Post by Kitai Yoru on Jul 9, 2019 15:20:31 GMT -5
Account Name: Kitai Yoru
Chat Name: Ddsoul
Time Spent on Forum: 8 years 8 months 14 days
Roleplay Time: 7 years 8 months
Characters:
Jikken Kaze
Kitai Yoru, Fullbringer
Kitai Yoru, Saika
Impossible
Kira
Connor Greaves
The Kitai Shop, 20 items made
Reasons You Deserve This Position: I've been here for a very long time, and have gotten many techniques and items passed, proving that I know the rules well. Owns an item shop.
Chat Name: Ddsoul
Time Spent on Forum: 8 years 8 months 14 days
Roleplay Time: 7 years 8 months
Characters:
Jikken Kaze
Kitai Yoru, Fullbringer
Kitai Yoru, Saika
Impossible
Kira
Connor Greaves
{All the Techniques I've Created, 26 total}
Technique Name: [The Black Fog] Mastered
Class: [1]
Technique Type: [Hell Techniques]
Usable By: [Hell Races]
Technique Element: [Shadow]
Technique Fluff: [Those who fear the darkness are wise. Evil in its most primal form thrives in the shadows, always on the edge of the light. But while it is rare when the shadows of the underworld touch the land of the living, the results are always spoken of for generations. The Black Fog is an ability generated by those who have seen the proverbial void, and gazed into it. These people are those with hearts blacker than most, and live in perpetual chaos, misery, and hate. Those who use this technique are often those who have given up on life, and have let themselves fall into despair, or have done so at least once in their existence. This ability was made to show that, no matter how much hope there is the world, and no matter how happy the world becomes, evil will never leave the hearts of mankind, and will always linger. The darkest shadows linger behind the brightest lights.
The Black Fog is generated from the soul of the user, spilling from their chests, completely enshrouding their lower bodies in a mist of darkness at all times. From there, the fog begins to spread over the ground, seemingly consuming it, with the top of it lingering three feet above it. The Black Fog is thick to the point where no light can ever pierce it, consuming it in its entirety. The mist does more than feed off the light however. The shadows absorb all forms of energy that come into contact with it, be it heat, light, or reiatsu. Especially reiatsu.
The air above the fog is quickly drained of any lingering reiatsu, preventing anyone from creating airground platforms of any kind, as well as preventing any stepping abilities. However, those who stand in the blackened air start to suffer from the effects of this immediately. The moment anyone comes into contact with it will quickly lose their power, before fading away beneath the darkness, never to be seen again.
But this isn't what makes this ability so feared, although that is a part of it. The darkness is a sponge for souls, but it doesn't let that energy go to waste. Once it has absorbed enough souls, this ability starts to create monsters. Often titanic beings of pure hate and rage emerge from the shadows, climbing out of the nothing, existing for only destruction. The monsters can take on many forms, ranging from ogers, wolves, or even the well known dragon. These creatures stand anywhere from seven feet in height, to a towering fifty.
The being are extremely durable as well, needing the strongest of champions to slay them. The Black Fog naturally doesn't harm them, and are immune to the effects of it. No matter their shape, these creatures are only as smart as an animal, beatial in thought, maybe as smart as a lion.
All the air above the mist is stripped of reiatsu, no matter the distance. Any ability that touches the fog is absorbed, so long as the offensive stat is lower than the user's, adding the reiatsu used for the ability to the reiatsu counter.]
Technique Effects:
A Black mist spills out of the user's chest, quickly covering the ground around them, hovering two feet off the lowest surface. The Mist spreads five feet per post, times how many posts it has been active. 1 post equals five feet, 2 is ten, 3 fifteen, and so on. The air above the Black Fog cannot be used for any form of airground above it. Anyone in the fog loses 250 reiatsu per post, and loses the same amount just by touching it. Non- spiritual humans, plants, and animals die instantly when they come into contact with the fog.
Any techs used while inside the fog will charge the fog by half the amount paid for the original tech. Once the fog has collected 500 reiatsu, the user can summon a creature of the writer's choice to attack or cause general chaos. The user is also able to wait, and have the fog store its reiatsu in order to summon multiple beasts at once. The creature does not obey the caster, nor is it affected by the draining effects of the fog.
The stats of the creatures are always 800 strength, 400 speed, and 150 in all sensory stats, with 800 durability. The user is able to pay 500 in order to charge the mist. The Cost to maintain is 100 reiatsu, and is used to charge the fog. Fog lasts three posts after the user stops paying for it, and is unable to summon beasts after they stop.
How to use technique: [Mentioned above]
Technique Drawbacks: [The Black Fog, cannot be thrown around like a weapon, and will only remain on the ground, and around the user's lower body. Kicking with the fog around their legs will not drain opponents of reiatsu. The user is not immune to the draining effects of the fog, and is drained every post. Monsters will not obey anything the caster of the Fog commands of them.]
Incantation and Effect:
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [The Blood Pool] Mastered
Class: [1]
Technique Type: [Saika Techniques]
Usable By: [Saika]
Technique Element: [Blood]
Technique Description and Effects: [The user is able to create a pool of blood that acts much like the lava pools in Hell. Entering the pool will completely heal anyone back to 100%t, as well as extend the duration out of Hell by five posts, per post they stay inside, for Saika. Anyone that enters the pool will be rendered completely immobile for the extreme burning sensation that the pool creates, unless they have a 3 in pain tolerance, or anti-torture. Heals anyone, including enemies that dare enter. ]
How to use technique: [The user must sacrifice a limb in order to create a pool. After that, the pool takes four posts to emerge. Costs 200 to start, but nothing once it finally energes.]
Technique Drawbacks: [Stated above]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Mark of Sin: Envy] Mastered
Class: [5]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [Transformation]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Envy, it brands itself on the back, over the heart. When activated, the user is able to transform themselves into any other person that they know of, often someone in a position of fame or power, or someone that happens to have more than the wielder of the mark has. This isn't the rule, the user can change into anyone, but more of a guideline.]
How to use technique: [The user thinks of a person they want to be, and their body physically changes into that person, even going as far as mimicking clothing. The aura they give off is nearly identical to the original owner, but those who are familiar with the target, with 200 or more energy sensory, can tell that the user isn't who they say they are.]
Technique Drawbacks: [The user pays 100 reiatsu per post to maintain. Cannot become anything they would not normally Envy, like animals, or unsavory individuals.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Mark of Sin: Wrath] Mastered
Class: [2]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [Physical]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Wrath, this mark is branded on the inside of the right forearm. When activated, the user gives into their rage and anger, showing their hate for the world. Their bodies burn with a power they normally wouldn't be able to muster up. Anything that comes into contact with their bodies at this time will be damaged and burnt from the raw power they're letting off. Even brief interactions with the user in this state can melt skin. Lasts two posts.
Their body burns with the power of their original highest offensive stat, destroying anything with less than three quarters of it, and blocking anything above that. Attacks with a higher offensive stat will be undamaged.]
How to use technique: [User gives into their emotion, becoming the embodiment of Wrath, losing the ability to strategize. Costs 250 reiatsu.]
Technique Drawbacks: [The user must give into their emotion in order to use this ability, severely limiting their ability to think coherently, let alone form strategies. They can still use abilities, but not in any tactical way. After the ability ends, the user is left fatigued, their body not able to maintain full power afterward. Physicals are halved. Cooldown, 5 posts.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Mark of Sin: Greed] Mastered
Class: [3]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Greed, this mark is branded on the palm of the dominant hand of the user. Greed is a very dangerous ability for any who value their belongings. Greed lets the user take anything within their line of sight. So long as whatever they are claiming isn't alive, they can take it in an instant. For most things, this requires little energy, maybe 25 reiatsu, and can be used every post. For things with actual power however, this gets tricky.
To take something for a being with power requires actual effort on the users part. Costing 500 reiatsu, the embodiment of Greed will attempt to steal their belongings. In order to do this, they must have their original highest spiritual stat be twenty five percent higher then their victim's original highest offensive stat. The opponent can resist this if they pay twice as much reiatsu as the user did to activate this ability. This ability cannot be negated against objects with less than two classes of this technique.]
How to use technique: [The user says aloud, 'All I see is mine to claim', and whatever they look at will instantly be in their hand, and fully under the command of the user.]
Technique Drawbacks: [If Greed fails, it will go onto a three post cool down.]
Made By: [Kitai Yoru]
Technique Name: [Faustian Bargain] Learned
Class: [1]
Technique Type: [Saika Technique]
Usable By: [Saika]
Technique Element: [Reiatsu, if any]
Technique Description and Effects: [The Faustian Bargain is a technique born out of desperation for the Saika. The user pays any amount of reiatsu they wish, concentrating it into a super dense ball of reiatsu. This ball is then sucked into a small portal to Hell to grow. For every post it is in Hell, the ball absorbs reiatsu, equal to 25% of what it was initially sent in with. At any point, the user can draw the ball out of Hell, and consume the reiatsu to add the reiatsu back to their reserves. For example, if the user were to send 1000 reiatsu into Hell, and waited four posts, it would come back with 2000, and they would gain that to their reiatsu pool.]
How to use technique: [Stated above.]
Technique Drawbacks: [This ability is directly messing with Hell, a very bad thing for any Saika. As such, for every post that the ball of Reiatsu is in Hell, the Saika loses an extra post out of Hell. This means if the ball was in Hell for four posts, they would lose four extra posts, on top of their normal out of Hell count.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Mark of Sin: Gluttony] Learned
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Gluttony, this mark appears on the user's tongue. Passively, this allows the user to eat and digest anything perfectly, seemingly having a bottomless pit for a stomach. When activated, this allows the user to bite through anything with a lower original stat than the user's original highest spiritual stat, or strength stat. When successively used on a living being, the user absorbs a portion of their power, increasing one stat by 50% for three posts. When used successively again within the three posts will reset the duration of the posts and stack the boost, up to three additional times per stat. 250 reiatsu per bite.]
How to use technique: [Pay cost, bite into someone.]
Technique Drawbacks: [Does not count random background npc's for boost. If the user is unable to bite and eat something, then no boost. Once the user's stat is boosted, every time this is used afterward increases the cost by 50 reiatsu. While the user has a boosted stat or stats, they feel an intense and painful hunger, requiring a point in pain tolerance or anti-torture specifically for each boost after the first.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Grasp of the Dead] Learned
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [Fire]
Technique Description and Effects:[This is a very tricky ability for Hell users to first pickup, but absolutely invaluable once they've gotten the hang of it. By manipulating their chains, the users of this ability are able to channel heat and flames through the blackened bindings tethering them to Hell, creating a long arm of energy. The construct is an extension of the user in almost every way, being as dexterous as its creator. The Hands are spiritual in nature, and scale off of the user's highest spiritual stat. For every 50 in either rs or sprp, the hands can extend one foot. Hands move at a speed of 600, or equal to the user, whichever is faster. Hands have a piercing power equal to the spiritual stat of the user, and burn away anything with less than half of the users spiritual stat, destroying anything it touches. Cost, 100 reiatsu per post. Each level of mastery grants the user an additional pair of arms, up to three pairs.]
How to use technique: [Stated above.]
Technique Drawbacks: [User must have at least a 2 in pain resistance, or similar Skills in order to use this ability.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Bladed Chains] Learned
Class: [3]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Well, if you can't get rid of the nigh indestructible chains, why not put them to good use? This ability have two parts to it.
1: The chains of Hell torment the denizens endlessly, so why not share the misery? Learning this ability influences the blades, giving them the ability to cut through anything as easily as a normal spiritual blade can, regardless of the chains not changing in appearance, still as rounded as ever. The offensive stat for the chains is based off either the highest Spiritual stat, or the user's Strength stat, whichever is higher. Chains are unable to cut their owner. This is a passive ability, and is unable to be turned off.
2: Through some heavy handed use of reiatsu, the user can extend and manipulate the chains to do as they please. For strength users, the chains will extend upto thirty feet, and will move at either a speed equal to their speed stat, or at a speed of 600. For spiritual users, the size scales off of their highest spiritual stat. For every 50 they have in their higher stat, the chains can extend another foot, and can move at either 600, or the user's speed. Cost is 100 reiatsu every post.]
How to use technique: [Pay the cost for chains. Cutting power is permanently active]
Technique Drawbacks: [Cost.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: A failure's gift
Class: [Equal to your class]
Technique Type: [other]
Usable By: [failure]
Technique Element: [Various]
Technique Description and Effects: [The basis of this technique is reiatsu. What one can do with the byproduct of one's life essence. Everyone is different, yet one fact remains true for each individual: the element in which your reiatsu manifests as. Every spirit manifests itself as wind while outside of the body. This is what allows one to influence the air to increase the gravity around them. It's also the reason that a normal person is unable to detect a spirit with a majority of their senses. This ability can change that, at a cost. The use of this can change the element of your own spiritual pressure into one of four other things, while master's of this technique can change others.
Earth makes a flood completely solid, and unable to be broken with anything less than the rs of the caster, and counts as regular class. This also acts as the damage stat for anything the flood collides with. The speed is heavily clanged though. In place of moving around with the failure's speed stat, the earth changed flood's speed is is set at a static speed of 400. This variant of flood is highly unstable, however, and his hard to control for longer periods of time. The only time it is at full power is the first post you use it. For each following post, the flood quickly begins to break apart. The flood becomes smaller and weaker, losing 10% of its max mass and rs each post, until the flood rs touches down to 0. This ability cannot be deactivated before the rs of the flood hits zero, and will return to a normal flood the following post, on post 11. Air or fire based techniques that come into contact with this flood act with 30% less their damage stat.
For water, the flood does not change much. The most apparent change for the flood from a pretty light show to liquid matter, regardless of flood ability. It does not change the flood ability, but it changes any solid construct flood would create with it's ability into water, but not its powers. With this, it is still possible to move through, unlike earth. For the things moving through the, however, will be reduced to one fourth of what it normally is. The flood is also able to be used as a weapon, even without the ability of the flood. The impact with carry a fourth of the user's rs, and act as blunt force. This can also carry weights that str can, if the weight can be carried by str(1/4 the rs). This counts as a long term stat changer.
With your flood becoming pure fire, a failure must be wary. Despite being made of your own soul, touching the flood can set you off and kill the failure casting it. Your fire will begin to ignite the air around it, even leaving trails of fire in the air behind it after it moves for a post. This will also ignite everything that it touches will catch fire. It will burn away anything with less rs than the user, and counts as the class of the technique. The fire, when it touches something, will not instantly erase it. Instead, whatever it touches will catch fire. This flame will eat away at the reiatsu of whatever is subject to it. It will burn away 300 reiatsu per post, and will fuel itself on that burnt away energy. It will attempt to spread over the victim's body, as it eats away at the very building blocks that the body is made up of.
There is a way to get the flames off of oneself. One can 'over feed' the flame. By paying 400 reiatsu per post that the flames have been on you, the fire will instantly dispel, or you could use a water based ability to knock them off. Diving in a body of water works too. The less reiatsu something has, the quicker this fire will destroy it. If an attack that tries to pass through the ability will lose a major part of its power, being attacked on all sides by the flame, and will reduce the power of the ability by a significant portion.
The ability will never be completely destroyed however, unless the 'power' behind the ability is a quarter of the ability, or would not match up in standard clashes. Instead, the ability will be able to pass through the flames, but if the have 25% or less of the fire's rs, power is reduced by 50%. If they have 50% or less its rs, the power is reduced by 25%. If they have more than 50% of its rs, but is still inferior, it is reduced by 10%. If a permanent ability that lasts more than a single post, its power will be permanently reduced depending on how many times it collides with the flame. In all cases the rs shaved away from the ability cast is used to make the fire bigger. For every 200 rs the flames consume this way, the flood grows by the size of a standard car, and loses it after the duration of this ability would normally wear off, regardless of paying the cost again. This tech is 30% stronger over wind techs. Any water based abilities used again this will be considered 50% stronger.
Lighting is the most dramatic flood change. The entity of your flood becomes a bunch of spheres, constantly radiating with electricity. The size of the spheres is always a constant, with every ball sharing the same size as a baseball. The number you get depends on your rs, giving you one per 100 rs you have. This flood moves at a speed equivalent 200 per class, but can only move in a linear pattern. The focus for trying to make these orbs turn any direction while moving is insane. 600 instinct would be required to alter the course after it begins to move. After it stops moving, they take a post to cool down to re-aim them. This, however, can be ignored with instincts over 800. Normally, one can't control the lightning balls mid flight, but once you reach 800 or more instinct, you can even stop them to instantly change it for a new direction.
How to use technique: [The original caster can pass change the properties of one's reiatsu of a willing non failure participant once per thread, in a non-combat situation. The process leaves the two completely immobile, and unable to fight anything off if they were attacked. The failure casting however, can do the same for himself in the same amount of time. The failure, however, is not restricted in their mobility, but loses the use of their flood for two posts, as in the post you cast it, and to the end of your following post.
In combat, you can activate your element of choice by paying 400 reshi. It lasts five posts before it deactivates, and you can reuse it. This does not include earth. While active you gain both the positives and the negatives, and are unable to turn it off until the post have worn off. This ability takes up one tech slot as its name, followed by the element chosen.]
Technique Drawbacks: {[Stated above, plus you lose the ability to use gravitational pressure until your reshi is returned to its natural state, and will render all spirits visible as the element chosen. Can only have one chosen element at a time, and are unable to have it altered aside from another failure with this same technique.]
Made By: Impossible
Reserved: [Yes]
Technique Name: An Elemental Switch
Class: [Equal to your class]
Technique Type: [other]
Usable By: [Any race]
Technique Element: [Various]
Technique Description and Effects: [The basis of this technique is reiatsu. What one can do with the byproduct of one's life essence. Everyone is different, yet one fact remains true for each individual: the element in which your reiatsu manifests as. Every spirit manifests itself as wind while outside of the body. This is what allows one to influence the air to increase the gravity around them. It's also the reason that a normal person is unable to detect a spirit with a majority of their senses. This ability can change that, at a cost. The use of this can change the element of your own spiritual pressure into one of four other things, while master's of this technique can change others.
With earth, your spirit is unwavering, and makes the Reiatsu inside you almost completely solid and unwavering. This gives you two abilities. The first replaces both your gravitational pressure, and makes it so a spirit is unable to hide from the senses of normal humans. Gravitational pressure is a tool used by the strong to subjugate the weak, completely and absolutely. For earth, this is not the same. For earth, you might loose your gravitational pressure, but in it's place, you gain a body of steel. Your body becomes as strong as your highest offensive stat while this ability is active. The cost for this is dramatically reduced speed, cutting it in half, and making all techniques cost twice as much to use.
With water, the effect isn't nearly as painful. While still causing slight discomfort, it's nowhere NEAR the level that the other three cause, only making your body feel constantly bloated with too much blood. This makes your Reiatsu far easier to control, unlike its other elemental counterparts, especially over air, with air being the second hardest to control, and earth taking the number one spot. While using this element, your control is precise, your entire body becomes a stream of reshi, and unlike air, you can gain near perfect control of your power.
Any technique's cost is cut down by huge chunks, aside from any technique that requires a user-determined cost or all of the user's Reiatsu. At a beginner level of control, all your techs costs, including release, is cut down by a 10%, with proficient being at 20%, and a master only needing 70% of the power that is normally needed. Any technique that nulls another tech still needs to paid in full, and this ability does not reduce the sprp needed to counter it. High speed movement is painful for you however. With every movement you make, your blood sloshes around, making you dizzy and nauseous. Anything over a speed of 300, including step techs, will do this, and is possible to knock you out after five consecutive posts of high speed.
Fire probably causes the user the most pain out of the four. The pure discomfort from earth can contend with the number one though. While earth hardens your reshi, and water makes it into a liquid, fire is the most like air. The energy burns inside the body, like fire to a log. While using this, 50% of the reshi spent will return to the user after used after a tech is used in the following post, returning your reiatsu. This is more bad than good, as it returns as pure flame, trying to re enter your body, any way possible causing you massive burns. The flames will harm you, but in return, every attack, kido, or battle technique will explode with a fiery wrath, equal to the highest offensive stat, plus one fourth.
Lastly, lightning, the least painful of the four, if only because it numbs you. Lightning is pure energy. It's a fleeting moment in time, but with you, lightning will strike twice. Your body will become a generator, converting your reiatsu into pure energy. This energy does not act as normal reiatsu. This energy will never want to stay still, and thus you will never want to either. Your soul will begin to use this energy in place of your normal energy, making all energy-based techs pure 'energy', instead of reiatsu. This ignores defences that state reiatsu specifically.
Physical abilities that still cost reiatsu have the added effect of being made of the electric energy, and will stun the area or persons that the tech collides with. You body will also be affected, turning the skin on your hands and feet transform into energy, destroying anything it touches with less than half your rs. Anything higher will be damaged and blocked, with repeated strikes destroying the target. The lightning will crawl up your skin, eventually covering your entire body. This is not a good thing, because the energy replaces your skin with itself. The moment this ability deactivates, or you refuse to pay the cost, your skin will be stripped away. The total covering of your skin would take around 15 posts to do, and after that point, the energy would then immediately begin to eat away at your muscles. You would have 5 posts before your muscles are completely covered, and will vanish like your skin, meaning that extended use of this power will eventually eat all of your body. Unless you think you can survive without your skin or muscles. This ability also has the added downside of costing 100 per post, but does not have the usual limit.
How to use technique: (How is it activated?): [The original caster can pass change the properties of one's reiatsu of a willing non failure participant once per thread, in a non-combat situation. The process leaves the two completely immobile, and unable to fight anything off if they were attacked. The failure casting however, can do the same for himself in the same amount of time. The failure, however, is not restricted in their mobility, but loses the use of their flood for two posts, as in the post you cast it, and to the end of your following post.
In combat, you can activate your element of choice by paying 400 reshi. It lasts five posts before it deactivates, and you can reuse it immediately after it wears off. This does not apply to lightning, which is stated in its use above. While active you gain both the positives and the negatives, and are unable to turn it off until the post have worn off. This ability takes up one tech slot as its name, followed by the element chosen.]
Technique Drawbacks: {[Stated above, plus you lose the ability to use gravitational pressure until your reshi is returned to its natural state, and will render all spirits visible as the element chosen, along with the pain each ability cause while active. Can only have one chosen element at a time, and are unable to have it altered aside from another failure with the technique known as 'A failure's gift'. ]
Made By: Impossible
Reserved: [Yes, but due to the nature of this ability, other's learning this ability are able to reach master with it. Can be taught to another if the teacher has 'A failure's gift', and does not need to actually learn this ability to teach.]
Technique Name: [Holy Blade of the Light]
Class: [3]
Technique Type: [Energy]
Usable By: [Human World Dweller]
Technique Element: [Light]
Technique Description and Effects: [When first activated, this ability creates a single handed saber made of pure divine light for the user. The offensive stat of the weapon is equal to the reiatsu strength of the user. This ability can be activated again to bring it to life, so to speak, showing off what actually makes it special.
For 250 reiatsu, or one ginto tube, the blade will respond to the users thoughts, moving and attacking however they please. The speed of the blade is based off of the user's instinct, and the aim of the sword is based off of the user's own skill with the weapon.]
How to use technique: [First activation has a cost of 100. Activate by moving your hand to how you would hold a sword. Secone activation, you release the blade as you either pay the cost, or place the ginto tube against the hilt of the sword.]
Technique Drawbacks: [Slow for most people, requires a skill with swords to be decent with it.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Blast Wave]
Class: [3]
Technique Type: [Energy]
Usable By: [Human World Dwellers]
Technique Element: [Energy]
Technique Description and Effects: [Can be used from either the forearms down, the knees down, or the mouth. When activated, the user releases a torrent of energy, incinerating anything unlucky enough to get caught in its path. The blast power is equal to the reiatsu strength of the user. When the blast hits something, the object, if not instantly destroyed, will be pushed back by the energy, overwhelming any with less strength than the user's reiatsu strength. For every 100 the user has in reiatsu strength, the blast will travel two feet forward, and will be half a foot wide. This does not harm the user. Cost 250.]
How to use technique: [Point in general direction, and the blast will fire from either the palm of the arm/foot, or the entire limb.]
Technique Drawbacks: [User cannot see past technique with senses.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Shining Blast]
Class: [3]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [Creates a ball of brilliant sky blue energy in the palm of of the user's hand. The size of the ball is dependent on the reiatsu strength of the user. For every 100 of reiatsustrength, the ball grows one inch, starting at five inches initially. After creation, the user thrusts the sphere in the direction they wish to fire it, creating a stream of energy, destroying anything in its path. The starting size of this is five feet, and for every 100 reiatsu strength the user has adds another foot to it. Moves twice as fast as a cero.]
How to use technique: [Described above.]
Technique Drawbacks: [Cost is 250 reiatsu.
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Protect]
Class: [2]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [This ability creates a shield of energy in front of the user, with the express purpose of blocking an attack. The shield is created at a speed of 1000, and cannot be created if an enemy, or someone you see as an enemy, is within three feet of you. The shield, more like a wall really, is as tall as the user is currently, and as wide as they are if they were to fully extend their arms. This ability will perfectly block a single attack any class below this tech, and block anything equal to or higher with the user's offencive stat.]
How to use technique: [User views incoming attack, and pays the cost]
Technique Drawbacks: [500 reiatsu cost, cooldown of 2 posts]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Concussive blast]
Class: [4]
Technique Type: [General Spiritual Technique]
Usable By: [Any]
Technique Element: [Fire]
Technique Description and Effects: [This ability fires small fiery blasts of energy, moving at speeds of 600, that explode upon impact with anything. This is unique, as you don't have to fire a single shot of energy, but can fire these in groups. The offensive stat of this is reiatsu strength .]
How to use technique: [There are two ways to fire this ability. The first way to fire this, is to fire a single, large blast, the size of a car. This version will have the full offensive stat of the user. The second version fires many smaller blasts. In order to make more than one fireball, the offensive stat of this attack is split in half, being evenly divided between them. The lowest offensive stat the fireballs can have is 50. You fire them from the palm of your hand.]
Technique Drawbacks: [100 reiatsu, weaker when fired in mass.]
Incantation and Effect:
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Spirit Saber]
Class: [5]
Technique Type: [Kido: Hado #44]
Usable By: [Shinigami]
Technique Element: [Light]
Technique Description and Effects: [This creates a beam of light energy over either the user's hand, or the tip of their bladed weapon. The length of the blade is based off of the user's highest spiritual stat. For every 100 the user has, the blade will extend from the hand or sword tip one foot. This blade cuts through anything with power of the highest spiritual stat. Created with a speed of 700]
How to use technique: [Coat hand or sword in reiatsu, then the blade will shoot out at a speed of 700]
Technique Drawbacks: [Cost is 50 reiatsu per post]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Speed Trap]
Class: [2]
Technique Type: [Passive]
Usable By: [Human World Dwellers]
Technique Element: [Wind]
Technique Description and Effects: [The bane of all snipers, this ability activates only when something moving at a speed of 300 or more gets too close to the caster. The area this ability covers is an inch over the skin, and is constantly active, so long as the user has over 300 reiatsu remaining. This does not drain the user in any way. If something comes into contact with this ability, its momentum will be sent in the opposite direction. For example, if a bullet were to hit the air pocket, it would be returned to sender with equal speed and strength. Melee attacks will be reflected back into the body of the attacker, hitting them in the same place with the same force they attacked with, often breaking limbs. Swords, and other weapons will be bounced back, potentially striking the user. Only affects things moving over 300 speed.
Whenever something impacts the Speed Trap is when it starts to drain its user. For every post that it is used, it costs 300 reiatsu.]
How to use technique: [Mentioned above.]
Technique Drawbacks: [User cannot move at a speed above 300, or they will lose use of the ability for five posts. Can be sensed by anyone with over 200 Energy sensory. Only affects one object per post, while others will pass through. Can't affect anything not going over 300 speed.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Laser Face]
Class: [4]
Technique Type: [Other]
Usable By: [Hwd]
Technique Element: [Highly Condensed Plasma]
Technique Description and Effects: [This ability takes the user's reiatsu, and turns it into an attack! Crazy. The user molds their reiatsu into a spherical mass in the air around them, letting them create a skull. A normal sized skull, that looks human. The durability of the skull is half the users Reiatsu strength. These skulls have a speed of 400, but can't move more than ten feet away from the caster. Each Skull can fire beams of plasma that are twice as wide as the skull, with equal reiatsu strength as the user. The beam moves at the speed of a Bala, and will travel up to the users reiatsu strength in distance.]
How to use technique: [Cost to create a single Skull, 25 reiatsu, and can have one skull per 100 reiatsu strength the caster has. Cost to fire energy from a single Skull, 100 reiatsu. Can be created anywhere within ten feet of the caster, as long as there is nothing already where it would be created.]
Technique Drawbacks: [Will constantly quote famous authors, crack skeleton puns when there is more than one, and laugh when someone makes a joke, especially if it's related to bones or death. Each Skull only has two shots before it dies. Maximum movement range of ten feet around the user. Five max.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Minions!]
Class: [2]
Technique Type: [Physical]
Usable By: [Hwd]
Technique Element: [Earth]
Technique Description and Effects: [By charging the ground underneath them, the caster can create Golems from the matter they stand upon. There are three different kinds of Golems that can be made. The first are the helper kind, small, weak, and do little more than menial tasks when ordered. These are the weakest, but can be created in large numbers due to their low combat ability. The second are the soldier types. These are all purpose fighters that only fight. The last are the strongest, revered to destroyers. They stand at twenty feet tall, and are the hardest to use and summon. All Golems except Helper have a durability of the user's highest spiritual stat.
Each Golem has their ups and downs. The Helpers cost about 25 reiatsu to create, but only have 200 in physical stats, with 50 senses. They stand anywhere from three to five feet tall. These are the smartest Golems, and are semi-sentient, in that they can follow orders to a decent degree. If ordered to cook something, they won't burn it. If told to clean, they won't break anything. They only thing they can't do, is fight. They will never follow an order to fight, nor will they defend themselves if attacked. Only as durable as a rock.
Soldiers have 500 in physical stats, and 100 in senses, and cost 200 reiatsu each, standing at eight feet exactly. Not the smartest, not the dumbest, these Golems are useful to have. They follow one basic order at a time, and giving more then one will confuse them. Vague orders won't work either. Things like, 'defeat him', isn't enough. They need constant orders to work, or they will not do anything. They will, however, move without being expressly told to, when given an order. If they were knocked down, and then ordered to attack, they can get up by themselves.
Destroyers have 800 strength, 300 speed, and 100 senses, and cost 500 reiatsu. The Golems can look however the user wishes them to look. Easily the least intelligent, these have to be ordered to so every little thing. They seem to follow orders as well as the soldier at first glance, but will not move without being told to. If they fall into their backs, and are told to punch something, they will not more their body, and will attempt to punch from their position on the ground.]
How to use technique: [So long as the caster is touching the ground, regardless of footwear, they can cast this ability. User casts the ability, and whichever Golem the user wants rises from the ground. Golems take no effort to maintain after being created, but only helper type can exist indefinitely. Soldier lasts 5 posts, and Destroyer lasts 3.]
Technique Drawbacks: [Cost. Orders are auditory only, no mental control, making predicting their movements easy.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Beautifully Ultimate Time Tuba]
Class: [2]
Technique Type: [Energy]
Usable By: [Any race able to use hollow reiatsu]
Technique Element: [Metal, or was it water?]
Technique Description and Effects: [Hey kids, are looking to have some fun?! Then don't look here you little snot. This is mine! Activating this ability creates a giant floating tuba of liquid metal. Or was it water? This tuba is made of something, and that something is in a liquid state. The tuba is controlled via thought, how revolutionary! The owner of this musical instrument can mold itself to whatever shape the user wants, but at no point can two or more edges can be more than five feet apart from one another.
The Tuba is able to move up to a speed of 700, but can only exist within an area of ten feet of the user. If it leaves the area, it will vanish, screaming out in agony, along other words that should be ignored. Fun! The tuba is as durable as the highest spiritual stat of the user. The Beautifully Ultimate Time Tuba, is five feet in diameter. Every attack that impacts this ability reduces the durability of this by half of the offensive stat of the attack. Once it hits zero, it toots into non existence. To anyone who touches this unknown material, they would most likely describe it as feeling like living sand.]
How to use technique: [User pays 400 reiatsu and it's created in front of them. Lasts eight posts. Cannot have more than one. After the duration is up, the user can pay the cost again to maintain the ball. Can also pay 200 reiatsu at any time to repair the ball back to its original durability.]
Technique Drawbacks: [If the user physically touches this ability in any way, the user will be thrown back by a shockwave with equal strength to the users highest offensive stat.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Spiritual language]
Class: [6]
Technique Type: [cinematic]
Usable By (Technique is available to which races?): [all]
Technique Element: [None]
Technique Description and Effects: [Spiritual language is a mental ability that lets you speak and understand every language at once. By a combination of energy sensory and a sharp mental focus, you begin to understand those around you, hearing everyone in the language you are most used to. This is possible by having at least a 150 in energy sensory, and 300 in instinct, your mind begins translating the words anyone speaks like an instant translator. This also doubles for words, letting you read any language as long as you're been in the presence of someone who knows the language.]
How to use technique: [This ability is always active, reaching out to those around you, letting you understand each other. This only works as long as another being that can speak the language is in the range of your energy sensory. If you're online with someone speaking chinese in America, and no one within a mile can speak the language, you're out of luck, cause you can't speak chinese. The same goes with reading.
ALTERNATIVELY.... if you posses a 3 in languages, you have an easier time with other languages by nature, you do not need as much to learn this ability. You can learn this skill with only 75 es, and 150 in instinct.]
Technique Drawbacks [As stated before, this ability is constant, you can't turn it off as long as you're using your energy sensory. This will garnish you with odd looks for speaking their more familiar language, earning nasty looks and glares for 'assuming' that they spoke that language.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Skull slayer]
Class: [3]
Technique Type: [Kido]
Usable By: [Hollows, vizards, hell races, and failures]
Technique Element: [None]
Technique Description and Effects: [This ability creates a giant skull, with the head being different for each individual. The few consistencies between person to person however, is that it is always bone white, always shares the eye color of its caster, and is always the skull of an animal. You write in your animal skull in after learning this tech. The skull can be no larger than a car, and no smaller than a bike for adults.
This 'skull' has three major abilities. The first is the ability to fly. It has the ability to move at very high speeds, having a static speed of 800. It is not autonomous however, only responding to your physical commands. When you just learn this ability, you are able to control two at a time, one per each hand. At adept, you'll be able to control one per finger, moving them as you see fit. At mastered, you can control two per finger. Keep in mind that this is a very mentally taxing ability, and even controlling one requires you to split your focus in half. You would need very high instincts to manipulate more than five.
The second ability is that these skulls give you a shared vision, thus the reason they have your eye color. This does not mean they share your senses. They only give you their vision. They cannot hear, feel, or smell anything. They do not give sensory overload however or any other negative effects, meaning if they are subject to a flashbang or an illusion, the caster will receive the blinding effect. The skull will be subject to however long the effects of whatever hit them would normally last, in spite of the caster still being able to guide them with his own vision in place of the skull's.
And finally, these creatures can cast abilities for their caster, save for release techs and step techs. Any ability the user would normally fire, these guys will fire for them if they so please, at the cost of an additional 25% of the normal tech cost. The ability will always start off as a cero-like beam of energy. Once the beam hits something, the struck is immediately subjected to the effects the ability would normally do, be it freezing, burning, binding, etcetera. The fire rate is a static speed of 800, and the laser is launched as a constant stream for the post that it was activated.]
How to use technique: [By raising your hand to the sky, this ability takes away 500 reiatsu to activate, and forms the skull you designed upon learning this tech. The caster is unable to move while he activates this, nor are they able to use any abilities that require use of their hands to use. You are able to summon up to five at a time is you pay the cost for however many you summon. Meaning if you summon all five at once, you'd be paying 2500 reiatsu.]
Technique Drawbacks [This ability is very hard for those with low mental abilities to use. Their vision becomes split between the two heads, or even more if you dare try for more than one skull. Attacks to the skull might register as attacks to you, and force you to jump instead of moving the skull. The same is also true. The skull only has one of your senses, meaning that it is vulnerable to attacks outside of its vision, unless the caster is paying a heavy amount of attention to both their own, and their summon.
If you use an ability that would cause normally damage will not be transferred to the skull. The caster will still take the damage they normally would.
This ability is only able to use abilities that are within one class of this ability. This means only abilities that are class four, three, or two are able to be used. Any other abilities would be either too weak to charge the skull, or would overload it, and the skull would break down.
Users of weapons are also unable to use their hands for melee combat. If they tried, their summon, or summons, would fly all over the place, crashing into all sorts of things. The skulls aren't very sturdy either, with even a hit higher than 100 strength being able to destroy it.
Made By: Impossible
Reserved?: [Yes]
Technique Name: [Dragon]
Class: [3]
Technique Type: [Construct]
Usable By: [Human world dweller]
Technique Element: [Various]
Technique Description and Effects: [This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.]
How to use technique: [You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.]
Technique Drawbacks (Limitations, repercussions for use, etc) [Cost]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Dragons arrow]
Class: [2]
Technique Type: [energy]
Usable By: [Quincy]
Technique Element: [Energy]
Technique Description and Effects: [This ability comes in two forms. The first is a simple, and cheaper version, is a simple arrow. The more costly version creates a bow, and the arrow. Once the arrow is shot, it turns into two massive eastern dragons that fly forward, twisting around each other like a drill. Each dragon is ten feet thick, and as two begin to break away from each other, they increasing the area that they can touch. They fly over a distance of 1000 feet, at which point, the body seemingly vanishes, as if flying behind a wall, dragging the rest of the body with it. The two split apart at an even pace. For every foot they travel, they get a foot apart, up to 100 feet apart. The speed in which the two heads circle is not fixed. The further they get from one another, the faster they spin, gaining 1 speed for every foot, but only for spinning.
Anything with a soul that comes in contact with the dragons will be heavily burned, but not on the outside, if their offensive stat is lower than the arrow. Instead, the dragons will pass through the body and burn entirely underneath the skin, or flesh, or otherwise not the outermost layer of a soul's body. There is no push to the dragons, they cannot touch you like you can touch the ground. If you are caught in the middle of the spiral, you will almost certainly be hit by them.]
How to use technique: [You pay either 500 for the arrow, or 700 for the bow and the arrow. The dragons move at a speed of 800 and have the same rs as the caster's highest spiritual stat. The bow does not fade away, and holds the same rs as the caster's highest spiritual stat.]
Technique Drawbacks: [Will cause high stamina drain after launching one arrow, and anymore will burn the fingers.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Magic hats]
Class: [3]
Technique Type: [Step/support]
Usable By: [Human world dwellers]
Technique Element: [Illusion]
Technique Description and Effects: [This ability, once active, creates a magician's hat with a question mark on the front of it. The hat completely around your character, standing at twice their height. The moment it does, it moves to the side, leaving fifty-two copies behind it. The caster in inside one of these hats, while in the other hats is various gags. These include overly sized cartoonish rabbits, ducks, dragons, jack-in-a-box, and sexy scantily clad women with picket signs saying nope.
The hats move at a speed of 800, moving the caster away, with a stamina drain equal to the use of two consecutive step techs. People with senses under 200 are unable to see or hear inside the hats. If someone with lesser Es than the caster does rs, they are unable to sense what is inside what hat.]
How to use technique: [The caster asks aloud, 'Do you wanna see a hat trick?', and the ability is cast. The caster is moved depending on what they want. The minimum they can move is not at all, staying in the same location, and only having a hat constructed around them, costing them no stamina drain. The other options cost an equal amount of drain.
The positions of the hats is up to the caster, whether they want to get as far away from whatever it is that's attacking them and traveling in a line, or making a nice ring around their attacker. The hats can never be any closer to each other than five feet, and no further than ten feet from at least one other hat.]
Technique Drawbacks [This ability leaves the caster blind to the outside world, if their own sensory stat is lower than their own rs. If they so much as touch the hat, be it by physical contact, or by an ability of theirs, the hat and whatever hays come in contact with the ability vanish. Lasts three posts.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [The Black Fog] Mastered
Class: [1]
Technique Type: [Hell Techniques]
Usable By: [Hell Races]
Technique Element: [Shadow]
Technique Fluff: [Those who fear the darkness are wise. Evil in its most primal form thrives in the shadows, always on the edge of the light. But while it is rare when the shadows of the underworld touch the land of the living, the results are always spoken of for generations. The Black Fog is an ability generated by those who have seen the proverbial void, and gazed into it. These people are those with hearts blacker than most, and live in perpetual chaos, misery, and hate. Those who use this technique are often those who have given up on life, and have let themselves fall into despair, or have done so at least once in their existence. This ability was made to show that, no matter how much hope there is the world, and no matter how happy the world becomes, evil will never leave the hearts of mankind, and will always linger. The darkest shadows linger behind the brightest lights.
The Black Fog is generated from the soul of the user, spilling from their chests, completely enshrouding their lower bodies in a mist of darkness at all times. From there, the fog begins to spread over the ground, seemingly consuming it, with the top of it lingering three feet above it. The Black Fog is thick to the point where no light can ever pierce it, consuming it in its entirety. The mist does more than feed off the light however. The shadows absorb all forms of energy that come into contact with it, be it heat, light, or reiatsu. Especially reiatsu.
The air above the fog is quickly drained of any lingering reiatsu, preventing anyone from creating airground platforms of any kind, as well as preventing any stepping abilities. However, those who stand in the blackened air start to suffer from the effects of this immediately. The moment anyone comes into contact with it will quickly lose their power, before fading away beneath the darkness, never to be seen again.
But this isn't what makes this ability so feared, although that is a part of it. The darkness is a sponge for souls, but it doesn't let that energy go to waste. Once it has absorbed enough souls, this ability starts to create monsters. Often titanic beings of pure hate and rage emerge from the shadows, climbing out of the nothing, existing for only destruction. The monsters can take on many forms, ranging from ogers, wolves, or even the well known dragon. These creatures stand anywhere from seven feet in height, to a towering fifty.
The being are extremely durable as well, needing the strongest of champions to slay them. The Black Fog naturally doesn't harm them, and are immune to the effects of it. No matter their shape, these creatures are only as smart as an animal, beatial in thought, maybe as smart as a lion.
All the air above the mist is stripped of reiatsu, no matter the distance. Any ability that touches the fog is absorbed, so long as the offensive stat is lower than the user's, adding the reiatsu used for the ability to the reiatsu counter.]
Technique Effects:
A Black mist spills out of the user's chest, quickly covering the ground around them, hovering two feet off the lowest surface. The Mist spreads five feet per post, times how many posts it has been active. 1 post equals five feet, 2 is ten, 3 fifteen, and so on. The air above the Black Fog cannot be used for any form of airground above it. Anyone in the fog loses 250 reiatsu per post, and loses the same amount just by touching it. Non- spiritual humans, plants, and animals die instantly when they come into contact with the fog.
Any techs used while inside the fog will charge the fog by half the amount paid for the original tech. Once the fog has collected 500 reiatsu, the user can summon a creature of the writer's choice to attack or cause general chaos. The user is also able to wait, and have the fog store its reiatsu in order to summon multiple beasts at once. The creature does not obey the caster, nor is it affected by the draining effects of the fog.
The stats of the creatures are always 800 strength, 400 speed, and 150 in all sensory stats, with 800 durability. The user is able to pay 500 in order to charge the mist. The Cost to maintain is 100 reiatsu, and is used to charge the fog. Fog lasts three posts after the user stops paying for it, and is unable to summon beasts after they stop.
How to use technique: [Mentioned above]
Technique Drawbacks: [The Black Fog, cannot be thrown around like a weapon, and will only remain on the ground, and around the user's lower body. Kicking with the fog around their legs will not drain opponents of reiatsu. The user is not immune to the draining effects of the fog, and is drained every post. Monsters will not obey anything the caster of the Fog commands of them.]
Incantation and Effect:
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [The Blood Pool] Mastered
Class: [1]
Technique Type: [Saika Techniques]
Usable By: [Saika]
Technique Element: [Blood]
Technique Description and Effects: [The user is able to create a pool of blood that acts much like the lava pools in Hell. Entering the pool will completely heal anyone back to 100%t, as well as extend the duration out of Hell by five posts, per post they stay inside, for Saika. Anyone that enters the pool will be rendered completely immobile for the extreme burning sensation that the pool creates, unless they have a 3 in pain tolerance, or anti-torture. Heals anyone, including enemies that dare enter. ]
How to use technique: [The user must sacrifice a limb in order to create a pool. After that, the pool takes four posts to emerge. Costs 200 to start, but nothing once it finally energes.]
Technique Drawbacks: [Stated above]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Mark of Sin: Envy] Mastered
Class: [5]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [Transformation]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Envy, it brands itself on the back, over the heart. When activated, the user is able to transform themselves into any other person that they know of, often someone in a position of fame or power, or someone that happens to have more than the wielder of the mark has. This isn't the rule, the user can change into anyone, but more of a guideline.]
How to use technique: [The user thinks of a person they want to be, and their body physically changes into that person, even going as far as mimicking clothing. The aura they give off is nearly identical to the original owner, but those who are familiar with the target, with 200 or more energy sensory, can tell that the user isn't who they say they are.]
Technique Drawbacks: [The user pays 100 reiatsu per post to maintain. Cannot become anything they would not normally Envy, like animals, or unsavory individuals.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Mark of Sin: Wrath] Mastered
Class: [2]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [Physical]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Wrath, this mark is branded on the inside of the right forearm. When activated, the user gives into their rage and anger, showing their hate for the world. Their bodies burn with a power they normally wouldn't be able to muster up. Anything that comes into contact with their bodies at this time will be damaged and burnt from the raw power they're letting off. Even brief interactions with the user in this state can melt skin. Lasts two posts.
Their body burns with the power of their original highest offensive stat, destroying anything with less than three quarters of it, and blocking anything above that. Attacks with a higher offensive stat will be undamaged.]
How to use technique: [User gives into their emotion, becoming the embodiment of Wrath, losing the ability to strategize. Costs 250 reiatsu.]
Technique Drawbacks: [The user must give into their emotion in order to use this ability, severely limiting their ability to think coherently, let alone form strategies. They can still use abilities, but not in any tactical way. After the ability ends, the user is left fatigued, their body not able to maintain full power afterward. Physicals are halved. Cooldown, 5 posts.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
Technique Name: [Mark of Sin: Greed] Mastered
Class: [3]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Greed, this mark is branded on the palm of the dominant hand of the user. Greed is a very dangerous ability for any who value their belongings. Greed lets the user take anything within their line of sight. So long as whatever they are claiming isn't alive, they can take it in an instant. For most things, this requires little energy, maybe 25 reiatsu, and can be used every post. For things with actual power however, this gets tricky.
To take something for a being with power requires actual effort on the users part. Costing 500 reiatsu, the embodiment of Greed will attempt to steal their belongings. In order to do this, they must have their original highest spiritual stat be twenty five percent higher then their victim's original highest offensive stat. The opponent can resist this if they pay twice as much reiatsu as the user did to activate this ability. This ability cannot be negated against objects with less than two classes of this technique.]
How to use technique: [The user says aloud, 'All I see is mine to claim', and whatever they look at will instantly be in their hand, and fully under the command of the user.]
Technique Drawbacks: [If Greed fails, it will go onto a three post cool down.]
Made By: [Kitai Yoru]
Technique Name: [Faustian Bargain] Learned
Class: [1]
Technique Type: [Saika Technique]
Usable By: [Saika]
Technique Element: [Reiatsu, if any]
Technique Description and Effects: [The Faustian Bargain is a technique born out of desperation for the Saika. The user pays any amount of reiatsu they wish, concentrating it into a super dense ball of reiatsu. This ball is then sucked into a small portal to Hell to grow. For every post it is in Hell, the ball absorbs reiatsu, equal to 25% of what it was initially sent in with. At any point, the user can draw the ball out of Hell, and consume the reiatsu to add the reiatsu back to their reserves. For example, if the user were to send 1000 reiatsu into Hell, and waited four posts, it would come back with 2000, and they would gain that to their reiatsu pool.]
How to use technique: [Stated above.]
Technique Drawbacks: [This ability is directly messing with Hell, a very bad thing for any Saika. As such, for every post that the ball of Reiatsu is in Hell, the Saika loses an extra post out of Hell. This means if the ball was in Hell for four posts, they would lose four extra posts, on top of their normal out of Hell count.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Mark of Sin: Gluttony] Learned
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out of some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Gluttony, this mark appears on the user's tongue. Passively, this allows the user to eat and digest anything perfectly, seemingly having a bottomless pit for a stomach. When activated, this allows the user to bite through anything with a lower original stat than the user's original highest spiritual stat, or strength stat. When successively used on a living being, the user absorbs a portion of their power, increasing one stat by 50% for three posts. When used successively again within the three posts will reset the duration of the posts and stack the boost, up to three additional times per stat. 250 reiatsu per bite.]
How to use technique: [Pay cost, bite into someone.]
Technique Drawbacks: [Does not count random background npc's for boost. If the user is unable to bite and eat something, then no boost. Once the user's stat is boosted, every time this is used afterward increases the cost by 50 reiatsu. While the user has a boosted stat or stats, they feel an intense and painful hunger, requiring a point in pain tolerance or anti-torture specifically for each boost after the first.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Grasp of the Dead] Learned
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [Fire]
Technique Description and Effects:[This is a very tricky ability for Hell users to first pickup, but absolutely invaluable once they've gotten the hang of it. By manipulating their chains, the users of this ability are able to channel heat and flames through the blackened bindings tethering them to Hell, creating a long arm of energy. The construct is an extension of the user in almost every way, being as dexterous as its creator. The Hands are spiritual in nature, and scale off of the user's highest spiritual stat. For every 50 in either rs or sprp, the hands can extend one foot. Hands move at a speed of 600, or equal to the user, whichever is faster. Hands have a piercing power equal to the spiritual stat of the user, and burn away anything with less than half of the users spiritual stat, destroying anything it touches. Cost, 100 reiatsu per post. Each level of mastery grants the user an additional pair of arms, up to three pairs.]
How to use technique: [Stated above.]
Technique Drawbacks: [User must have at least a 2 in pain resistance, or similar Skills in order to use this ability.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Bladed Chains] Learned
Class: [3]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Well, if you can't get rid of the nigh indestructible chains, why not put them to good use? This ability have two parts to it.
1: The chains of Hell torment the denizens endlessly, so why not share the misery? Learning this ability influences the blades, giving them the ability to cut through anything as easily as a normal spiritual blade can, regardless of the chains not changing in appearance, still as rounded as ever. The offensive stat for the chains is based off either the highest Spiritual stat, or the user's Strength stat, whichever is higher. Chains are unable to cut their owner. This is a passive ability, and is unable to be turned off.
2: Through some heavy handed use of reiatsu, the user can extend and manipulate the chains to do as they please. For strength users, the chains will extend upto thirty feet, and will move at either a speed equal to their speed stat, or at a speed of 600. For spiritual users, the size scales off of their highest spiritual stat. For every 50 they have in their higher stat, the chains can extend another foot, and can move at either 600, or the user's speed. Cost is 100 reiatsu every post.]
How to use technique: [Pay the cost for chains. Cutting power is permanently active]
Technique Drawbacks: [Cost.]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: A failure's gift
Class: [Equal to your class]
Technique Type: [other]
Usable By: [failure]
Technique Element: [Various]
Technique Description and Effects: [The basis of this technique is reiatsu. What one can do with the byproduct of one's life essence. Everyone is different, yet one fact remains true for each individual: the element in which your reiatsu manifests as. Every spirit manifests itself as wind while outside of the body. This is what allows one to influence the air to increase the gravity around them. It's also the reason that a normal person is unable to detect a spirit with a majority of their senses. This ability can change that, at a cost. The use of this can change the element of your own spiritual pressure into one of four other things, while master's of this technique can change others.
Earth makes a flood completely solid, and unable to be broken with anything less than the rs of the caster, and counts as regular class. This also acts as the damage stat for anything the flood collides with. The speed is heavily clanged though. In place of moving around with the failure's speed stat, the earth changed flood's speed is is set at a static speed of 400. This variant of flood is highly unstable, however, and his hard to control for longer periods of time. The only time it is at full power is the first post you use it. For each following post, the flood quickly begins to break apart. The flood becomes smaller and weaker, losing 10% of its max mass and rs each post, until the flood rs touches down to 0. This ability cannot be deactivated before the rs of the flood hits zero, and will return to a normal flood the following post, on post 11. Air or fire based techniques that come into contact with this flood act with 30% less their damage stat.
For water, the flood does not change much. The most apparent change for the flood from a pretty light show to liquid matter, regardless of flood ability. It does not change the flood ability, but it changes any solid construct flood would create with it's ability into water, but not its powers. With this, it is still possible to move through, unlike earth. For the things moving through the, however, will be reduced to one fourth of what it normally is. The flood is also able to be used as a weapon, even without the ability of the flood. The impact with carry a fourth of the user's rs, and act as blunt force. This can also carry weights that str can, if the weight can be carried by str(1/4 the rs). This counts as a long term stat changer.
With your flood becoming pure fire, a failure must be wary. Despite being made of your own soul, touching the flood can set you off and kill the failure casting it. Your fire will begin to ignite the air around it, even leaving trails of fire in the air behind it after it moves for a post. This will also ignite everything that it touches will catch fire. It will burn away anything with less rs than the user, and counts as the class of the technique. The fire, when it touches something, will not instantly erase it. Instead, whatever it touches will catch fire. This flame will eat away at the reiatsu of whatever is subject to it. It will burn away 300 reiatsu per post, and will fuel itself on that burnt away energy. It will attempt to spread over the victim's body, as it eats away at the very building blocks that the body is made up of.
There is a way to get the flames off of oneself. One can 'over feed' the flame. By paying 400 reiatsu per post that the flames have been on you, the fire will instantly dispel, or you could use a water based ability to knock them off. Diving in a body of water works too. The less reiatsu something has, the quicker this fire will destroy it. If an attack that tries to pass through the ability will lose a major part of its power, being attacked on all sides by the flame, and will reduce the power of the ability by a significant portion.
The ability will never be completely destroyed however, unless the 'power' behind the ability is a quarter of the ability, or would not match up in standard clashes. Instead, the ability will be able to pass through the flames, but if the have 25% or less of the fire's rs, power is reduced by 50%. If they have 50% or less its rs, the power is reduced by 25%. If they have more than 50% of its rs, but is still inferior, it is reduced by 10%. If a permanent ability that lasts more than a single post, its power will be permanently reduced depending on how many times it collides with the flame. In all cases the rs shaved away from the ability cast is used to make the fire bigger. For every 200 rs the flames consume this way, the flood grows by the size of a standard car, and loses it after the duration of this ability would normally wear off, regardless of paying the cost again. This tech is 30% stronger over wind techs. Any water based abilities used again this will be considered 50% stronger.
Lighting is the most dramatic flood change. The entity of your flood becomes a bunch of spheres, constantly radiating with electricity. The size of the spheres is always a constant, with every ball sharing the same size as a baseball. The number you get depends on your rs, giving you one per 100 rs you have. This flood moves at a speed equivalent 200 per class, but can only move in a linear pattern. The focus for trying to make these orbs turn any direction while moving is insane. 600 instinct would be required to alter the course after it begins to move. After it stops moving, they take a post to cool down to re-aim them. This, however, can be ignored with instincts over 800. Normally, one can't control the lightning balls mid flight, but once you reach 800 or more instinct, you can even stop them to instantly change it for a new direction.
How to use technique: [The original caster can pass change the properties of one's reiatsu of a willing non failure participant once per thread, in a non-combat situation. The process leaves the two completely immobile, and unable to fight anything off if they were attacked. The failure casting however, can do the same for himself in the same amount of time. The failure, however, is not restricted in their mobility, but loses the use of their flood for two posts, as in the post you cast it, and to the end of your following post.
In combat, you can activate your element of choice by paying 400 reshi. It lasts five posts before it deactivates, and you can reuse it. This does not include earth. While active you gain both the positives and the negatives, and are unable to turn it off until the post have worn off. This ability takes up one tech slot as its name, followed by the element chosen.]
Technique Drawbacks: {[Stated above, plus you lose the ability to use gravitational pressure until your reshi is returned to its natural state, and will render all spirits visible as the element chosen. Can only have one chosen element at a time, and are unable to have it altered aside from another failure with this same technique.]
Made By: Impossible
Reserved: [Yes]
Technique Name: An Elemental Switch
Class: [Equal to your class]
Technique Type: [other]
Usable By: [Any race]
Technique Element: [Various]
Technique Description and Effects: [The basis of this technique is reiatsu. What one can do with the byproduct of one's life essence. Everyone is different, yet one fact remains true for each individual: the element in which your reiatsu manifests as. Every spirit manifests itself as wind while outside of the body. This is what allows one to influence the air to increase the gravity around them. It's also the reason that a normal person is unable to detect a spirit with a majority of their senses. This ability can change that, at a cost. The use of this can change the element of your own spiritual pressure into one of four other things, while master's of this technique can change others.
With earth, your spirit is unwavering, and makes the Reiatsu inside you almost completely solid and unwavering. This gives you two abilities. The first replaces both your gravitational pressure, and makes it so a spirit is unable to hide from the senses of normal humans. Gravitational pressure is a tool used by the strong to subjugate the weak, completely and absolutely. For earth, this is not the same. For earth, you might loose your gravitational pressure, but in it's place, you gain a body of steel. Your body becomes as strong as your highest offensive stat while this ability is active. The cost for this is dramatically reduced speed, cutting it in half, and making all techniques cost twice as much to use.
With water, the effect isn't nearly as painful. While still causing slight discomfort, it's nowhere NEAR the level that the other three cause, only making your body feel constantly bloated with too much blood. This makes your Reiatsu far easier to control, unlike its other elemental counterparts, especially over air, with air being the second hardest to control, and earth taking the number one spot. While using this element, your control is precise, your entire body becomes a stream of reshi, and unlike air, you can gain near perfect control of your power.
Any technique's cost is cut down by huge chunks, aside from any technique that requires a user-determined cost or all of the user's Reiatsu. At a beginner level of control, all your techs costs, including release, is cut down by a 10%, with proficient being at 20%, and a master only needing 70% of the power that is normally needed. Any technique that nulls another tech still needs to paid in full, and this ability does not reduce the sprp needed to counter it. High speed movement is painful for you however. With every movement you make, your blood sloshes around, making you dizzy and nauseous. Anything over a speed of 300, including step techs, will do this, and is possible to knock you out after five consecutive posts of high speed.
Fire probably causes the user the most pain out of the four. The pure discomfort from earth can contend with the number one though. While earth hardens your reshi, and water makes it into a liquid, fire is the most like air. The energy burns inside the body, like fire to a log. While using this, 50% of the reshi spent will return to the user after used after a tech is used in the following post, returning your reiatsu. This is more bad than good, as it returns as pure flame, trying to re enter your body, any way possible causing you massive burns. The flames will harm you, but in return, every attack, kido, or battle technique will explode with a fiery wrath, equal to the highest offensive stat, plus one fourth.
Lastly, lightning, the least painful of the four, if only because it numbs you. Lightning is pure energy. It's a fleeting moment in time, but with you, lightning will strike twice. Your body will become a generator, converting your reiatsu into pure energy. This energy does not act as normal reiatsu. This energy will never want to stay still, and thus you will never want to either. Your soul will begin to use this energy in place of your normal energy, making all energy-based techs pure 'energy', instead of reiatsu. This ignores defences that state reiatsu specifically.
Physical abilities that still cost reiatsu have the added effect of being made of the electric energy, and will stun the area or persons that the tech collides with. You body will also be affected, turning the skin on your hands and feet transform into energy, destroying anything it touches with less than half your rs. Anything higher will be damaged and blocked, with repeated strikes destroying the target. The lightning will crawl up your skin, eventually covering your entire body. This is not a good thing, because the energy replaces your skin with itself. The moment this ability deactivates, or you refuse to pay the cost, your skin will be stripped away. The total covering of your skin would take around 15 posts to do, and after that point, the energy would then immediately begin to eat away at your muscles. You would have 5 posts before your muscles are completely covered, and will vanish like your skin, meaning that extended use of this power will eventually eat all of your body. Unless you think you can survive without your skin or muscles. This ability also has the added downside of costing 100 per post, but does not have the usual limit.
How to use technique: (How is it activated?): [The original caster can pass change the properties of one's reiatsu of a willing non failure participant once per thread, in a non-combat situation. The process leaves the two completely immobile, and unable to fight anything off if they were attacked. The failure casting however, can do the same for himself in the same amount of time. The failure, however, is not restricted in their mobility, but loses the use of their flood for two posts, as in the post you cast it, and to the end of your following post.
In combat, you can activate your element of choice by paying 400 reshi. It lasts five posts before it deactivates, and you can reuse it immediately after it wears off. This does not apply to lightning, which is stated in its use above. While active you gain both the positives and the negatives, and are unable to turn it off until the post have worn off. This ability takes up one tech slot as its name, followed by the element chosen.]
Technique Drawbacks: {[Stated above, plus you lose the ability to use gravitational pressure until your reshi is returned to its natural state, and will render all spirits visible as the element chosen, along with the pain each ability cause while active. Can only have one chosen element at a time, and are unable to have it altered aside from another failure with the technique known as 'A failure's gift'. ]
Made By: Impossible
Reserved: [Yes, but due to the nature of this ability, other's learning this ability are able to reach master with it. Can be taught to another if the teacher has 'A failure's gift', and does not need to actually learn this ability to teach.]
Technique Name: [Holy Blade of the Light]
Class: [3]
Technique Type: [Energy]
Usable By: [Human World Dweller]
Technique Element: [Light]
Technique Description and Effects: [When first activated, this ability creates a single handed saber made of pure divine light for the user. The offensive stat of the weapon is equal to the reiatsu strength of the user. This ability can be activated again to bring it to life, so to speak, showing off what actually makes it special.
For 250 reiatsu, or one ginto tube, the blade will respond to the users thoughts, moving and attacking however they please. The speed of the blade is based off of the user's instinct, and the aim of the sword is based off of the user's own skill with the weapon.]
How to use technique: [First activation has a cost of 100. Activate by moving your hand to how you would hold a sword. Secone activation, you release the blade as you either pay the cost, or place the ginto tube against the hilt of the sword.]
Technique Drawbacks: [Slow for most people, requires a skill with swords to be decent with it.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Blast Wave]
Class: [3]
Technique Type: [Energy]
Usable By: [Human World Dwellers]
Technique Element: [Energy]
Technique Description and Effects: [Can be used from either the forearms down, the knees down, or the mouth. When activated, the user releases a torrent of energy, incinerating anything unlucky enough to get caught in its path. The blast power is equal to the reiatsu strength of the user. When the blast hits something, the object, if not instantly destroyed, will be pushed back by the energy, overwhelming any with less strength than the user's reiatsu strength. For every 100 the user has in reiatsu strength, the blast will travel two feet forward, and will be half a foot wide. This does not harm the user. Cost 250.]
How to use technique: [Point in general direction, and the blast will fire from either the palm of the arm/foot, or the entire limb.]
Technique Drawbacks: [User cannot see past technique with senses.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Shining Blast]
Class: [3]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [Creates a ball of brilliant sky blue energy in the palm of of the user's hand. The size of the ball is dependent on the reiatsu strength of the user. For every 100 of reiatsustrength, the ball grows one inch, starting at five inches initially. After creation, the user thrusts the sphere in the direction they wish to fire it, creating a stream of energy, destroying anything in its path. The starting size of this is five feet, and for every 100 reiatsu strength the user has adds another foot to it. Moves twice as fast as a cero.]
How to use technique: [Described above.]
Technique Drawbacks: [Cost is 250 reiatsu.
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Protect]
Class: [2]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [This ability creates a shield of energy in front of the user, with the express purpose of blocking an attack. The shield is created at a speed of 1000, and cannot be created if an enemy, or someone you see as an enemy, is within three feet of you. The shield, more like a wall really, is as tall as the user is currently, and as wide as they are if they were to fully extend their arms. This ability will perfectly block a single attack any class below this tech, and block anything equal to or higher with the user's offencive stat.]
How to use technique: [User views incoming attack, and pays the cost]
Technique Drawbacks: [500 reiatsu cost, cooldown of 2 posts]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Concussive blast]
Class: [4]
Technique Type: [General Spiritual Technique]
Usable By: [Any]
Technique Element: [Fire]
Technique Description and Effects: [This ability fires small fiery blasts of energy, moving at speeds of 600, that explode upon impact with anything. This is unique, as you don't have to fire a single shot of energy, but can fire these in groups. The offensive stat of this is reiatsu strength .]
How to use technique: [There are two ways to fire this ability. The first way to fire this, is to fire a single, large blast, the size of a car. This version will have the full offensive stat of the user. The second version fires many smaller blasts. In order to make more than one fireball, the offensive stat of this attack is split in half, being evenly divided between them. The lowest offensive stat the fireballs can have is 50. You fire them from the palm of your hand.]
Technique Drawbacks: [100 reiatsu, weaker when fired in mass.]
Incantation and Effect:
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Spirit Saber]
Class: [5]
Technique Type: [Kido: Hado #44]
Usable By: [Shinigami]
Technique Element: [Light]
Technique Description and Effects: [This creates a beam of light energy over either the user's hand, or the tip of their bladed weapon. The length of the blade is based off of the user's highest spiritual stat. For every 100 the user has, the blade will extend from the hand or sword tip one foot. This blade cuts through anything with power of the highest spiritual stat. Created with a speed of 700]
How to use technique: [Coat hand or sword in reiatsu, then the blade will shoot out at a speed of 700]
Technique Drawbacks: [Cost is 50 reiatsu per post]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Speed Trap]
Class: [2]
Technique Type: [Passive]
Usable By: [Human World Dwellers]
Technique Element: [Wind]
Technique Description and Effects: [The bane of all snipers, this ability activates only when something moving at a speed of 300 or more gets too close to the caster. The area this ability covers is an inch over the skin, and is constantly active, so long as the user has over 300 reiatsu remaining. This does not drain the user in any way. If something comes into contact with this ability, its momentum will be sent in the opposite direction. For example, if a bullet were to hit the air pocket, it would be returned to sender with equal speed and strength. Melee attacks will be reflected back into the body of the attacker, hitting them in the same place with the same force they attacked with, often breaking limbs. Swords, and other weapons will be bounced back, potentially striking the user. Only affects things moving over 300 speed.
Whenever something impacts the Speed Trap is when it starts to drain its user. For every post that it is used, it costs 300 reiatsu.]
How to use technique: [Mentioned above.]
Technique Drawbacks: [User cannot move at a speed above 300, or they will lose use of the ability for five posts. Can be sensed by anyone with over 200 Energy sensory. Only affects one object per post, while others will pass through. Can't affect anything not going over 300 speed.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Laser Face]
Class: [4]
Technique Type: [Other]
Usable By: [Hwd]
Technique Element: [Highly Condensed Plasma]
Technique Description and Effects: [This ability takes the user's reiatsu, and turns it into an attack! Crazy. The user molds their reiatsu into a spherical mass in the air around them, letting them create a skull. A normal sized skull, that looks human. The durability of the skull is half the users Reiatsu strength. These skulls have a speed of 400, but can't move more than ten feet away from the caster. Each Skull can fire beams of plasma that are twice as wide as the skull, with equal reiatsu strength as the user. The beam moves at the speed of a Bala, and will travel up to the users reiatsu strength in distance.]
How to use technique: [Cost to create a single Skull, 25 reiatsu, and can have one skull per 100 reiatsu strength the caster has. Cost to fire energy from a single Skull, 100 reiatsu. Can be created anywhere within ten feet of the caster, as long as there is nothing already where it would be created.]
Technique Drawbacks: [Will constantly quote famous authors, crack skeleton puns when there is more than one, and laugh when someone makes a joke, especially if it's related to bones or death. Each Skull only has two shots before it dies. Maximum movement range of ten feet around the user. Five max.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Minions!]
Class: [2]
Technique Type: [Physical]
Usable By: [Hwd]
Technique Element: [Earth]
Technique Description and Effects: [By charging the ground underneath them, the caster can create Golems from the matter they stand upon. There are three different kinds of Golems that can be made. The first are the helper kind, small, weak, and do little more than menial tasks when ordered. These are the weakest, but can be created in large numbers due to their low combat ability. The second are the soldier types. These are all purpose fighters that only fight. The last are the strongest, revered to destroyers. They stand at twenty feet tall, and are the hardest to use and summon. All Golems except Helper have a durability of the user's highest spiritual stat.
Each Golem has their ups and downs. The Helpers cost about 25 reiatsu to create, but only have 200 in physical stats, with 50 senses. They stand anywhere from three to five feet tall. These are the smartest Golems, and are semi-sentient, in that they can follow orders to a decent degree. If ordered to cook something, they won't burn it. If told to clean, they won't break anything. They only thing they can't do, is fight. They will never follow an order to fight, nor will they defend themselves if attacked. Only as durable as a rock.
Soldiers have 500 in physical stats, and 100 in senses, and cost 200 reiatsu each, standing at eight feet exactly. Not the smartest, not the dumbest, these Golems are useful to have. They follow one basic order at a time, and giving more then one will confuse them. Vague orders won't work either. Things like, 'defeat him', isn't enough. They need constant orders to work, or they will not do anything. They will, however, move without being expressly told to, when given an order. If they were knocked down, and then ordered to attack, they can get up by themselves.
Destroyers have 800 strength, 300 speed, and 100 senses, and cost 500 reiatsu. The Golems can look however the user wishes them to look. Easily the least intelligent, these have to be ordered to so every little thing. They seem to follow orders as well as the soldier at first glance, but will not move without being told to. If they fall into their backs, and are told to punch something, they will not more their body, and will attempt to punch from their position on the ground.]
How to use technique: [So long as the caster is touching the ground, regardless of footwear, they can cast this ability. User casts the ability, and whichever Golem the user wants rises from the ground. Golems take no effort to maintain after being created, but only helper type can exist indefinitely. Soldier lasts 5 posts, and Destroyer lasts 3.]
Technique Drawbacks: [Cost. Orders are auditory only, no mental control, making predicting their movements easy.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Beautifully Ultimate Time Tuba]
Class: [2]
Technique Type: [Energy]
Usable By: [Any race able to use hollow reiatsu]
Technique Element: [Metal, or was it water?]
Technique Description and Effects: [Hey kids, are looking to have some fun?! Then don't look here you little snot. This is mine! Activating this ability creates a giant floating tuba of liquid metal. Or was it water? This tuba is made of something, and that something is in a liquid state. The tuba is controlled via thought, how revolutionary! The owner of this musical instrument can mold itself to whatever shape the user wants, but at no point can two or more edges can be more than five feet apart from one another.
The Tuba is able to move up to a speed of 700, but can only exist within an area of ten feet of the user. If it leaves the area, it will vanish, screaming out in agony, along other words that should be ignored. Fun! The tuba is as durable as the highest spiritual stat of the user. The Beautifully Ultimate Time Tuba, is five feet in diameter. Every attack that impacts this ability reduces the durability of this by half of the offensive stat of the attack. Once it hits zero, it toots into non existence. To anyone who touches this unknown material, they would most likely describe it as feeling like living sand.]
How to use technique: [User pays 400 reiatsu and it's created in front of them. Lasts eight posts. Cannot have more than one. After the duration is up, the user can pay the cost again to maintain the ball. Can also pay 200 reiatsu at any time to repair the ball back to its original durability.]
Technique Drawbacks: [If the user physically touches this ability in any way, the user will be thrown back by a shockwave with equal strength to the users highest offensive stat.]
Made By: [Impossible]
Reserved?: [Yes]
Technique Name: [Spiritual language]
Class: [6]
Technique Type: [cinematic]
Usable By (Technique is available to which races?): [all]
Technique Element: [None]
Technique Description and Effects: [Spiritual language is a mental ability that lets you speak and understand every language at once. By a combination of energy sensory and a sharp mental focus, you begin to understand those around you, hearing everyone in the language you are most used to. This is possible by having at least a 150 in energy sensory, and 300 in instinct, your mind begins translating the words anyone speaks like an instant translator. This also doubles for words, letting you read any language as long as you're been in the presence of someone who knows the language.]
How to use technique: [This ability is always active, reaching out to those around you, letting you understand each other. This only works as long as another being that can speak the language is in the range of your energy sensory. If you're online with someone speaking chinese in America, and no one within a mile can speak the language, you're out of luck, cause you can't speak chinese. The same goes with reading.
ALTERNATIVELY.... if you posses a 3 in languages, you have an easier time with other languages by nature, you do not need as much to learn this ability. You can learn this skill with only 75 es, and 150 in instinct.]
Technique Drawbacks [As stated before, this ability is constant, you can't turn it off as long as you're using your energy sensory. This will garnish you with odd looks for speaking their more familiar language, earning nasty looks and glares for 'assuming' that they spoke that language.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Skull slayer]
Class: [3]
Technique Type: [Kido]
Usable By: [Hollows, vizards, hell races, and failures]
Technique Element: [None]
Technique Description and Effects: [This ability creates a giant skull, with the head being different for each individual. The few consistencies between person to person however, is that it is always bone white, always shares the eye color of its caster, and is always the skull of an animal. You write in your animal skull in after learning this tech. The skull can be no larger than a car, and no smaller than a bike for adults.
This 'skull' has three major abilities. The first is the ability to fly. It has the ability to move at very high speeds, having a static speed of 800. It is not autonomous however, only responding to your physical commands. When you just learn this ability, you are able to control two at a time, one per each hand. At adept, you'll be able to control one per finger, moving them as you see fit. At mastered, you can control two per finger. Keep in mind that this is a very mentally taxing ability, and even controlling one requires you to split your focus in half. You would need very high instincts to manipulate more than five.
The second ability is that these skulls give you a shared vision, thus the reason they have your eye color. This does not mean they share your senses. They only give you their vision. They cannot hear, feel, or smell anything. They do not give sensory overload however or any other negative effects, meaning if they are subject to a flashbang or an illusion, the caster will receive the blinding effect. The skull will be subject to however long the effects of whatever hit them would normally last, in spite of the caster still being able to guide them with his own vision in place of the skull's.
And finally, these creatures can cast abilities for their caster, save for release techs and step techs. Any ability the user would normally fire, these guys will fire for them if they so please, at the cost of an additional 25% of the normal tech cost. The ability will always start off as a cero-like beam of energy. Once the beam hits something, the struck is immediately subjected to the effects the ability would normally do, be it freezing, burning, binding, etcetera. The fire rate is a static speed of 800, and the laser is launched as a constant stream for the post that it was activated.]
How to use technique: [By raising your hand to the sky, this ability takes away 500 reiatsu to activate, and forms the skull you designed upon learning this tech. The caster is unable to move while he activates this, nor are they able to use any abilities that require use of their hands to use. You are able to summon up to five at a time is you pay the cost for however many you summon. Meaning if you summon all five at once, you'd be paying 2500 reiatsu.]
Technique Drawbacks [This ability is very hard for those with low mental abilities to use. Their vision becomes split between the two heads, or even more if you dare try for more than one skull. Attacks to the skull might register as attacks to you, and force you to jump instead of moving the skull. The same is also true. The skull only has one of your senses, meaning that it is vulnerable to attacks outside of its vision, unless the caster is paying a heavy amount of attention to both their own, and their summon.
If you use an ability that would cause normally damage will not be transferred to the skull. The caster will still take the damage they normally would.
This ability is only able to use abilities that are within one class of this ability. This means only abilities that are class four, three, or two are able to be used. Any other abilities would be either too weak to charge the skull, or would overload it, and the skull would break down.
Users of weapons are also unable to use their hands for melee combat. If they tried, their summon, or summons, would fly all over the place, crashing into all sorts of things. The skulls aren't very sturdy either, with even a hit higher than 100 strength being able to destroy it.
Made By: Impossible
Reserved?: [Yes]
Technique Name: [Dragon]
Class: [3]
Technique Type: [Construct]
Usable By: [Human world dweller]
Technique Element: [Various]
Technique Description and Effects: [This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.]
How to use technique: [You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.]
Technique Drawbacks (Limitations, repercussions for use, etc) [Cost]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Dragons arrow]
Class: [2]
Technique Type: [energy]
Usable By: [Quincy]
Technique Element: [Energy]
Technique Description and Effects: [This ability comes in two forms. The first is a simple, and cheaper version, is a simple arrow. The more costly version creates a bow, and the arrow. Once the arrow is shot, it turns into two massive eastern dragons that fly forward, twisting around each other like a drill. Each dragon is ten feet thick, and as two begin to break away from each other, they increasing the area that they can touch. They fly over a distance of 1000 feet, at which point, the body seemingly vanishes, as if flying behind a wall, dragging the rest of the body with it. The two split apart at an even pace. For every foot they travel, they get a foot apart, up to 100 feet apart. The speed in which the two heads circle is not fixed. The further they get from one another, the faster they spin, gaining 1 speed for every foot, but only for spinning.
Anything with a soul that comes in contact with the dragons will be heavily burned, but not on the outside, if their offensive stat is lower than the arrow. Instead, the dragons will pass through the body and burn entirely underneath the skin, or flesh, or otherwise not the outermost layer of a soul's body. There is no push to the dragons, they cannot touch you like you can touch the ground. If you are caught in the middle of the spiral, you will almost certainly be hit by them.]
How to use technique: [You pay either 500 for the arrow, or 700 for the bow and the arrow. The dragons move at a speed of 800 and have the same rs as the caster's highest spiritual stat. The bow does not fade away, and holds the same rs as the caster's highest spiritual stat.]
Technique Drawbacks: [Will cause high stamina drain after launching one arrow, and anymore will burn the fingers.]
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Magic hats]
Class: [3]
Technique Type: [Step/support]
Usable By: [Human world dwellers]
Technique Element: [Illusion]
Technique Description and Effects: [This ability, once active, creates a magician's hat with a question mark on the front of it. The hat completely around your character, standing at twice their height. The moment it does, it moves to the side, leaving fifty-two copies behind it. The caster in inside one of these hats, while in the other hats is various gags. These include overly sized cartoonish rabbits, ducks, dragons, jack-in-a-box, and sexy scantily clad women with picket signs saying nope.
The hats move at a speed of 800, moving the caster away, with a stamina drain equal to the use of two consecutive step techs. People with senses under 200 are unable to see or hear inside the hats. If someone with lesser Es than the caster does rs, they are unable to sense what is inside what hat.]
How to use technique: [The caster asks aloud, 'Do you wanna see a hat trick?', and the ability is cast. The caster is moved depending on what they want. The minimum they can move is not at all, staying in the same location, and only having a hat constructed around them, costing them no stamina drain. The other options cost an equal amount of drain.
The positions of the hats is up to the caster, whether they want to get as far away from whatever it is that's attacking them and traveling in a line, or making a nice ring around their attacker. The hats can never be any closer to each other than five feet, and no further than ten feet from at least one other hat.]
Technique Drawbacks [This ability leaves the caster blind to the outside world, if their own sensory stat is lower than their own rs. If they so much as touch the hat, be it by physical contact, or by an ability of theirs, the hat and whatever hays come in contact with the ability vanish. Lasts three posts.]
Made By: [Impossible]
Reserved?: [No]
The Kitai Shop, 20 items made
Reasons You Deserve This Position: I've been here for a very long time, and have gotten many techniques and items passed, proving that I know the rules well. Owns an item shop.