Post by Deleted on Jan 5, 2019 1:19:38 GMT -5
Total Points
Class: 3 (Rank 1)
CTP: 4,000 (4,000 until next Class-Up)
TTP: 675 (800 TTP spent total)
SP: 1,200 (700/700+200 Training SP) (500/900 Class SP)
SkP: 16 (6 available, 0/8 toward the next point.)
Ryo: 0 (5,000 Ryo spent)
Stats & Skills
Type: Support
Strength: 400 [600]
Speed: 100 [100]
Spiritual Pressure: 400 [600]
Reiatsu Strength: 100 [50]
Instinct: 100 [100]
Senses: 100 [50]
Energy Sensory: [0]
Healing Expertise: [0]
Light Aura: 100
Dark Aura: 0
------------------
Weapons - Kōsei Kādo: 2
Strength of Will: 2
Battle Analysis: 2
Pain Tolerance:2
Martial Arts - Hakuda: 2
Supports
Unredeemed, Redeemed
Ailene Haschiro - A-Rank: Hospital for Souls - 40%
Techniques
Learned, Proficient, Mastered, Release Techniques
Current Threads
KILL SIX MILLION DEMONS [DE Hard Adventure]
Bridges Burned [DP PvP w/Alacran]
Never Forgive Me, Never Forget Me [Social w/Celes]
The Crooked Young [Social w/Ludwig]
Nova Twins [DP Hard Adventure w/Seiji]
A Stranger I Remain [Special Fight w/Celes]
Spring Droplets, Evening Dew [Social w/Shio]
Completed Threads
Copyables
{Color Codes:}
Talking: #89e9f9
Thinking: #ab50e3
Kōsei Kādo: #3045bf
Hollow: #880000
Talking: #89e9f9
Thinking: #ab50e3
Kōsei Kādo: #3045bf
Hollow: #880000
Class: 3 (Rank 1)
CTP: 4,000 (4,000 until next Class-Up)
TTP: 675 (800 TTP spent total)
SP: 1,200 (700/700+200 Training SP) (500/900 Class SP)
SkP: 16 (6 available, 0/8 toward the next point.)
Ryo: 0 (5,000 Ryo spent)
Stats & Skills
Type: Support
Strength: 400 [600]
Speed: 100 [100]
Spiritual Pressure: 400 [600]
Reiatsu Strength: 100 [50]
Instinct: 100 [100]
Senses: 100 [50]
Energy Sensory: [0]
Healing Expertise: [0]
Light Aura: 100
Dark Aura: 0
------------------
Weapons - Kōsei Kādo: 2
Strength of Will: 2
Battle Analysis: 2
Pain Tolerance:2
Martial Arts - Hakuda: 2
{Code for Stats}
[spoiler]{Albin's Stats & Skills}
[font color="#ffffff"]Type:[/font] [font color="#fcffb2"]Support[/font]
Strength: 400 [font color="#fcffb2"][600][/font]
Speed: 100 [font color="#fcffb2"][100][/font]
Spiritual Pressure: 400 [font color="#fcffb2"][600][/font]
Reiatsu Strength: 100 [font color="#fcffb2"][50][/font]
Instinct: 100 [font color="#fcffb2"][100][/font]
Senses: 100 [font color="#fcffb2"][50][/font]
Energy Sensory: [font color="#fcffb2"][0][/font]
Healing Expertise: [font color="#fcffb2"][0][/font]
Light Aura: [font color="#fcffb2"]100[/font]
Dark Aura: [font color="#363983"]0[/font]
------------------
Weapons - Kōsei Kādo: [font color="#363983"]2[/font]
Strength of Will: [font color="#363983"]2[/font]
Battle Analysis: [font color="#363983"]2[/font]
Pain Tolerance:[font color="#363983"]2[/font]
Martial Arts - Hakuda: [font color="#363983"]2[/font][/spoiler]
Supports
Unredeemed, Redeemed
Ailene Haschiro - A-Rank: Hospital for Souls - 40%
Techniques
Learned, Proficient, Mastered, Release Techniques
{Overall Ability}
Kōsei Kādo as a release focuses around the concept of Tarot. From utilizing, invoking, and manifesting the Major Arcana, Albin is able to provide himself and allies with powerful boons to allow them to continue through a fight much easier than one would normally be able to do. Before getting into drawing cards, however, Kōsei Kādo does provide Albin with some fairly basic supportive abilities. By spending 100 reiatsu, Albin enters one of two "stances" of his choice; that of Upright Stance, and that of Reversed Stance. Depending on his stance, this ability will change slightly. Upright Stance allows for an injury to be healed every post for the next three posts, so long as that injury was caused by 75% of Albin's OS or less, with each injury being healed over the course of a full post. Reversed Stance, instead of healing over time, provides a shield of light for three posts, protecting the target with a durability equal to 150% of Albin's Spiritual OS.
Kōsei Kādo as a release focuses around the concept of Tarot. From utilizing, invoking, and manifesting the Major Arcana, Albin is able to provide himself and allies with powerful boons to allow them to continue through a fight much easier than one would normally be able to do. Before getting into drawing cards, however, Kōsei Kādo does provide Albin with some fairly basic supportive abilities. By spending 100 reiatsu, Albin enters one of two "stances" of his choice; that of Upright Stance, and that of Reversed Stance. Depending on his stance, this ability will change slightly. Upright Stance allows for an injury to be healed every post for the next three posts, so long as that injury was caused by 75% of Albin's OS or less, with each injury being healed over the course of a full post. Reversed Stance, instead of healing over time, provides a shield of light for three posts, protecting the target with a durability equal to 150% of Albin's Spiritual OS.
{Code for Ability}
[spoiler]{Overall Ability}
Kōsei Kādo as a release focuses around the concept of Tarot. From utilizing, invoking, and manifesting the Major Arcana, Albin is able to provide himself and allies with powerful boons to allow them to continue through a fight much easier than one would normally be able to do. Before getting into drawing cards, however, Kōsei Kādo does provide Albin with some fairly basic supportive abilities. By spending 100 reiatsu, Albin enters one of two "stances" of his choice; that of Upright Stance, and that of Reversed Stance. Depending on his stance, this ability will change slightly. Upright Stance allows for an injury to be healed every post for the next three posts, so long as that injury was caused by 75% of Albin's OS or less, with each injury being healed over the course of a full post. Reversed Stance, instead of healing over time, provides a shield of light for three posts, protecting the target with a durability equal to 150% of Albin's Spiritual OS.[/spoiler]
{Shikai Overall Ability}
It's through Kōsei Kādo that Albin has the ability to draw tarot cards, and make use of them in the midst of a fight. Once per post, at no cost to him, Albin can draw one singular tarot card, randomly determined by a dice roll, range 1-6, and applying an effect based on the cards listed below, following numerical ascending order. Depending on what said roll is, he'll draw one of six different cards, each providing a small effect when used. When drawn, a card lasts until it is used via his Overall Ability, shuffled back into his deck via Reinterpretation, or activated through Invocation. Activating a card via his Overall Ability cost no reiatsu to do, but do incur a cost of 100 reiatsu for every post the effect remains active for, up to a maximum of 3 posts. Cards can still be drawn while maintaining an effect, but said drawn cards cannot be used through the Overall Ability without first deactivating the currently active effect.
It's through Kōsei Kādo that Albin has the ability to draw tarot cards, and make use of them in the midst of a fight. Once per post, at no cost to him, Albin can draw one singular tarot card, randomly determined by a dice roll, range 1-6, and applying an effect based on the cards listed below, following numerical ascending order. Depending on what said roll is, he'll draw one of six different cards, each providing a small effect when used. When drawn, a card lasts until it is used via his Overall Ability, shuffled back into his deck via Reinterpretation, or activated through Invocation. Activating a card via his Overall Ability cost no reiatsu to do, but do incur a cost of 100 reiatsu for every post the effect remains active for, up to a maximum of 3 posts. Cards can still be drawn while maintaining an effect, but said drawn cards cannot be used through the Overall Ability without first deactivating the currently active effect.
{Cards & Effects}
Strength: Strength stands for inner power, determination, and well, strength. When drawn and used, this manifests as a boost to the Class of a technique the beneficiary decides to make use of. Once per post, the beneficiary can increase the Class of one technique they use by 1, up to a maximum of Class 1. When used, Strength grants Albin a Solar Alignment.
The Hanged Man: The Hanged Man stands for resistance, stalling, and indecision. When drawn and used, this manifests as a cut to the Class of a technique used against the beneficiary. Once per post, the beneficiary can decrease the Class of one technique striking against them, or that they actively clash with by 1 Class, down to a minimum of Class 6. When used, The Hanged Man grants Albin a Lunar Alignment.
The Tower: The Tower stands for sudden change, upheaval, and awakening. When drawn and used, this manifests as a sudden increase to the speed at which the beneficiary can comfortably move at. While under the effects of The Tower, the speed at which the beneficiary can comfortably move at is increased by 100 points, up from 300, stacking with other effects or types that do the same. When used, The Tower grants Albin a Celestial Alignment.
Temperance: Temperance stands for balance, patience, and purpose. When drawn and used, this manifests as a burst of physical durability to the beneficiary. While under the effects of Temperance (for the duration of the Overall Ability), the beneficiary is granted one rank in a Defensive Skill of Albin's choice. Valid choices include, but are not limited to, Strength of Will, Pain Tolerance, Bleeding Tolerance, Poison Resist, and Damage Recovery. When used, Temperance grants Albin a Solar Alignment.
The Star: The Star stands for Hope, Faith, and Spirituality. When drawn and used, this manifests as a blessing of spiritual energy, granting the beneficiary cheaper costs for the duration. While under the effects of The Star, the beneficiary is granted a reiatsu cost reduction of 20% to one technique per post, applying to any and every reiatsu cost or tax the beneficiary might experience. When used, The Star grants Albin a Lunar Alignment.
The Chariot: The Chariot stands for Control, Willpower, and Determination. When drawn and used, this manifests as a blessing of physical energy, granting the beneficiary a second wind. While under the effects of The Chariot, the beneficiary loses Stamina 20% slower than normal. Once per card draw, The Chariot is also capable of restoring one post of Stamina to types with Stamina drawbacks. When used, The Chariot grants Albin a Celestial Alignment.
Strength: Strength stands for inner power, determination, and well, strength. When drawn and used, this manifests as a boost to the Class of a technique the beneficiary decides to make use of. Once per post, the beneficiary can increase the Class of one technique they use by 1, up to a maximum of Class 1. When used, Strength grants Albin a Solar Alignment.
The Hanged Man: The Hanged Man stands for resistance, stalling, and indecision. When drawn and used, this manifests as a cut to the Class of a technique used against the beneficiary. Once per post, the beneficiary can decrease the Class of one technique striking against them, or that they actively clash with by 1 Class, down to a minimum of Class 6. When used, The Hanged Man grants Albin a Lunar Alignment.
The Tower: The Tower stands for sudden change, upheaval, and awakening. When drawn and used, this manifests as a sudden increase to the speed at which the beneficiary can comfortably move at. While under the effects of The Tower, the speed at which the beneficiary can comfortably move at is increased by 100 points, up from 300, stacking with other effects or types that do the same. When used, The Tower grants Albin a Celestial Alignment.
Temperance: Temperance stands for balance, patience, and purpose. When drawn and used, this manifests as a burst of physical durability to the beneficiary. While under the effects of Temperance (for the duration of the Overall Ability), the beneficiary is granted one rank in a Defensive Skill of Albin's choice. Valid choices include, but are not limited to, Strength of Will, Pain Tolerance, Bleeding Tolerance, Poison Resist, and Damage Recovery. When used, Temperance grants Albin a Solar Alignment.
The Star: The Star stands for Hope, Faith, and Spirituality. When drawn and used, this manifests as a blessing of spiritual energy, granting the beneficiary cheaper costs for the duration. While under the effects of The Star, the beneficiary is granted a reiatsu cost reduction of 20% to one technique per post, applying to any and every reiatsu cost or tax the beneficiary might experience. When used, The Star grants Albin a Lunar Alignment.
The Chariot: The Chariot stands for Control, Willpower, and Determination. When drawn and used, this manifests as a blessing of physical energy, granting the beneficiary a second wind. While under the effects of The Chariot, the beneficiary loses Stamina 20% slower than normal. Once per card draw, The Chariot is also capable of restoring one post of Stamina to types with Stamina drawbacks. When used, The Chariot grants Albin a Celestial Alignment.
{Code for Ability}
[spoiler]{Shikai Overall Ability}
It's through Kōsei Kādo that Albin has the ability to draw tarot cards, and make use of them in the midst of a fight. Once per post, at no cost to him, Albin can draw one singular tarot card, randomly determined by a dice roll, range 1-6, and applying an effect based on the cards listed below, following numerical ascending order. Depending on what said roll is, he'll draw one of six different cards, each providing a small effect when used. When drawn, a card lasts until it is used via his Overall Ability, shuffled back into his deck via Reinterpretation, or activated through Invocation. Activating a card via his Overall Ability cost no reiatsu to do, but do incur a cost of 100 reiatsu for every post the effect remains active for, up to a maximum of 3 posts. Cards can still be drawn while maintaining an effect, but said drawn cards cannot be used through the Overall Ability without first deactivating the currently active effect.
[spoiler]{Cards & Effects}
[b][u][font color="ff6262"]Strength:[/font][/u][/b] Strength stands for inner power, determination, and well, strength. When drawn and used, this manifests as a boost to the Class of a technique the beneficiary decides to make use of. Once per post, the beneficiary can increase the Class of one technique they use by 1, up to a maximum of Class 1. When used, Strength grants Albin a [b][u][font color="d22a2a"]Solar Alignment[/font][/u][/b].
[b][u][font color="9effa0"]The Hanged Man:[/font][/u][/b] The Hanged Man stands for resistance, stalling, and indecision. When drawn and used, this manifests as a cut to the Class of a technique used against the beneficiary. Once per post, the beneficiary can decrease the Class of one technique striking against them, or that they actively clash with by 1 Class, down to a minimum of Class 6. When used, The Hanged Man grants Albin a [b][u][font color="363983"]Lunar Alignment[/font][/u][/b].
[b][u][font color="ffc786"]The Tower:[/font][/u][/b] The Tower stands for sudden change, upheaval, and awakening. When drawn and used, this manifests as a sudden increase to the speed at which the beneficiary can comfortably move at. While under the effects of The Tower, the speed at which the beneficiary can comfortably move at is increased by 100 points, up from 300, stacking with other effects or types that do the same. When used, The Tower grants Albin a [b][u][font color="e8e8e8"]Celestial Alignment[/font][/u][/b].
[b][u][font color="ab64ff"]Temperance:[/font][/u][/b] Temperance stands for balance, patience, and purpose. When drawn and used, this manifests as a burst of physical durability to the beneficiary. While under the effects of Temperance (for the duration of the Overall Ability), the beneficiary is granted one rank in a Defensive Skill of Albin's choice. Valid choices include, but are not limited to, Strength of Will, Pain Tolerance, Bleeding Tolerance, Poison Resist, and Damage Recovery. When used, Temperance grants Albin a [b][u][font color="d22a2a"]Solar Alignment[/font][/u][/b].
[b][u][font color="fcffb2"]The Star:[/font][/u][/b] The Star stands for Hope, Faith, and Spirituality. When drawn and used, this manifests as a blessing of spiritual energy, granting the beneficiary cheaper costs for the duration. While under the effects of The Star, the beneficiary is granted a reiatsu cost reduction of 20% to one technique per post, applying to any and every reiatsu cost or tax the beneficiary might experience. When used, The Star grants Albin a [b][u][font color="363983"]Lunar Alignment[/font][/u][/b].
[b][u][font color="ff86d6"]The Chariot:[/font][/u][/b] The Chariot stands for Control, Willpower, and Determination. When drawn and used, this manifests as a blessing of physical energy, granting the beneficiary a second wind. While under the effects of The Chariot, the beneficiary loses Stamina 20% slower than normal. Once per card draw, The Chariot is also capable of restoring one post of Stamina to types with Stamina drawbacks. When used, The Chariot grants Albin a [b][u][font color="e8e8e8"]Celestial Alignment[/font][/u][/b].[/spoiler][/spoiler]
{Bankai Overall Ability}
Kagayaku Hoshi Kādo takes the abilities from Shikai, and amplifies those even further beyond. Instead of being able to keep the effects of a card active for only three posts, this duration is now increased to five total posts. On top of that, each card gains an increase in effect when drawn; Strength now increases the Class of one technique by 2. Similarly speaking, The Hanged Man now also reduces the Class of one technique by 2. The Tower now increases "comfortable speed" by 200 instead of 100. Temperance now grants two temporary points in a Skill, instead of one. The Star now reduces reiatsu costs by 30%. Similarly, The Chariot now reduces Stamina costs by 30%.
Kagayaku Hoshi Kādo takes the abilities from Shikai, and amplifies those even further beyond. Instead of being able to keep the effects of a card active for only three posts, this duration is now increased to five total posts. On top of that, each card gains an increase in effect when drawn; Strength now increases the Class of one technique by 2. Similarly speaking, The Hanged Man now also reduces the Class of one technique by 2. The Tower now increases "comfortable speed" by 200 instead of 100. Temperance now grants two temporary points in a Skill, instead of one. The Star now reduces reiatsu costs by 30%. Similarly, The Chariot now reduces Stamina costs by 30%.
{Code for Ability}
[spoiler]{Bankai Overall Ability}
Kagayaku Hoshi Kādo takes the abilities from Shikai, and amplifies those even further beyond. Instead of being able to keep the effects of a card active for only three posts, this duration is now increased to five total posts. On top of that, each card gains an increase in effect when drawn; [b][u][font color="ff6262"]Strength[/font][/u][/b] now increases the Class of one technique by 2. Similarly speaking, [b][u][font color="9effa0"]The Hanged Man[/font][/u][/b] now also reduces the Class of one technique by 2. [b][u][font color="ffc786"]The Tower[/font][/u][/b] now increases "comfortable speed" by 200 instead of 100. [b][u][font color="ab64ff"]Temperance[/font][/u][/b] now grants two temporary points in a Skill, instead of one. [b][u][font color="fcffb2"]The Star[/font][/u][/b] now reduces reiatsu costs by 30%. Similarly, [b][u][font color="ff86d6"]The Chariot[/font][/u][/b] now reduces Stamina costs by 30%.[/spoiler]
{Reinterpretation}
Tarot in general is not something that has set meanings for each and every card. While some narratives might normally be agreed upon, nothing is set in stone. As such, many such readings leave room for interpretation. In Albin's case, Reinterpretation allows him to place the currently-drawn card back into his deck, and redraw for a potentially different outcome. As one can expect, a simple act such as redrawing a card doesn't cost reiatsu, but does incur a two post cooldown, from the time the technique was used. To activate Reinterpretation, simply roll another die, and take the second results.
Tarot in general is not something that has set meanings for each and every card. While some narratives might normally be agreed upon, nothing is set in stone. As such, many such readings leave room for interpretation. In Albin's case, Reinterpretation allows him to place the currently-drawn card back into his deck, and redraw for a potentially different outcome. As one can expect, a simple act such as redrawing a card doesn't cost reiatsu, but does incur a two post cooldown, from the time the technique was used. To activate Reinterpretation, simply roll another die, and take the second results.
{Code for Tech}
[spoiler]{Reinterpretation}
Tarot in general is not something that has set meanings for each and every card. While some narratives might normally be agreed upon, nothing is set in stone. As such, many such readings leave room for interpretation. In Albin's case, Reinterpretation allows him to place the currently-drawn card back into his deck, and redraw for a potentially different outcome. As one can expect, a simple act such as redrawing a card doesn't cost reiatsu, but does incur a two post cooldown, from the time the technique was used. To activate Reinterpretation, simply roll another die, and take the second results.[/spoiler]
{Double Draw}
Sometimes, drawing one card at a time is just too slow. As such, there are times where drawing two cards, and exerting more reiatsu to activate those cards might be beneficial. In such situations, we have Double Draw. In order to activate this technique, simply roll an additional die to draw another card. This technique then incurs a two post cooldown from the time the extra card drawn was used. Naturally there is a chance that the same card can be drawn more than once. In these situations, if card effects are used through the Overall Ability, those effects will stack with each other for the duration. When two cards are used through the the Overall Ability because of this technique, it costs 300 reiatsu per post to maintain, as opposed 100.
Sometimes, drawing one card at a time is just too slow. As such, there are times where drawing two cards, and exerting more reiatsu to activate those cards might be beneficial. In such situations, we have Double Draw. In order to activate this technique, simply roll an additional die to draw another card. This technique then incurs a two post cooldown from the time the extra card drawn was used. Naturally there is a chance that the same card can be drawn more than once. In these situations, if card effects are used through the Overall Ability, those effects will stack with each other for the duration. When two cards are used through the the Overall Ability because of this technique, it costs 300 reiatsu per post to maintain, as opposed 100.
{Code for Tech}
[spoiler]{Double Draw}
Sometimes, drawing one card at a time is just too slow. As such, there are times where drawing two cards, and exerting more reiatsu to activate those cards might be beneficial. In such situations, we have Double Draw. In order to activate this technique, simply roll an additional die to draw another card. This technique then incurs a two post cooldown from the time the extra card drawn was used. Naturally there is a chance that the same card can be drawn more than once. In these situations, if card effects are used through the Overall Ability, those effects will stack with each other for the duration. When two cards are used through the the Overall Ability because of this technique, it costs 300 reiatsu per post to maintain, as opposed 100.[/spoiler]
{Forcing Fortune}
Even more rarely, there are times where one may need to 'stack the deck' in order to convince someone of a desired outcome ringing true. In those situations where Albin requires a very specific effect, Forcing Fortune is the go-to option. What this technique does is allow Albin to bypass the dice roll for drawing a card altogether; instead, he simply thinks of a card, and will draw into that card of his choice. Though, playing with forces of fate like this aren't without cost; instead of incurring a reiatsu cost for this technique, Albin instead suffers something potentially much more disastrous; he must choose one of his cards. On the chance that he draws that card, sometime within the next three posts after using this technique, that card will do absolutely nothing when played, no matter the technique or Overall Ability used. Unlike his other techniques, this one does not have a cooldown. Instead, every time he uses this technique, if a duration still exists on this technique, a different card must be chosen. All durations of this technique are then reset back to three posts. This means that it's very possible for Albin to end up unable to use any of his cards for a period of three straight posts, should he Force his Fortune too often. Additionally, Forcing Fortune cannot be used while a card effect is currently active through Albin's Overall Abilities. Maintaining an effect that has had it's Fortune Forced costs 300 reiatsu a post, instead of the standard 100.
Even more rarely, there are times where one may need to 'stack the deck' in order to convince someone of a desired outcome ringing true. In those situations where Albin requires a very specific effect, Forcing Fortune is the go-to option. What this technique does is allow Albin to bypass the dice roll for drawing a card altogether; instead, he simply thinks of a card, and will draw into that card of his choice. Though, playing with forces of fate like this aren't without cost; instead of incurring a reiatsu cost for this technique, Albin instead suffers something potentially much more disastrous; he must choose one of his cards. On the chance that he draws that card, sometime within the next three posts after using this technique, that card will do absolutely nothing when played, no matter the technique or Overall Ability used. Unlike his other techniques, this one does not have a cooldown. Instead, every time he uses this technique, if a duration still exists on this technique, a different card must be chosen. All durations of this technique are then reset back to three posts. This means that it's very possible for Albin to end up unable to use any of his cards for a period of three straight posts, should he Force his Fortune too often. Additionally, Forcing Fortune cannot be used while a card effect is currently active through Albin's Overall Abilities. Maintaining an effect that has had it's Fortune Forced costs 300 reiatsu a post, instead of the standard 100.
{Code for Tech}
[spoiler]{Forcing Fortune}
Even more rarely, there are times where one may need to 'stack the deck' in order to convince someone of a desired outcome ringing true. In those situations where Albin requires a very specific effect, Forcing Fortune is the go-to option. What this technique does is allow Albin to bypass the dice roll for drawing a card altogether; instead, he simply thinks of a card, and will draw into that card of his choice. Though, playing with forces of fate like this aren't without cost; instead of incurring a reiatsu cost for this technique, Albin instead suffers something potentially much more disastrous; he must choose one of his cards. On the chance that he draws that card, sometime within the next three posts after using this technique, that card will do absolutely nothing when played, no matter the technique or Overall Ability used. Unlike his other techniques, this one does not have a cooldown. Instead, every time he uses this technique, if a duration still exists on this technique, a different card must be chosen. All durations of this technique are then reset back to three posts. This means that it's very possible for Albin to end up unable to use [i]any[/i] of his cards for a period of three straight posts, should he Force his Fortune too often. Additionally, Forcing Fortune cannot be used while a card effect is currently active through Albin's Overall Abilities. Maintaining an effect that has had it's Fortune Forced costs 300 reiatsu a post, instead of the standard 100.[/spoiler]
{Invocation}
There comes a time where a simple tarot reading isn't quite enough to win a fight. In those situations, Albin may channel his reiatsu through his tarot, in order to invoke effects through those Tarot; hence the name of the effect. These Invocations are Albin's sole offensive ability, and manifest however he'd like them to in that specific situation. Whether as a simple bolt effect, or appearing as an animal of sorts, the appearance is up to him. That said, these Invocations always follow these same rules; if only moving in a straight line, an Invocation can move at 800 Speed. If it has the option to change its path, it will always move at 600. Depending on the Tarot used for this Invocation, said invocation will have a different elemental affinity, and utilize a different Stat of Albin's. Invocation costs 200 Reiatsu to use, and lasts until the Invocation connects with a foe or for three posts; whichever is shorter. Cinematically, these Invocations can last indefinitely.
There comes a time where a simple tarot reading isn't quite enough to win a fight. In those situations, Albin may channel his reiatsu through his tarot, in order to invoke effects through those Tarot; hence the name of the effect. These Invocations are Albin's sole offensive ability, and manifest however he'd like them to in that specific situation. Whether as a simple bolt effect, or appearing as an animal of sorts, the appearance is up to him. That said, these Invocations always follow these same rules; if only moving in a straight line, an Invocation can move at 800 Speed. If it has the option to change its path, it will always move at 600. Depending on the Tarot used for this Invocation, said invocation will have a different elemental affinity, and utilize a different Stat of Albin's. Invocation costs 200 Reiatsu to use, and lasts until the Invocation connects with a foe or for three posts; whichever is shorter. Cinematically, these Invocations can last indefinitely.
{Tarot Affinities}
Strength: Fire-Aligned, and uses Spiritual OS.
The Hanged Man: Earth-Aligned, and uses Physical OS.
The Tower: Water-Aligned, and uses Spiritual OS.
Temperance: Wind-Aligned, and uses Physical OS.
The Star: Lightning-Aligned, and uses Spiritual OS.
The Chariot: Ice-Aligned, and uses Physical OS.
Strength: Fire-Aligned, and uses Spiritual OS.
The Hanged Man: Earth-Aligned, and uses Physical OS.
The Tower: Water-Aligned, and uses Spiritual OS.
Temperance: Wind-Aligned, and uses Physical OS.
The Star: Lightning-Aligned, and uses Spiritual OS.
The Chariot: Ice-Aligned, and uses Physical OS.
{Code for Tech}
[spoiler]{Invocation}
There comes a time where a simple tarot reading isn't quite enough to win a fight. In those situations, Albin may channel his reiatsu through his tarot, in order to invoke effects through those Tarot; hence the name of the effect. These Invocations are Albin's sole offensive ability, and manifest however he'd like them to in that specific situation. Whether as a simple bolt effect, or appearing as an animal of sorts, the appearance is up to him. That said, these Invocations always follow these same rules; if only moving in a straight line, an Invocation can move at 800 Speed. If it has the option to change its path, it will always move at 600. Depending on the Tarot used for this Invocation, said invocation will have a different elemental affinity, and utilize a different Stat of Albin's. Invocation costs 200 Reiatsu to use, and lasts until the Invocation connects with a foe or for three posts; whichever is shorter. Cinematically, these Invocations can last indefinitely.
[spoiler]{Tarot Affinities}
[b][u][font color="ff6262"]Strength:[/font][/u][/b] Fire-Aligned, and uses Spiritual OS.
[b][u][font color="9effa0"]The Hanged Man:[/font][/u][/b] Earth-Aligned, and uses Physical OS.
[b][u][font color="ffc786"]The Tower:[/font][/u][/b] Water-Aligned, and uses Spiritual OS.
[b][u][font color="ab64ff"]Temperance:[/font][/u][/b] Wind-Aligned, and uses Physical OS.
[b][u][font color="fcffb2"]The Star:[/font][/u][/b] Lightning-Aligned, and uses Spiritual OS.
[b][u][font color="ff86d6"]The Chariot:[/font][/u][/b] Ice-Aligned, and uses Physical OS.[/spoiler][/spoiler]
{Planetary Conjunction}
Once every so often, each of the planets will align perfectly with one another. It's through Planetary Conjunction that Albin seeks to replicate this phenomenon through his own cards, drawing on the nature of the Alignments each card possesses. As listed in his Shikai Overall Ability, each card possesses an alignment; either that of Solar Alignment, Lunar Alignment, or Celestial Alignment. Every time a card is played through an Overall Ability, or through Invocation, that card's Alignment is saved on a First-In, First-Out basis. At any point, and for the cost of 200 reiatsu, Planetary Conjunction can be cast, spending all saved Alignments, and granting effects to all nearby allies based on the number of different Alignments spent in the cast. Effects of Planetary Conjunction last for 3 posts.
Once every so often, each of the planets will align perfectly with one another. It's through Planetary Conjunction that Albin seeks to replicate this phenomenon through his own cards, drawing on the nature of the Alignments each card possesses. As listed in his Shikai Overall Ability, each card possesses an alignment; either that of Solar Alignment, Lunar Alignment, or Celestial Alignment. Every time a card is played through an Overall Ability, or through Invocation, that card's Alignment is saved on a First-In, First-Out basis. At any point, and for the cost of 200 reiatsu, Planetary Conjunction can be cast, spending all saved Alignments, and granting effects to all nearby allies based on the number of different Alignments spent in the cast. Effects of Planetary Conjunction last for 3 posts.
{Alignments}
One Alignment: All allies begin to perceive the world around them slower than it's actually moving, treating their speed as 50% higher for the purposes of seeing opponents moving at high speeds only.
Two Alignments: Status Effects and Alterations placed on all allies from an OS equal to or less than Albin's current OS are cleansed for the duration, but return after Planetary Conjunction expires, at the same severity it was suspended at.
Three Alignments: All allies regain 8% of their maximum reiatsu every post while under the effects of Planetary Conjunction, up to their maximum, and grants Albin one Galactic Alignment.
One Alignment: All allies begin to perceive the world around them slower than it's actually moving, treating their speed as 50% higher for the purposes of seeing opponents moving at high speeds only.
Two Alignments: Status Effects and Alterations placed on all allies from an OS equal to or less than Albin's current OS are cleansed for the duration, but return after Planetary Conjunction expires, at the same severity it was suspended at.
Three Alignments: All allies regain 8% of their maximum reiatsu every post while under the effects of Planetary Conjunction, up to their maximum, and grants Albin one Galactic Alignment.
{Code for Tech}
[spoiler]{Planetary Conjunction}
Once every so often, each of the planets will align perfectly with one another. It's through Planetary Conjunction that Albin seeks to replicate this phenomenon through his own cards, drawing on the nature of the Alignments each card possesses. As listed in his Shikai Overall Ability, each card possesses an alignment; either that of [b][u][font color="d22a2a"]Solar Alignment[/font][/u][/b], [b][u][font color="363983"]Lunar Alignment[/font][/u][/b], or [b][u][font color="e8e8e8"]Celestial Alignment[/font][/u][/b]. Every time a card is played through an Overall Ability, or through Invocation, that card's Alignment is saved on a First-In, First-Out basis. At any point, and for the cost of 200 reiatsu, Planetary Conjunction can be cast, spending all saved Alignments, and granting effects to all nearby allies based on the number of different Alignments spent in the cast. Effects of Planetary Conjunction last for 3 posts.
[spoiler]{Alignments}
[b][u]One Alignment:[/u][/b] All allies begin to perceive the world around them slower than it's actually moving, treating their speed as 50% higher for the purposes of seeing opponents moving at high speeds only.
[b][u]Two Alignments:[/u][/b] Status Effects and Alterations placed on all allies from an OS equal to or less than Albin's current OS are cleansed for the duration, but return after Planetary Conjunction expires, at the same severity it was suspended at.
[b][u]Three Alignments:[/u][/b] All allies regain 8% of their maximum reiatsu every post while under the effects of Planetary Conjunction, up to their maximum, and grants Albin one [b][u][font color="ba52a7"]Galactic Alignment[/font][/u][/b].[/spoiler][/spoiler]
{Universal Singularity}
For those that may not know, a Singularity is the point in space where the curvature of spacetime becomes infinite. This technique seeks to replicate such infinity. In order to utilize this technique, a minimum of three Galactic Alignments, and 500 reiatsu must be sacrificed. By casting Universal Singularity, a circular, constellation pattern appears on the ground, centered on Albin. This rune can vary in size; on Cast, Albin can choose for this rune to range anywhere from one foot in diameter, to one hundred feet. This rune lasts for a number of posts equal to the number of Galactic Alignments sacrificed. For the duration of this rune, nothing in the area is able to be killed. Allies, enemies - it matters not. One can be brought to the brink of death, but cannot be truly killed while in this zone without both Class Superiority to this technique, and a 3x OS Superiority to Albin's own. After the duration of this technique expires, the constellatory circle explodes in restorative reiatsu, healing all - once again, both enemies and allies - totally and completely. All injuries will be restored, foreign substances and unwanted effects will be purified (so long as their OS is less than or equal to 3x Albin's OS), and all physical stamina is completely restored. The only thing this technique does not recover is spiritual stamina, reiatsu, and Stamina posts from types that require it.
For those that may not know, a Singularity is the point in space where the curvature of spacetime becomes infinite. This technique seeks to replicate such infinity. In order to utilize this technique, a minimum of three Galactic Alignments, and 500 reiatsu must be sacrificed. By casting Universal Singularity, a circular, constellation pattern appears on the ground, centered on Albin. This rune can vary in size; on Cast, Albin can choose for this rune to range anywhere from one foot in diameter, to one hundred feet. This rune lasts for a number of posts equal to the number of Galactic Alignments sacrificed. For the duration of this rune, nothing in the area is able to be killed. Allies, enemies - it matters not. One can be brought to the brink of death, but cannot be truly killed while in this zone without both Class Superiority to this technique, and a 3x OS Superiority to Albin's own. After the duration of this technique expires, the constellatory circle explodes in restorative reiatsu, healing all - once again, both enemies and allies - totally and completely. All injuries will be restored, foreign substances and unwanted effects will be purified (so long as their OS is less than or equal to 3x Albin's OS), and all physical stamina is completely restored. The only thing this technique does not recover is spiritual stamina, reiatsu, and Stamina posts from types that require it.
{Code for Tech}
[spoiler]{Universal Singularity}
For those that may not know, a Singularity is the point in space where the curvature of spacetime becomes infinite. This technique seeks to replicate such infinity. In order to utilize this technique, a minimum of three [b][u][font color="ba52a7"]Galactic Alignments[/font][/u][/b], and 500 reiatsu must be sacrificed. By casting Universal Singularity, a circular, constellation pattern appears on the ground, centered on Albin. This rune can vary in size; on Cast, Albin can choose for this rune to range anywhere from one foot in diameter, to one hundred feet. This rune lasts for a number of posts equal to the number of [b][u][font color="ba52a7"]Galactic Alignments[/font][/u][/b] sacrificed. For the duration of this rune, nothing in the area is able to be killed. Allies, enemies - it matters not. One can be brought to the brink of death, but cannot be truly killed while in this zone without both Class Superiority to this technique, and a 3x OS Superiority to Albin's own. After the duration of this technique expires, the constellatory circle explodes in restorative reiatsu, healing all - once again, both enemies and allies - totally and completely. All injuries will be restored, foreign substances and unwanted effects will be purified (so long as their OS is less than or equal to 3x Albin's OS), and all physical stamina is completely restored. The only thing this technique does not recover is spiritual stamina, reiatsu, and Stamina posts from types that require it.[/spoiler]
{Ichi (One)}
Technique Name: Ichi (One)
Class: 4
Technique Type: Other.
Usable By: Shinigami.
Technique Element: None.
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.
Technique Name: Ichi (One)
Class: 4
Technique Type: Other.
Usable By: Shinigami.
Technique Element: None.
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.
{Code for Tech}
[spoiler]{Ichi (One)}
[b]Technique Name:[/b] Ichi (One)
[b]Class:[/b] 4
[b]Technique Type:[/b] Other.
[b]Usable By:[/b] Shinigami.
[b]Technique Element:[/b] None.
[b]Technique Description and Effects:[/b]
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.
[b]Technique Drawbacks:[/b]
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.[/spoiler]
{Ichi: Tenka (One: Addition)}
Technique Name: Ichi: Tenka (One: Addition)
Class: 4
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Ichi: Tenka serves as the first of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ichi: Tenka was developed in order to give Ichi a bit more versatility through its uses. Ichi: Tenka looks to do this by allowing the user to give up their remaining duration on Ichi, in order to “fire” the attack off.
By establishing a connection with the user’s Zanpakuto Spirit, the user can ask said spirit to charge forward and make a strike against those in front of them, before fading. Unlike Ichi however, when Ichi: Tenka is used, the user’s Zanpakuto Spirit materializes for a short moment, and is able to be seen by even those with 0 Energy Sensory. Their strike retains the selected benefits from Ichi, either doubling the speed of their strike or the strength, and this spirit utilizes the same stats as the user.
How to use technique: Ask the Zanpakuto Spirit powering a pre-existing Ichi to make a strike.
Technique Drawbacks:
Class Four Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. If the Zanpakuto Spirit is damaged during the process, all release costs increase by 50%. If the Zanpakuto Spirit is/would be killed during the process, release with that Zanpakuto Spirit is impossible for the remainder of the thread. Requires Ichi to be Mastered and active to use, and prematurely ends the duration of Ichi when used.
Technique Name: Ichi: Tenka (One: Addition)
Class: 4
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Ichi: Tenka serves as the first of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ichi: Tenka was developed in order to give Ichi a bit more versatility through its uses. Ichi: Tenka looks to do this by allowing the user to give up their remaining duration on Ichi, in order to “fire” the attack off.
By establishing a connection with the user’s Zanpakuto Spirit, the user can ask said spirit to charge forward and make a strike against those in front of them, before fading. Unlike Ichi however, when Ichi: Tenka is used, the user’s Zanpakuto Spirit materializes for a short moment, and is able to be seen by even those with 0 Energy Sensory. Their strike retains the selected benefits from Ichi, either doubling the speed of their strike or the strength, and this spirit utilizes the same stats as the user.
How to use technique: Ask the Zanpakuto Spirit powering a pre-existing Ichi to make a strike.
Technique Drawbacks:
Class Four Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. If the Zanpakuto Spirit is damaged during the process, all release costs increase by 50%. If the Zanpakuto Spirit is/would be killed during the process, release with that Zanpakuto Spirit is impossible for the remainder of the thread. Requires Ichi to be Mastered and active to use, and prematurely ends the duration of Ichi when used.
{Code for Tech}
[spoiler]{Ichi: Tenka (One: Addition)}
[b]Technique Name:[/b] Ichi: Tenka (One: Addition)
[b]Class:[/b] 4
[b]Technique Type:[/b] Other.
[b]Usable By:[/b] Shinigami, Vizard.
[b]Technique Element:[/b] None.
[b]Technique Description and Effects:[/b]
Ichi: Tenka serves as the first of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ichi: Tenka was developed in order to give Ichi a bit more versatility through its uses. Ichi: Tenka looks to do this by allowing the user to give up their remaining duration on Ichi, in order to “fire” the attack off.
By establishing a connection with the user’s Zanpakuto Spirit, the user can ask said spirit to charge forward and make a strike against those in front of them, before fading. Unlike Ichi however, when Ichi: Tenka is used, the user’s Zanpakuto Spirit materializes for a short moment, and is able to be seen by even those with 0 Energy Sensory. Their strike retains the selected benefits from Ichi, either doubling the speed of their strike or the strength, and this spirit utilizes the same stats as the user.
[b]How to use technique:[/b] Ask the Zanpakuto Spirit powering a pre-existing Ichi to make a strike.
[b]Technique Drawbacks:[/b]
Class Four Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. If the Zanpakuto Spirit is damaged during the process, all release costs increase by 50%. If the Zanpakuto Spirit is/would be killed during the process, release with that Zanpakuto Spirit is impossible for the remainder of the thread. Requires Ichi to be Mastered and active to use, and prematurely ends the duration of Ichi when used.[/spoiler]
{Ni (Two)}
Technique Name: Ni (Two)
Class: 3
Technique Type: Other
Usable By: Shinigami.
Technique Element: None.
Technique Description and Effects:
Ni, also known as "Divide", is a technique that pools together the Zanpakuto Spirit's Reiatsu, as well as the Shinigami's Reiatsu, to form a powerful counter to Reiatsu based attacks. From within the user's Zanpakuto, Reiatsu wells up and coats the blade. This forms the 'first' coat. The Reiatsu from the user pools around this first layer, forming a second layer over the blade, which takes the form of whatever the user's flexed Reiatsu looks like, creating a dual-color Reiatsu over the Zanpakuto.
Upon contact with a Reiatsu based attack, the first layer activates, cutting into and repelling the technique in half, depending on the size. The second layer closely follows the first behind, a sharpened blade of Reiatsu that travels in the direction of the person who used the first technique. This blade will continue to cut through the opposing Reiatsu based technique if it isn't cut apart by the first layer, and has limited seeking properties to track the individual that used the opposing technique. This works best on beam-type attacks, such as Cero, and could be thought of as a counter to Cero-type techniques.
Due to the nature of this technique, the user's Offensive Stat, instead of simply Reiatsu Strength, is used to determine the power of this technique. This power can be utilized on techniques up to 1.5x the user's Offensive Stat.
How to use technique: Communicate with Spirit, work in tandem with it, use Reiatsu.
Technique Drawbacks:
Class Three 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. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-release techniques by 25% for the next three posts. Despite being able to be used on stronger techniques, this technique does not prevent the Zanpakuto from taking damage from these techniques, and will damage the Zanpakuto each time it is used. If the Zanpakuto is broken during usage, this technique does not work.
Technique Name: Ni (Two)
Class: 3
Technique Type: Other
Usable By: Shinigami.
Technique Element: None.
Technique Description and Effects:
Ni, also known as "Divide", is a technique that pools together the Zanpakuto Spirit's Reiatsu, as well as the Shinigami's Reiatsu, to form a powerful counter to Reiatsu based attacks. From within the user's Zanpakuto, Reiatsu wells up and coats the blade. This forms the 'first' coat. The Reiatsu from the user pools around this first layer, forming a second layer over the blade, which takes the form of whatever the user's flexed Reiatsu looks like, creating a dual-color Reiatsu over the Zanpakuto.
Upon contact with a Reiatsu based attack, the first layer activates, cutting into and repelling the technique in half, depending on the size. The second layer closely follows the first behind, a sharpened blade of Reiatsu that travels in the direction of the person who used the first technique. This blade will continue to cut through the opposing Reiatsu based technique if it isn't cut apart by the first layer, and has limited seeking properties to track the individual that used the opposing technique. This works best on beam-type attacks, such as Cero, and could be thought of as a counter to Cero-type techniques.
Due to the nature of this technique, the user's Offensive Stat, instead of simply Reiatsu Strength, is used to determine the power of this technique. This power can be utilized on techniques up to 1.5x the user's Offensive Stat.
How to use technique: Communicate with Spirit, work in tandem with it, use Reiatsu.
Technique Drawbacks:
Class Three 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. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-release techniques by 25% for the next three posts. Despite being able to be used on stronger techniques, this technique does not prevent the Zanpakuto from taking damage from these techniques, and will damage the Zanpakuto each time it is used. If the Zanpakuto is broken during usage, this technique does not work.
{Code for Tech}
[spoiler]{Ni (Two)}
[b]Technique Name:[/b] Ni (Two)
[b]Class:[/b] 3
[b]Technique Type:[/b] Other
[b]Usable By:[/b] Shinigami.
[b]Technique Element:[/b] None.
[b]Technique Description and Effects:[/b]
Ni, also known as "Divide", is a technique that pools together the Zanpakuto Spirit's Reiatsu, as well as the Shinigami's Reiatsu, to form a powerful counter to Reiatsu based attacks. From within the user's Zanpakuto, Reiatsu wells up and coats the blade. This forms the 'first' coat. The Reiatsu from the user pools around this first layer, forming a second layer over the blade, which takes the form of whatever the user's flexed Reiatsu looks like, creating a dual-color Reiatsu over the Zanpakuto.
Upon contact with a Reiatsu based attack, the first layer activates, cutting into and repelling the technique in half, depending on the size. The second layer closely follows the first behind, a sharpened blade of Reiatsu that travels in the direction of the person who used the first technique. This blade will continue to cut through the opposing Reiatsu based technique if it isn't cut apart by the first layer, and has limited seeking properties to track the individual that used the opposing technique. This works best on beam-type attacks, such as Cero, and could be thought of as a counter to Cero-type techniques.
Due to the nature of this technique, the user's Offensive Stat, instead of simply Reiatsu Strength, is used to determine the power of this technique. This power can be utilized on techniques up to 1.5x the user's Offensive Stat.
[b]How to use technique:[/b] Communicate with Spirit, work in tandem with it, use Reiatsu.
[b]Technique Drawbacks:[/b]
Class Three 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. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-release techniques by 25% for the next three posts. Despite being able to be used on stronger techniques, this technique does not prevent the Zanpakuto from taking damage from these techniques, and will damage the Zanpakuto each time it is used. If the Zanpakuto is broken during usage, this technique does not work.[/spoiler]
{Ni: Tenka (Two: Addition)}
Technique Name: Ni: Tenka (Two: Addition)
Class: 3
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Ni: Tenka serves as the second of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ni: Tenka was developed in order to help account for those that make constant use of spiritual attacks, as opposed to a one-off defense.
Instead of activating Ni like normal, the user can opt into activating Ni: Tenka alongside it. When this happens, the user’s Zanpakuto Spirit stands beside them for five posts, appearing as the same translucent figure as they do when making use of Ichi. Much like Ichi, their movements overlap the user’s, providing a sort of guiding hand for strikes made with their Zanpakuto.
Ni: Tenka functions much like normal Ni, but with a few changes. Upon activating this technique, the user is only able to cut through techniques with an equal or lower Offensive Stat, instead of 1.5x. In turn, though, when they do slash through a technique, a portion of that technique’s raw energy is taken in and shaped by the user’s Zanpakuto Spirit, and bound to the weapon for the duration of the technique. While a technique is bound to the user’s Zanpakuto, this technique’s Offensive Stat increases by 50% of the OS of the technique cut through. At Mastered, Ni: Tenka can be activated shortly after a technique is slashed through with Ni, instead of at the same time, and will still function as though that technique in question had been slashed through from Ni: Tenka. If activated this way, the duration of Ni: Tenka is reduced to sync with Ni.
How to use technique: Commune with the Zanpakuto Spirit powering Ni, and request they stick around longer.
Technique Drawbacks:
Class Three Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-”numbers” techniques by 50% for the next five posts, and “numbers” techniques by 25% for the next three posts. Requires Ni to be Mastered and utilized alongside this technique to use. Only one technique can be bound to Ni: Tenka at a time, and binding another technique removes the first. Offensive Stat increases from this technique are only for the purpose of slashing through other techniques, and do not increase damage dealt. In addition to the activation cost, this technique requires a reiatsu cost every post it’s active equal to the additional Offensive Stat from the bound technique. Requires Ni to be Mastered and activated to use.
Made By: Albin Landry.
Reserved?: Yes.
Technique Name: Ni: Tenka (Two: Addition)
Class: 3
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Ni: Tenka serves as the second of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ni: Tenka was developed in order to help account for those that make constant use of spiritual attacks, as opposed to a one-off defense.
Instead of activating Ni like normal, the user can opt into activating Ni: Tenka alongside it. When this happens, the user’s Zanpakuto Spirit stands beside them for five posts, appearing as the same translucent figure as they do when making use of Ichi. Much like Ichi, their movements overlap the user’s, providing a sort of guiding hand for strikes made with their Zanpakuto.
Ni: Tenka functions much like normal Ni, but with a few changes. Upon activating this technique, the user is only able to cut through techniques with an equal or lower Offensive Stat, instead of 1.5x. In turn, though, when they do slash through a technique, a portion of that technique’s raw energy is taken in and shaped by the user’s Zanpakuto Spirit, and bound to the weapon for the duration of the technique. While a technique is bound to the user’s Zanpakuto, this technique’s Offensive Stat increases by 50% of the OS of the technique cut through. At Mastered, Ni: Tenka can be activated shortly after a technique is slashed through with Ni, instead of at the same time, and will still function as though that technique in question had been slashed through from Ni: Tenka. If activated this way, the duration of Ni: Tenka is reduced to sync with Ni.
How to use technique: Commune with the Zanpakuto Spirit powering Ni, and request they stick around longer.
Technique Drawbacks:
Class Three Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-”numbers” techniques by 50% for the next five posts, and “numbers” techniques by 25% for the next three posts. Requires Ni to be Mastered and utilized alongside this technique to use. Only one technique can be bound to Ni: Tenka at a time, and binding another technique removes the first. Offensive Stat increases from this technique are only for the purpose of slashing through other techniques, and do not increase damage dealt. In addition to the activation cost, this technique requires a reiatsu cost every post it’s active equal to the additional Offensive Stat from the bound technique. Requires Ni to be Mastered and activated to use.
Made By: Albin Landry.
Reserved?: Yes.
{Code for Tech}
[spoiler]{Ni: Tenka (Two: Addition)}
[u][b]Technique Name:[/b][/u] Ni: Tenka (Two: Addition)
[u][b]Class:[/b][/u] 3
[u][b]Technique Type:[/b][/u] Other.
[u][b]Usable By:[/b][/u] Shinigami, Vizard.
[u][b]Technique Element:[/b][/u] None.
[u][b]Technique Description and Effects:[/b][/u]
Ni: Tenka serves as the second of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ni: Tenka was developed in order to help account for those that make constant use of spiritual attacks, as opposed to a one-off defense.
Instead of activating Ni like normal, the user can opt into activating Ni: Tenka alongside it. When this happens, the user’s Zanpakuto Spirit stands beside them for five posts, appearing as the same translucent figure as they do when making use of Ichi. Much like Ichi, their movements overlap the user’s, providing a sort of guiding hand for strikes made with their Zanpakuto.
Ni: Tenka functions much like normal Ni, but with a few changes. Upon activating this technique, the user is only able to cut through techniques with an equal or lower Offensive Stat, instead of 1.5x. In turn, though, when they do slash through a technique, a portion of that technique’s raw energy is taken in and shaped by the user’s Zanpakuto Spirit, and bound to the weapon for the duration of the technique. While a technique is bound to the user’s Zanpakuto, this technique’s Offensive Stat increases by 50% of the OS of the technique cut through. At Mastered, Ni: Tenka can be activated shortly after a technique is slashed through with Ni, instead of at the same time, and will still function as though that technique in question had been slashed through from Ni: Tenka. If activated this way, the duration of Ni: Tenka is reduced to sync with Ni.
[u][b]How to use technique:[/b][/u] Commune with the Zanpakuto Spirit powering Ni, and request they stick around longer.
[u][b]Technique Drawbacks:[/b][/u]
Class Three Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-”numbers” techniques by 50% for the next five posts, and “numbers” techniques by 25% for the next three posts. Requires Ni to be Mastered and utilized alongside this technique to use. Only one technique can be bound to Ni: Tenka at a time, and binding another technique removes the first. Offensive Stat increases from this technique are only for the purpose of slashing through other techniques, and do not increase damage dealt. In addition to the activation cost, this technique requires a reiatsu cost every post it’s active equal to the additional Offensive Stat from the bound technique. Requires Ni to be Mastered and activated to use.
[u][b]Made By:[/b][/u] Albin Landry.
[u][b]Reserved?:[/b][/u] Yes.[/spoiler]
{Go (Five)}
Technique Name: Go (Five)
Class: 5
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects: Go, also called "Addition", is the fifth of the Numbers. This technique allows the Zanpakuto Spirit to interact with the physical world as an attack of sorts. This technique creates a ghostly aura around the Zanpakuto, much like Ichi. Unlike Ichi, this aura is more solid, more 'real' so to speak. This technique lasts for one strike, one swing of the Zanpakuto, or simply one motion of the blade. Effectively, this technique allows the user and Zanpakuto Spirit to strike an additional time. The user of this technique can choose whether it be as soon as they attack, utilizing two attacks at once, a second before, or a second behind their original attack.
The real power, and versatility, of this technique comes from the fact that whatever effect is on the Zanpakuto, or user, at the time is copied on to the strike. (I.E, the Zanpakuto is coated with an ice-effect, the Zanpakuto the Spirit uses will also be coated with ice.). As this is a blade made of Reiatsu, it naturally bypasses the Cutback Effect.
Synergizes well with Ichi and Ni.
How to use technique: Communicate with Spirit, work in tandem with it.
Technique Drawbacks: Class Five 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. Small amounts of Physical and spiritual fatigue if they do help. Depends heavily on the user's own skill and sword technique to make useful. Must be within the range of the original slash or attack, I.E, you can't teleport the slash behind someone if you have no possible way of getting over there with your original strike. Shunpo does not count.
Technique Name: Go (Five)
Class: 5
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects: Go, also called "Addition", is the fifth of the Numbers. This technique allows the Zanpakuto Spirit to interact with the physical world as an attack of sorts. This technique creates a ghostly aura around the Zanpakuto, much like Ichi. Unlike Ichi, this aura is more solid, more 'real' so to speak. This technique lasts for one strike, one swing of the Zanpakuto, or simply one motion of the blade. Effectively, this technique allows the user and Zanpakuto Spirit to strike an additional time. The user of this technique can choose whether it be as soon as they attack, utilizing two attacks at once, a second before, or a second behind their original attack.
The real power, and versatility, of this technique comes from the fact that whatever effect is on the Zanpakuto, or user, at the time is copied on to the strike. (I.E, the Zanpakuto is coated with an ice-effect, the Zanpakuto the Spirit uses will also be coated with ice.). As this is a blade made of Reiatsu, it naturally bypasses the Cutback Effect.
Synergizes well with Ichi and Ni.
How to use technique: Communicate with Spirit, work in tandem with it.
Technique Drawbacks: Class Five 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. Small amounts of Physical and spiritual fatigue if they do help. Depends heavily on the user's own skill and sword technique to make useful. Must be within the range of the original slash or attack, I.E, you can't teleport the slash behind someone if you have no possible way of getting over there with your original strike. Shunpo does not count.
{Code for Tech}
[spoiler]{Go (Five)}
[b]Technique Name:[/b] Go (Five)
[b]Class:[/b] 5
[b]Technique Type:[/b] Other
[b]Usable By:[/b] Shinigami, Vizard
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] Go, also called "Addition", is the fifth of the Numbers. This technique allows the Zanpakuto Spirit to interact with the physical world as an attack of sorts. This technique creates a ghostly aura around the Zanpakuto, much like Ichi. Unlike Ichi, this aura is more solid, more 'real' so to speak. This technique lasts for one strike, one swing of the Zanpakuto, or simply one motion of the blade. Effectively, this technique allows the user and Zanpakuto Spirit to strike an additional time. The user of this technique can choose whether it be as soon as they attack, utilizing two attacks at once, a second before, or a second behind their original attack.
The real power, and versatility, of this technique comes from the fact that whatever effect is on the Zanpakuto, or user, at the time is copied on to the strike. (I.E, the Zanpakuto is coated with an ice-effect, the Zanpakuto the Spirit uses will also be coated with ice.). As this is a blade made of Reiatsu, it naturally bypasses the Cutback Effect.
Synergizes well with Ichi and Ni.
[b]How to use technique:[/b] Communicate with Spirit, work in tandem with it.
[b]Technique Drawbacks:[/b] Class Five 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. Small amounts of Physical and spiritual fatigue if they do help. Depends heavily on the user's own skill and sword technique to make useful. Must be within the range of the original slash or attack, I.E, you can't teleport the slash behind someone if you have no possible way of getting over there with your original strike. Shunpo does not count.[/spoiler]
{Go: Tenka (Five: Addition)}
Technique Name: Go: Tenka (Five: Addition)
Class: 5
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Go: Tenka serves as the fifth of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Go: Tenka was developed in order to give the user more defensive options in the midst of combat without having to change up their fighting style.
Upon activating Go: Tenka, the aura surrounding the user’s blade from Go will continue to persist for the next five posts, instead of expiring after one action, and will maintain the same timing chosen from Go for the full duration. During this duration, though, the user’s Zanpakuto Spirit will actively seek to defend the user. While the option to mimic the user’s actions is there, the Zanpakuto Spirit is also capable of making their own actions while mimicking the user.
Actions the Zanpakuto Spirit can take on their own are defensive in nature, and will actively look to protect the user. When acting on their own, outside of the previously restrictive timing, the Zanpakuto Spirit must only take actions to defend the user; retaliation attacks or otherwise active offensively will still be limited to mimicry of the user. These defensive, actions, however, cost 50 reiatsu every time they're used in addition to the activation cost of Go: Tenka.
How to use technique: Commune with the Zanpakuto Spirit and ask for additional defense.
Technique Drawbacks:
Class five reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. Autonomous movements the Zanpakuto Spirit takes cannot place them more than one second away from the user at any time; if an action would take them more than one second to realign with the user, it cannot be taken. Requires Go to be Mastered and active to use.
Made By: Albin Landry.
Reserved?: Yes.
Technique Name: Go: Tenka (Five: Addition)
Class: 5
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Go: Tenka serves as the fifth of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Go: Tenka was developed in order to give the user more defensive options in the midst of combat without having to change up their fighting style.
Upon activating Go: Tenka, the aura surrounding the user’s blade from Go will continue to persist for the next five posts, instead of expiring after one action, and will maintain the same timing chosen from Go for the full duration. During this duration, though, the user’s Zanpakuto Spirit will actively seek to defend the user. While the option to mimic the user’s actions is there, the Zanpakuto Spirit is also capable of making their own actions while mimicking the user.
Actions the Zanpakuto Spirit can take on their own are defensive in nature, and will actively look to protect the user. When acting on their own, outside of the previously restrictive timing, the Zanpakuto Spirit must only take actions to defend the user; retaliation attacks or otherwise active offensively will still be limited to mimicry of the user. These defensive, actions, however, cost 50 reiatsu every time they're used in addition to the activation cost of Go: Tenka.
How to use technique: Commune with the Zanpakuto Spirit and ask for additional defense.
Technique Drawbacks:
Class five reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. Autonomous movements the Zanpakuto Spirit takes cannot place them more than one second away from the user at any time; if an action would take them more than one second to realign with the user, it cannot be taken. Requires Go to be Mastered and active to use.
Made By: Albin Landry.
Reserved?: Yes.
{Code for Tech}
[spoiler]{Go: Tenka (Five: Addition)}
[u][b]Technique Name:[/b][/u] Go: Tenka (Five: Addition)
[u][b]Class:[/b][/u] 5
[u][b]Technique Type:[/b][/u] Other.
[u][b]Usable By:[/b][/u] Shinigami, Vizard.
[u][b]Technique Element:[/b][/u] None.
[u][b]Technique Description and Effects:[/b][/u]
Go: Tenka serves as the fifth of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Go: Tenka was developed in order to give the user more defensive options in the midst of combat without having to change up their fighting style.
Upon activating Go: Tenka, the aura surrounding the user’s blade from Go will continue to persist for the next five posts, instead of expiring after one action, and will maintain the same timing chosen from Go for the full duration. During this duration, though, the user’s Zanpakuto Spirit will actively seek to defend the user. While the option to mimic the user’s actions is there, the Zanpakuto Spirit is also capable of making their own actions while mimicking the user.
Actions the Zanpakuto Spirit can take on their own are defensive in nature, and will actively look to protect the user. When acting on their own, outside of the previously restrictive timing, the Zanpakuto Spirit must only take actions to defend the user; retaliation attacks or otherwise active offensively will still be limited to mimicry of the user. These defensive, actions, however, cost 50 reiatsu every time they're used in addition to the activation cost of Go: Tenka.
[u][b]How to use technique:[/b][/u] Commune with the Zanpakuto Spirit and ask for additional defense.
[u][b]Technique Drawbacks:[/b][/u]
Class five reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. Autonomous movements the Zanpakuto Spirit takes cannot place them more than one second away from the user at any time; if an action would take them more than one second to realign with the user, it cannot be taken. Requires Go to be Mastered and active to use.
[u][b]Made By:[/b][/u] Albin Landry.
[u][b]Reserved?:[/b][/u] Yes.[/spoiler]
{Roku (Six)}
Technique Name: Roku (Six)
Class: 4
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects:
Roku, known also as 'Stepping', is the sixth technique of 'Numbers'. This is an odd technique, as it technically requires another technique, Shunpo, to be learned and mastered. Activating this technique causes a blurry aura colored based on users Reiatsu to appear around the user's legs, but otherwise does nothing else. This aura lasts for around three posts. Once Shunpo is used while Roku is activated, however, the aura spreads to the entire body. This technique, when used with Shunpo, allows for two things. One, the user is able to instantly change direction mid-Shunpo with another Shunpo, if they need to. Two, it boosts one of the two Shunpo up to 15x, instead of 10x. It can be used for either the starting Shunpo, or the mid-way Shunpo.
This technique, effectively, has the Zanpakuto Spirit Shunpo with the user, both increasing the speed of Shunpo, and allowing the user an extra 'jump' if they need it.
How to use technique: Communicate with Zanpakuto Spirit, work in tandem with them.
Technique Drawbacks:
Though a class four technique, this technique has a 250 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. This technique places strain on the user's legs, reducing speed by 5% for at least two posts. Consecutive uses will stack 5% more on top of it, to a maximum of 20%. It is impossible to use this technique more than four posts in a row, as the muscles in the user's legs would be shredded. Must wait at least two posts for the strain to fade away, double that during combat.
Requires Shunpo Mastery to learn.
Technique Name: Roku (Six)
Class: 4
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects:
Roku, known also as 'Stepping', is the sixth technique of 'Numbers'. This is an odd technique, as it technically requires another technique, Shunpo, to be learned and mastered. Activating this technique causes a blurry aura colored based on users Reiatsu to appear around the user's legs, but otherwise does nothing else. This aura lasts for around three posts. Once Shunpo is used while Roku is activated, however, the aura spreads to the entire body. This technique, when used with Shunpo, allows for two things. One, the user is able to instantly change direction mid-Shunpo with another Shunpo, if they need to. Two, it boosts one of the two Shunpo up to 15x, instead of 10x. It can be used for either the starting Shunpo, or the mid-way Shunpo.
This technique, effectively, has the Zanpakuto Spirit Shunpo with the user, both increasing the speed of Shunpo, and allowing the user an extra 'jump' if they need it.
How to use technique: Communicate with Zanpakuto Spirit, work in tandem with them.
Technique Drawbacks:
Though a class four technique, this technique has a 250 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. This technique places strain on the user's legs, reducing speed by 5% for at least two posts. Consecutive uses will stack 5% more on top of it, to a maximum of 20%. It is impossible to use this technique more than four posts in a row, as the muscles in the user's legs would be shredded. Must wait at least two posts for the strain to fade away, double that during combat.
Requires Shunpo Mastery to learn.
{Code for Tech}
[spoiler]{Roku (Six)}
[b]Technique Name:[/b] Roku (Six)
[b]Class:[/b] 4
[b]Technique Type:[/b] Other
[b]Usable By:[/b] Shinigami, Vizard
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b]
Roku, known also as 'Stepping', is the sixth technique of 'Numbers'. This is an odd technique, as it technically requires another technique, Shunpo, to be learned and mastered. Activating this technique causes a blurry aura colored based on users Reiatsu to appear around the user's legs, but otherwise does nothing else. This aura lasts for around three posts. Once Shunpo is used while Roku is activated, however, the aura spreads to the entire body. This technique, when used with Shunpo, allows for two things. One, the user is able to instantly change direction mid-Shunpo with another Shunpo, if they need to. Two, it boosts one of the two Shunpo up to 15x, instead of 10x. It can be used for either the starting Shunpo, or the mid-way Shunpo.
This technique, effectively, has the Zanpakuto Spirit Shunpo with the user, both increasing the speed of Shunpo, and allowing the user an extra 'jump' if they need it.
[b]How to use technique:[/b] Communicate with Zanpakuto Spirit, work in tandem with them.
[b]Technique Drawbacks:[/b]
Though a class four technique, this technique has a 250 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. This technique places strain on the user's legs, reducing speed by 5% for at least two posts. Consecutive uses will stack 5% more on top of it, to a maximum of 20%. It is impossible to use this technique more than four posts in a row, as the muscles in the user's legs would be shredded. Must wait at least two posts for the strain to fade away, double that during combat.
Requires Shunpo Mastery to learn.[/spoiler]
{Roku: Tenka (Six: Addition)}
Technique Name: Roku: Tenka (Six: Addition)
Class: 4
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Roku: Tenka serves as the sixth of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Roku: Tenka was developed to push the user’s capabilities even further, at the cost of more potential damage to the user’s body.
While Roku: Tenka is active, a much more potent aura of the Zanpakuto Spirit’s reiatsu now perpetually coats the user’s entire body, taking on the color of the Zanpakuto Spirit’s reiatsu, should it differ from the user. While active, Roku: Tenka pushes both Shunpo used through standard Roku up to 15x speed. By spending an additional 100 reiatsu during one of the Shunpo used, the user can force this Shunpo to reach x25 speed, mimicking the speed of Utsusemi.
How to use technique: Commune with the Zanpakuto Spirit, and ask for an even greater push for speed.
Technique Drawbacks:
Instead of the standard Class four cost, this technique costs 200 reiatsu every post, on top of the 250 that Roku costs every post. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. Every post this technique remains active reduces the user’s Speed by an additional 5% for two posts, totaling to 10% with the normal drawbacks of Roku. Instead of capping at 20%, the Speed reductions from this technique cap at 75%. Upon Roku ending, the user must wait at least four posts for the strain to fade away, double that during combat, before Roku: Tenka can be used again alongside it. Requires Roku to be Mastered and active to use.
Made By: Albin Landry.
Reserved?: Yes.
Technique Name: Roku: Tenka (Six: Addition)
Class: 4
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Roku: Tenka serves as the sixth of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Roku: Tenka was developed to push the user’s capabilities even further, at the cost of more potential damage to the user’s body.
While Roku: Tenka is active, a much more potent aura of the Zanpakuto Spirit’s reiatsu now perpetually coats the user’s entire body, taking on the color of the Zanpakuto Spirit’s reiatsu, should it differ from the user. While active, Roku: Tenka pushes both Shunpo used through standard Roku up to 15x speed. By spending an additional 100 reiatsu during one of the Shunpo used, the user can force this Shunpo to reach x25 speed, mimicking the speed of Utsusemi.
How to use technique: Commune with the Zanpakuto Spirit, and ask for an even greater push for speed.
Technique Drawbacks:
Instead of the standard Class four cost, this technique costs 200 reiatsu every post, on top of the 250 that Roku costs every post. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. Every post this technique remains active reduces the user’s Speed by an additional 5% for two posts, totaling to 10% with the normal drawbacks of Roku. Instead of capping at 20%, the Speed reductions from this technique cap at 75%. Upon Roku ending, the user must wait at least four posts for the strain to fade away, double that during combat, before Roku: Tenka can be used again alongside it. Requires Roku to be Mastered and active to use.
Made By: Albin Landry.
Reserved?: Yes.
{Code for Tech}
[spoiler]{Roku: Tenka (Six: Addition)}
[u][b]Technique Name:[/b][/u] Roku: Tenka (Six: Addition)
[u][b]Class:[/b][/u] 4
[u][b]Technique Type:[/b][/u] Other.
[u][b]Usable By:[/b][/u] Shinigami, Vizard.
[u][b]Technique Element:[/b][/u] None.
[u][b]Technique Description and Effects:[/b][/u]
Roku: Tenka serves as the sixth of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Roku: Tenka was developed to push the user’s capabilities even further, at the cost of more potential damage to the user’s body.
While Roku: Tenka is active, a much more potent aura of the Zanpakuto Spirit’s reiatsu now perpetually coats the user’s entire body, taking on the color of the Zanpakuto Spirit’s reiatsu, should it differ from the user. While active, Roku: Tenka pushes both Shunpo used through standard Roku up to 15x speed. By spending an additional 100 reiatsu during one of the Shunpo used, the user can force this Shunpo to reach x25 speed, mimicking the speed of Utsusemi.
[u][b]How to use technique:[/b][/u] Commune with the Zanpakuto Spirit, and ask for an even greater push for speed.
[u][b]Technique Drawbacks:[/b][/u]
Instead of the standard Class four cost, this technique costs 200 reiatsu every post, on top of the 250 that Roku costs every post. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. Every post this technique remains active reduces the user’s Speed by an additional 5% for two posts, totaling to 10% with the normal drawbacks of Roku. Instead of capping at 20%, the Speed reductions from this technique cap at 75%. Upon Roku ending, the user must wait at least four posts for the strain to fade away, double that during combat, before Roku: Tenka can be used again alongside it. Requires Roku to be Mastered and active to use.
[u][b]Made By:[/b][/u] Albin Landry.
[u][b]Reserved?:[/b][/u] Yes.[/spoiler]
{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.
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.
{Code for Tech}
[spoiler]{Shunpo}
[b]Technique Name:[/b] Shunpo (Flash Steps)
[b]Class:[/b] 7
[b]Technique Type:[/b] Kidō
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] 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.[/spoiler]
{Advanced Air Ground}
Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects: This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects: This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
{Code for Tech}
[spoiler]{Advanced Air Ground}
[b]Technique Name:[/b] Advanced Air Ground
[b]Class:[/b] 7
[b]Technique Type:[/b] Spiritual Technique
[b]Technique Description and Effects:[/b] This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
[b]Drawback:[/b] No drawback.[/spoiler]
{Rhythm Beat}
Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects: A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique: Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks: Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects: A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique: Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks: Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
{Code for Tech}
[spoiler]{Rhythm Beat}
[b]Technique Name:[/b] Rhythm Beat
[b]Class:[/b] 6
[b]Technique Type:[/b] Hakuda
[b]Usable By:[/b] Shinigami, Beast-Clan, Escudo
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
[b]How to use technique:[/b] Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
[b]Technique Drawbacks:[/b] Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.[/spoiler]
{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.
Drawbacks: Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
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.
Drawbacks: Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
{Code for Tech}
[spoiler]{Shunpo Karin}
[b]Technique Name:[/b] Shunpo Karin
[b]Class:[/b] 5
[b]Technique Type:[/b] Kidō
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] 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.
[b]How to use technique:[/b] Stated above.
[b]Drawbacks:[/b] Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.[/spoiler]
{Fachada del Falso Rey (Façade of the False King) - 2/10 Uses}Technique Name: Fachada del Falso Rey [Façade of the False King]
Class: 6, 3, 1 (Class 6 TTP cost. Learning grants all Classes, but scales with the user's Class.)
Technique Type: General Shinigami
Usable By: Hollow-Tainted Shinigami
Technique Element: Hollow
Technique Description and Effects: Albin's circumstances are nothing short of unique. An inner-hollow turned Shinigami isn't exactly something that happens very often within the ranks of the Seireitei. Though, it's because of these extraordinary circumstances, that Albin, and the exceptionally few in number that share a similar circumstance are able to take advantage of the latent Hollow reiatsu still permeating within their soul; untouched potential, simply waiting to be tapped into. Enter Fachada del Falso Rey.
Upon activation of Fachada del Falso Rey, the user is given the option to “Hollowfy” their own reiatsu, converting - but not spending - a minimum of 50 reiatsu into Hollow Reiatsu. This Hollow pool is denoted separately from their normal reiatsu pool, but kept track of together. Hollow Reiatsu cannot be spent on anything other than this technique, and normal reiatsu cannot be used to fuel this technique.
While the user has any Hollow Reiatsu still in their system, their entire reiatsu signature will show up as Hollow to anyone with ES. Depending on how much of their current Reiatsu pool is converted into Hollow Reiatsu, four different stages of hollowfication will occur.
How to use technique: Channel reiatsu into your palm, while positioning your palm in front of your face. Manifest a mask, reap the benefits, and pray you don't leave it active for too long.
Technique Drawbacks: While notably powerful, much like any standard Hollow mask, this technique comes with far more drawbacks than its counterpart. For one, the user is forced to convert 100 (50 at Proficient, 0 at Mastered) normal reiatsu into Hollow reiatsu every single post this technique remains active. This technique is treated as an extension of the user's release, given it originates from a core part of their soul, and as such cannot be used alongside effects that do not allow for a release to be used (i.e. Shunko). Moreover, if an individual learns this technique, they are permanently barred from ever learning Soulbind, Soul Resonance, or Soul Release; even if they forget this technique down the line. Those with the aforementioned techniques cannot learn Fachada del Falso Rey until they forget them. Types that bolster the user's release (Fighter v2, Soul Specialist, etc.) and types that do not have a release (Kenpachi and Technique Master) are unable to take this technique.
Fachada del Falso Rey follows a non-standard path for mastering this technique. Upon spending the TTP to learn the technique, an individual will always have this technique Learned, no matter what Class they are. In order to gain Proficiency, this technique must be used in five different threads, the user must be at minimum Class 3, and costs a Class 3 TTP cost to gain Proficiency. Mastery requires ten different threads total, requires the user to be at minimum Class 1, and costs a Class 1 TTP cost to Master. For Vizards or Hollow Wraiths that have undergone their Inner Hollow fight, this requirement to use this technique multiple times is waved.
Depending on the Class of the user, while transformations will take place, when a user is not at a certain Class they won't get certain benefits. Half-Mask requires Class 6 to gain the mechanical benefits of. Full-Mask requires Class 4 to gain the mechanical benefits of. Half-Hollow requires Class 2 to gain the mechanical benefits of. Full-Hollow requires Class 1 to gain the mechanical benefits of. While not at these requisite Classes, these transformations will still take place, and likely result in a loss of control, but will not grant the benefits of each stage.
When the user is struck, they’ll automatically lose 200 (100 with Proficient, 50 with Mastered) Hollow reiatsu with that hit as their hollow form is weakened, unless they calcify their blood through the Full-Mask benefit. If the user is reduced to 0 Hollow reiatsu - whether through overspending, or being struck one too many times - and they still have normal reiatsu remaining, they'll be rendered exceptionally exhausted, as all of the stamina that wasn't originally burned from the duration of this technique will catch up to them, and then some. More often than not, if this technique was maintained for a notable amount of time, this can very well cause someone to lose consciousness. At any point, the user can opt to purge any hollow reiatsu from their body, provided they have control over themselves, removing all Hollow reiatsu from their body, but giving them the stamina drop listed above.
If the user is reduced to 0 Hollow reiatsu, and is left with 0 normal reiatsu, the Hollow energies within the user's soul will overwhelm their body and tear them apart at the seams, killing the user in a DE thread, or requiring one/two recovery-focused Solo Trainings in the case of NDE/DP, respectively. These threads must be at least 40 paragraphs in length, and TP rewards for these threads are halved.
Made By: Albin Landry
Reserved?: Yes, though it can be taught to those in exceptional circumstances. Unreserved for full-Vizards & Hollow Wraiths, but Mastery must be gained while training with someone who has also Mastered the technique if Learned without a teacher.
Class: 6, 3, 1 (Class 6 TTP cost. Learning grants all Classes, but scales with the user's Class.)
Technique Type: General Shinigami
Usable By: Hollow-Tainted Shinigami
Technique Element: Hollow
Technique Description and Effects: Albin's circumstances are nothing short of unique. An inner-hollow turned Shinigami isn't exactly something that happens very often within the ranks of the Seireitei. Though, it's because of these extraordinary circumstances, that Albin, and the exceptionally few in number that share a similar circumstance are able to take advantage of the latent Hollow reiatsu still permeating within their soul; untouched potential, simply waiting to be tapped into. Enter Fachada del Falso Rey.
Upon activation of Fachada del Falso Rey, the user is given the option to “Hollowfy” their own reiatsu, converting - but not spending - a minimum of 50 reiatsu into Hollow Reiatsu. This Hollow pool is denoted separately from their normal reiatsu pool, but kept track of together. Hollow Reiatsu cannot be spent on anything other than this technique, and normal reiatsu cannot be used to fuel this technique.
While the user has any Hollow Reiatsu still in their system, their entire reiatsu signature will show up as Hollow to anyone with ES. Depending on how much of their current Reiatsu pool is converted into Hollow Reiatsu, four different stages of hollowfication will occur.
{Half-Mask}While at least 25% of the user’s current reiatsu is converted into Hollow reiatsu, the user manifests a “half-mask” of sorts. Very akin to a normal Hollow Mask, though far less elegant, a bonelike structure forms across the user’s face, design chosen upon taking the technique. While this half-mask stage is active, stamina consumption (not including from type drawbacks) is effectively halved, making continuous fighting much easier. Their perceptive capabilities are also increased, allowing them to perceive movement of Speeds equal to their fastest Step technique. Assuming they don’t have the instinct to react to this otherwise, they’ll still find themselves unable to do so, but this makes reading movements a bit easier.
Maintaining control in this Half-Mask state is dubious at Learned. While maintaining control isn’t unheard of, it’s not likely. Proficient and beyond allows the user to maintain full control over themselves while this stage is active.
Maintaining control in this Half-Mask state is dubious at Learned. While maintaining control isn’t unheard of, it’s not likely. Proficient and beyond allows the user to maintain full control over themselves while this stage is active.
{Full-Mask}While at least 50% of the user’s current reiatsu is converted into Hollow reiatsu, this half-mask grows into a full. While Learned this mask will appear as though it’s effectively ever-growing and taking over the user’s face, while Proficient and beyond will appear as a flat, moveable mask akin to that of a normal Hollow Mask. The appearance of this mask is like that of a fuller version of their half-mask, as one would expect. While a full-mask is manifested, the user’s blood is quickly put under dominion of their hollow energies. When a wound is left on the user, the resulting blood from the injury immediately expands and calcifies upon leaving their body, resulting in a substance attached to them very much like the same bony material that makes up a hollow mask. Such substance defends from attacks equal to the user’s Offensive Stat, being a full-extension of both spiritual and physical capabilities. Much like most skin-defenses, these can be broken instantly and bypassed from final stages releases, and those with a higher OS than the user’s. This ability, much like other skin-defenses, is permanently at Class 3 at its highest point, despite the technique being equal in Class to the Class of the user. Calcifying their blood costs 75 Hollow Reiatsu to do, and calcifies at a speed equal to the user’s own. Given the circumstances, these calcifications could absolutely be used as a viable defense, all things considered.
Maintaining control in this Full-Mask state is incredibly unlikely at Learned, leaving the user in more of a “berserker state” instead of maintaining their autonomy. Proficient and beyond allows the user to maintain control in this state, and even opt into not calcifying their own blood.
Maintaining control in this Full-Mask state is incredibly unlikely at Learned, leaving the user in more of a “berserker state” instead of maintaining their autonomy. Proficient and beyond allows the user to maintain control in this state, and even opt into not calcifying their own blood.
{Half-Hollow}While at least 75% of the user’s current reiatsu is converted into Hollow reiatsu, about half of the user’s body will be covered in the same white, chitinous material that makes up their mask and the calcification effects from the previous stage. Though, unlike being solid and unmoving like the previous stage, this chitinous material is more akin to skin, moving with the user as one would expect from a normal Hierro. Despite this, the defensive ability from before is still treated as Class 3 at its highest. As an extension of this ability, those in this Half-Hollow state are given the option to manipulate their own calcified blood as they see fit, moving it at their own speed and striking with their own OS. Most notably, this ability takes hold as a slew of worm-like shapes with nothing more than a mouth, acting as appendages and whatnot. Only half the normal amount of blood is lost in this circumstance, and the lost blood is calcified in order to form this worm-like appendage. Creating this worm costs 250 Hollow reiatsu, reduced by 50 for every point in Bleeding Tolerance the user has, and can travel as far as 20 feet on its own, plus an additional 15 feet for every Bleeding Tolerance Rank the user has.
Maintaining control over this state is impossible unless this technique is Mastered. Unless this technique is mastered, users in the Half-Hollow state will be reduced to a berserker-like state of mind, simply attacking friend and foe alike no matter the circumstances. Mastery makes this stage controllable to a degree; violent tendencies and urges will still remain.
Maintaining control over this state is impossible unless this technique is Mastered. Unless this technique is mastered, users in the Half-Hollow state will be reduced to a berserker-like state of mind, simply attacking friend and foe alike no matter the circumstances. Mastery makes this stage controllable to a degree; violent tendencies and urges will still remain.
{Full-Hollow}When 100% of the user’s current reiatsu is converted into Hollow reiatsu, the user’s full body is coated in this Hierro coating, providing a full-body version of the partial defense from the previous stage, and the user reaches a level of “full-ascension”; to anybody looking toward them, they’re all but indistinguishable from an actual Vasto Lorde in physical appearance. It’s in this state that, on top of maintaining everything from the lower ranks, the user gains access to the ability to fire off Cero. This is Cero in its most basic form, functioning at Class 4 and costing 200 Hollow reiatsu, but relying on the user’s highest Spiritual stat instead of just RS, given it serves as a spiritual extension of their soul, instead of just a normal attack; much like the rest of the technique. Utilizing Spiritual Pressure increases this cost to 400 Hollow reiatsu.
Maintaining control over this state is impossible unless this technique is Mastered. Unless this technique is mastered, users in the Full-Hollow state will be reduced to a berserker-like state of mind, simply attacking friend and foe alike no matter the circumstances. Mastery makes this stage controllable to a degree; violent tendencies and urges will still remain.
Maintaining control over this state is impossible unless this technique is Mastered. Unless this technique is mastered, users in the Full-Hollow state will be reduced to a berserker-like state of mind, simply attacking friend and foe alike no matter the circumstances. Mastery makes this stage controllable to a degree; violent tendencies and urges will still remain.
How to use technique: Channel reiatsu into your palm, while positioning your palm in front of your face. Manifest a mask, reap the benefits, and pray you don't leave it active for too long.
Technique Drawbacks: While notably powerful, much like any standard Hollow mask, this technique comes with far more drawbacks than its counterpart. For one, the user is forced to convert 100 (50 at Proficient, 0 at Mastered) normal reiatsu into Hollow reiatsu every single post this technique remains active. This technique is treated as an extension of the user's release, given it originates from a core part of their soul, and as such cannot be used alongside effects that do not allow for a release to be used (i.e. Shunko). Moreover, if an individual learns this technique, they are permanently barred from ever learning Soulbind, Soul Resonance, or Soul Release; even if they forget this technique down the line. Those with the aforementioned techniques cannot learn Fachada del Falso Rey until they forget them. Types that bolster the user's release (Fighter v2, Soul Specialist, etc.) and types that do not have a release (Kenpachi and Technique Master) are unable to take this technique.
Fachada del Falso Rey follows a non-standard path for mastering this technique. Upon spending the TTP to learn the technique, an individual will always have this technique Learned, no matter what Class they are. In order to gain Proficiency, this technique must be used in five different threads, the user must be at minimum Class 3, and costs a Class 3 TTP cost to gain Proficiency. Mastery requires ten different threads total, requires the user to be at minimum Class 1, and costs a Class 1 TTP cost to Master. For Vizards or Hollow Wraiths that have undergone their Inner Hollow fight, this requirement to use this technique multiple times is waved.
Depending on the Class of the user, while transformations will take place, when a user is not at a certain Class they won't get certain benefits. Half-Mask requires Class 6 to gain the mechanical benefits of. Full-Mask requires Class 4 to gain the mechanical benefits of. Half-Hollow requires Class 2 to gain the mechanical benefits of. Full-Hollow requires Class 1 to gain the mechanical benefits of. While not at these requisite Classes, these transformations will still take place, and likely result in a loss of control, but will not grant the benefits of each stage.
When the user is struck, they’ll automatically lose 200 (100 with Proficient, 50 with Mastered) Hollow reiatsu with that hit as their hollow form is weakened, unless they calcify their blood through the Full-Mask benefit. If the user is reduced to 0 Hollow reiatsu - whether through overspending, or being struck one too many times - and they still have normal reiatsu remaining, they'll be rendered exceptionally exhausted, as all of the stamina that wasn't originally burned from the duration of this technique will catch up to them, and then some. More often than not, if this technique was maintained for a notable amount of time, this can very well cause someone to lose consciousness. At any point, the user can opt to purge any hollow reiatsu from their body, provided they have control over themselves, removing all Hollow reiatsu from their body, but giving them the stamina drop listed above.
If the user is reduced to 0 Hollow reiatsu, and is left with 0 normal reiatsu, the Hollow energies within the user's soul will overwhelm their body and tear them apart at the seams, killing the user in a DE thread, or requiring one/two recovery-focused Solo Trainings in the case of NDE/DP, respectively. These threads must be at least 40 paragraphs in length, and TP rewards for these threads are halved.
Made By: Albin Landry
Reserved?: Yes, though it can be taught to those in exceptional circumstances. Unreserved for full-Vizards & Hollow Wraiths, but Mastery must be gained while training with someone who has also Mastered the technique if Learned without a teacher.
{Code for Tech}
[spoiler]{Fachada del Falso Rey (Façade of the False King)}[u][b]Technique Name:[/b][/u] Fachada del Falso Rey [Façade of the False King]
[u][b]Class:[/b][/u] 6, 3, 1 (Class 6 TTP cost. Learning grants all Classes, but scales with the user's Class.)
[u][b]Technique Type:[/b][/u] General Shinigami
[u][b]Usable By:[/b][/u] Hollow-Tainted Shinigami
[u][b]Technique Element:[/b][/u] Hollow
[u][b]Technique Description and Effects:[/b][/u] Albin's circumstances are nothing short of unique. An inner-hollow turned Shinigami isn't exactly something that happens very often within the ranks of the Seireitei. Though, it's because of these extraordinary circumstances, that Albin, and the exceptionally few in number that share a similar circumstance are able to take advantage of the latent Hollow reiatsu still permeating within their soul; untouched potential, simply waiting to be tapped into. Enter Fachada del Falso Rey.
Upon activation of Fachada del Falso Rey, the user is given the option to “Hollowfy” their own reiatsu, converting - but not spending - a minimum of 50 reiatsu into Hollow Reiatsu. This Hollow pool is denoted separately from their normal reiatsu pool, but kept track of together. Hollow Reiatsu cannot be spent on anything other than this technique, and normal reiatsu cannot be used to fuel this technique.
While the user has any Hollow Reiatsu still in their system, their entire reiatsu signature will show up as Hollow to anyone with ES. Depending on how much of their current Reiatsu pool is converted into Hollow Reiatsu, four different stages of hollowfication will occur.
[spoiler]{Half-Mask}While at least 25% of the user’s current reiatsu is converted into Hollow reiatsu, the user manifests a “half-mask” of sorts. Very akin to a normal Hollow Mask, though far less elegant, a bonelike structure forms across the user’s face, design chosen upon taking the technique. While this half-mask stage is active, stamina consumption (not including from type drawbacks) is effectively halved, making continuous fighting much easier. Their perceptive capabilities are also increased, allowing them to perceive movement of Speeds equal to their fastest Step technique. Assuming they don’t have the instinct to react to this otherwise, they’ll still find themselves unable to do so, but this makes reading movements a bit easier.
Maintaining control in this Half-Mask state is dubious at Learned. While maintaining control isn’t unheard of, it’s not likely. Proficient and beyond allows the user to maintain full control over themselves while this stage is active.[/spoiler]
[spoiler]{Full-Mask}While at least 50% of the user’s current reiatsu is converted into Hollow reiatsu, this half-mask grows into a full. While Learned this mask will appear as though it’s effectively ever-growing and taking over the user’s face, while Proficient and beyond will appear as a flat, moveable mask akin to that of a normal Hollow Mask. The appearance of this mask is like that of a fuller version of their half-mask, as one would expect. While a full-mask is manifested, the user’s blood is quickly put under dominion of their hollow energies. When a wound is left on the user, the resulting blood from the injury immediately expands and calcifies upon leaving their body, resulting in a substance attached to them very much like the same bony material that makes up a hollow mask. Such substance defends from attacks equal to the user’s Offensive Stat, being a full-extension of both spiritual and physical capabilities. Much like most skin-defenses, these can be broken instantly and bypassed from final stages releases, and those with a higher OS than the user’s. This ability, much like other skin-defenses, is permanently at Class 3 at its highest point, despite the technique being equal in Class to the Class of the user. Calcifying their blood costs 75 Hollow Reiatsu to do, and calcifies at a speed equal to the user’s own. Given the circumstances, these calcifications could absolutely be used as a viable defense, all things considered.
Maintaining control in this Full-Mask state is incredibly unlikely at Learned, leaving the user in more of a “berserker state” instead of maintaining their autonomy. Proficient and beyond allows the user to maintain control in this state, and even opt into not calcifying their own blood.[/spoiler]
[spoiler]{Half-Hollow}While at least 75% of the user’s current reiatsu is converted into Hollow reiatsu, about half of the user’s body will be covered in the same white, chitinous material that makes up their mask and the calcification effects from the previous stage. Though, unlike being solid and unmoving like the previous stage, this chitinous material is more akin to skin, moving with the user as one would expect from a normal Hierro. Despite this, the defensive ability from before is still treated as Class 3 at its highest. As an extension of this ability, those in this Half-Hollow state are given the option to manipulate their own calcified blood as they see fit, moving it at their own speed and striking with their own OS. Most notably, this ability takes hold as a slew of worm-like shapes with nothing more than a mouth, acting as appendages and whatnot. Only half the normal amount of blood is lost in this circumstance, and the lost blood is calcified in order to form this worm-like appendage. Creating this worm costs 250 Hollow reiatsu, reduced by 50 for every point in Bleeding Tolerance the user has, and can travel as far as 20 feet on its own, plus an additional 15 feet for every Bleeding Tolerance Rank the user has.
Maintaining control over this state is impossible unless this technique is Mastered. Unless this technique is mastered, users in the Half-Hollow state will be reduced to a berserker-like state of mind, simply attacking friend and foe alike no matter the circumstances. Mastery makes this stage controllable to a degree; violent tendencies and urges will still remain.[/spoiler]
[spoiler]{Full-Hollow}When 100% of the user’s current reiatsu is converted into Hollow reiatsu, the user’s full body is coated in this Hierro coating, providing a full-body version of the partial defense from the previous stage, and the user reaches a level of “full-ascension”; to anybody looking toward them, they’re all but indistinguishable from an actual Vasto Lorde in physical appearance. It’s in this state that, on top of maintaining everything from the lower ranks, the user gains access to the ability to fire off Cero. This is Cero in its most basic form, functioning at Class 4 and costing 200 Hollow reiatsu, but relying on the user’s highest Spiritual stat instead of just RS, given it serves as a spiritual extension of their soul, instead of just a normal attack; much like the rest of the technique. Utilizing Spiritual Pressure increases this cost to 400 Hollow reiatsu.
Maintaining control over this state is impossible unless this technique is Mastered. Unless this technique is mastered, users in the Full-Hollow state will be reduced to a berserker-like state of mind, simply attacking friend and foe alike no matter the circumstances. Mastery makes this stage controllable to a degree; violent tendencies and urges will still remain.[/spoiler]
[u][b]How to use technique:[/b][/u] Channel reiatsu into your palm, while positioning your palm in front of your face. Manifest a mask, reap the benefits, and pray you don't leave it active for too long.
[u][b]Technique Drawbacks:[/b][/u] While notably powerful, much like any standard Hollow mask, this technique comes with [i]far[/i] more drawbacks than its counterpart. For one, the user is forced to convert 100 (50 at Proficient, 0 at Mastered) normal reiatsu into Hollow reiatsu every single post this technique remains active. This technique is treated as an extension of the user's release, given it originates from a core part of their soul, and as such cannot be used alongside effects that do not allow for a release to be used (i.e. Shunko). Moreover, if an individual learns this technique, they are permanently barred from ever learning Soulbind, Soul Resonance, or Soul Release; even if they forget this technique down the line. Those with the aforementioned techniques cannot learn Fachada del Falso Rey until they forget them. Types that bolster the user's release (Fighter v2, Soul Specialist, etc.) and types that do not have a release (Kenpachi and Technique Master) are unable to take this technique.
Fachada del Falso Rey follows a non-standard path for mastering this technique. Upon spending the TTP to learn the technique, an individual will always have this technique Learned, no matter what Class they are. In order to gain Proficiency, this technique must be used in five different threads, the user must be at minimum Class 3, and costs a Class 3 TTP cost to gain Proficiency. Mastery requires ten different threads total, requires the user to be at minimum Class 1, and costs a Class 1 TTP cost to Master. For Vizards or Hollow Wraiths that have undergone their Inner Hollow fight, this requirement to use this technique multiple times is waved.
Depending on the Class of the user, while transformations will take place, when a user is not at a certain Class they won't get certain benefits. Half-Mask requires Class 6 to gain the mechanical benefits of. Full-Mask requires Class 4 to gain the mechanical benefits of. Half-Hollow requires Class 2 to gain the mechanical benefits of. Full-Hollow requires Class 1 to gain the mechanical benefits of. While not at these requisite Classes, these transformations will still take place, and likely result in a loss of control, but will not grant the benefits of each stage.
When the user is struck, they’ll automatically lose 200 (100 with Proficient, 50 with Mastered) Hollow reiatsu with that hit as their hollow form is weakened, unless they calcify their blood through the Full-Mask benefit. If the user is reduced to 0 Hollow reiatsu - whether through overspending, or being struck one too many times - and they still have normal reiatsu remaining, they'll be rendered exceptionally exhausted, as all of the stamina that wasn't originally burned from the duration of this technique will catch up to them, and then some. More often than not, if this technique was maintained for a notable amount of time, this can very well cause someone to lose consciousness. At any point, the user can opt to purge any hollow reiatsu from their body, provided they have control over themselves, removing all Hollow reiatsu from their body, but giving them the stamina drop listed above.
If the user is reduced to 0 Hollow reiatsu, and is left with 0 normal reiatsu, the Hollow energies within the user's soul will overwhelm their body and tear them apart at the seams, killing the user in a DE thread, or requiring one/two recovery-focused Solo Trainings in the case of NDE/DP, respectively. These threads must be at least 40 paragraphs in length, and TP rewards for these threads are halved.
[u][b]Made By:[/b][/u] Albin Landry
[u][b]Reserved?:[/b][/u] Yes, though it can be taught to those in exceptional circumstances. Unreserved for full-Vizards & Hollow Wraiths, but Mastery must be gained while training with someone who has also Mastered the technique if Learned without a teacher.[/spoiler]
Current Threads
KILL SIX MILLION DEMONS [DE Hard Adventure]
Bridges Burned [DP PvP w/Alacran]
Never Forgive Me, Never Forget Me [Social w/Celes]
The Crooked Young [Social w/Ludwig]
Nova Twins [DP Hard Adventure w/Seiji]
A Stranger I Remain [Special Fight w/Celes]
Spring Droplets, Evening Dew [Social w/Shio]
Completed Threads
{Camila's Threads}
Learning To Fall [Solo Training] - 1/8 SkP
New Horizons [Joint Training] - 2/8 SkP
Sign of the Times [Solo Training] - 3/8 SkP
Welcome to Paradise [Joint Training] - 4/8 SkP
Signs of Life [NDE PvP] - 5/8 SkP
Infinity on High [Joint Training] - 6/8 SkP
Almost Easy [DE PvP] - DE, +1 SkP
Brompton Cocktail [Joint Training] - 1/8 SkP
Dancing With the Devil [NDE PvP] - 2/8 SkP
The Living Lab [NDE Medium Adventure] - 3/8 SkP
Chelsea Smile [NDE PvP] - 4/8 SkP
Stupid & Anxious [Joint Training] - 5/8 SkP
Built for Blame, Laced with Shame [Social] - 6/8 SkP
All Signs Point to Lauderdale - 7/8 SkP
Waltz of Treachery [Bankai Solo Training] - +1 SkP
Leave It All Behind [DP PvP] - 2/8 SkP
Be Prepared [JT] - 3/8 SkP
Meeting of Outcasts [DP PvP] - 5/8 SkP
Champagne for my Real Friends, Real Pain for my Sham Friends [DE PvP] - 7/8 SkP
The Desire to Smile [JT] - +1 SkP
An Exterminator Arises - 1/8 SkP
For A Pessimist, I'm Pretty Optimistic - 2/8 SkP
Separate Ways [DP PvP] - 4/8 SkP
Not Good Enough For Truth In Cliche' [NDE PvP] - 5/8 SkP
A Devastating Liberation [DE PvP] - 7/8 SkP
Learning To Fall [Solo Training] - 1/8 SkP
New Horizons [Joint Training] - 2/8 SkP
Sign of the Times [Solo Training] - 3/8 SkP
Welcome to Paradise [Joint Training] - 4/8 SkP
Signs of Life [NDE PvP] - 5/8 SkP
Infinity on High [Joint Training] - 6/8 SkP
Almost Easy [DE PvP] - DE, +1 SkP
Brompton Cocktail [Joint Training] - 1/8 SkP
Dancing With the Devil [NDE PvP] - 2/8 SkP
The Living Lab [NDE Medium Adventure] - 3/8 SkP
Chelsea Smile [NDE PvP] - 4/8 SkP
Stupid & Anxious [Joint Training] - 5/8 SkP
Built for Blame, Laced with Shame [Social] - 6/8 SkP
All Signs Point to Lauderdale - 7/8 SkP
Waltz of Treachery [Bankai Solo Training] - +1 SkP
Leave It All Behind [DP PvP] - 2/8 SkP
Be Prepared [JT] - 3/8 SkP
Meeting of Outcasts [DP PvP] - 5/8 SkP
Champagne for my Real Friends, Real Pain for my Sham Friends [DE PvP] - 7/8 SkP
The Desire to Smile [JT] - +1 SkP
An Exterminator Arises - 1/8 SkP
For A Pessimist, I'm Pretty Optimistic - 2/8 SkP
Separate Ways [DP PvP] - 4/8 SkP
Not Good Enough For Truth In Cliche' [NDE PvP] - 5/8 SkP
A Devastating Liberation [DE PvP] - 7/8 SkP
{Albin's Threads}
Chemical Kids & Mechanical Brides [DP Cinematic] - 2/8 SkP
The Strays [JT] - 3/8 SkP
That's No Hollow [DP PvP] - 5/8 SkP
Ghosts of the Past - 6/8 SkP
A Devastating Liberation [DE PvP] - +1 SkP
The Many Shades of Gray - 1/8 SkP
Field Experiments - 2/8 SkP
A Living Legend - 3/8 SkP
Nightmares of A Mad Man - 4/8 SkP
The Only Exception - 5/8 SkP
A Cruel Albin's Thesis - 6/8 SkP
A Stranger I remain - 7/8 SkP
Chemical Kids & Mechanical Brides [DP Cinematic] - 2/8 SkP
The Strays [JT] - 3/8 SkP
That's No Hollow [DP PvP] - 5/8 SkP
Ghosts of the Past - 6/8 SkP
A Devastating Liberation [DE PvP] - +1 SkP
The Many Shades of Gray - 1/8 SkP
Field Experiments - 2/8 SkP
A Living Legend - 3/8 SkP
Nightmares of A Mad Man - 4/8 SkP
The Only Exception - 5/8 SkP
A Cruel Albin's Thesis - 6/8 SkP
A Stranger I remain - 7/8 SkP
Copyables
{Release Information & Reiatsu Pool}
{Release Information}Shikai Duration: X/10.
Current Stance: Reversed or Upright.
Reversed Stance Shielding: N/A OS.
Active Card: N/A. Duration X/X.
Stored Card: N/A.
Stored Alignments: N/A, N/A, N/A. 0 Galactic Alignments.
Current Stance: Reversed or Upright.
Reversed Stance Shielding: N/A OS.
Active Card: N/A. Duration X/X.
Stored Card: N/A.
Stored Alignments: N/A, N/A, N/A. 0 Galactic Alignments.
{Reiatsu Pool}
Normal Reiatsu Pool: XXX/XXX
Hollow Reiatsu Pool: XXX/XXX - X.XXX%
XXX reiatsu converted into Hollow Reiatsu.
-XXX for XXX.
Normal Reiatsu Pool: XXX/XXX
Hollow Reiatsu Pool: XXX/XXX - X.XXX%
XXX reiatsu converted into Hollow Reiatsu.
-XXX for XXX.
{Code}
[spoiler]{Release Information}Shikai Duration: X/10.
Current Stance: Reversed or Upright.
Reversed Stance Shielding: N/A OS.
Active Card: N/A. Duration X/X.
Stored Card: N/A.
Stored Alignments: N/A, N/A, N/A. 0 [b][u][font color="ba52a7"]Galactic Alignments[/font][/u][/b].[/spoiler]
[spoiler]{Reiatsu Pool}
Normal Reiatsu Pool: [font color="89e9f9"]XXX[/font]/[font color="89e9f9"]XXX[/font]
Hollow Reiatsu Pool: [font color="880000"]XXX[/font]/[font color="880000"]XXX[/font] - [font color="880000"]X.XXX%[/font]
XXX reiatsu converted into Hollow Reiatsu.
-XXX for XXX.[/spoiler]
{Release Codes}
Strength
The Hanged Man
The Tower
Temperance
The Star
The Chariot
Solar Alignment
Lunar Alignment
Celestial Alignment
Galactic Alignment
Strength
[b][u][font color="ff6262"]Strength[/font][/u][/b]
The Hanged Man
[b][u][font color="9effa0"]The Hanged Man[/font][/u][/b]
The Tower
[b][u][font color="ffc786"]The Tower[/font][/u][/b]
Temperance
[b][u][font color="ab64ff"]Temperance[/font][/u][/b]
The Star
[b][u][font color="fcffb2"]The Star[/font][/u][/b]
The Chariot
[b][u][font color="ff86d6"]The Chariot[/font][/u][/b]
Solar Alignment
[b][u][font color="d22a2a"]Solar Alignment[/font][/u][/b]
Lunar Alignment
[b][u][font color="363983"]Lunar Alignment[/font][/u][/b]
Celestial Alignment
[b][u][font color="e8e8e8"]Celestial Alignment[/font][/u][/b]
Galactic Alignment
[b][u][font color="ba52a7"]Galactic Alignment[/font][/u][/b]