mastered Flash Flood can be extremely taxing to use, requiring 800 Speed to rotate at a sufficient velocity. Flash Flood cannot be used more than once every other post.
Incantation: N/A
Made By: Celes Shindazu
Reserved?: Yes, but can be taught
{Code for Tech}
[spoiler]{Flash Flood}[u][b]Technique Name:[/b][/u] Tsu Ryūsui Yōshiki: Teppōmizu (lit. 'Flowing Water Style: Flash Flood')
[u][b]Technique Class:[/b][/u] 1 - 250 TTP
[u][b]Technique Type:[/b][/u] General Shinigami | Barrier
[u][b]Usable By:[/b][/u] Shinigami, Rogue, Vizard, Beast-Clansmen
[u][b]Technique Element:[/b][/u] N/A
[u][b]Technique Cost:[/b][/u] None
[u][b]Description:[/b][/u] Forming a bulwark of the Babbling Brook techniques, Flash Flood allows the user to rapidly create a powerful barrier to block attacks and repel threats. Taking a relaxed stance and rapidly moving their arms, the user can form a powerful shockwave in front of them. This shockwave is as tall as the user and has an OS equivalent to the user's Strength, blocking physical attacks with less OS. With Proficiency, this shockwave can form as a 180° sphere in front of the user. With Mastery, the user can unlock the true potential of Flash Flood. By spinning in place along their axis in combination with the previous movement, the user can create a 360° spherical shockwave, up to a 5 ft radius, that can not only repel physical attacks but also attackers. Anyone caught within a turbulent shockwave is launched away from the user if their Strength is less than the user's. Perhaps more impressively, the user can designate a radius that extends outward from them. This radius, for the duration of the technique, is untouched by the turbulent winds. Finally, if the user has 1000+ Strength, the shockwave can also repel reiatsu-based attacks. Being a shockwave, Flash Flood is classless.
[u][b]How to Use:[/b][/u] Flow like water and rapidly move the arms, creating a shockwave. For more advanced users, rotate along the body's axis at high speeds.
[u][b]Drawbacks:[/b][/u] Requires 3 Ranks in Martial Art: Flowing Water Style Stream Style & Martial Art: Hakuda. Mastery requires 4 Ranks in Martial Art: Flowing Water Style. Flash Flood requires the user to use the Tranquility of the Babbling Brook stance. To use even the most basic version of Flash Flood, the user requires 600 Strength and 400 Speed. As the shockwave is classless, any attack that exceeds the shockwave by even 1 point will pierce the barrier. Flash Flood does not discriminate between friend or foe, requiring careful use among allies. Without 1000 Strength, Flash Flood does nothing to protect the user against reiatsu-based attacks. Without Mastery, Flash Flood has significant blind spots that can be exploited by opponents. As one may expect, Mastered Flash Flood can be extremely taxing to use, requiring 800 Speed to rotate at a sufficient velocity. Flash Flood cannot be used more than once every other post.
[u][b]Incantation:[/b][/u] N/A
[u][b]Made By:[/b][/u] Celes Shindazu
[u][b]Reserved?:[/b][/u] Yes, but can be taught[/spoiler]
{Spirit Breathing}Technique Name: Blessed Breath Contemplation -- Spirit Breathing
Class: 7, 4
Technique Type: Physical Bu Gei, Base Tier
Usable By: Any of: Berserker, Brave, Fighter v1, Prodigy v1, Runner, Weapon Master, Fighter v2, Freak, Genius (Physical), Lunatic (Physical), Roughneck, Shadow (Physical), Soldier, Soldier v2, Soul Spec v1 (Physical), Soul Spec v2, Experienced, Gadgeteer, Skilled, Kenpachi, Generalist, Entrepreneur
Technique Element: None
Technique Description and Effects: The user gains 1 stack of Breath, and can have up to 10 Breath stacks at a time. Up to once per post, the user may spend 1 stack of Breath to purge 20% of a debuff to one of their stats or spend 5 stacks of Breath to reduce the recovery time from being winded due to a stamina rule by 1 post. When used to recover more quickly from Stamina use, Spirit Breathing functions only once every 3 posts.
When this technique is Proficient, the user may trade up to 2 Breath stacks per post to purge stat debuffs. When this technique is Mastered, the user may trade up to 3 Breath stacks per post to purge stat debuffs.
How to use technique: Apply the basic concepts of proper breathing to the user's spiritual body, inspiring into the spirit and expiring into the self.
Technique Drawbacks: Reiatsu cost. Breathing takes time; this technique can be performed no more than twice per post, plus a number of times equal to the user's skill ranks in Blessed Breath Contemplation.
Made By: Ammutseba
Reserved? No
Class: 7, 4
Technique Type: Physical Bu Gei, Base Tier
Usable By: Any of: Berserker, Brave, Fighter v1, Prodigy v1, Runner, Weapon Master, Fighter v2, Freak, Genius (Physical), Lunatic (Physical), Roughneck, Shadow (Physical), Soldier, Soldier v2, Soul Spec v1 (Physical), Soul Spec v2, Experienced, Gadgeteer, Skilled, Kenpachi, Generalist, Entrepreneur
Technique Element: None
Technique Description and Effects: The user gains 1 stack of Breath, and can have up to 10 Breath stacks at a time. Up to once per post, the user may spend 1 stack of Breath to purge 20% of a debuff to one of their stats or spend 5 stacks of Breath to reduce the recovery time from being winded due to a stamina rule by 1 post. When used to recover more quickly from Stamina use, Spirit Breathing functions only once every 3 posts.
When this technique is Proficient, the user may trade up to 2 Breath stacks per post to purge stat debuffs. When this technique is Mastered, the user may trade up to 3 Breath stacks per post to purge stat debuffs.
How to use technique: Apply the basic concepts of proper breathing to the user's spiritual body, inspiring into the spirit and expiring into the self.
Technique Drawbacks: Reiatsu cost. Breathing takes time; this technique can be performed no more than twice per post, plus a number of times equal to the user's skill ranks in Blessed Breath Contemplation.
Made By: Ammutseba
Reserved? No
{Code for Tech}
[spoiler]{Blessed Breath Contemplation: Spirit Breathing}[u][b]Technique Name:[/b][/u] Blessed Breath Contemplation -- Spirit Breathing
[u][b]Class:[/b][/u] 7, 4
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Base Tier
[u][b]Usable By:[/b][/u] Any of: Berserker, Brave, Fighter v1, Prodigy v1, Runner, Weapon Master, Fighter v2, Freak, Genius (Physical), Lunatic (Physical), Roughneck, Shadow (Physical), Soldier, Soldier v2, Soul Spec v1 (Physical), Soul Spec v2, Experienced, Gadgeteer, Skilled, Kenpachi, Generalist, Entrepreneur
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u] The user gains 1 stack of Breath, and can have up to 10 Breath stacks at a time. Up to once per post, the user may spend 1 stack of Breath to purge 20% of a debuff to one of their stats or spend 5 stacks of Breath to reduce the recovery time from being winded due to a stamina rule by 1 post. When used to recover more quickly from Stamina use, Spirit Breathing functions only once every 3 posts.
When this technique is Proficient, the user may trade up to 2 Breath stacks per post to purge stat debuffs. When this technique is Mastered, the user may trade up to 3 Breath stacks per post to purge stat debuffs.
[u][b]How to use technique:[/b][/u] Apply the basic concepts of proper breathing to the user's spiritual body, inspiring into the spirit and expiring into the self.
[u][b]Technique Drawbacks:[/b][/u] Reiatsu cost. Breathing takes time; this technique can be performed no more than twice per post, plus a number of times equal to the user's skill ranks in Blessed Breath Contemplation.
[u][b]Made By:[/b][/u] Ammutseba
[b]Reserved? No[/b][/spoiler]
{Stances}Technique Name: Blessed Breath Contemplation -- Stances
Class: 6
Technique Type: Bu Gei, Tier 4
Usable By: Anyone who has learned Spirit Breathing.
Technique Element: None
Technique Description and Effects: Through this technique, the user may shift up to 100 pre-type Stat Points from their Strength to the Speed, or from their Speed to their Strength. A statistic cannot be reduced to less than 25% of its normal allocation, or 50, in this way.
How to use technique: By studying the purpose and inner workings of various positions and kinematic chains, the user learns to use and blend their stances together to achieve greater bodily flexibility.
Technique Drawbacks: Before learning this technique, the user must have first Learned Spirit Breathing.
Made By: Ammutseba
Reserved? No
Class: 6
Technique Type: Bu Gei, Tier 4
Usable By: Anyone who has learned Spirit Breathing.
Technique Element: None
Technique Description and Effects: Through this technique, the user may shift up to 100 pre-type Stat Points from their Strength to the Speed, or from their Speed to their Strength. A statistic cannot be reduced to less than 25% of its normal allocation, or 50, in this way.
How to use technique: By studying the purpose and inner workings of various positions and kinematic chains, the user learns to use and blend their stances together to achieve greater bodily flexibility.
Technique Drawbacks: Before learning this technique, the user must have first Learned Spirit Breathing.
Made By: Ammutseba
Reserved? No
{Code for Tech}
[spoiler]{Blessed Breath Contemplation: Stances}[u style="font-weight:bold;"][b]Technique Name:[/b][/u] Blessed Breath Contemplation -- Stances
[u style="font-weight:bold;"][b]Class:[/b][/u] 6
[u style="font-weight:bold;"][b]Technique Type:[/b][/u] Bu Gei, Tier 4
[u style="font-weight:bold;"][b]Usable By:[/b][/u] Anyone who has learned Spirit Breathing.
[u style="font-weight:bold;"][b]Technique Element:[/b][/u] None
[u style="font-weight:bold;"][b]Technique Description and Effects:[/b][/u] Through this technique, the user may shift up to 100 pre-type Stat Points from their Strength to the Speed, or from their Speed to their Strength. A statistic cannot be reduced to less than 25% of its normal allocation, or 50, in this way.
[u style="font-weight:bold;"][b]How to use technique:[/b][/u] By studying the purpose and inner workings of various positions and kinematic chains, the user learns to use and blend their stances together to achieve greater bodily flexibility.
[u style="font-weight:bold;"][b]Technique Drawbacks:[/b][/u] Before learning this technique, the user must have first Learned Spirit Breathing.
[u style="font-weight:bold;"][b]Made By:[/b][/u] Ammutseba
[b style="font-weight:bold;"]Reserved?[/b] No[/spoiler]
{Meditation}Technique Name: Blessed Breath Contemplation -- Meditation
Class: 5
Technique Type: Bu Gei, Tier 4
Usable By: Anyone who has learned Spirit Breathing.
Technique Element: None
Technique Description and Effects: By taking time to rest the body and reassert centering, turning awareness of the flow of energy inward, the spirit realigns the body to match its state of recovery. The user may shift any amount of pre-type Stat Points from their Instinct and/or Energy Sensory into a Meditative Healing Factor. For the first 100 points moved, the user can recover from scrapes and light wounds inside a single post; for the next 100 points, from deep bruises and lacerations, and for the next 100 points moved, from light organ damage and limb loss.
When this technique is Learned, the user may move up to 100 points from these stats into Meditative Healing Factor. When this technique is Proficient, up to 200. When this technique is Mastered, up to 300. The converted points move back on their own, at 100 points per post, after the user stops Meditation.
By spending 1 stack of Breath up to one time per level of technique mastery attained and ranks in Blessed Breath Contemplation taken, the user can reduce the requirements of healing via this method by 50 points for 1 post.
How to use technique: Utilize breathing and rest to transform your state of spirit into a recuperative paradigm.
Technique Drawbacks: Before learning this technique, the user must have first Learned Spirit Breathing.
Made By: Ammutseba
Reserved? No
Class: 5
Technique Type: Bu Gei, Tier 4
Usable By: Anyone who has learned Spirit Breathing.
Technique Element: None
Technique Description and Effects: By taking time to rest the body and reassert centering, turning awareness of the flow of energy inward, the spirit realigns the body to match its state of recovery. The user may shift any amount of pre-type Stat Points from their Instinct and/or Energy Sensory into a Meditative Healing Factor. For the first 100 points moved, the user can recover from scrapes and light wounds inside a single post; for the next 100 points, from deep bruises and lacerations, and for the next 100 points moved, from light organ damage and limb loss.
When this technique is Learned, the user may move up to 100 points from these stats into Meditative Healing Factor. When this technique is Proficient, up to 200. When this technique is Mastered, up to 300. The converted points move back on their own, at 100 points per post, after the user stops Meditation.
By spending 1 stack of Breath up to one time per level of technique mastery attained and ranks in Blessed Breath Contemplation taken, the user can reduce the requirements of healing via this method by 50 points for 1 post.
How to use technique: Utilize breathing and rest to transform your state of spirit into a recuperative paradigm.
Technique Drawbacks: Before learning this technique, the user must have first Learned Spirit Breathing.
Made By: Ammutseba
Reserved? No
{Code for Tech}
[spoiler]{Blessed Breath Contemplation: Meditation}[u style="font-weight:bold;"][b]Technique Name:[/b][/u] Blessed Breath Contemplation -- Meditation
[u style="font-weight:bold;"][b]Class:[/b][/u] 5
[u style="font-weight:bold;"][b]Technique Type:[/b][/u] Bu Gei, Tier 4
[u style="font-weight:bold;"][b]Usable By:[/b][/u] Anyone who has learned Spirit Breathing.
[u style="font-weight:bold;"][b]Technique Element:[/b][/u] None
d
[u style="font-weight:bold;"][b]Technique Description and Effects:[/b][/u] By taking time to rest the body and reassert centering, turning awareness of the flow of energy inward, the spirit realigns the body to match its state of recovery. The user may shift any amount of pre-type Stat Points from their Instinct and/or Energy Sensory into a Meditative Healing Factor. For the first 100 points moved, the user can recover from scrapes and light wounds inside a single post; for the next 100 points, from deep bruises and lacerations, and for the next 100 points moved, from light organ damage and limb loss.
When this technique is Learned, the user may move up to 100 points from these stats into Meditative Healing Factor. When this technique is Proficient, up to 200. When this technique is Mastered, up to 300. The converted points move back on their own, at 100 points per post, after the user stops Meditation.
By spending 1 stack of Breath up to one time per level of technique mastery attained and ranks in Blessed Breath Contemplation taken, the user can reduce the requirements of healing via this method by 50 points for 1 post.
[u style="font-weight:bold;"][b]How to use technique:[/b][/u] Utilize breathing and rest to transform your state of spirit into a recuperative paradigm.
[u style="font-weight:bold;"][b]Technique Drawbacks:[/b][/u] Before learning this technique, the user must have first Learned Spirit Breathing.
[u style="font-weight:bold;"][b]Made By:[/b][/u] Ammutseba
[b style="font-weight:bold;"]Reserved?[/b] No[/spoiler]
{Balance}Technique Name: Blessed Breath Contemplation -- Balance
Class: 5
Technique Type: Passive Bu Gei, Tier 4
Usable By: Anyone who has learned Spirit Breathing.
Technique Element: None
Technique Description and Effects: The user may balance their body as a lever with any point or extremity, on any fulcrum available. As an extension of this ability, they may quickly recover from any motion that would move their body out of balance, whether that motion is internally or externally initiated. If they are knocked down, standing again is simple, and the character may consider themselves to be standing at any time they are propped up by at least one point.
When this technique is Mastered, the user can consider themselves as standing at any time, even when they have been knocked down or are airborne, and may move through motions required for other techniques as if they were standing in the appropriate stance.
How to use technique: Practice an understanding of balance and the kinematic self.
Technique Drawbacks: Before learning this technique, the user must have first Learned Spirit Breathing.
Made By: Ammutseba
Reserved? No
Class: 5
Technique Type: Passive Bu Gei, Tier 4
Usable By: Anyone who has learned Spirit Breathing.
Technique Element: None
Technique Description and Effects: The user may balance their body as a lever with any point or extremity, on any fulcrum available. As an extension of this ability, they may quickly recover from any motion that would move their body out of balance, whether that motion is internally or externally initiated. If they are knocked down, standing again is simple, and the character may consider themselves to be standing at any time they are propped up by at least one point.
When this technique is Mastered, the user can consider themselves as standing at any time, even when they have been knocked down or are airborne, and may move through motions required for other techniques as if they were standing in the appropriate stance.
How to use technique: Practice an understanding of balance and the kinematic self.
Technique Drawbacks: Before learning this technique, the user must have first Learned Spirit Breathing.
Made By: Ammutseba
Reserved? No
{Shunpo}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.
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.
{Shunpo Karin}Technique Name: Shunpo Karin
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
Made by: Admin
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
Made by: Admin
{Code for Tech}
[spoiler]{Shunpo Karin}[u][b]Technique Name[/b][/u]: Shunpo Karin
[u][b]Class:[/b][/u] 5
[u][b]Technique Type:[/b][/u] Kidō
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u] The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
[u][b]How to use technique:[/b][/u] Stated above.
[u][b]Drawback:[/b][/u] Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
[u][b]Made by:[/b][/u] Admin[/spoiler]
{Shunpo Eichi} Technique Name: Shunpo Eichi
Class: 4
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
The "exploding Shunpo" technique. This allows the user, for a cost of 150 Reiatsu, to initiate a Shunpo. This Shunpo releases far more power, so anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical Strength when the Shunpo is used.
How to use technique:
Stated above.
Drawback:
Stamina drain. Reiatsu cost. Can only be used twice per post.
Made by: [Admin]
Class: 4
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
The "exploding Shunpo" technique. This allows the user, for a cost of 150 Reiatsu, to initiate a Shunpo. This Shunpo releases far more power, so anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical Strength when the Shunpo is used.
How to use technique:
Stated above.
Drawback:
Stamina drain. Reiatsu cost. Can only be used twice per post.
Made by: [Admin]
{Shinkirou}Technique Name: Shinkirou (蜃気楼, "Mirage")
Class: 3
Technique Type: Hohō
Usable By: Shinigami, Beast-Clan
Technique Element: None
Technique Description and Effects: Shinkirou is an unusual technique because instead of going from A to B, the user goes from A to A. Essentially, it is referred to as something akin to a “double step” in which the user steps in any direction and back into the original position. Visually, this barely creates a flicker, hardly noticeable below 200 Senses. The whole technique lasts for no more than three seconds. Similar to Utsusemi, it provides an afterimage coupled with a movement ability that allows the user to evade an attack while providing the illusion that they are hit with it. However, this technique allows the user to return to the spot, creating an effect that makes viewers think that the attack passed through the user. When used properly, one can follow up immediately after an attack that “goes through them” and catch an opponent off-guard. The step speed for this technique is 15x for each step, and it can be used up to twice per post.
How to use technique: Focus Reiatsu, then launch in any direction. Upon landing, launch back in the same manner, all within three seconds of movement.
Technique Drawbacks: Cost. This technique also requires that the user has a 3 in Hohō or Hakuda and has 400 or higher Speed after Type. This is also a tiring technique, draining stamina faster than normal steps through extra movement.
Made By: Z-Wolf
Reserved? No
Class: 3
Technique Type: Hohō
Usable By: Shinigami, Beast-Clan
Technique Element: None
Technique Description and Effects: Shinkirou is an unusual technique because instead of going from A to B, the user goes from A to A. Essentially, it is referred to as something akin to a “double step” in which the user steps in any direction and back into the original position. Visually, this barely creates a flicker, hardly noticeable below 200 Senses. The whole technique lasts for no more than three seconds. Similar to Utsusemi, it provides an afterimage coupled with a movement ability that allows the user to evade an attack while providing the illusion that they are hit with it. However, this technique allows the user to return to the spot, creating an effect that makes viewers think that the attack passed through the user. When used properly, one can follow up immediately after an attack that “goes through them” and catch an opponent off-guard. The step speed for this technique is 15x for each step, and it can be used up to twice per post.
How to use technique: Focus Reiatsu, then launch in any direction. Upon landing, launch back in the same manner, all within three seconds of movement.
Technique Drawbacks: Cost. This technique also requires that the user has a 3 in Hohō or Hakuda and has 400 or higher Speed after Type. This is also a tiring technique, draining stamina faster than normal steps through extra movement.
Made By: Z-Wolf
Reserved? No
{Shinkirou}
[spoiler]{Code for Tech}[spoiler]{Shinkirou}[u][b]Technique Name:[/b][/u] Shinkirou (蜃気楼, "Mirage")
[u][b]Class:[/b][/u] 3
[u][b]Technique Type:[/b][/u] Hohō
[u][b]Usable By:[/b][/u] Shinigami, Beast-Clan
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u] Shinkirou is an unusual technique because instead of going from A to B, the user goes from A to A. Essentially, it is referred to as something akin to a “double step” in which the user steps in any direction and back into the original position. Visually, this barely creates a flicker, hardly noticeable below 200 Senses. The whole technique lasts for no more than three seconds. Similar to Utsusemi, it provides an afterimage coupled with a movement ability that allows the user to evade an attack while providing the illusion that they are hit with it. However, this technique allows the user to return to the spot, creating an effect that makes viewers think that the attack passed through the user. When used properly, one can follow up immediately after an attack that “goes through them” and catch an opponent off-guard. The step speed for this technique is 15x for each step, and it can be used up to twice per post.
[u][b]How to use technique:[/b][/u] Focus Reiatsu, then launch in any direction. Upon landing, launch back in the same manner, all within three seconds of movement.
[u][b]Technique Drawbacks:[/b][/u] Cost. This technique also requires that the user has a 3 in Hohō or Hakuda and has 400 or higher Speed after Type. This is also a tiring technique, draining stamina faster than normal steps through extra movement.
[u][b]Made By:[/b][/u] Z-Wolf
[u][b]Reserved?[/b][/u] No[/spoiler]
{Shukuchi-Ho} Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
{Code for Tech}
[spoiler]{Shukuchi-Ho}[u][b]Technique Name:[/b][/u] Shukuchi-Ho (Reduced Earth Steps)
[u][b]Class:[/b][/u] 3
[u][b]Technique Type:[/b][/u] Hakuda
[u][b]Technique Element:[/b][/u] None.
[u][b]Description:[/b][/u] The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
[u][b]How to use:[/b][/u] The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
[u][b]Drawback(s):[/b][/u] Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
[u][b]Made By:[/b][/u] Kousaru Mugenryu
[u][b]Reserved:[/b][/u] [Captains and Zero Division Shinigami Only][/spoiler]
{Blade Path: Morning Song}Technique Name: Blade Path: Morning Song
Class: 5, 3
Technique Type: General Physical
Usable By: Any
Technique Element: None
Technique Description and Effects: This technique is a basic technique. To become one with one's weapon to such a degree, that one can FEEL through one's weapon. Using this technique, the user flexes their muscles all along the limbs currently wielding the bladed weapon, causing a sudden jolt of kinetic energy through the blade itself, causing it to resonate. This causes an outward pulse through the weapon itself, then rebounding back to the weapon.
At Base Class 5, this technique allows the user, once per three (Two at Proficient, once per post as Mastered) posts release a short-distance resonance wave with the weapon, giving them perception of everything within 2 meters of the user, as if they were being touched physically. The user must be holding still for the instant that this technique is used (Those with lower instincts will be more open than those with higher instincts, as they will be able to shorten the 'instant' that they are still).
At Class 3, mastery of this technique allows the user to maintain this resonance not just by holding still and flexing like before, but by simply reading the natural resonance of the bladed weapon that they are holding. At this level, so long as the user is moving the blade above 300 speed, the resonance of the blade moving through the air will allow them to sense the area around them within 2 (3 at proficient, 4 at mastered) meters of the user as though anything in that zone were in physical contact with them.
How to use technique: This technique is utilized in early stages by forcing the blade to resonate to such a degree that the feedback is palpable, and at higher class the technique is about being able to sense the vibrations without forcing it.
Technique Drawbacks: Though this technique does not cost reiatsu, it is taxing. Class 5 has limited uses based on it's mastery, and even then it is tiring to flex repeatedly as soon as absolutely possible (The post limitation is pushing it to the limit, not what is comfortable, spacing out the flexes alleviates the fatigue). At Higher classes, the user is required to move at a speed that is taxing, especially when going well above the 300 speed requirement. Lastly, the user needs high senses in order to properly feel the blade if they are not particularly skilled with the weapon. Requires 100 senses for class 5, and 300 for class 3. This senses requirement is reduced by 50 per point that the user has in Weapon Skill (Bladed weapons only), and Analysis (As this assists in reading the vibrations).
This technique can only apply when using a weapon with a metal blade.
Made By: TV
Reserved? No
Class: 5, 3
Technique Type: General Physical
Usable By: Any
Technique Element: None
Technique Description and Effects: This technique is a basic technique. To become one with one's weapon to such a degree, that one can FEEL through one's weapon. Using this technique, the user flexes their muscles all along the limbs currently wielding the bladed weapon, causing a sudden jolt of kinetic energy through the blade itself, causing it to resonate. This causes an outward pulse through the weapon itself, then rebounding back to the weapon.
At Base Class 5, this technique allows the user, once per three (Two at Proficient, once per post as Mastered) posts release a short-distance resonance wave with the weapon, giving them perception of everything within 2 meters of the user, as if they were being touched physically. The user must be holding still for the instant that this technique is used (Those with lower instincts will be more open than those with higher instincts, as they will be able to shorten the 'instant' that they are still).
At Class 3, mastery of this technique allows the user to maintain this resonance not just by holding still and flexing like before, but by simply reading the natural resonance of the bladed weapon that they are holding. At this level, so long as the user is moving the blade above 300 speed, the resonance of the blade moving through the air will allow them to sense the area around them within 2 (3 at proficient, 4 at mastered) meters of the user as though anything in that zone were in physical contact with them.
How to use technique: This technique is utilized in early stages by forcing the blade to resonate to such a degree that the feedback is palpable, and at higher class the technique is about being able to sense the vibrations without forcing it.
Technique Drawbacks: Though this technique does not cost reiatsu, it is taxing. Class 5 has limited uses based on it's mastery, and even then it is tiring to flex repeatedly as soon as absolutely possible (The post limitation is pushing it to the limit, not what is comfortable, spacing out the flexes alleviates the fatigue). At Higher classes, the user is required to move at a speed that is taxing, especially when going well above the 300 speed requirement. Lastly, the user needs high senses in order to properly feel the blade if they are not particularly skilled with the weapon. Requires 100 senses for class 5, and 300 for class 3. This senses requirement is reduced by 50 per point that the user has in Weapon Skill (Bladed weapons only), and Analysis (As this assists in reading the vibrations).
This technique can only apply when using a weapon with a metal blade.
Made By: TV
Reserved? No
{Code for Tech}
[spoiler]{Blade Path: Morning Song}[u]Technique Name: Blade Path:[/u] Morning Song
[u][b]Class:[/b][/u] 5, 3
[u][b]Technique Type:[/b][/u] General Physical
[u][b]Usable By:[/b][/u] Any
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u] This technique is a basic technique. To become one with one's weapon to such a degree, that one can FEEL through one's weapon. Using this technique, the user flexes their muscles all along the limbs currently wielding the bladed weapon, causing a sudden jolt of kinetic energy through the blade itself, causing it to resonate. This causes an outward pulse through the weapon itself, then rebounding back to the weapon.
At Base Class 5, this technique allows the user, once per three (Two at Proficient, once per post as Mastered) posts release a short-distance resonance wave with the weapon, giving them perception of everything within 2 meters of the user, as if they were being touched physically. The user must be holding still for the instant that this technique is used (Those with lower instincts will be more open than those with higher instincts, as they will be able to shorten the 'instant' that they are still).
At Class 3, mastery of this technique allows the user to maintain this resonance not just by holding still and flexing like before, but by simply reading the natural resonance of the bladed weapon that they are holding. At this level, so long as the user is moving the blade above 300 speed, the resonance of the blade moving through the air will allow them to sense the area around them within 2 (3 at proficient, 4 at mastered) meters of the user as though anything in that zone were in physical contact with them.
[u][b]How to use technique:[/b][/u] This technique is utilized in early stages by forcing the blade to resonate to such a degree that the feedback is palpable, and at higher class the technique is about being able to sense the vibrations without forcing it.
[u][b]Technique Drawbacks:[/b][/u] Though this technique does not cost reiatsu, it is taxing. Class 5 has limited uses based on it's mastery, and even then it is tiring to flex repeatedly as soon as absolutely possible (The post limitation is pushing it to the limit, not what is comfortable, spacing out the flexes alleviates the fatigue). At Higher classes, the user is required to move at a speed that is taxing, especially when going well above the 300 speed requirement. Lastly, the user needs high senses in order to properly feel the blade if they are not particularly skilled with the weapon. Requires 100 senses for class 5, and 300 for class 3. This senses requirement is reduced by 50 per point that the user has in Weapon Skill (Bladed weapons only), and Analysis (As this assists in reading the vibrations).
This technique can only apply when using a weapon with a metal blade.
[u][b]Made By:[/b][/u] TV
[u][b]Reserved?[/b][/u] No[/spoiler]
{Iajutsu}Technique Name: Iaijutsu (Sudden Strike Technique)
Class: 4
Technique Type: General Physical Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique (How is it activated?): Simply draw your weapon and strike in a single fluid motion.
Technique Drawbacks (Limitations, repercussions for use, etc) This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SKP in Weapons (Sword) in order to be used, and 3 SKP to be mastered.
Made By: Kerrigan
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Class: 4
Technique Type: General Physical Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique (How is it activated?): Simply draw your weapon and strike in a single fluid motion.
Technique Drawbacks (Limitations, repercussions for use, etc) This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SKP in Weapons (Sword) in order to be used, and 3 SKP to be mastered.
Made By: Kerrigan
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
{Ichi}Technique Name: [Ichi (One)]
Class: [4]
Technique Type: [Other.]
Usable By: [Shinigami.]
Technique Element: [Non-Elemental]
Technique Description and Effects:
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: [Communicate with Spirit, work in tandem with it.]
Technique Drawbacks:
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.
Made By: Taien Hadohou
Reserved?: No
Class: [4]
Technique Type: [Other.]
Usable By: [Shinigami.]
Technique Element: [Non-Elemental]
Technique Description and Effects:
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: [Communicate with Spirit, work in tandem with it.]
Technique Drawbacks:
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.
Made By: Taien Hadohou
Reserved?: No
{Yottsu}Technique Name: Yottsu
Technique Class: 1 - 250 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizard.
Technique Element: Varies.
Technique Cost: 800 Reiatsu.
Description: An incredibly powerful and dangerous technique, Yottsu, "Together", is the height of trust between a Zanpakuto Spirit and its Wielder. This technique requires intense deliberation between the Spirit and the Wielder to be used, due to the nature of this technique. When used, Yottsu allows the Zanpakuto Spirit to inhabit the same body as the Wielder. Acting similar to Soulbind, Yottsu causes the Spirit's and Wielder's souls to align, however, it also causes their 'bodies' to align. This causes the Spirit to take command of the user's body. For the next four posts, the Zanpakuto Spirit is able to release the limits on the wielder's body, allowing them to ignore things like Stamina and wounds, and allow the body to keep on fighting. Additionally, this allows the Zanpakuto Spirit to fight in place of the wielder, which means the Zanpakuto Spirit can bring to bear their own formidable fighting experience and prowess.
Mechanically, this grants someone a 3 in their respective Weapon Skill, or, if the user already has a 3, bumps it up to a 4. This lasts for four posts, before the bonuses are lost, although the Zanpakuto Spirit will still be in control. As an added bonus, if used while Ichi is in effect, the bonus from that becomes 3x instead of 2x, due to the further synchronization between the Spirit and Wielder. It lets the two move far easier as one than before. During this technique, the image of the Zanpakuto Spirit is overlayed over that of the Shinigami, fading in and out.
How to Use: Communicate with Spirit, work in tandem with it, use Reiatsu.
Incantation: N/A.
Drawbacks: This is a powerful technique. A really, really strong technique. Along with the Class One Reiatsu cost and massive spiritual and physical drain, the Zanpakuto Spirit isn't completely 'in sync' with the body. This is part of what lets the Spirit surpass the body's limitations; it doesn't feel the damage done to it. Which means the actual owner of the body does albeit, because of their status, they wouldn't be able to 'die' of them per-say. This means that the Zanpakuto Spirit could easily accidentally do massive damage to their wielder if they aren't careful, and more than likely will damage them just because of this fact. Additionally, the Zanpakuto Spirit doesn't have to give control back. For a good while, anyway. Anywhere from up to one, two, three threads the Zanpakuto Spirit can be in control. The owner, however, will become progressively more comatose; the Zanpakuto they would be inhabiting isn't exactly made for them, and long enough in it will permanently damage their spirit.
Should Ichi be in use while Yottsu is in use, the drawbacks from that technique are applied to this as well. Except, a lot worse. Because of the released limits on the body, terrible damage will be inflicted on the user's body. Muscles will be shredded, bones cracked, all that fun stuff. Essentially, it's the same overextending problem Ichi has, except multiplied many more times.
Made By: Taien Hadohou.
Reserved?: No
Technique Class: 1 - 250 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizard.
Technique Element: Varies.
Technique Cost: 800 Reiatsu.
Description: An incredibly powerful and dangerous technique, Yottsu, "Together", is the height of trust between a Zanpakuto Spirit and its Wielder. This technique requires intense deliberation between the Spirit and the Wielder to be used, due to the nature of this technique. When used, Yottsu allows the Zanpakuto Spirit to inhabit the same body as the Wielder. Acting similar to Soulbind, Yottsu causes the Spirit's and Wielder's souls to align, however, it also causes their 'bodies' to align. This causes the Spirit to take command of the user's body. For the next four posts, the Zanpakuto Spirit is able to release the limits on the wielder's body, allowing them to ignore things like Stamina and wounds, and allow the body to keep on fighting. Additionally, this allows the Zanpakuto Spirit to fight in place of the wielder, which means the Zanpakuto Spirit can bring to bear their own formidable fighting experience and prowess.
Mechanically, this grants someone a 3 in their respective Weapon Skill, or, if the user already has a 3, bumps it up to a 4. This lasts for four posts, before the bonuses are lost, although the Zanpakuto Spirit will still be in control. As an added bonus, if used while Ichi is in effect, the bonus from that becomes 3x instead of 2x, due to the further synchronization between the Spirit and Wielder. It lets the two move far easier as one than before. During this technique, the image of the Zanpakuto Spirit is overlayed over that of the Shinigami, fading in and out.
How to Use: Communicate with Spirit, work in tandem with it, use Reiatsu.
Incantation: N/A.
Drawbacks: This is a powerful technique. A really, really strong technique. Along with the Class One Reiatsu cost and massive spiritual and physical drain, the Zanpakuto Spirit isn't completely 'in sync' with the body. This is part of what lets the Spirit surpass the body's limitations; it doesn't feel the damage done to it. Which means the actual owner of the body does albeit, because of their status, they wouldn't be able to 'die' of them per-say. This means that the Zanpakuto Spirit could easily accidentally do massive damage to their wielder if they aren't careful, and more than likely will damage them just because of this fact. Additionally, the Zanpakuto Spirit doesn't have to give control back. For a good while, anyway. Anywhere from up to one, two, three threads the Zanpakuto Spirit can be in control. The owner, however, will become progressively more comatose; the Zanpakuto they would be inhabiting isn't exactly made for them, and long enough in it will permanently damage their spirit.
Should Ichi be in use while Yottsu is in use, the drawbacks from that technique are applied to this as well. Except, a lot worse. Because of the released limits on the body, terrible damage will be inflicted on the user's body. Muscles will be shredded, bones cracked, all that fun stuff. Essentially, it's the same overextending problem Ichi has, except multiplied many more times.
Made By: Taien Hadohou.
Reserved?: No
{Code for Tech}
[spoiler][b][u]Technique Name:[/u][/b] Yottsu
[b][u]Technique Class:[/u][/b] 1 - 250 TTP
[b][u]Technique Type:[/u][/b] General Shinigami.
[b][u]Usable By:[/u][/b] Shinigami, Vizard.
[b][u]Technique Element:[/u][/b] Varies.
[b][u]Technique Cost:[/u][/b] 800 Reiatsu.
[b][u]Description:[/u][/b] An incredibly powerful and dangerous technique, Yottsu, "Together", is the height of trust between a Zanpakuto Spirit and its Wielder. This technique requires intense deliberation between the Spirit and the Wielder to be used, due to the nature of this technique. When used, Yottsu allows the Zanpakuto Spirit to inhabit the same body as the Wielder. Acting similar to Soulbind, Yottsu causes the Spirit's and Wielder's souls to align, however, it also causes their 'bodies' to align. This causes the Spirit to take command of the user's body. For the next four posts, the Zanpakuto Spirit is able to release the limits on the wielder's body, allowing them to ignore things like Stamina and wounds, and allow the body to keep on fighting. Additionally, this allows the Zanpakuto Spirit to fight in place of the wielder, which means the Zanpakuto Spirit can bring to bear their own formidable fighting experience and prowess.
Mechanically, this grants someone a 3 in their respective Weapon Skill, or, if the user already has a 3, bumps it up to a 4. This lasts for four posts, before the bonuses are lost, although the Zanpakuto Spirit will still be in control. As an added bonus, if used while Ichi is in effect, the bonus from that becomes 3x instead of 2x, due to the further synchronization between the Spirit and Wielder. It lets the two move far easier as one than before. During this technique, the image of the Zanpakuto Spirit is overlayed over that of the Shinigami, fading in and out.
[b][u]How to Use:[/u][/b] Communicate with Spirit, work in tandem with it, use Reiatsu.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] This is a powerful technique. A really, really strong technique. Along with the Class One Reiatsu cost and massive spiritual and physical drain, the Zanpakuto Spirit isn't completely 'in sync' with the body. This is part of what lets the Spirit surpass the body's limitations; it doesn't feel the damage done to it. Which means the actual owner of the body [i]does[/i] albeit, because of their status, they wouldn't be able to 'die' of them per-say. This means that the Zanpakuto Spirit could easily accidentally do massive damage to their wielder if they aren't careful, and more than likely will damage them just because of this fact. Additionally, the Zanpakuto Spirit doesn't have to give control back. For a good while, anyway. Anywhere from up to one, two, three threads the Zanpakuto Spirit can be in control. The owner, however, will become progressively more comatose; the Zanpakuto they would be inhabiting isn't exactly made for them, and long enough in it [i]will[/i] permanently damage their spirit.
Should Ichi be in use while Yottsu is in use, the drawbacks from that technique are applied to this as well. Except, a lot worse. Because of the released limits on the body, terrible damage will be inflicted on the user's body. Muscles will be shredded, bones cracked, all that fun stuff. Essentially, it's the same overextending problem Ichi has, except multiplied many more times.
[b][u]Made By:[/u][/b] Taien Hadohou.
[b][u]Reserved?:[/u][/b] No[/spoiler]
{Jū}Technique Name: Jū
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizard.
Technique Element: N/A.
Technique Cost: 400 Reiatsu.
Description: A partial conjuration of a spirit within one's core to enhance combat capabilities. Also popularly referred to as "Doppelganger" by those which have learned of its existence, this technique allows the user to call the being within their Zanpakuto for aid by asking them to become their spirit within. Should the spirit accept this proposal and allow this technique to be executed, they will project themselves within the user's body and follow their every move at a slightly slower speed for the next three posts, during which they are considered practically non-corporeal. Whenever the user decides to attack a chosen target, however, the spirit can decide to end this non-corporeality at any time by launching a proper attack of their own towards the target. Once the user and their attack is completed, they return to their previous mimicking position until their presence is no longer required by the user.
If the user somehow possesses more than one Zanpakuto spirit and is proficient with the use of this technique, they can partially conjure all of them within themselves so as to enhance their attacks for a greater reiatsu cost. Mastery of this technique allows the user to briefly separate their projection from their body for a post, after which they must return to their normal position and remain as such for the next post.
How to Use: Listed Above.
Incantation: N/A.
Drawbacks: Due to the nature of this technique, its effectiveness heavily depends on the spirit's personality and nature, and the relationship they share with the user. Should the former be too hateful, playful or wild, or the latter be too sour, the spirit may simply refuse to help the user altogether, which would render the user incapable of executing the technique. With that said, if the spirit does agree to help without any objections, the user will be subjected to physical fatigue that will impact their performance until after the end of the task at hand. An amount of reiatsu will also be required from them upon executing this technique so as to properly conjure the being within their weapon as their spirit within.
The "Doppelganger" is a proper spirit within that is fated to remain inside of the user's body. Though they can speak freely, they are locked onto the user when it comes to movement as they are tasked to remain within the user's path, and so are unable to move around the battlefield on their own unless the user has mastered the technique. Even then, however, they are not allowed to move beyond one post. If the spirit is ever hit by a target while they are attacking it alongside the user, they will find themselves instantly returned to the Inner World with a physical wound that they will need to recover from for the next two posts.
Made By: Nakajima Kimiko.
Reserved?: No
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizard.
Technique Element: N/A.
Technique Cost: 400 Reiatsu.
Description: A partial conjuration of a spirit within one's core to enhance combat capabilities. Also popularly referred to as "Doppelganger" by those which have learned of its existence, this technique allows the user to call the being within their Zanpakuto for aid by asking them to become their spirit within. Should the spirit accept this proposal and allow this technique to be executed, they will project themselves within the user's body and follow their every move at a slightly slower speed for the next three posts, during which they are considered practically non-corporeal. Whenever the user decides to attack a chosen target, however, the spirit can decide to end this non-corporeality at any time by launching a proper attack of their own towards the target. Once the user and their attack is completed, they return to their previous mimicking position until their presence is no longer required by the user.
If the user somehow possesses more than one Zanpakuto spirit and is proficient with the use of this technique, they can partially conjure all of them within themselves so as to enhance their attacks for a greater reiatsu cost. Mastery of this technique allows the user to briefly separate their projection from their body for a post, after which they must return to their normal position and remain as such for the next post.
How to Use: Listed Above.
Incantation: N/A.
Drawbacks: Due to the nature of this technique, its effectiveness heavily depends on the spirit's personality and nature, and the relationship they share with the user. Should the former be too hateful, playful or wild, or the latter be too sour, the spirit may simply refuse to help the user altogether, which would render the user incapable of executing the technique. With that said, if the spirit does agree to help without any objections, the user will be subjected to physical fatigue that will impact their performance until after the end of the task at hand. An amount of reiatsu will also be required from them upon executing this technique so as to properly conjure the being within their weapon as their spirit within.
The "Doppelganger" is a proper spirit within that is fated to remain inside of the user's body. Though they can speak freely, they are locked onto the user when it comes to movement as they are tasked to remain within the user's path, and so are unable to move around the battlefield on their own unless the user has mastered the technique. Even then, however, they are not allowed to move beyond one post. If the spirit is ever hit by a target while they are attacking it alongside the user, they will find themselves instantly returned to the Inner World with a physical wound that they will need to recover from for the next two posts.
Made By: Nakajima Kimiko.
Reserved?: No
{Code for Tech}
[spoiler]{Jū}[b][u]Technique Name:[/u][/b] Jū
[b][u]Technique Class:[/u][/b] 3 - 80 TTP
[b][u]Technique Type:[/u][/b] General Shinigami.
[b][u]Usable By:[/u][/b] Shinigami, Vizard.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 400 Reiatsu.
[b][u]Description:[/u][/b] A partial conjuration of a spirit within one's core to enhance combat capabilities. Also popularly referred to as "Doppelganger" by those which have learned of its existence, this technique allows the user to call the being within their Zanpakuto for aid by asking them to become their spirit within. Should the spirit accept this proposal and allow this technique to be executed, they will project themselves within the user's body and follow their every move at a slightly slower speed for the next three posts, during which they are considered practically non-corporeal. Whenever the user decides to attack a chosen target, however, the spirit can decide to end this non-corporeality at any time by launching a proper attack of their own towards the target. Once the user and their attack is completed, they return to their previous mimicking position until their presence is no longer required by the user.
If the user somehow possesses more than one Zanpakuto spirit and is proficient with the use of this technique, they can partially conjure all of them within themselves so as to enhance their attacks for a greater reiatsu cost. Mastery of this technique allows the user to briefly separate their projection from their body for a post, after which they must return to their normal position and remain as such for the next post.
[b][u]How to Use:[/u][/b] Listed Above.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] Due to the nature of this technique, its effectiveness heavily depends on the spirit's personality and nature, and the relationship they share with the user. Should the former be too hateful, playful or wild, or the latter be too sour, the spirit may simply refuse to help the user altogether, which would render the user incapable of executing the technique. With that said, if the spirit does agree to help without any objections, the user will be subjected to physical fatigue that will impact their performance until after the end of the task at hand. An amount of reiatsu will also be required from them upon executing this technique so as to properly conjure the being within their weapon as their spirit within.
The "Doppelganger" is a proper spirit within that is fated to remain inside of the user's body. Though they can speak freely, they are locked onto the user when it comes to movement as they are tasked to remain within the user's path, and so are unable to move around the battlefield on their own unless the user has mastered the technique. Even then, however, they are not allowed to move beyond one post. If the spirit is ever hit by a target while they are attacking it alongside the user, they will find themselves instantly returned to the Inner World with a physical wound that they will need to recover from for the next two posts.
[b][u]Made By:[/u][/b] Nakajima Kimiko.
[b][u]Reserved?:[/u][/b] No[/spoiler]
{Soul Resonance}Technique Name: Soul Resonance
Technique Class: 1 - 250 TTP
Technique Type: Soul Release.
Usable By: Shinigami, Vizard.
Technique Element: N/A.
Technique Cost: 800 Reiatsu.
Description: The relationship with one's Zanpakuto Spirit varies from Shinigami to Shinigami. Some work in tandem with their Spirit, treating them as equals. While others force a much more servitude relationship. Making the Zanpakuto Spirit out to be nothing but a mere tool. A simple weapon to be handled and used when needed. Regardless of the relationship, a Zanpakuto Spirit is a representation of a Soul Reaper's very soul. They are a piece of them. Though similar in personality in some aspects. They can be vastly different from others.
Soul Resonance is more along a state of being than a technique itself. It represents a melding of the mind, body and soul between Shinigami and Zanpakuto Spirit. When the two truly become one harmonious being. No longer shackled by differing thoughts and personalities. The Zanpakuto Spirit and Shinigami have become truly one. Acting, fighting and even speaking as one. The voice of the Zanpakuto Spirit will overlap and resonate from the Shinigami. The appearance of the Shinigami will differ from Reaper to Reaper. Causing the Shinigami to take some resemblance to their Zanpakuto Spirit. This varies depending on the Spirit in question. Possibly causing the Reaper to sprout wings or even a tail. Sometimes shifting their physical appearance drastically. which can shift wildy between Shikai and Bankai respectfully.
Soul Resonance - Echo: The Shikai variant of Soul Resonance is simply known as Echo and can only be used in Shikai. It also requires a two post start up time to activate (Mastery reduces this to one). And can only be active for up to five posts. In this state the Shinigami and the Zanpakuto Spirit haven't fully fused. They merely share the same state of mind, the same goal. Though some physical features of the Reaper will change causing them to faintly resemble their Zanpakuto Spirit. But only small changes will occur. Such as a change in clothing or even eye color. Possibly even growing fangs.
Soul Resonance - Harmony: The Bankai variant of Soul Resonance is known as Harmony and can only be used in Bankai. It requires a three post start up time to activate (Mastery reduces this to two). And can only be active for up to five posts. In this state the Shinigami and the Zanpakuto Spirit have fully harmonized. This shifts the Shinigami's appearance as well as their personality heavily. Causing them to appear as a fusion between Shinigami and Zanpakuto Spirit.
During Soul Resonance, the Shinigami and Zanpakuto Spirit act as one. And as such their release techniques become less strenuous and easier to perform on their spiritual bodies. Allowing the Shinigami and the Spirit to cut the cost of release techniques by 25% in Shikai and 50% while in Bankai. Also in becoming one being, they are able to think far more quickly and effectively than they would on their own. Allowing the two to make split second decisions and act far more efficiently in the heat of battle. Increasing their instinct by 25% in both Shikai and Bankai. Lastly when mastered, their main offensive stat will increase by 25% in Shikai and 50% in Bankai respectively, during the first duration of release before refresh.
How to Use: Commune and resonate your soul with ones Zanpakuto Spirit.
Incantation: N/A.
Drawbacks: Though this technique is rather strong, it comes with some rather nasty drawbacks. First of all, the personality of the user can vastly shift after fusion. Forcing the Shinigami and Zanpakuto Spirit to perform and act in certain ways they would not before. Making the user out to be a completely different person. This is mainly an issue in Bankai though and is rarely a problem in Shikai. This technique cuts the duration of release in half and doubles the cost of release. Also this technique can only be used once in a thread and remains active for only five consecutive posts. Thus might require the Shinigami to refresh their release in order to remain fused. Lastly even though this technique is active for five posts. Exiting this fusion at any time puts the Shinigami in a wounded state. Cutting their instinct and offensive by 25%, lasting for three posts afterwards. This is due to the stress that this fusion puts on their spiritual bodies.
Made By: Aevus.
Reserved?: No.
Technique Class: 1 - 250 TTP
Technique Type: Soul Release.
Usable By: Shinigami, Vizard.
Technique Element: N/A.
Technique Cost: 800 Reiatsu.
Description: The relationship with one's Zanpakuto Spirit varies from Shinigami to Shinigami. Some work in tandem with their Spirit, treating them as equals. While others force a much more servitude relationship. Making the Zanpakuto Spirit out to be nothing but a mere tool. A simple weapon to be handled and used when needed. Regardless of the relationship, a Zanpakuto Spirit is a representation of a Soul Reaper's very soul. They are a piece of them. Though similar in personality in some aspects. They can be vastly different from others.
Soul Resonance is more along a state of being than a technique itself. It represents a melding of the mind, body and soul between Shinigami and Zanpakuto Spirit. When the two truly become one harmonious being. No longer shackled by differing thoughts and personalities. The Zanpakuto Spirit and Shinigami have become truly one. Acting, fighting and even speaking as one. The voice of the Zanpakuto Spirit will overlap and resonate from the Shinigami. The appearance of the Shinigami will differ from Reaper to Reaper. Causing the Shinigami to take some resemblance to their Zanpakuto Spirit. This varies depending on the Spirit in question. Possibly causing the Reaper to sprout wings or even a tail. Sometimes shifting their physical appearance drastically. which can shift wildy between Shikai and Bankai respectfully.
Soul Resonance - Echo: The Shikai variant of Soul Resonance is simply known as Echo and can only be used in Shikai. It also requires a two post start up time to activate (Mastery reduces this to one). And can only be active for up to five posts. In this state the Shinigami and the Zanpakuto Spirit haven't fully fused. They merely share the same state of mind, the same goal. Though some physical features of the Reaper will change causing them to faintly resemble their Zanpakuto Spirit. But only small changes will occur. Such as a change in clothing or even eye color. Possibly even growing fangs.
Soul Resonance - Harmony: The Bankai variant of Soul Resonance is known as Harmony and can only be used in Bankai. It requires a three post start up time to activate (Mastery reduces this to two). And can only be active for up to five posts. In this state the Shinigami and the Zanpakuto Spirit have fully harmonized. This shifts the Shinigami's appearance as well as their personality heavily. Causing them to appear as a fusion between Shinigami and Zanpakuto Spirit.
During Soul Resonance, the Shinigami and Zanpakuto Spirit act as one. And as such their release techniques become less strenuous and easier to perform on their spiritual bodies. Allowing the Shinigami and the Spirit to cut the cost of release techniques by 25% in Shikai and 50% while in Bankai. Also in becoming one being, they are able to think far more quickly and effectively than they would on their own. Allowing the two to make split second decisions and act far more efficiently in the heat of battle. Increasing their instinct by 25% in both Shikai and Bankai. Lastly when mastered, their main offensive stat will increase by 25% in Shikai and 50% in Bankai respectively, during the first duration of release before refresh.
How to Use: Commune and resonate your soul with ones Zanpakuto Spirit.
Incantation: N/A.
Drawbacks: Though this technique is rather strong, it comes with some rather nasty drawbacks. First of all, the personality of the user can vastly shift after fusion. Forcing the Shinigami and Zanpakuto Spirit to perform and act in certain ways they would not before. Making the user out to be a completely different person. This is mainly an issue in Bankai though and is rarely a problem in Shikai. This technique cuts the duration of release in half and doubles the cost of release. Also this technique can only be used once in a thread and remains active for only five consecutive posts. Thus might require the Shinigami to refresh their release in order to remain fused. Lastly even though this technique is active for five posts. Exiting this fusion at any time puts the Shinigami in a wounded state. Cutting their instinct and offensive by 25%, lasting for three posts afterwards. This is due to the stress that this fusion puts on their spiritual bodies.
Made By: Aevus.
Reserved?: No.
{Code for Tech}
[spoiler]{Soul Resonance}[b][u]Technique Name:[/u][/b] Soul Resonance
[b][u]Technique Class:[/u][/b] 1 - 250 TTP
[b][u]Technique Type:[/u][/b] Soul Release.
[b][u]Usable By:[/u][/b] Shinigami, Vizard.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 800 Reiatsu.
[b][u]Description:[/u][/b] The relationship with one's Zanpakuto Spirit varies from Shinigami to Shinigami. Some work in tandem with their Spirit, treating them as equals. While others force a much more servitude relationship. Making the Zanpakuto Spirit out to be nothing but a mere tool. A simple weapon to be handled and used when needed. Regardless of the relationship, a Zanpakuto Spirit is a representation of a Soul Reaper's very soul. They are a piece of them. Though similar in personality in some aspects. They can be vastly different from others.
Soul Resonance is more along a state of being than a technique itself. It represents a melding of the mind, body and soul between Shinigami and Zanpakuto Spirit. When the two truly become one harmonious being. No longer shackled by differing thoughts and personalities. The Zanpakuto Spirit and Shinigami have become truly one. Acting, fighting and even speaking as one. The voice of the Zanpakuto Spirit will overlap and resonate from the Shinigami. The appearance of the Shinigami will differ from Reaper to Reaper. Causing the Shinigami to take some resemblance to their Zanpakuto Spirit. This varies depending on the Spirit in question. Possibly causing the Reaper to sprout wings or even a tail. Sometimes shifting their physical appearance drastically. which can shift wildy between Shikai and Bankai respectfully.
[b]Soul Resonance - Echo:[/b] The Shikai variant of Soul Resonance is simply known as Echo and can only be used in Shikai. It also requires a two post start up time to activate (Mastery reduces this to one). And can only be active for up to five posts. In this state the Shinigami and the Zanpakuto Spirit haven't fully fused. They merely share the same state of mind, the same goal. Though some physical features of the Reaper will change causing them to faintly resemble their Zanpakuto Spirit. But only small changes will occur. Such as a change in clothing or even eye color. Possibly even growing fangs.
[b]Soul Resonance - Harmony:[/b] The Bankai variant of Soul Resonance is known as Harmony and can only be used in Bankai. It requires a three post start up time to activate (Mastery reduces this to two). And can only be active for up to five posts. In this state the Shinigami and the Zanpakuto Spirit have fully harmonized. This shifts the Shinigami's appearance as well as their personality heavily. Causing them to appear as a fusion between Shinigami and Zanpakuto Spirit.
During Soul Resonance, the Shinigami and Zanpakuto Spirit act as one. And as such their release techniques become less strenuous and easier to perform on their spiritual bodies. Allowing the Shinigami and the Spirit to cut the cost of release techniques by 25% in Shikai and 50% while in Bankai. Also in becoming one being, they are able to think far more quickly and effectively than they would on their own. Allowing the two to make split second decisions and act far more efficiently in the heat of battle. Increasing their instinct by 25% in both Shikai and Bankai. Lastly when mastered, their main offensive stat will increase by 25% in Shikai and 50% in Bankai respectively, during the first duration of release before refresh.
[b][u]How to Use:[/u][/b] Commune and resonate your soul with ones Zanpakuto Spirit.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] Though this technique is rather strong, it comes with some rather nasty drawbacks. First of all, the personality of the user can vastly shift after fusion. Forcing the Shinigami and Zanpakuto Spirit to perform and act in certain ways they would not before. Making the user out to be a completely different person. This is mainly an issue in Bankai though and is rarely a problem in Shikai. This technique cuts the duration of release in half and doubles the cost of release. Also this technique can only be used once in a thread and remains active for only five consecutive posts. Thus might require the Shinigami to refresh their release in order to remain fused. Lastly even though this technique is active for five posts. Exiting this fusion at any time puts the Shinigami in a wounded state. Cutting their instinct and offensive by 25%, lasting for three posts afterwards. This is due to the stress that this fusion puts on their spiritual bodies.
[b][u]Made By:[/u][/b] Aevus.
[b][u]Reserved?:[/u][/b] No.[/spoiler]
{Chōyaku Arashi}Technique Name: Chōyaku Arashi [Leaping Storm]
Technique Class: [4]
Technique Type: [General Physical]
Usable By: [All Races]
Technique Element: [N/A]
Technique Cost: [N/A]
Description: Inspired by both Advanced Air Ground and Strength Step, Chōyaku Arashi allows the user to take full advantage of their incredible physical strength. By kicking with sufficient force, the user can effectively use the very air itself as a foothold to propel themselves high into the sky. The user propels themselves using their Strength, but this may never exceed their Speed. Additionally, the user may utilize these footholds to use step techniques similar to an Air Ground. At Proficient, the user may utilize more rapid kicks to better control their movements. Now the user can change directions mid-flight rather than propel themselves in a straight line. At Mastered, the user has become so fluid that it appears as though they are practically walking on air. Additionally, the user may utilize their arms for movements allowing for sudden trajectory changes, swiveling, and other advanced aerial movements.
How to Use: Kick or strike the air, as if it were a solid surface, to propel oneself forward.
Drawbacks: Despite costing no reiatsu to execute, Chōyaku Arashi is a specialized technique. To even hope to utilize this technique, the user must have a minimum Strength of 600 to create sufficient force. Additionally, this technique puts increased strain on the muscles. While using this technique, the user's Speed is treated as 50% higher or 800, whichever is higher, when calculating stamina drain from high-speed movement. At mastered, this increased stamina drain is reduced to 25% or 600, whichever is higher. This stamina drain cannot be mitigated by the users' comfortable speed. If not managed carefully, the user may find themselves fatigued far quicker than normal. Finally, the user cannot generate shockwaves to attack while using Chōyaku Arashi as the added force significantly throws off the timing and rhythm required. Naturally, Chōyaku Arashi is useless if the user is completely immobilized.
Made By: Celes Shindazu
Reserved?: Yes, but can be taught.
Technique Class: [4]
Technique Type: [General Physical]
Usable By: [All Races]
Technique Element: [N/A]
Technique Cost: [N/A]
Description: Inspired by both Advanced Air Ground and Strength Step, Chōyaku Arashi allows the user to take full advantage of their incredible physical strength. By kicking with sufficient force, the user can effectively use the very air itself as a foothold to propel themselves high into the sky. The user propels themselves using their Strength, but this may never exceed their Speed. Additionally, the user may utilize these footholds to use step techniques similar to an Air Ground. At Proficient, the user may utilize more rapid kicks to better control their movements. Now the user can change directions mid-flight rather than propel themselves in a straight line. At Mastered, the user has become so fluid that it appears as though they are practically walking on air. Additionally, the user may utilize their arms for movements allowing for sudden trajectory changes, swiveling, and other advanced aerial movements.
How to Use: Kick or strike the air, as if it were a solid surface, to propel oneself forward.
Drawbacks: Despite costing no reiatsu to execute, Chōyaku Arashi is a specialized technique. To even hope to utilize this technique, the user must have a minimum Strength of 600 to create sufficient force. Additionally, this technique puts increased strain on the muscles. While using this technique, the user's Speed is treated as 50% higher or 800, whichever is higher, when calculating stamina drain from high-speed movement. At mastered, this increased stamina drain is reduced to 25% or 600, whichever is higher. This stamina drain cannot be mitigated by the users' comfortable speed. If not managed carefully, the user may find themselves fatigued far quicker than normal. Finally, the user cannot generate shockwaves to attack while using Chōyaku Arashi as the added force significantly throws off the timing and rhythm required. Naturally, Chōyaku Arashi is useless if the user is completely immobilized.
Made By: Celes Shindazu
Reserved?: Yes, but can be taught.
{Code for Tech}
[spoiler]{Chōyaku Arashi}[u][b]Technique Name:[/b][/u] Chōyaku Arashi [Leaping Storm]
[u][b]Technique Class:[/b][/u] [4]
[u][b]Technique Type:[/b][/u] [General Physical]
[u][b]Usable By:[/b][/u] [All Races]
[u][b]Technique Element:[/b][/u] [N/A]
[u][b]Technique Cost:[/b][/u] [N/A]
[u][b]Description:[/b][/u] Inspired by both Advanced Air Ground and Strength Step, Chōyaku Arashi allows the user to take full advantage of their incredible physical strength. By kicking with sufficient force, the user can effectively use the very air itself as a foothold to propel themselves high into the sky. The user propels themselves using their Strength, but this may never exceed their Speed. Additionally, the user may utilize these footholds to use step techniques similar to an Air Ground. At Proficient, the user may utilize more rapid kicks to better control their movements. Now the user can change directions mid-flight rather than propel themselves in a straight line. At Mastered, the user has become so fluid that it appears as though they are practically walking on air. Additionally, the user may utilize their arms for movements allowing for sudden trajectory changes, swiveling, and other advanced aerial movements.
[u][b]How to Use:[/b][/u] Kick or strike the air, as if it were a solid surface, to propel oneself forward.
[u][b]Drawbacks:[/b][/u] Despite costing no reiatsu to execute, Chōyaku Arashi is a specialized technique. To even hope to utilize this technique, the user must have a minimum Strength of 600 to create sufficient force. Additionally, this technique puts increased strain on the muscles. While using this technique, the user's Speed is treated as 50% higher or 800, whichever is higher, when calculating stamina drain from high-speed movement. At mastered, this increased stamina drain is reduced to 25% or 600, whichever is higher. This stamina drain cannot be mitigated by the users' comfortable speed. If not managed carefully, the user may find themselves fatigued far quicker than normal. Finally, the user cannot generate shockwaves to attack while using Chōyaku Arashi as the added force significantly throws off the timing and rhythm required. Naturally, Chōyaku Arashi is useless if the user is completely immobilized.
[u][b]Made By:[/b][/u] Celes Shindazu
[u][b]Reserved?:[/b][/u] Yes, but can be taught.[/spoiler]
{Hiraku Jizen - Cinematic}Technique Name: Hiraku Jinzen (開く刃禅, "Open Jinzen")
Technique Type: Cinematic | Outer Spirit Projection
Technique Element: None
Usable by: Shinigami & Vizard
Class: 5
Technique Reiatsu Cost: 50/post (Learned), 25/post (Proficient), 5/post (Mastered)
Technique Description and Effects
The summoning of a spirit's image for communication meant to act as a simpler, more open version of the original Jinzen. The user points their Zanpakuto forward towards a surface before calling forth the being that resides within their blade, which is typically accomplished with a modification of the command that must be used to release them from their sealed form. Should the spirit accept the call, they will in turn project a non-corporeal version of themselves outside of the Inner World that can hear and speak to any who decide to engage a conversation with it. How this spirit achieves this projection is up to its own discretion. Once this conversation is finished, the user or the spirit can decide to disengage this projection, which will cause it to vanish.
Drawbacks & Weaknesses
Much akin to a ghost or a hologram, this projection cannot be damaged by most physical and spiritual means, as it does not actually possess a physical form. No matter how hard an opponent may attempt to disrupt or destroy the projection, they will never be capable of doing so through simple means. However, given this lack of physicality within the true world, the spirit is unable to do anything beyond simple acts of communication. In other words, it is virtually worthless in combat unless the user requires counseling or observation.
Moreover, due to its nature as a projecting technique, Hiraku Jinzen requires reiatsu in order to be appropriately executed. This is something that the base Jinzen technique itself does not require at all, which could make a few practitioners ignore the technique in favor of the original for its simplicity alone. This reiatsu must be provided to the projection at a constant basis in order for it to remain stable. If the user is unable to conduct this supplying appropriately, the projection will break and eventually vanish. Fortunately, mastery of this technique can permit the user to steadily decrease the amount of reiatsu required for the projection to remain intact. Despite this, negating this cost is impossible, even for those who are intrinsically connected to their Zanpakuto spirit.
Made by: Nakajima Kimiko
Reserved? : No
Technique Type: Cinematic | Outer Spirit Projection
Technique Element: None
Usable by: Shinigami & Vizard
Class: 5
Technique Reiatsu Cost: 50/post (Learned), 25/post (Proficient), 5/post (Mastered)
Technique Description and Effects
The summoning of a spirit's image for communication meant to act as a simpler, more open version of the original Jinzen. The user points their Zanpakuto forward towards a surface before calling forth the being that resides within their blade, which is typically accomplished with a modification of the command that must be used to release them from their sealed form. Should the spirit accept the call, they will in turn project a non-corporeal version of themselves outside of the Inner World that can hear and speak to any who decide to engage a conversation with it. How this spirit achieves this projection is up to its own discretion. Once this conversation is finished, the user or the spirit can decide to disengage this projection, which will cause it to vanish.
Drawbacks & Weaknesses
Much akin to a ghost or a hologram, this projection cannot be damaged by most physical and spiritual means, as it does not actually possess a physical form. No matter how hard an opponent may attempt to disrupt or destroy the projection, they will never be capable of doing so through simple means. However, given this lack of physicality within the true world, the spirit is unable to do anything beyond simple acts of communication. In other words, it is virtually worthless in combat unless the user requires counseling or observation.
Moreover, due to its nature as a projecting technique, Hiraku Jinzen requires reiatsu in order to be appropriately executed. This is something that the base Jinzen technique itself does not require at all, which could make a few practitioners ignore the technique in favor of the original for its simplicity alone. This reiatsu must be provided to the projection at a constant basis in order for it to remain stable. If the user is unable to conduct this supplying appropriately, the projection will break and eventually vanish. Fortunately, mastery of this technique can permit the user to steadily decrease the amount of reiatsu required for the projection to remain intact. Despite this, negating this cost is impossible, even for those who are intrinsically connected to their Zanpakuto spirit.
Made by: Nakajima Kimiko
Reserved? : No
{Instant Jinzen - Cinematic}Technique Name: Instant Jinzen
Technique Class: 5 - 10 TTP
Technique Type: General Shinigami - Cinematic.
Usable By: Shinigami, Vizard.
Technique Element: N/A.
Technique Cost: 100 Reiatsu.
Description: Named after, and an improved version of, the classic Jinzen position, Instant Jinzen allows the user to communicate with their Zanpakuto Spirit even during the heat of battle. Allows the user to contact their Spirit for the duration of, at most, half a post. This is entirely a mental affair, and time flows differently for the user while using it. While not necessary for the Numbers techniques, this does allow one to work with their Spirits better.
How to Use: Concentrate on the Inner World, and expend Reiatsu to appear there, mentally.
Incantation: N/A.
Drawbacks: Costs Reiatsu to do, while the regular Jinzen position doesn't cost any. While time passes slower for the user while in their Inner World, they may be disoriented upon entering or exiting, due to how fast the switch occurs. Doesn't last nearly as long as the normal Jinzen does.
Made By: Taien Hadohou.
Reserved?: No.
Technique Class: 5 - 10 TTP
Technique Type: General Shinigami - Cinematic.
Usable By: Shinigami, Vizard.
Technique Element: N/A.
Technique Cost: 100 Reiatsu.
Description: Named after, and an improved version of, the classic Jinzen position, Instant Jinzen allows the user to communicate with their Zanpakuto Spirit even during the heat of battle. Allows the user to contact their Spirit for the duration of, at most, half a post. This is entirely a mental affair, and time flows differently for the user while using it. While not necessary for the Numbers techniques, this does allow one to work with their Spirits better.
How to Use: Concentrate on the Inner World, and expend Reiatsu to appear there, mentally.
Incantation: N/A.
Drawbacks: Costs Reiatsu to do, while the regular Jinzen position doesn't cost any. While time passes slower for the user while in their Inner World, they may be disoriented upon entering or exiting, due to how fast the switch occurs. Doesn't last nearly as long as the normal Jinzen does.
Made By: Taien Hadohou.
Reserved?: No.
{Denryokuseigen - Cinematic}Technique Name: Denryokuseigen (Power Restriction)
Technique Class: 3
Technique Type: General Spiritual (Cinematic)
Usable By: All Races
Technique Element: N/A
Technique Cost: N/A
Description: The Denryokuseigen Limiter is a technique that has many forms and variations across many different factions and entities. The most well known version of this technique exists as part of the Gotei 13’s general regulations for its strongest members. While different factions have different Limiters and some individuals may even develop or have developed specific Limiters for their individual reiatsu level, the concept behind them is the same. The Denryokuseigen Limiter is used to either forcibly seal the power level and offensive strength of an individual in order to limit the chance of collateral damage, or it is used voluntarily to assist those who may travel to heavily populated or other protected areas in limiting their strength.
Generally the seal itself is unable to be detected save for those with at least 300 ES, unless it is in the process of being unlocked or has been unlocked entirely. The seal, when active, limits an individual’s offensive power while retaining their durability. Strength is limited for the purpose of striking power and kinetic motion, but is not limited for the purpose of physical durability. Speed is affected by limiting both physical speed and speed otherwise enhanced by abilities and step techniques. Reiatsu Strength is limited by affecting the intensity and magnitude of an individual’s spiritual techniques, but does not prevent them from utilizing techniques that would require a certain amount of RS to perform - they simply perform a substantially weaker version. Limitations on Spiritual Pressure affect the ability to exert Gravitational Pressure on the user’s surroundings and the ability to use Cutback offensively, but does not affect one’s natural Cutback potential. Limiters generally do not affect sensory stats at all.
How to Use: All Denryokuseigen Limiters consist of three parts and are spiritual in nature. The first part of the Limiter is the frame of the seal. This usually takes the form of a shape, generally a square or a circle, but it may be any frame. The second section of the seal is referred to as its ‘chain’ or ‘lock’. This often takes the shape of a series of lines crossing the frame. The number of lines generally determines the overall strength of the seal and how many ‘stages’ one must go through in order to fully unseal themselves, but not always. Some individuals may break through all of the chains of the Limiter at once, and other seals may be substantially more durable. The final section of the seal is its core - this is the section of the seal that effectively holds the sealed power of the individual.
Each level of the seal is released with a command phrase - usually Kaijo (Releasing). Depending on the seal itself, it may be released in stages or all at once.
Drawbacks: There are generally no drawbacks that come with releasing a limiter seal that has been placed on an individual, though the effect it has on the user’s surroundings may be disastrous, especially if they were sealed in order to improve their self-control or to limit collateral damage. Some factions may impose limiters onto their members and reckless unsealing of their limiter may result in other faction-specific punishments (I.E. Reprimanding and punishment for a Shinigami Captain or Vice Captain for recklessly unsealing their limiter).
Reserved?: No
Technique Class: 3
Technique Type: General Spiritual (Cinematic)
Usable By: All Races
Technique Element: N/A
Technique Cost: N/A
Description: The Denryokuseigen Limiter is a technique that has many forms and variations across many different factions and entities. The most well known version of this technique exists as part of the Gotei 13’s general regulations for its strongest members. While different factions have different Limiters and some individuals may even develop or have developed specific Limiters for their individual reiatsu level, the concept behind them is the same. The Denryokuseigen Limiter is used to either forcibly seal the power level and offensive strength of an individual in order to limit the chance of collateral damage, or it is used voluntarily to assist those who may travel to heavily populated or other protected areas in limiting their strength.
Generally the seal itself is unable to be detected save for those with at least 300 ES, unless it is in the process of being unlocked or has been unlocked entirely. The seal, when active, limits an individual’s offensive power while retaining their durability. Strength is limited for the purpose of striking power and kinetic motion, but is not limited for the purpose of physical durability. Speed is affected by limiting both physical speed and speed otherwise enhanced by abilities and step techniques. Reiatsu Strength is limited by affecting the intensity and magnitude of an individual’s spiritual techniques, but does not prevent them from utilizing techniques that would require a certain amount of RS to perform - they simply perform a substantially weaker version. Limitations on Spiritual Pressure affect the ability to exert Gravitational Pressure on the user’s surroundings and the ability to use Cutback offensively, but does not affect one’s natural Cutback potential. Limiters generally do not affect sensory stats at all.
How to Use: All Denryokuseigen Limiters consist of three parts and are spiritual in nature. The first part of the Limiter is the frame of the seal. This usually takes the form of a shape, generally a square or a circle, but it may be any frame. The second section of the seal is referred to as its ‘chain’ or ‘lock’. This often takes the shape of a series of lines crossing the frame. The number of lines generally determines the overall strength of the seal and how many ‘stages’ one must go through in order to fully unseal themselves, but not always. Some individuals may break through all of the chains of the Limiter at once, and other seals may be substantially more durable. The final section of the seal is its core - this is the section of the seal that effectively holds the sealed power of the individual.
Each level of the seal is released with a command phrase - usually Kaijo (Releasing). Depending on the seal itself, it may be released in stages or all at once.
Drawbacks: There are generally no drawbacks that come with releasing a limiter seal that has been placed on an individual, though the effect it has on the user’s surroundings may be disastrous, especially if they were sealed in order to improve their self-control or to limit collateral damage. Some factions may impose limiters onto their members and reckless unsealing of their limiter may result in other faction-specific punishments (I.E. Reprimanding and punishment for a Shinigami Captain or Vice Captain for recklessly unsealing their limiter).
Reserved?: No
{Sculpture Strike - Cinematic}Technique Name: Sculpture Strike (Cinematic)
Class: 6
Technique Type: Physical
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: The most beautiful technique of the most monstrous in strength. By focusing one’s mind and body in unison the user envisions a figure in their mind and then strikes at an object. This object can be anything from stone, wood, clay etc. At the point of impact a shockwave is released which moves over the object tearing, scraping, smoothing it over into the image in the mind of the user.
When learned users can only form basic things such as furniture. When one becomes Proficient at using this technique though, the objects they can form become much more complex or elegant as if they were formed after many hours of hard work. When Mastered when a single shockwave can be used to form beautiful sculptures, statues, furniture etc in mere moments.
How to use technique: Must envision what they wish to form with the shockwave usually meaning the eyes must be closed.
Technique Drawbacks: Can’t be used to form weapons or armory. Requires 600 strength. Can’t be used on soft or weak substances like cloth or sand.
Made By: Asmo
Reserved: No
Class: 6
Technique Type: Physical
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: The most beautiful technique of the most monstrous in strength. By focusing one’s mind and body in unison the user envisions a figure in their mind and then strikes at an object. This object can be anything from stone, wood, clay etc. At the point of impact a shockwave is released which moves over the object tearing, scraping, smoothing it over into the image in the mind of the user.
When learned users can only form basic things such as furniture. When one becomes Proficient at using this technique though, the objects they can form become much more complex or elegant as if they were formed after many hours of hard work. When Mastered when a single shockwave can be used to form beautiful sculptures, statues, furniture etc in mere moments.
How to use technique: Must envision what they wish to form with the shockwave usually meaning the eyes must be closed.
Technique Drawbacks: Can’t be used to form weapons or armory. Requires 600 strength. Can’t be used on soft or weak substances like cloth or sand.
Made By: Asmo
Reserved: No
Equipment Stash
{Unbreakable Phone}Name: The Unbreakable Phone
Description: Behold, the Phone of yesteryear, immortalized today. The Unbreakable Phone, or TUP for short, is a six inch device modeled after the common cellphone of the nineteen nineties, with all the buttons you need to call up your friends! This device has Energy Sensory equal to its Ip, which it uses to detect the people that are most commonly around the user. This device has the ability to connect to them via a call, no matter what world they might be in! Except Hell. No calls can be made to, from, or in Hell. Intentionally. The recipient of this receives the call either from their own personal cellphone, the nearest phone they could feasibility reach in twenty seconds, or in their mind or inner world. Those individuals can reject the call, preventing another call for five minutes.
Class: 7
Item Type: Tool
Item Power (IP): 300
Offense Type: Mental
Durability: 10,000
Bonuses: It holds a total of ten reiatsu signatures.
Drawbacks: It's not a smart phone. Cannot use its IP for combat reasons.
Cost: 1,000
Crafting Skills: 4 in Crafting
Donated to Urahara's: Kitai Shop
Description: Behold, the Phone of yesteryear, immortalized today. The Unbreakable Phone, or TUP for short, is a six inch device modeled after the common cellphone of the nineteen nineties, with all the buttons you need to call up your friends! This device has Energy Sensory equal to its Ip, which it uses to detect the people that are most commonly around the user. This device has the ability to connect to them via a call, no matter what world they might be in! Except Hell. No calls can be made to, from, or in Hell. Intentionally. The recipient of this receives the call either from their own personal cellphone, the nearest phone they could feasibility reach in twenty seconds, or in their mind or inner world. Those individuals can reject the call, preventing another call for five minutes.
Class: 7
Item Type: Tool
Item Power (IP): 300
Offense Type: Mental
Durability: 10,000
Bonuses: It holds a total of ten reiatsu signatures.
Drawbacks: It's not a smart phone. Cannot use its IP for combat reasons.
Cost: 1,000
Crafting Skills: 4 in Crafting
Donated to Urahara's: Kitai Shop
{Class 7 Amrita-Rich Tincture x1}Name: Amrita-Rich Tincture
Description: An extract of a rare, spiritually-charged herb, distilled into a drinkable form and stored in a soul-synthesized silver container.
Class: 7
Item Type: Consumable Armor
Item Power (IP): 100
Offense Type: None
Durability: 300
Bonuses: Necessary to use the Iron Tiger Tradition Bu Gei techniques, this tincture adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. While its durability lasts, the tincture functions as body armor. Even when the tincture’s durability has expired, its user can continue to use the Iron Tiger Tradition Bu Gei without refreshing the other benefits of the tincture.
Drawbacks: Ryo cost. To benefit from an Amrita-Rich Tincture, the user must have the requisite number of skill points in the Iron Tiger Tradition (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Each blow dealt to the consumer of the tincture damages this “item;” once its durability is depleted, it can be refreshed only by consuming another tincture.
Cost: 1000 Ryo for Class 7 + 1000 Ryo per Class.
Crafting Skills: Crafting 1-3 or Iron Tiger Tradition 1-3
Donated to Urahara's: Yes
Description: An extract of a rare, spiritually-charged herb, distilled into a drinkable form and stored in a soul-synthesized silver container.
Class: 7
Item Type: Consumable Armor
Item Power (IP): 100
Offense Type: None
Durability: 300
Bonuses: Necessary to use the Iron Tiger Tradition Bu Gei techniques, this tincture adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. While its durability lasts, the tincture functions as body armor. Even when the tincture’s durability has expired, its user can continue to use the Iron Tiger Tradition Bu Gei without refreshing the other benefits of the tincture.
Drawbacks: Ryo cost. To benefit from an Amrita-Rich Tincture, the user must have the requisite number of skill points in the Iron Tiger Tradition (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Each blow dealt to the consumer of the tincture damages this “item;” once its durability is depleted, it can be refreshed only by consuming another tincture.
Cost: 1000 Ryo for Class 7 + 1000 Ryo per Class.
Crafting Skills: Crafting 1-3 or Iron Tiger Tradition 1-3
Donated to Urahara's: Yes
Completed Threads
The Good, The Bad, And the Broken Rewards: 80 SP
Please Don't Hate Me [JT] Rewards: 550 CTP
No Love For Valentine [PVP] Rewards: 420 TP
Hado You Know These Incantations Rewards: 510 TP
Voice of the Soul Rewards: 210 TP
The Friend of My Enemy Is A Frenemy? [JT/Torre/Celes] Rewards: 420 TP
Welcome to Paradise [JT/R] Rewards: 540 TP
A Hell'uva Time [NDE/PVP] Rewards: 610 TP
Infinity on High [JT] Rewards: 540 TP
Rabid Outbreak [JT, R, Ask to Join] Rewards: 1325 TP
The Living Lab [NDE, Medium Adventure] Rewards: 800 TP & 4000 Ryo
Master of Puppets [NDE/PVP] Rewards: 260 TP
A Lure in Reapers Clothing [JT] Rewards: 660 TP
Built for Blame, Laced with Shame [Social]
Despite Everything, It's Still You [NDE/PVP] Rewards: 1210 TP
Soul Inmate [Bankai Training] Rewards: 200 TP
Leave it All Behind [DP/PVP] Rewards: 920 TP
Magical Inquiries Rewards: 1030 TP
The Price of Honor [JT] Rewards: 890 TP
Learning On The Job [JT/Closed] Rewards: 700 TP
Spiritual Introspection [JT/Closed] Rewards: 1040 TP
Tenuous Bonds [JT] Rewards: 940 TP
An Exceptionally Close Call [JT/R] Rewards: 750 TP
The Secret Side of Me [Solo Training] Rewards: 160 TP
The Sleeping Dragon, The Spartan, A Clash of Titans [JT, R] Rewards: 410 TP
Ghosts of the Past [JT/Closed] Rewards: 610 TP
High Rank Urgent Quest: Tipping the Scales [DP] Rewards: 850 TP
The Good, The Bad, And the Broken Rewards: 80 SP
Please Don't Hate Me [JT] Rewards: 550 CTP
No Love For Valentine [PVP] Rewards: 420 TP
Hado You Know These Incantations Rewards: 510 TP
Voice of the Soul Rewards: 210 TP
The Friend of My Enemy Is A Frenemy? [JT/Torre/Celes] Rewards: 420 TP
Welcome to Paradise [JT/R] Rewards: 540 TP
A Hell'uva Time [NDE/PVP] Rewards: 610 TP
Infinity on High [JT] Rewards: 540 TP
Rabid Outbreak [JT, R, Ask to Join] Rewards: 1325 TP
The Living Lab [NDE, Medium Adventure] Rewards: 800 TP & 4000 Ryo
Master of Puppets [NDE/PVP] Rewards: 260 TP
A Lure in Reapers Clothing [JT] Rewards: 660 TP
Built for Blame, Laced with Shame [Social]
Despite Everything, It's Still You [NDE/PVP] Rewards: 1210 TP
Soul Inmate [Bankai Training] Rewards: 200 TP
Leave it All Behind [DP/PVP] Rewards: 920 TP
Magical Inquiries Rewards: 1030 TP
The Price of Honor [JT] Rewards: 890 TP
Learning On The Job [JT/Closed] Rewards: 700 TP
Spiritual Introspection [JT/Closed] Rewards: 1040 TP
Tenuous Bonds [JT] Rewards: 940 TP
An Exceptionally Close Call [JT/R] Rewards: 750 TP
The Secret Side of Me [Solo Training] Rewards: 160 TP
The Sleeping Dragon, The Spartan, A Clash of Titans [JT, R] Rewards: 410 TP
Ghosts of the Past [JT/Closed] Rewards: 610 TP
High Rank Urgent Quest: Tipping the Scales [DP] Rewards: 850 TP
The Tales of Seireitei: Celes & Kimiko [Social] Rewards: 50% Social Bonus - Kimiko
Greek Fire (Celes / Social) Rewards: 50% Social Bonus - Kaen
Greek Fire (Celes / Social) Rewards: 50% Social Bonus - Kaen
Collective Introspection Rewards: 2835 TP
Steel Reason [Joint Training] Rewards: 1085 TP
Evil Never Sleeps, It Just Waits [Hard NDE Adventure] Rewards: 2000 TP & 10000 Ryo
The Next Generation [Joint Training] Rewards: 820 TP
Where Dead Dreams Sleep Rewards: 2345 TP
Steel Reason [Joint Training] Rewards: 1085 TP
Evil Never Sleeps, It Just Waits [Hard NDE Adventure] Rewards: 2000 TP & 10000 Ryo
Is It Vengeance [Medium/Hard NDE Adventure] Rewards: 370 TP
The Next Generation [Joint Training] Rewards: 820 TP
Party With The Devil [Social] Rewards: 50% Social Bonus - Brutus
Extra Credit!~ [DE Invasion] Rewards: 800 TP
Hopes And Dreams [Social] Rewards: 30% Social Bonus - Chika
Open Door Policy [Social] Rewards: 40% Social Bonus - Shizuka
Friends on the Other Side [Social] Rewards: 50% Social Bonus - Camila
Red Sun [DE Invasion] Rewards: 1350 TP
Lost and Found [Joint Training] Rewards: 1570 TP
The Knight Against the Shield [DP PVP] Rewards: 11,300 Ryo
Trial For The New Bloods [Joint Training] - Rewards: 760 TP
Challenge From an Outcast [DP PVP] - Rewards: 330 TP
Get Out 2: Estoeric Boogaloo [Hard Adventure] - Rewards: 1200 TP & 6000 Ryo