Post by Deleted on Apr 26, 2020 3:21:06 GMT -5
On the surface
Class: 4 (Current CTP: 2,880. CTP Until Class-Up: 1,120.)
TTP Bank: 135 (Total TTP Spent: 240. Technique Slots Remaining: 18+3.)
SP: 630 (Training SP Remaining: 345+200. Class SP Remaining: 300.)
SkP: 0 (SkP Remaining: 5. SkP Progress: 3/8.)
Ryo: 0 (Current Ryo Cap: 100,000. Total Ryo Earned: 112,350. Total Ryo Spent: 92,805.)
Current Rank: 2 (Position: XCution Lance.)
A Sound Body
Type: Gadgeteer
Strength: 100
Speed: 115
Spiritual Pressure: 400
Reiatsu Strength: 40
Instinct: 50
Senses: 50
Energy Sensory: 0
Healing Expertise: 0
Light Aura: 100
Dark Aura: 0
Pain Tolerance: 2
Weapons - Swords: 2
Analysis: 2
Crafting: 2
Martial Arts - Infinity Style: 2
Weapons - Firearms: 2
Strength of Will: 2
Hacking: 2
Infinity Style - Taking traits from the weapon-focused style of Kendo while also working to incorporate swift, aggressive strikes from a Shinigami's Hakuda, Aldwin has started developing a weapon-based martial art he's named Infinity Style. Infinity Style focuses predominantly on swift, well-timed attacks with as many different weapons as the user can comfortably maintain control over at a given time. Generally, these weapons will be scattered around the battlefield, primed to be used as the user wishes. Being a weapon-focused style, the martial art also incorporates a healthy amount of disarming attacks, and attacks while disarmed.
An Intuitive Mind
Current Inventory:
Puppet Collection:
Items Made by Yours Truly:
Purification Blade
Scabbard Cannon
R-Siphon
Anti-Material Rounds
Purification Rounds
Ginto Rounds
Gunman's Cloak
Angel's Requiem
Spirit Puppet
Puppet Weaponry
Specialized Body
Hidden Weaponry
Hollow Body
Replacement Limb
Detacheable Limbs
Garotte
Strategy Beyond Comprehension
Drugged In A Starbucks [Solo Training] - 1/8 SkP
Stupid & Anxious [Joint Training] - 2/8 SkP
The Black Market Is A Wonderful Place [Joint Training] - 3/8 SkP
Forever The Sickest Kids [DP PvP] - 5/8 SkP
An Exceptionally Close Call [JT] - 6/8 SkP
Chemical Kids & Mechanical Brides [DP Cinematic] - +1 SkP
Survival of the Fittest [Solo Training] - 1/8 SkP
Honyopyako [PvP] - 2/8 SkP
Road Trip! pt. 1 [Job Thread] - 3/8 SkP
Fluttering Wings, Explosive Propositions [NDE PvP] - 4/8 SkP
Class: 4 (Current CTP: 2,880. CTP Until Class-Up: 1,120.)
TTP Bank: 135 (Total TTP Spent: 240. Technique Slots Remaining: 18+3.)
SP: 630 (Training SP Remaining: 345+200. Class SP Remaining: 300.)
SkP: 0 (SkP Remaining: 5. SkP Progress: 3/8.)
Ryo: 0 (Current Ryo Cap: 100,000. Total Ryo Earned: 112,350. Total Ryo Spent: 92,805.)
Current Rank: 2 (Position: XCution Lance.)
A Sound Body
Type: Gadgeteer
Strength: 100
Speed: 115
Spiritual Pressure: 400
Reiatsu Strength: 40
Instinct: 50
Senses: 50
Energy Sensory: 0
Healing Expertise: 0
Light Aura: 100
Dark Aura: 0
Pain Tolerance: 2
Weapons - Swords: 2
Analysis: 2
Crafting: 2
Martial Arts - Infinity Style: 2
Weapons - Firearms: 2
Strength of Will: 2
Hacking: 2
Infinity Style - Taking traits from the weapon-focused style of Kendo while also working to incorporate swift, aggressive strikes from a Shinigami's Hakuda, Aldwin has started developing a weapon-based martial art he's named Infinity Style. Infinity Style focuses predominantly on swift, well-timed attacks with as many different weapons as the user can comfortably maintain control over at a given time. Generally, these weapons will be scattered around the battlefield, primed to be used as the user wishes. Being a weapon-focused style, the martial art also incorporates a healthy amount of disarming attacks, and attacks while disarmed.
{Copy Code}
[spoiler]{[font color="fedbad"]Stats & Skills[/font]}[font color="#ffffff"]Type: [/font][font color="#fedbad"]Gadgeteer[/font]
[font color="#ffffff"]Strength: [/font][font color="#fedbad"]100[/font]
[font color="#ffffff"]Speed: [/font][font color="#fedbad"]115[/font]
[font color="#ffffff"]Spiritual Pressure: [/font][font color="#fedbad"]400[/font]
[font color="#ffffff"]Reiatsu Strength: [/font][font color="#fedbad"]40[/font]
[font color="#ffffff"]Instinct: [/font][font color="#fedbad"]50[/font]
[font color="#ffffff"]Senses: [/font][font color="#fedbad"]50[/font]
[font color="#ffffff"]Energy Sensory: [/font][font color="#fedbad"]0[/font]
[font color="#ffffff"]Healing Expertise: [/font][font color="#fedbad"]0[/font]
[font color="#ffffff"]Light Aura: [/font][font color="#fedbad"]100[/font]
[font color="#ffffff"]Dark Aura: [/font][font color="#fedbad"]0[/font]
[font color="#ffffff"]Pain Tolerance: [/font][font color="#fedbad"]2[/font]
[font color="#ffffff"]Weapons - Swords: [/font][font color="#fedbad"]2[/font]
[font color="#ffffff"]Analysis: [/font][font color="#fedbad"]2[/font]
[font color="#ffffff"]Crafting: [/font][font color="#fedbad"]2[/font]
[font color="#ffffff"]Martial Arts - Infinity Style:[/font] [font color="fedbad"]2[/font]
[font color="#ffffff"]Weapons - Firearms: [/font][font color="#fedbad"]2[/font]
[font color="#ffffff"]Strength of Will: [/font][font color="#fedbad"]2[/font]
[font color="#ffffff"]Hacking: [/font][font color="#fedbad"]2[/font]
Infinity Style - Taking traits from the weapon-focused style of Kendo while also working to incorporate swift, aggressive strikes from a Shinigami's Hakuda, Aldwin has started developing a weapon-based martial art he's named Infinity Style. Infinity Style focuses predominantly on swift, well-timed attacks with as many different weapons as the user can comfortably maintain control over at a given time. Generally, these weapons will be scattered around the battlefield, primed to be used as the user wishes. Being a weapon-focused style, the martial art also incorporates a healthy amount of disarming attacks, and attacks while disarmed.[/spoiler]
An Intuitive Mind
Current Inventory:
{K n o b - Class 4}
You don't get to see this lmao
You don't get to see this lmao
{Selee Schneide - Class 4}
Name: Selee Schneide
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated.
Type of Item: Tool
Class: 4
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: Selee Schneides are necessary for the Selee Schneide technique. These can be activated by paying a reiatsu cost equal to the cost of firing an arrow of the same class, and cost the same amount of reiatsu per post in order to maintain.
Drawbacks: Reiatsu cost to use the item.
Costs: 900 Ryo
Name: Selee Schneide
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated.
Type of Item: Tool
Class: 4
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: Selee Schneides are necessary for the Selee Schneide technique. These can be activated by paying a reiatsu cost equal to the cost of firing an arrow of the same class, and cost the same amount of reiatsu per post in order to maintain.
Drawbacks: Reiatsu cost to use the item.
Costs: 900 Ryo
{Code for Item}
[spoiler]{Selee Schneide - Class 4}
[b]Name:[/b] Selee Schneide
[b]Description:[/b] A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated.
[b]Type of Item:[/b] Tool
[b]Class:[/b] 4
[b]Item Power (IP):[/b] N/A
[b]Offense Type:[/b] N/A
[b]Durability:[/b] N/A
[b]Bonuses:[/b] Selee Schneides are necessary for the Selee Schneide technique. These can be activated by paying a reiatsu cost equal to the cost of firing an arrow of the same class, and cost the same amount of reiatsu per post in order to maintain.
[b]Drawbacks:[/b] Reiatsu cost to use the item.
[b]Costs:[/b] 900 Ryo[/spoiler]
{Scabbard Cannon - Class 3}Name: Scabbard Cannon
Description: This is an item that functions quite well with many of the same kind of weapon. The Scabbard Cannon takes the shape of a golf bag-esque “scabbard”, and can hold up to a certain number of the same kind of weapon within it. Because of the weapons this thing can hold, they can range in size from that of a normal scabbard, or much, much larger. At any given point, the user can forcibly cause these weapons to fire from the cannon either one at a time, or all at once.
Type of Item: Tool
Class: 3
Item Power (IP): 375
Offense Type: Physical
Durability: 1,750
Bonuses: Upon purchase, a weapon that the buyer currently owns 5 or more of that are all the same class must be selected. The Scabbard Cannon is then made to fit those items only, and is required to be the same Class as those weapons. By channeling 50 reiatsu through the Cannon, a single weapon can be fired from the cannon at a desired location, flying at a speed of 600 in a straight line. Multiple weapons can be fired at once with a cost of 300 Reiatsu, whether three weapons or twenty are being fired. For two or less weapons being fired at once, the cost is still 50 reiatsu per weapon. Up to twenty total weapons can be stored in a Scabbard Cannon at once. If fired directly upwards, the weapons will disperse randomly throughout the area as they fall, covering a five-foot radius around the user, expanding outward by five feet for every additional class above 7 the scabbard cannon is. The scabbard cannon can also be swung as a standalone melee weapon, with it being stronger than a normal scabbard, but still not as strong as the weapons inside of it. A Scabbard Cannon filled with weapons counts as one item for the purpose of anything that might require that.
By spending 200 reiatsu, a wielder can condense a Scabbard Cannon down into a shape that holds only one blade, or back to normal for the same cost. While a blade is sheathed in a Scabbard Cannon this way, so long as the user is holding onto the sheathed sword when they fire, they can swing that blade from the draw Iaijutsu-style at seven times their own Speed. This action counts a stepping technique, similarly to techniques like Shunpo Karin, Sonido Garra, or others. This still follows standard stepping technique limitations, and every consecutive use of this technique burns an additional 50 reiatsu per use, and consumes 100 durability after the second use, doubling this durability damage every time after the first that it's used in the same post.
Drawbacks: Reiatsu cost to use its desired effect. Once chosen, the items compatible with a scabbard cannon cannot be changed later on.
Costs: Total cost equivalent to two of the desired weapons.
Crafting: 2 in Crafting, aided by a 4 in Crafting from Kitai.
Donated to Urahara: Going into Kitai's Shop until Class 3.
Description: This is an item that functions quite well with many of the same kind of weapon. The Scabbard Cannon takes the shape of a golf bag-esque “scabbard”, and can hold up to a certain number of the same kind of weapon within it. Because of the weapons this thing can hold, they can range in size from that of a normal scabbard, or much, much larger. At any given point, the user can forcibly cause these weapons to fire from the cannon either one at a time, or all at once.
Type of Item: Tool
Class: 3
Item Power (IP): 375
Offense Type: Physical
Durability: 1,750
Bonuses: Upon purchase, a weapon that the buyer currently owns 5 or more of that are all the same class must be selected. The Scabbard Cannon is then made to fit those items only, and is required to be the same Class as those weapons. By channeling 50 reiatsu through the Cannon, a single weapon can be fired from the cannon at a desired location, flying at a speed of 600 in a straight line. Multiple weapons can be fired at once with a cost of 300 Reiatsu, whether three weapons or twenty are being fired. For two or less weapons being fired at once, the cost is still 50 reiatsu per weapon. Up to twenty total weapons can be stored in a Scabbard Cannon at once. If fired directly upwards, the weapons will disperse randomly throughout the area as they fall, covering a five-foot radius around the user, expanding outward by five feet for every additional class above 7 the scabbard cannon is. The scabbard cannon can also be swung as a standalone melee weapon, with it being stronger than a normal scabbard, but still not as strong as the weapons inside of it. A Scabbard Cannon filled with weapons counts as one item for the purpose of anything that might require that.
By spending 200 reiatsu, a wielder can condense a Scabbard Cannon down into a shape that holds only one blade, or back to normal for the same cost. While a blade is sheathed in a Scabbard Cannon this way, so long as the user is holding onto the sheathed sword when they fire, they can swing that blade from the draw Iaijutsu-style at seven times their own Speed. This action counts a stepping technique, similarly to techniques like Shunpo Karin, Sonido Garra, or others. This still follows standard stepping technique limitations, and every consecutive use of this technique burns an additional 50 reiatsu per use, and consumes 100 durability after the second use, doubling this durability damage every time after the first that it's used in the same post.
Drawbacks: Reiatsu cost to use its desired effect. Once chosen, the items compatible with a scabbard cannon cannot be changed later on.
Costs: Total cost equivalent to two of the desired weapons.
Crafting: 2 in Crafting, aided by a 4 in Crafting from Kitai.
Donated to Urahara: Going into Kitai's Shop until Class 3.
{Code for Item}
[spoiler]{Scabbard Cannon - Class 3}[b]Name:[/b] Scabbard Cannon
[b]Description:[/b] This is an item that functions quite well with many of the same kind of weapon. The Scabbard Cannon takes the shape of a golf bag-esque “scabbard”, and can hold up to a certain number of the same kind of weapon within it. Because of the weapons this thing can hold, they can range in size from that of a normal scabbard, or much, much larger. At any given point, the user can forcibly cause these weapons to fire from the cannon either one at a time, or all at once.
[b]Type of Item:[/b] Tool
[b]Class:[/b] 3
[b]Item Power (IP):[/b] 375
[b]Offense Type:[/b] Physical
[b]Durability:[/b] 1,750
[b]Bonuses:[/b] Upon purchase, a weapon that the buyer currently owns 5 or more of that are all the same class must be selected. The Scabbard Cannon is then made to fit those items only, and is required to be the same Class as those weapons. By channeling 50 reiatsu through the Cannon, a single weapon can be fired from the cannon at a desired location, flying at a speed of 600 in a straight line. Multiple weapons can be fired at once with a cost of 300 Reiatsu, whether three weapons or twenty are being fired. For two or less weapons being fired at once, the cost is still 50 reiatsu per weapon. Up to twenty total weapons can be stored in a Scabbard Cannon at once. If fired directly upwards, the weapons will disperse randomly throughout the area as they fall, covering a five-foot radius around the user, expanding outward by five feet for every additional class above 7 the scabbard cannon is. The scabbard cannon can also be swung as a standalone melee weapon, with it being stronger than a normal scabbard, but still not as strong as the weapons inside of it. A Scabbard Cannon filled with weapons counts as one item for the purpose of anything that might require that.
By spending 200 reiatsu, a wielder can condense a Scabbard Cannon down into a shape that holds only one blade, or back to normal for the same cost. While a blade is sheathed in a Scabbard Cannon this way, so long as the user is holding onto the sheathed sword when they fire, they can swing that blade from the draw Iaijutsu-style at seven times their own Speed. This action counts a stepping technique, similarly to techniques like Shunpo Karin, Sonido Garra, or others. This still follows standard stepping technique limitations, and every consecutive use of this technique burns an additional 50 reiatsu per use, and consumes 100 durability after the second use, doubling this durability damage every time after the first that it's used in the same post.
[b]Drawbacks:[/b] Reiatsu cost to use its desired effect. Once chosen, the items compatible with a scabbard cannon cannot be changed later on.
[b]Costs:[/b] Total cost equivalent to two of the desired weapons.
[b]Crafting:[/b] 2 in Crafting, aided by a 4 in Crafting from Kitai.
[b]Donated to Urahara:[/b] Going into Kitai's Shop until Class 3.[/spoiler]
{x20 Purification Blades - Class 3}
Name: Purification Blade
Description: Upon purchase, this weapon takes the shape of any bladed weapon the purchaser chooses. From there, it functions like a normal weapon, much like the standard Spiritual Steel weapons sold at Urahara’s. However, unlike those, this weapon is seen as an asset of sorts to those looking to stay on good terms with Shinigami; this weapon is able to purify souls, and perform Konso, even if the user isn’t normally a Shinigami.
Type of Item: Weapon
Class: 3
Item Power (IP): 500
Offense Type: Physical
Durability: 1,000
Bonuses: Aside from this weapon functioning like a normal Spiritual Steel weapon, Purification Blades allow the user to perform Konso on those deemed necessary, essentially aiding Shinigami. Doing so, though, costs 50 Reiatsu when done by a non-Shinigami, as opposed to otherwise being free. This weapon will purify hollows when used, and can send souls to Soul Society; or, in the case of someone having committed sin, will condemn those slain to hell if these sins weigh heavy enough.
Drawbacks: N/A
Name: Purification Blade
Description: Upon purchase, this weapon takes the shape of any bladed weapon the purchaser chooses. From there, it functions like a normal weapon, much like the standard Spiritual Steel weapons sold at Urahara’s. However, unlike those, this weapon is seen as an asset of sorts to those looking to stay on good terms with Shinigami; this weapon is able to purify souls, and perform Konso, even if the user isn’t normally a Shinigami.
Type of Item: Weapon
Class: 3
Item Power (IP): 500
Offense Type: Physical
Durability: 1,000
Bonuses: Aside from this weapon functioning like a normal Spiritual Steel weapon, Purification Blades allow the user to perform Konso on those deemed necessary, essentially aiding Shinigami. Doing so, though, costs 50 Reiatsu when done by a non-Shinigami, as opposed to otherwise being free. This weapon will purify hollows when used, and can send souls to Soul Society; or, in the case of someone having committed sin, will condemn those slain to hell if these sins weigh heavy enough.
Drawbacks: N/A
{Code for Item}
[spoiler]{x20 Purification Blades - Class 3}
[b]Name:[/b] Purification Blade
[b]Description:[/b] Upon purchase, this weapon takes the shape of any bladed weapon the purchaser chooses. From there, it functions like a normal weapon, much like the standard Spiritual Steel weapons sold at Urahara’s. However, unlike those, this weapon is seen as an asset of sorts to those looking to stay on good terms with Shinigami; this weapon is able to purify souls, and perform Konso, even if the user isn’t normally a Shinigami.
Type of Item: Weapon
[b]Class: [/b] 3
[b]Item Power (IP):[/b] 500
[b]Offense Type:[/b] Physical
[b]Durability:[/b] 1,000
[b]Bonuses:[/b] Aside from this weapon functioning like a normal Spiritual Steel weapon, Purification Blades allow the user to perform Konso on those deemed necessary, essentially aiding Shinigami. Doing so, though, costs 50 Reiatsu when done by a non-Shinigami, as opposed to otherwise being free. This weapon will purify hollows when used, and can send souls to Soul Society; or, in the case of someone having committed sin, will condemn those slain to hell if these sins weigh heavy enough.
[b]Drawbacks:[/b] N/A[/spoiler]
{Fake Firearms License - Class 6}
You don't get to see this lmao
You don't get to see this lmao
{R-Siphon - Class 3}
Name: R-Siphon
Description: A tight-fitting, black leather glove with a small dial on the wrist, no larger than the face of a watch. Depending on the setting, this dial can draw in certain amounts of reiatsu from the area, not unlike a Quincy’s cross. While more reiatsu is drawn in, the user may find what they can do to be quite limited.
Type of Item: Tool
Class: 3
Item Power (IP): N/A
Offense Type: N/A
Durability: 150
Bonuses: This glove has three settings; 0%, 50%, and 100%. Changing this dial requires a quick second to do, which could potentially be an opening. At 0%, the glove is turned off, and comes with no unique effects. At 50%, the user regains 150 reiatsu every post, but the reiatsu cost of release techniques is doubled while this is set to 50%, and all release techniques and abilities (or equivalents thereof) function at half the user’s OS instead. At 100%, the user gains 300 reiatsu every post, but the user cannot use their release while this glove is on 100%, as it will absorb the reiatsu released before the user can, well, release. If the user is in a released state upon turning the dial to 100%, they’re immediately forced out of it and suffer from light reiatsu burns with an OS equal to the amount of reiatsu they would’ve normally absorbed.
Drawbacks: Low item durability, high item cost, release is weakened or negated altogether based on the effect used at the time. This item cannot be used alongside a Quincy Cross or Spirit Fragment. Types or races that do not possess a release cannot make use of this item.
Name: R-Siphon
Description: A tight-fitting, black leather glove with a small dial on the wrist, no larger than the face of a watch. Depending on the setting, this dial can draw in certain amounts of reiatsu from the area, not unlike a Quincy’s cross. While more reiatsu is drawn in, the user may find what they can do to be quite limited.
Type of Item: Tool
Class: 3
Item Power (IP): N/A
Offense Type: N/A
Durability: 150
Bonuses: This glove has three settings; 0%, 50%, and 100%. Changing this dial requires a quick second to do, which could potentially be an opening. At 0%, the glove is turned off, and comes with no unique effects. At 50%, the user regains 150 reiatsu every post, but the reiatsu cost of release techniques is doubled while this is set to 50%, and all release techniques and abilities (or equivalents thereof) function at half the user’s OS instead. At 100%, the user gains 300 reiatsu every post, but the user cannot use their release while this glove is on 100%, as it will absorb the reiatsu released before the user can, well, release. If the user is in a released state upon turning the dial to 100%, they’re immediately forced out of it and suffer from light reiatsu burns with an OS equal to the amount of reiatsu they would’ve normally absorbed.
Drawbacks: Low item durability, high item cost, release is weakened or negated altogether based on the effect used at the time. This item cannot be used alongside a Quincy Cross or Spirit Fragment. Types or races that do not possess a release cannot make use of this item.
{Code for Item}
[spoiler]{R-Siphon - Class 3}
[b]Name:[/b] R-Siphon
[b]Description:[/b] A tight-fitting, black leather glove with a small dial on the wrist, no larger than the face of a watch. Depending on the setting, this dial can draw in certain amounts of reiatsu from the area, not unlike a Quincy’s cross. While more reiatsu is drawn in, the user may find what they can do to be quite limited.
[b]Type of Item:[/b] Tool
[b]Class:[/b] 3
[b]Item Power (IP):[/b] N/A
[b]Offense Type:[/b] N/A
[b]Durability:[/b] 150
[b]Bonuses:[/b] This glove has three settings; 0%, 50%, and 100%. Changing this dial requires a quick second to do, which could potentially be an opening. At 0%, the glove is turned off, and comes with no unique effects. At 50%, the user regains 150 reiatsu every post, but the reiatsu cost of release techniques is doubled while this is set to 50%, and all release techniques and abilities (or equivalents thereof) function at half the user’s OS instead. At 100%, the user gains 300 reiatsu every post, but the user cannot use their release while this glove is on 100%, as it will absorb the reiatsu released before the user can, well, release. If the user is in a released state upon turning the dial to 100%, they’re immediately forced out of it and suffer from light reiatsu burns with an OS equal to the amount of reiatsu they would’ve normally absorbed.
[b]Drawbacks:[/b] Low item durability, high item cost, release is weakened or negated altogether based on the effect used at the time. This item cannot be used alongside a Quincy Cross or Spirit Fragment. Types or races that do not possess a release cannot make use of this item.[/spoiler]
{x2 Angel's Requiem - Class 3}
Name: Angel's Requiem
Description: An unassuming sidearm with a powerful kick associated with it. The weapon itself can take any appearance the purchaser decides on, so long as the weapon remains as some kind of pistol or pistol-equivalent.
Class: 3-1
Item Type: Firearm
Item Power (IP): 600
Offense Type: Physical
Durability: 1,200
Bonuses: When these bullets land their mark, a small shockwave is generated from the round it makes contact with, and strikes the target with a powerful, physical punch. The shockwave's Offensive Strength is equal to half the IP of the fired round. When struck against a target that has the ability to move, the bullet itself provides a rather powerful kick behind it; if someone is fired at from below, this shockwave is enough to push them upward just a bit, and might even potentially "juggle" them in the air, hence the weapon's name. Ten rounds are stored in the gun's magazine, before needing to be reloaded.
Drawbacks: Requires a Firearms License to be purchased, and the shockwaves generated are not very powerful.
Cost: 10,000
Name: Angel's Requiem
Description: An unassuming sidearm with a powerful kick associated with it. The weapon itself can take any appearance the purchaser decides on, so long as the weapon remains as some kind of pistol or pistol-equivalent.
Class: 3-1
Item Type: Firearm
Item Power (IP): 600
Offense Type: Physical
Durability: 1,200
Bonuses: When these bullets land their mark, a small shockwave is generated from the round it makes contact with, and strikes the target with a powerful, physical punch. The shockwave's Offensive Strength is equal to half the IP of the fired round. When struck against a target that has the ability to move, the bullet itself provides a rather powerful kick behind it; if someone is fired at from below, this shockwave is enough to push them upward just a bit, and might even potentially "juggle" them in the air, hence the weapon's name. Ten rounds are stored in the gun's magazine, before needing to be reloaded.
Drawbacks: Requires a Firearms License to be purchased, and the shockwaves generated are not very powerful.
Cost: 10,000
{Code for Item}
[spoiler]{Angel's Requiem - Class 3}
[b]Name:[/b] Angel's Requiem
[b]Description:[/b] An unassuming sidearm with a powerful kick associated with it. The weapon itself can take any appearance the purchaser decides on, so long as the weapon remains as some kind of pistol or pistol-equivalent.
[b]Class:[/b] 3-1
[b]Item Type:[/b] Firearm
[b]Item Power (IP):[/b] 600
[b]Offense Type:[/b] Physical
[b]Durability:[/b] 1,200
[b]Bonuses:[/b] When these bullets land their mark, a small shockwave is generated from the round it makes contact with, and strikes the target with a powerful, physical punch. The shockwave's Offensive Strength is equal to half the IP of the fired round. When struck against a target that has the ability to move, the bullet itself provides a rather powerful kick behind it; if someone is fired at from below, this shockwave is enough to push them upward just a bit, and might even potentially "juggle" them in the air, hence the weapon's name. Ten rounds are stored in the gun's magazine, before needing to be reloaded.
[b]Drawbacks:[/b] Requires a Firearms License to be purchased, and the shockwaves generated are not very powerful.
[b]Cost:[/b] 10,000[/spoiler]
{Gunman's Cloak - Class 3}
Name: Gunman's Cloak
Description: A plain black, seemingly tattered short cape that rests tied around the wearer's shoulders and upper body. This cape allows the wearer to seemingly slip into darkness, and reappear nearest to weapons that have left their grip or had been fired recently.
Class: 3
Item Type: Armor
Item Power (IP): 600
Offense Type: N/A
Durability: 1,200
Bonuses: The Gunman's Cloak can bind itself to one item, increased by one item per class. Scabbards or other item holders also include the items that they store as one collective item; the same is said for firearms and the bullets they fire. Once per post, the wearer can make use of an in-built step technique for 200 reiatsu. Moving at 10x their speed, the wearer can disappear in shadow, and reappear directly next to one of the items bound to the Gunman's Cloak. Should they desire, they can immediately make use of this item if possible.
Drawbacks: Items bound to the Gunman's Cloak cannot be changed in the midst of combat. Reiatsu cost. Relies on other items to be useful, requiring both a Ryo investment and proper setup in order to get the most out of this item. Movement through the Gunman's Cloak is not teleportation; it merely makes the wearer invisible for the duration of the step. Anyone with 200 or more Energy Sensory can easily locate the wearer, reduced by 100 for every point in Focused-Eye or Anti-Stealth that someone has.
Name: Gunman's Cloak
Description: A plain black, seemingly tattered short cape that rests tied around the wearer's shoulders and upper body. This cape allows the wearer to seemingly slip into darkness, and reappear nearest to weapons that have left their grip or had been fired recently.
Class: 3
Item Type: Armor
Item Power (IP): 600
Offense Type: N/A
Durability: 1,200
Bonuses: The Gunman's Cloak can bind itself to one item, increased by one item per class. Scabbards or other item holders also include the items that they store as one collective item; the same is said for firearms and the bullets they fire. Once per post, the wearer can make use of an in-built step technique for 200 reiatsu. Moving at 10x their speed, the wearer can disappear in shadow, and reappear directly next to one of the items bound to the Gunman's Cloak. Should they desire, they can immediately make use of this item if possible.
Drawbacks: Items bound to the Gunman's Cloak cannot be changed in the midst of combat. Reiatsu cost. Relies on other items to be useful, requiring both a Ryo investment and proper setup in order to get the most out of this item. Movement through the Gunman's Cloak is not teleportation; it merely makes the wearer invisible for the duration of the step. Anyone with 200 or more Energy Sensory can easily locate the wearer, reduced by 100 for every point in Focused-Eye or Anti-Stealth that someone has.
{Code for Item}
[spoiler]{Gunman's Cloak - Class 3}
[b]Name:[/b] Gunman's Cloak
[b]Description:[/b] A plain black, seemingly tattered short cape that rests tied around the wearer's shoulders and upper body. This cape allows the wearer to seemingly slip into darkness, and reappear nearest to weapons that have left their grip or had been fired recently.
[b]Class:[/b] 3
[b]Item Type:[/b] Armor
[b]Item Power (IP):[/b] 600
[b]Offense Type:[/b] N/A
[b]Durability:[/b] 1,200
[b]Bonuses:[/b] The Gunman's Cloak can bind itself to one item, increased by one item per class. Scabbards or other item holders also include the items that they store as one collective item; the same is said for firearms and the bullets they fire. Once per post, the wearer can make use of an in-built step technique for 200 reiatsu. Moving at 10x their speed, the wearer can disappear in shadow, and reappear directly next to one of the items bound to the Gunman's Cloak. Should they desire, they can immediately make use of this item if possible.
Drawbacks: Items bound to the Gunman's Cloak cannot be changed in the midst of combat. Reiatsu cost. Relies on other items to be useful, requiring both a Ryo investment and proper setup in order to get the most out of this item. Movement through the Gunman's Cloak is not teleportation; it merely makes the wearer invisible for the duration of the step. Anyone with 200 or more Energy Sensory can easily locate the wearer, reduced by 100 for every point in Focused-Eye or Anti-Stealth that someone has.[/spoiler]
{x20 Anti-Material Rounds - Class 3}
Name: Anti-Material Rounds
Description: A set of specially-crafted rounds with carbide spiritual-steel cores. Each round excels at penetrative power and raw destructive potential, making them a gunslinger's best friend when looking to pierce through, well, really anything.
Class: 3
Item Type: Firearm Ammunition
Item Power (IP): 75
Offense Type: Physical
Durability: 300
Bonuses: Anti-Material Rounds are phenomenal tools when used for breaking through items and defensive techniques. When relying on penetrative power in order to break through those, the IP of this item is treated as 50% higher for the purpose of breaking through those defenses and for calculating damage to durability. This does not increase the damage that these rounds do to living beings. Each purchase of Anti-Material Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
Drawbacks: These rounds are consumable; once used, they are lost, regardless of thread type. Firing these rounds from a weapon costs 50 durability, +50 durability per class of these rounds. Anti-Material Rounds can only be loaded into a firearm of equal or higher class.
Name: Anti-Material Rounds
Description: A set of specially-crafted rounds with carbide spiritual-steel cores. Each round excels at penetrative power and raw destructive potential, making them a gunslinger's best friend when looking to pierce through, well, really anything.
Class: 3
Item Type: Firearm Ammunition
Item Power (IP): 75
Offense Type: Physical
Durability: 300
Bonuses: Anti-Material Rounds are phenomenal tools when used for breaking through items and defensive techniques. When relying on penetrative power in order to break through those, the IP of this item is treated as 50% higher for the purpose of breaking through those defenses and for calculating damage to durability. This does not increase the damage that these rounds do to living beings. Each purchase of Anti-Material Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
Drawbacks: These rounds are consumable; once used, they are lost, regardless of thread type. Firing these rounds from a weapon costs 50 durability, +50 durability per class of these rounds. Anti-Material Rounds can only be loaded into a firearm of equal or higher class.
{Code for Item}
[spoiler]{Anti-Material Rounds - Class 3}
[b]Name:[/b] Anti-Material Rounds
[b]Description:[/b] A set of specially-crafted rounds with carbide spiritual-steel cores. Each round excels at penetrative power and raw destructive potential, making them a gunslinger's best friend when looking to pierce through, well, really anything.
[b]Class:[/b] 3
[b]Item Type:[/b] Firearm Ammunition
[b]Item Power (IP):[/b] 75
[b]Offense Type:[/b] Physical
[b]Durability:[/b] 300
[b]Bonuses:[/b] Anti-Material Rounds are phenomenal tools when used for breaking through items and defensive techniques. When relying on penetrative power in order to break through those, the IP of this item is treated as 50% higher for the purpose of breaking through those defenses and for calculating damage to durability. This does not increase the damage that these rounds do to living beings. Each purchase of Anti-Material Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
[b]Drawbacks:[/b] These rounds are consumable; once used, they are lost, regardless of thread type. Firing these rounds from a weapon costs 50 durability, +50 durability per class of these rounds. Anti-Material Rounds can only be loaded into a firearm of equal or higher class.[/spoiler]
{x20 Purification Rounds - Class 3}
Name: Purification Rounds
Description: Specially designed around the hit Purification Blade, these rounds are designed to serve the exact same purpose; beings that are slain from the rounds are immediately put under the effects of Konso. Purified souls will be sent to Soul Society, and condemned souls will be sent to Hell.
Class: 3
Item Type: Firearm Ammunition
Item Power (IP): 75
Offense Type: Physical
Durability: 300
Bonuses: By spending 100 reiatsu upon slaying any being with these rounds will immediately perform Konso on them, as though it'd been done normally. Each purchase of Purification Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
Drawbacks: These rounds are consumable; once used, they are lost, regardless of thread type. Purification Rounds can only be loaded into a firearm of equal or higher class.
Name: Purification Rounds
Description: Specially designed around the hit Purification Blade, these rounds are designed to serve the exact same purpose; beings that are slain from the rounds are immediately put under the effects of Konso. Purified souls will be sent to Soul Society, and condemned souls will be sent to Hell.
Class: 3
Item Type: Firearm Ammunition
Item Power (IP): 75
Offense Type: Physical
Durability: 300
Bonuses: By spending 100 reiatsu upon slaying any being with these rounds will immediately perform Konso on them, as though it'd been done normally. Each purchase of Purification Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
Drawbacks: These rounds are consumable; once used, they are lost, regardless of thread type. Purification Rounds can only be loaded into a firearm of equal or higher class.
{Code for Item}
[spoiler]{Purification Rounds - Class 3}
[b]Name:[/b] Purification Rounds
[b]Description:[/b] Specially designed around the hit Purification Blade, these rounds are designed to serve the exact same purpose; beings that are slain from the rounds are immediately put under the effects of Konso. Purified souls will be sent to Soul Society, and condemned souls will be sent to Hell.
[b]Class:[/b] 3
[b]Item Type:[/b] Firearm Ammunition
[b]Item Power (IP):[/b] 75
[b]Offense Type:[/b] Physical
[b]Durability:[/b] 300
[b]Bonuses:[/b] By spending 100 reiatsu upon slaying any being with these rounds will immediately perform Konso on them, as though it'd been done normally. Each purchase of Purification Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
[b]Drawbacks:[/b] These rounds are consumable; once used, they are lost, regardless of thread type. Purification Rounds can only be loaded into a firearm of equal or higher class.[/spoiler]
{x20 Ginto Rounds - Class 3}
Name: Ginto Rounds
Description: Pure-white rounds emblazoned with the Quincy emblem. These rounds are imbued with Rose's own Quincy reiatsu, and as such serve as a powerful contaminant against those with Hollow or Hellion reiatsu. These rounds destroy the soul of those they kill.
Class: 3
Item Type: Firearm Ammunition
Item Power (IP): 75
Offense Type: Physical
Durability: 300
Bonuses: By striking a being with Hollow or Hellish reiatsu, these bullets provide a particularly nasty effect. If these bullets remain inside of the body of those they strike, they'll convert the impacted area into Quincy flesh, causing the hollow or hellion in question to poison themselves via Hollow Poisoning. If the bullet leaves the wound, or doesn't remain in the victim's body, the duration of this Hollow Poisoning persists for one more post before dissipating entirely. Each purchase of Ginto Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
Drawbacks: These rounds are consumable; once used, they are lost, regardless of thread type. These rounds have no special effects on non-Hollows and non-Hellions. If removed or destroyed, these bullets no longer apply their effects.
Name: Ginto Rounds
Description: Pure-white rounds emblazoned with the Quincy emblem. These rounds are imbued with Rose's own Quincy reiatsu, and as such serve as a powerful contaminant against those with Hollow or Hellion reiatsu. These rounds destroy the soul of those they kill.
Class: 3
Item Type: Firearm Ammunition
Item Power (IP): 75
Offense Type: Physical
Durability: 300
Bonuses: By striking a being with Hollow or Hellish reiatsu, these bullets provide a particularly nasty effect. If these bullets remain inside of the body of those they strike, they'll convert the impacted area into Quincy flesh, causing the hollow or hellion in question to poison themselves via Hollow Poisoning. If the bullet leaves the wound, or doesn't remain in the victim's body, the duration of this Hollow Poisoning persists for one more post before dissipating entirely. Each purchase of Ginto Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
Drawbacks: These rounds are consumable; once used, they are lost, regardless of thread type. These rounds have no special effects on non-Hollows and non-Hellions. If removed or destroyed, these bullets no longer apply their effects.
{Code for Item}
[spoiler]{Ginto Rounds - Class 3}
[b]Name:[/b] Ginto Rounds
[b]Description:[/b] Pure-white rounds emblazoned with the Quincy emblem. These rounds are imbued with Rose's own Quincy reiatsu, and as such serve as a powerful contaminant against those with Hollow or Hellion reiatsu. These rounds destroy the soul of those they kill.
[b]Class:[/b] 3
[b]Item Type:[/b] Firearm Ammunition
[b]Item Power (IP):[/b] 75
[b]Offense Type:[/b] Physical
[b]Durability:[/b] 300
[b]Bonuses:[/b] By striking a being with Hollow or Hellish reiatsu, these bullets provide a particularly nasty effect. If these bullets remain inside of the body of those they strike, they'll convert the impacted area into Quincy flesh, causing the hollow or hellion in question to poison themselves via Hollow Poisoning. If the bullet leaves the wound, or doesn't remain in the victim's body, the duration of this Hollow Poisoning persists for one more post before dissipating entirely. Each purchase of Ginto Rounds comes as one magazine to be used with any firearm available to a user. If the firearm used does not have a specified magazine size, purchase of this item comes with eight (8) rounds. Putting these rounds into a firearm increases the IP of the firearm by the IP of these bullets, much like Urahara's firearms.
[b]Drawbacks:[/b] These rounds are consumable; once used, they are lost, regardless of thread type. These rounds have no special effects on non-Hollows and non-Hellions. If removed or destroyed, these bullets no longer apply their effects.[/spoiler]
{x10 Kunai - Class 7}
Name: Kunai
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills.
Type of Item: Weapon
Class: 7
Item Power (IP): 75
Offense Type: Physical
Durability: 75
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Name: Kunai
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills.
Type of Item: Weapon
Class: 7
Item Power (IP): 75
Offense Type: Physical
Durability: 75
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
{Code for Item}
[spoiler]{Kunai - Class 7}
[b]Name:[/b] Kunai
[b]Description:[/b] A small metal knife that is light and balanced for throwing use, intended for quick and silent kills.
Type of Item: Weapon
[b]Class:[/b] 7
[b]Item Power (IP):[/b] 75
Offense Type: Physical
[b]Durability:[/b] 75
[b]Bonuses:[/b] These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7.
[b]Drawbacks:[/b] Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.[/spoiler]
Puppet Collection:
{Ichi - Class 2}
Rose’s first puppet, modeled after the Nakabakki girl he found underneath the Abandoned Warehouse. The puppet itself is rather plain in appearance, with with a facial structure that looks vaguely feminine based on the way that the puppet itself was carved. Atop its head is golden blonde synthetic hair, generally resting to cover one eye. The puppet's "clothing", if it can be called that, consist of dark gray cape-like rags that cover its entire body. Spring-loaded underneath her left arm, Ichi houses a full-sized katana ready to pop out and be grabbed by her at a moment's notice. Built into her right hand, Ichi houses different lockpick heads underneath each finger, ready to be deployed at a moment's notice.
Puppet Size/Type: Medium/Combat
Rose’s first puppet, modeled after the Nakabakki girl he found underneath the Abandoned Warehouse. The puppet itself is rather plain in appearance, with with a facial structure that looks vaguely feminine based on the way that the puppet itself was carved. Atop its head is golden blonde synthetic hair, generally resting to cover one eye. The puppet's "clothing", if it can be called that, consist of dark gray cape-like rags that cover its entire body. Spring-loaded underneath her left arm, Ichi houses a full-sized katana ready to pop out and be grabbed by her at a moment's notice. Built into her right hand, Ichi houses different lockpick heads underneath each finger, ready to be deployed at a moment's notice.
Puppet Size/Type: Medium/Combat
{Spirit Puppet - Class 2}
Name: Spirit Puppet
Description: A customizable spiritually-reinforced puppet designed to the user's choice. These puppets have a plentiful amount of uses, whether it be for combat or for uses on the side for whatever you could imagine.
Class: 8-1
Item Type: Tool
Item Power (IP): 900
Offense Type: Physical
Durability: 1,800
Bonuses:
Upon purchase, choose a type of Spirit Puppet between Combat and Utility. Combat Puppets are focused around being used to fight, whereas Utility Puppets are focused more on out-of-combat applications and utility uses in a fight. Depending on the choice, the IP and Durability of the Spirit Puppet will change.
After choosing a Type, choose a size between Small, Medium, or Large. Small Combat Puppets range from 6 inches to 3 feet in size, and have an IP of 100 + 100/Class (Max: 800). Medium Combat Puppets range from 3 to 6 feet in size, and have an IP of 300 + 100/Class (Max: 1,000). Large Combat Puppets range from 6 to 9 feet in size, and have an IP of 500 + 100/Class (Max: 1,200). A Combat Puppet’s Strength is equal to its IP, and its speed is equal to half its IP. Utility Puppets have these IP values reduced by 25%.
Puppets are also made up of various different upgrades. Depending on the type of puppet purchased, a certain number of Upgrade Points and Upgrade slots are obtained. Upgrades (sold separately) can be put into these Puppets, so long as the slots and points are able to be spent. While outside of combat, these upgrades can be changed freely.
Combat Puppets begin with 1 Utility Point, and 3 Weapon Points. Depending on the Class of the Puppet, a certain amount of Utility and Weapon Points will be given in order to socket a Spirit Puppet with Upgrades. For Utility Puppets, instead reverse the values for Utility Points and Weapon Points (At Class 3, a Utility Puppet would have 7 Utility Points and 3 Weapon Points).
In addition to these points, each Upgrade may also have a “slot” that it’s meant to socket into. Depending on the size of the Puppet, only a certain number of Upgrades may be attached to those slots. A Small Puppet has 0 Head Slots, 2 Limb Slots, and 2 Chest Slots. A Medium Puppet has 1 Head Slot, 3 Limb Slots, and 2 Chest Slots. A Large Puppet has 2 Head Slots, 3 Limb Slots, and 3 Chest Slots. Upgrades cannot exceed the Upgrade Points or Slots that a Puppet has access to. Unlike other items, Puppets can be upgraded as a character advances in Class. This costs half the Ryo it would cost to purchase a Puppet of that class (Upgrading from Class 2 to Class 1 would cost 13,000 Ryo to do).
Drawbacks:
Utilizing Spirit Puppets require some kind of item or technique capable of creating spiritual wire or strings of some kind, like Ransotengai or Advanced Air Arsenal: Air Strings. If using a Spirit Puppet with Ransotengai, though, the IP of these puppets are not halved if Ransotengai is mastered. If those strings break, the puppet in question is left inoperable for the remainder of the post, unless the user is actively controlling said Puppet with two hands. If a Spirit Puppet's durability is reduced to 0, every Upgrade currently slotted into the Puppet will immediately break. Puppets are still rather big, and without a proper method of storing them they will be incredibly cumbersome to carry around. Unless stated otherwise, the same Upgrade cannot be socketed more than once. Considering they affect how a Spirit Puppet is produced, once an Upgrade is slotted in, it cannot be removed.
Name: Spirit Puppet
Description: A customizable spiritually-reinforced puppet designed to the user's choice. These puppets have a plentiful amount of uses, whether it be for combat or for uses on the side for whatever you could imagine.
Class: 8-1
Item Type: Tool
Item Power (IP): 900
Offense Type: Physical
Durability: 1,800
Bonuses:
Upon purchase, choose a type of Spirit Puppet between Combat and Utility. Combat Puppets are focused around being used to fight, whereas Utility Puppets are focused more on out-of-combat applications and utility uses in a fight. Depending on the choice, the IP and Durability of the Spirit Puppet will change.
After choosing a Type, choose a size between Small, Medium, or Large. Small Combat Puppets range from 6 inches to 3 feet in size, and have an IP of 100 + 100/Class (Max: 800). Medium Combat Puppets range from 3 to 6 feet in size, and have an IP of 300 + 100/Class (Max: 1,000). Large Combat Puppets range from 6 to 9 feet in size, and have an IP of 500 + 100/Class (Max: 1,200). A Combat Puppet’s Strength is equal to its IP, and its speed is equal to half its IP. Utility Puppets have these IP values reduced by 25%.
Puppets are also made up of various different upgrades. Depending on the type of puppet purchased, a certain number of Upgrade Points and Upgrade slots are obtained. Upgrades (sold separately) can be put into these Puppets, so long as the slots and points are able to be spent. While outside of combat, these upgrades can be changed freely.
Combat Puppets begin with 1 Utility Point, and 3 Weapon Points. Depending on the Class of the Puppet, a certain amount of Utility and Weapon Points will be given in order to socket a Spirit Puppet with Upgrades. For Utility Puppets, instead reverse the values for Utility Points and Weapon Points (At Class 3, a Utility Puppet would have 7 Utility Points and 3 Weapon Points).
{Upgrade Point Chart}Class 8 - 1 Utility - 3 Weapon
Class 7 - 1 Utility - 3 Weapon
Class 6 - 2 Utility - 4 Weapon
Class 5 - 2 Utility - 5 Weapon
Class 4 - 3 Utility - 6 Weapon
Class 3 - 3 Utility - 7 Weapon
Class 2 - 4 Utility - 8 Weapon
Class 1 - 4 Utility - 9 Weapon
Class 7 - 1 Utility - 3 Weapon
Class 6 - 2 Utility - 4 Weapon
Class 5 - 2 Utility - 5 Weapon
Class 4 - 3 Utility - 6 Weapon
Class 3 - 3 Utility - 7 Weapon
Class 2 - 4 Utility - 8 Weapon
Class 1 - 4 Utility - 9 Weapon
In addition to these points, each Upgrade may also have a “slot” that it’s meant to socket into. Depending on the size of the Puppet, only a certain number of Upgrades may be attached to those slots. A Small Puppet has 0 Head Slots, 2 Limb Slots, and 2 Chest Slots. A Medium Puppet has 1 Head Slot, 3 Limb Slots, and 2 Chest Slots. A Large Puppet has 2 Head Slots, 3 Limb Slots, and 3 Chest Slots. Upgrades cannot exceed the Upgrade Points or Slots that a Puppet has access to. Unlike other items, Puppets can be upgraded as a character advances in Class. This costs half the Ryo it would cost to purchase a Puppet of that class (Upgrading from Class 2 to Class 1 would cost 13,000 Ryo to do).
Drawbacks:
Utilizing Spirit Puppets require some kind of item or technique capable of creating spiritual wire or strings of some kind, like Ransotengai or Advanced Air Arsenal: Air Strings. If using a Spirit Puppet with Ransotengai, though, the IP of these puppets are not halved if Ransotengai is mastered. If those strings break, the puppet in question is left inoperable for the remainder of the post, unless the user is actively controlling said Puppet with two hands. If a Spirit Puppet's durability is reduced to 0, every Upgrade currently slotted into the Puppet will immediately break. Puppets are still rather big, and without a proper method of storing them they will be incredibly cumbersome to carry around. Unless stated otherwise, the same Upgrade cannot be socketed more than once. Considering they affect how a Spirit Puppet is produced, once an Upgrade is slotted in, it cannot be removed.
{Puppet Weaponry - Class 2}
Name: Puppet Weaponry
Description: A weapon of the user's choice, affixed to a puppet's limb. Unless broken, this weapon cannot be disarmed from that puppet.
Class: 2
Item Type: Puppet Upgrade
Item Power (IP): 175
Offense Type: Physical
Durability: 1,800
Bonuses: When using this weapon to attack, add the IP of this weapon to the IP of the Puppet it's socketed to.
Drawbacks: Takes up 1 Limb Slot. Costs 1 Weapon Upgrade Point.
Name: Puppet Weaponry
Description: A weapon of the user's choice, affixed to a puppet's limb. Unless broken, this weapon cannot be disarmed from that puppet.
Class: 2
Item Type: Puppet Upgrade
Item Power (IP): 175
Offense Type: Physical
Durability: 1,800
Bonuses: When using this weapon to attack, add the IP of this weapon to the IP of the Puppet it's socketed to.
Drawbacks: Takes up 1 Limb Slot. Costs 1 Weapon Upgrade Point.
{Specialized Body - Class 2}
Name: Specialized Body
Description: An Upgrade that specializes a Puppet for a specific purpose. This Puppet stands out in that field amongst the rest.
Class: 2
Item Type: Puppet Upgrade
Item Power (IP): 100
Offense Type: N/A
Durability: 150
Bonuses: The Upgraded Puppet gains 1 Rank in a Utility Skill that makes sense for the Puppet in question (Lockpicking). This Upgrade can be socketed up to three times in the same Puppet, but the second Requires a Class 5+ Specialized Body, and the third requires a Class 2+ Specialized Body.
Drawbacks: Takes up 1 Chest Slot. Costs 1 Utility Upgrade Point.
Name: Specialized Body
Description: An Upgrade that specializes a Puppet for a specific purpose. This Puppet stands out in that field amongst the rest.
Class: 2
Item Type: Puppet Upgrade
Item Power (IP): 100
Offense Type: N/A
Durability: 150
Bonuses: The Upgraded Puppet gains 1 Rank in a Utility Skill that makes sense for the Puppet in question (Lockpicking). This Upgrade can be socketed up to three times in the same Puppet, but the second Requires a Class 5+ Specialized Body, and the third requires a Class 2+ Specialized Body.
Drawbacks: Takes up 1 Chest Slot. Costs 1 Utility Upgrade Point.
{Hidden Weaponry}
Name: Hidden Weaponry
Description: A Puppet's weapon(s) are stored inside of their limbs or bodies, allowing them to be drawn at a moment's notice to catch someone off-guard.
Class: 4
Item Type: Puppet Upgrade
Item Power (IP): 0
Offense Type: Physical
Durability: Equal to Puppet Weaponry Upgrade.
Bonuses: If an attack is made while the weapon is being drawn, targets that don't have an Analysis 2+ will be immediately caught off-guard by the attack, having their Instinct reduced by 50% for that one attack. Subsequent attacks with the same Hidden Weapon will not lower their instinct.
Drawbacks: Hidden Weaponry can only be slotted in if the Puppet in question also has the Puppet Weaponry Upgrade. Costs 1 Weapon Upgrade Point.
Name: Hidden Weaponry
Description: A Puppet's weapon(s) are stored inside of their limbs or bodies, allowing them to be drawn at a moment's notice to catch someone off-guard.
Class: 4
Item Type: Puppet Upgrade
Item Power (IP): 0
Offense Type: Physical
Durability: Equal to Puppet Weaponry Upgrade.
Bonuses: If an attack is made while the weapon is being drawn, targets that don't have an Analysis 2+ will be immediately caught off-guard by the attack, having their Instinct reduced by 50% for that one attack. Subsequent attacks with the same Hidden Weapon will not lower their instinct.
Drawbacks: Hidden Weaponry can only be slotted in if the Puppet in question also has the Puppet Weaponry Upgrade. Costs 1 Weapon Upgrade Point.
{Code for Puppet}
[spoiler]{Ichi - Class 2}
Rose’s first puppet, modeled after the Nakabakki girl he found underneath the Abandoned Warehouse. The puppet itself is rather plain in appearance, with with a facial structure that looks vaguely feminine based on the way that the puppet itself was carved. Atop its head is golden blonde synthetic hair, generally resting to cover one eye. The puppet's "clothing", if it can be called that, consist of dark gray cape-like rags that cover its entire body. Spring-loaded underneath her left arm, Ichi houses a full-sized katana ready to pop out and be grabbed by her at a moment's notice. Built into her right hand, Ichi houses different lockpick heads underneath each finger, ready to be deployed at a moment's notice.
[b]Puppet Size/Type:[/b] Medium/Combat
[spoiler]{Spirit Puppet - Class 2}
[b][u]Name:[/u][/b] Spirit Puppet
[b][u]Description:[/u][/b] A customizable spiritually-reinforced puppet designed to the user's choice. These puppets have a plentiful amount of uses, whether it be for combat or for uses on the side for whatever you could imagine.
[b][u]Class:[/u][/b] 8-1
[b][u]Item Type:[/u][/b] Tool
[b][u]Item Power (IP):[/u][/b] 900
[b][u]Offense Type:[/u][/b] Physical
[b][u]Durability:[/u][/b] 1,800
[b][u]Bonuses:[/u][/b]
Upon purchase, choose a type of Spirit Puppet between Combat and Utility. Combat Puppets are focused around being used to fight, whereas Utility Puppets are focused more on out-of-combat applications and utility uses in a fight. Depending on the choice, the IP and Durability of the Spirit Puppet will change.
After choosing a Type, choose a size between Small, Medium, or Large. Small Combat Puppets range from 6 inches to 3 feet in size, and have an IP of 100 + 100/Class (Max: 800). Medium Combat Puppets range from 3 to 6 feet in size, and have an IP of 300 + 100/Class (Max: 1,000). Large Combat Puppets range from 6 to 9 feet in size, and have an IP of 500 + 100/Class (Max: 1,200). A Combat Puppet’s Strength is equal to its IP, and its speed is equal to half its IP. Utility Puppets have these IP values reduced by 25%.
Puppets are also made up of various different upgrades. Depending on the type of puppet purchased, a certain number of Upgrade Points and Upgrade slots are obtained. Upgrades (sold separately) can be put into these Puppets, so long as the slots and points are able to be spent. While outside of combat, these upgrades can be changed freely.
Combat Puppets begin with 1 Utility Point, and 3 Weapon Points. Depending on the Class of the Puppet, a certain amount of Utility and Weapon Points will be given in order to socket a Spirit Puppet with Upgrades. For Utility Puppets, instead reverse the values for Utility Points and Weapon Points (At Class 3, a Utility Puppet would have 7 Utility Points and 3 Weapon Points).
[spoiler]{Upgrade Point Chart}Class 8 - 1 Utility - 3 Weapon
Class 7 - 1 Utility - 3 Weapon
Class 6 - 2 Utility - 4 Weapon
Class 5 - 2 Utility - 5 Weapon
Class 4 - 3 Utility - 6 Weapon
Class 3 - 3 Utility - 7 Weapon
Class 2 - 4 Utility - 8 Weapon
Class 1 - 4 Utility - 9 Weapon[/spoiler]
In addition to these points, each Upgrade may also have a “slot” that it’s meant to socket into. Depending on the size of the Puppet, only a certain number of Upgrades may be attached to those slots. A Small Puppet has 0 Head Slots, 2 Limb Slots, and 2 Chest Slots. A Medium Puppet has 1 Head Slot, 3 Limb Slots, and 2 Chest Slots. A Large Puppet has 2 Head Slots, 3 Limb Slots, and 3 Chest Slots. Upgrades cannot exceed the Upgrade Points or Slots that a Puppet has access to. Unlike other items, Puppets can be upgraded as a character advances in Class. This costs half the Ryo it would cost to purchase a Puppet of that class (Upgrading from Class 2 to Class 1 would cost 13,000 Ryo to do).
[b][u]Drawbacks:[/u][/b]
Utilizing Spirit Puppets require some kind of item or technique capable of creating spiritual wire or strings of some kind, like Ransotengai or Advanced Air Arsenal: Air Strings. If using a Spirit Puppet with Ransotengai, though, the IP of these puppets are not halved if Ransotengai is mastered. If those strings break, the puppet in question is left inoperable for the remainder of the post, unless the user is actively controlling said Puppet with two hands. If a Spirit Puppet's durability is reduced to 0, every Upgrade currently slotted into the Puppet will immediately break. Puppets are still rather big, and without a proper method of storing them they will be incredibly cumbersome to carry around. Unless stated otherwise, the same Upgrade cannot be socketed more than once. Considering they affect how a Spirit Puppet is produced, once an Upgrade is slotted in, it cannot be removed.[/spoiler][spoiler]{Puppet Weaponry - Class 2}
[b][u]Name:[/u][/b] Puppet Weaponry
[b][u]Description:[/u][/b] A weapon of the user's choice, affixed to a puppet's limb. Unless broken, this weapon cannot be disarmed from that puppet.
[b][u]Class:[/u][/b] 2
[b][u]Item Type:[/u][/b] Puppet Upgrade
[b][u]Item Power (IP):[/u][/b] 175
[b][u]Offense Type:[/u][/b] Physical
[b][u]Durability:[/u][/b] 1,800
[b][u]Bonuses:[/u][/b] When using this weapon to attack, add the IP of this weapon to the IP of the Puppet it's socketed to.
[b][u]Drawbacks:[/u][/b] Takes up 1 Limb Slot. Costs 1 Weapon Upgrade Point.[/spoiler][spoiler]{Specialized Body - Class 2}
[b][u]Name:[/u][/b] Specialized Body
[b][u]Description:[/u][/b] An Upgrade that specializes a Puppet for a specific purpose. This Puppet stands out in that field amongst the rest.
[b][u]Class:[/u][/b] 2
[b][u]Item Type:[/u][/b] Puppet Upgrade
[b][u]Item Power (IP):[/u][/b] 100
[b][u]Offense Type:[/u][/b] N/A
[b][u]Durability:[/u][/b] 150
[b][u]Bonuses:[/u][/b] The Upgraded Puppet gains 1 Rank in a Utility Skill that makes sense for the Puppet in question (Lockpicking). This Upgrade can be socketed up to three times in the same Puppet, but the second Requires a Class 5+ Specialized Body, and the third requires a Class 2+ Specialized Body.
[b][u]Drawbacks:[/u][/b] Takes up 1 Chest Slot. Costs 1 Utility Upgrade Point.[/spoiler][spoiler]{Hidden Weaponry}
[b][u]Name:[/u][/b] Hidden Weaponry
[b][u]Description:[/u][/b] A Puppet's weapon(s) are stored inside of their limbs or bodies, allowing them to be drawn at a moment's notice to catch someone off-guard.
[b][u]Class:[/u][/b] 4
[b][u]Item Type:[/u][/b] Puppet Upgrade
[b][u]Item Power (IP):[/u][/b] 0
[b][u]Offense Type:[/u][/b] Physical
[b][u]Durability:[/u][/b] Equal to Puppet Weaponry Upgrade.
[b][u]Bonuses:[/u][/b] If an attack is made while the weapon is being drawn, targets that don't have an Analysis 2+ will be immediately caught off-guard by the attack, having their Instinct reduced by 50% for that one attack. Subsequent attacks with the same Hidden Weapon will not lower their instinct.
[b][u]Drawbacks:[/u][/b] Hidden Weaponry can only be slotted in if the Puppet in question also has the Puppet Weaponry Upgrade. Costs 1 Weapon Upgrade Point.[/spoiler][/spoiler]
{Ol' Leftie - Class 2}
After having actually chopped his own left arm off, Rose made quick work to replace it with a prototype fitting his own design philosophies. Namely, a mechanical, wooden arm he's able to manipulate on his own. This arm isn't close to passable as a normal arm; the coloration of the wood is off from his own arm, and the joints make themselves relatively obvious. The shape and locks behind the arm itself don't make it unlike a normal arm, and in fact makes it quite comparable.
Class: 2
Item Type: Weapon - Puppet.
Item Power (IP): 525
Offense Type: Physical.
Durability: 1,050
Bonuses: This limb’s Strength is equal to its IP, but this limb does not gain the benefits of having high Strength (cannot flex, cannot create shockwaves, etc.). This Replacement Limb has 2 Limb Upgrade Slots, and a number of Free Upgrade Points equal to half of its Class, rounded down (Class 8-7 = 1 Point, Class 6-5 = 2, Class 4-3 = 3, Class 2-1 = 4). Free Upgrade Points can be spent on both Weapon and Utility upgrades. A Replacement Limb moves at the speed of the user.
Drawbacks: Once attached, a Replacement Limb cannot be removed without the Detachable Limbs Upgrade. Class 8-4 Characters (or Class 8-6 Gadgeteers) can have one Replacement Limb attached. Class 3-2 Characters (or Class 5-4 Gadgeteers) can have two Replacement Limbs attached at a time. Class 1 Characters (or Class 3-2 Gadgeteers) can have three Replacement Limbs attached at a time. Class 1 Gadgeteers can have four Replacement Limbs attached at a time. Replacement Limbs must replace a limb, and cannot be attached to someone without doing so.
Cost: 5,000 + 2,000/Class
Crafting Skills: 2 in Crafting, assisted by Kitai.
Donated to Urahara's: Put in the Kitai Shop until Rose is Class 3.
Upgrades Attached:
After having actually chopped his own left arm off, Rose made quick work to replace it with a prototype fitting his own design philosophies. Namely, a mechanical, wooden arm he's able to manipulate on his own. This arm isn't close to passable as a normal arm; the coloration of the wood is off from his own arm, and the joints make themselves relatively obvious. The shape and locks behind the arm itself don't make it unlike a normal arm, and in fact makes it quite comparable.
Class: 2
Item Type: Weapon - Puppet.
Item Power (IP): 525
Offense Type: Physical.
Durability: 1,050
Bonuses: This limb’s Strength is equal to its IP, but this limb does not gain the benefits of having high Strength (cannot flex, cannot create shockwaves, etc.). This Replacement Limb has 2 Limb Upgrade Slots, and a number of Free Upgrade Points equal to half of its Class, rounded down (Class 8-7 = 1 Point, Class 6-5 = 2, Class 4-3 = 3, Class 2-1 = 4). Free Upgrade Points can be spent on both Weapon and Utility upgrades. A Replacement Limb moves at the speed of the user.
Drawbacks: Once attached, a Replacement Limb cannot be removed without the Detachable Limbs Upgrade. Class 8-4 Characters (or Class 8-6 Gadgeteers) can have one Replacement Limb attached. Class 3-2 Characters (or Class 5-4 Gadgeteers) can have two Replacement Limbs attached at a time. Class 1 Characters (or Class 3-2 Gadgeteers) can have three Replacement Limbs attached at a time. Class 1 Gadgeteers can have four Replacement Limbs attached at a time. Replacement Limbs must replace a limb, and cannot be attached to someone without doing so.
Cost: 5,000 + 2,000/Class
Crafting Skills: 2 in Crafting, assisted by Kitai.
Donated to Urahara's: Put in the Kitai Shop until Rose is Class 3.
Upgrades Attached:
{Puppet Weaponry - Class 2}
Name: Puppet Weaponry
Description: A weapon of the user's choice, affixed to a puppet's limb. Unless broken, this weapon cannot be disarmed from that puppet. The weapon in question that this Upgrade fulfills is that of a collapsible Katana, not unlike Rose's Purification Blades. Exactly the same in make and model, except with the option for the blade to segment and slide into itself, making storage within the Replacement Limb incredibly easy.
Class: 2
Item Type: Puppet Upgrade
Item Power (IP): 175
Offense Type: Physical
Durability: 1,050
Bonuses: When using this weapon to attack, add the IP of this weapon to the IP of the Puppet it's socketed to.
Drawbacks: Takes up 1 Limb Slot. Costs 1 Weapon Upgrade Point.
Cost: 1,000 + 500/Class (Max: 4,500 Ryo)
Crafting Skills: 2 in Crafting, assisted by Kitai
Donated to Urahara's: Kept in the Kitai Shop until Rose hits Class 3.
Name: Puppet Weaponry
Description: A weapon of the user's choice, affixed to a puppet's limb. Unless broken, this weapon cannot be disarmed from that puppet. The weapon in question that this Upgrade fulfills is that of a collapsible Katana, not unlike Rose's Purification Blades. Exactly the same in make and model, except with the option for the blade to segment and slide into itself, making storage within the Replacement Limb incredibly easy.
Class: 2
Item Type: Puppet Upgrade
Item Power (IP): 175
Offense Type: Physical
Durability: 1,050
Bonuses: When using this weapon to attack, add the IP of this weapon to the IP of the Puppet it's socketed to.
Drawbacks: Takes up 1 Limb Slot. Costs 1 Weapon Upgrade Point.
Cost: 1,000 + 500/Class (Max: 4,500 Ryo)
Crafting Skills: 2 in Crafting, assisted by Kitai
Donated to Urahara's: Kept in the Kitai Shop until Rose hits Class 3.
{Hidden Weaponry - Class 4}
Name: Hidden Weaponry
Description: A Puppet's weapon(s) are stored inside of their limbs or bodies, allowing them to be drawn at a moment's notice to catch someone off-guard.
Class: 4
Item Type: Puppet Upgrade
Item Power (IP): 0
Offense Type: Physical
Durability: Equal to Puppet Weaponry Upgrade.
Bonuses: If an attack is made while the weapon is being drawn, targets that don't have an Analysis 2+ will be immediately caught off-guard by the attack, having their Instinct reduced by 50% for that one attack. Subsequent attacks with the same Hidden Weapon will not lower their instinct.
Drawbacks: Hidden Weaponry can only be slotted in if the Puppet in question also has the Puppet Weaponry Upgrade. Costs 1 Weapon Upgrade Point.
Cost: 2,000 Ryo.
Crafting Skills: 2 in Crafting, assisted by Kitai
Donated to Urahara's: Kept in the Kitai Shop until Rose hits Class 3.
Name: Hidden Weaponry
Description: A Puppet's weapon(s) are stored inside of their limbs or bodies, allowing them to be drawn at a moment's notice to catch someone off-guard.
Class: 4
Item Type: Puppet Upgrade
Item Power (IP): 0
Offense Type: Physical
Durability: Equal to Puppet Weaponry Upgrade.
Bonuses: If an attack is made while the weapon is being drawn, targets that don't have an Analysis 2+ will be immediately caught off-guard by the attack, having their Instinct reduced by 50% for that one attack. Subsequent attacks with the same Hidden Weapon will not lower their instinct.
Drawbacks: Hidden Weaponry can only be slotted in if the Puppet in question also has the Puppet Weaponry Upgrade. Costs 1 Weapon Upgrade Point.
Cost: 2,000 Ryo.
Crafting Skills: 2 in Crafting, assisted by Kitai
Donated to Urahara's: Kept in the Kitai Shop until Rose hits Class 3.
{Detachable Limb - Class 2}
Name: Detachable Limbs
Description: The Spirit Puppet this Upgrade is slotted in has the ability to detach its limbs at a moment’s notice.
Class: 2
Item Type: Puppet Upgrade.
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: Upon slotting in this Upgrade, a Spirit Puppet is able to detach its limbs. Detached limbs are able to be moved around at the same speed as the puppet, and possess an IP equal to that of the Spirit Puppet they’re attached to. The Spirit Puppet and its limbs share Durability. Detachable limbs still move at the same speed that the limb would otherwise move at, but requires additional control to move, and thus taxes stamina more when controlling these limbs.
Drawbacks: Takes up 1 Limb Slot. Costs 1 Utility Upgrade Point. Detached limbs still must be manually controlled, and require at least one string in order to control them.
Cost: 500 + 500/Class
Crafting Skills: 2 in Crafting, assisted by Kitai.
Donated to Urahara's: Put in the Kitai Shop until Rose is Class 3.
Name: Detachable Limbs
Description: The Spirit Puppet this Upgrade is slotted in has the ability to detach its limbs at a moment’s notice.
Class: 2
Item Type: Puppet Upgrade.
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: Upon slotting in this Upgrade, a Spirit Puppet is able to detach its limbs. Detached limbs are able to be moved around at the same speed as the puppet, and possess an IP equal to that of the Spirit Puppet they’re attached to. The Spirit Puppet and its limbs share Durability. Detachable limbs still move at the same speed that the limb would otherwise move at, but requires additional control to move, and thus taxes stamina more when controlling these limbs.
Drawbacks: Takes up 1 Limb Slot. Costs 1 Utility Upgrade Point. Detached limbs still must be manually controlled, and require at least one string in order to control them.
Cost: 500 + 500/Class
Crafting Skills: 2 in Crafting, assisted by Kitai.
Donated to Urahara's: Put in the Kitai Shop until Rose is Class 3.
{Code for Item}
[spoiler]{Ol' Leftie - Class 2}
After having actually [b]chopped[/b] his own left arm off, Rose made quick work to replace it with a prototype fitting his own design philosophies. Namely, a mechanical, wooden arm he's able to manipulate on his own. This arm isn't close to passable as a normal arm; the coloration of the wood is off from his own arm, and the joints make themselves relatively obvious. The shape and locks behind the arm itself don't make it unlike a normal arm, and in fact makes it quite comparable.
[b][u]Class:[/u][/b] 2
[b][u]Item Type:[/u][/b] Weapon - Puppet.
[b][u]Item Power (IP):[/u][/b] 525
[b][u]Offense Type:[/u][/b] Physical.
[b][u]Durability:[/u][/b] 1,050
[b][u]Bonuses:[/u][/b] This limb’s Strength is equal to its IP, but this limb does not gain the benefits of having high Strength (cannot flex, cannot create shockwaves, etc.). This Replacement Limb has 2 Limb Upgrade Slots, and a number of Free Upgrade Points equal to half of its Class, rounded down (Class 8-7 = 1 Point, Class 6-5 = 2, Class 4-3 = 3, Class 2-1 = 4). Free Upgrade Points can be spent on both Weapon and Utility upgrades. A Replacement Limb moves at the speed of the user.
[b][u]Drawbacks:[/u][/b] Once attached, a Replacement Limb cannot be removed without the Detachable Limbs Upgrade. Class 8-4 Characters (or Class 8-6 Gadgeteers) can have one Replacement Limb attached. Class 3-2 Characters (or Class 5-4 Gadgeteers) can have two Replacement Limbs attached at a time. Class 1 Characters (or Class 3-2 Gadgeteers) can have three Replacement Limbs attached at a time. Class 1 Gadgeteers can have four Replacement Limbs attached at a time. Replacement Limbs must replace a limb, and cannot be attached to someone without doing so.
[b][u]Cost:[/u][/b] 5,000 + 2,000/Class
[b][u]Crafting Skills:[/u][/b] 2 in Crafting, assisted by Kitai.
[b][u]Donated to Urahara's:[/u][/b] Put in the Kitai Shop until Rose is Class 3.
Upgrades Attached:
[spoiler]{Puppet Weaponry - Class 2}
[b][u]Name:[/u][/b] Puppet Weaponry
[b][u]Description:[/u][/b] A weapon of the user's choice, affixed to a puppet's limb. Unless broken, this weapon cannot be disarmed from that puppet. The weapon in question that this Upgrade fulfills is that of a collapsible Katana, not unlike Rose's Purification Blades. Exactly the same in make and model, except with the option for the blade to segment and slide into itself, making storage within the Replacement Limb incredibly easy.
[b][u]Class:[/u][/b] 2
[b][u]Item Type:[/u][/b] Puppet Upgrade
[b][u]Item Power (IP):[/u][/b] 175
[b][u]Offense Type:[/u][/b] Physical
[b][u]Durability:[/u][/b] 1,050
[b][u]Bonuses:[/u][/b] When using this weapon to attack, add the IP of this weapon to the IP of the Puppet it's socketed to.
[b][u]Drawbacks:[/u][/b] Takes up 1 Limb Slot. Costs 1 Weapon Upgrade Point.
[b][u]Cost:[/u][/b] 1,000 + 500/Class (Max: 4,500 Ryo)
[b][u]Crafting Skills:[/u][/b] 2 in Crafting, assisted by Kitai
[b][u]Donated to Urahara's:[/u][/b] Kept in the Kitai Shop until Rose hits Class 3.[/spoiler][spoiler]{Hidden Weaponry - Class 4}
[b][u]Name:[/u][/b] Hidden Weaponry
[b][u]Description:[/u][/b] A Puppet's weapon(s) are stored inside of their limbs or bodies, allowing them to be drawn at a moment's notice to catch someone off-guard.
[b][u]Class:[/u][/b] 4
[b][u]Item Type:[/u][/b] Puppet Upgrade
[b][u]Item Power (IP):[/u][/b] 0
[b][u]Offense Type:[/u][/b] Physical
[b][u]Durability:[/u][/b] Equal to Puppet Weaponry Upgrade.
[b][u]Bonuses:[/u][/b] If an attack is made while the weapon is being drawn, targets that don't have an Analysis 2+ will be immediately caught off-guard by the attack, having their Instinct reduced by 50% for that one attack. Subsequent attacks with the same Hidden Weapon will not lower their instinct.
[b][u]Drawbacks:[/u][/b] Hidden Weaponry can only be slotted in if the Puppet in question also has the Puppet Weaponry Upgrade. Costs 1 Weapon Upgrade Point.
[b][u]Cost:[/u][/b] 2,000 Ryo.
[b][u]Crafting Skills:[/u][/b] 2 in Crafting, assisted by Kitai
[b][u]Donated to Urahara's:[/u][/b] Kept in the Kitai Shop until Rose hits Class 3.[/spoiler][spoiler]{Detachable Limb - Class 2}
[b][u]Name:[/u][/b] Detachable Limbs
[b][u]Description:[/u][/b] The Spirit Puppet this Upgrade is slotted in has the ability to detach its limbs at a moment’s notice.
[b][u]Class:[/u][/b] 2
[b][u]Item Type:[/u][/b] Puppet Upgrade.
[b][u]Item Power (IP):[/u][/b] N/A
[b][u]Offense Type:[/u][/b] N/A
[b][u]Durability:[/u][/b] N/A
[b][u]Bonuses:[/u][/b] Upon slotting in this Upgrade, a Spirit Puppet is able to detach its limbs. Detached limbs are able to be moved around at the same speed as the puppet, and possess an IP equal to that of the Spirit Puppet they’re attached to. The Spirit Puppet and its limbs share Durability. Detachable limbs still move at the same speed that the limb would otherwise move at, but requires additional control to move, and thus taxes stamina more when controlling these limbs.
[b][u]Drawbacks:[/u][/b] Takes up 1 Limb Slot. Costs 1 Utility Upgrade Point. Detached limbs still must be manually controlled, and require at least one string in order to control them.
[b][u]Cost:[/u][/b] 500 + 500/Class
[b][u]Crafting Skills:[/u][/b] 2 in Crafting, assisted by Kitai.
[b][u]Donated to Urahara's:[/u][/b] Put in the Kitai Shop until Rose is Class 3.[/spoiler][/spoiler]
Items Made by Yours Truly:
Purification Blade
Scabbard Cannon
R-Siphon
Anti-Material Rounds
Purification Rounds
Ginto Rounds
Gunman's Cloak
Angel's Requiem
Spirit Puppet
Puppet Weaponry
Specialized Body
Hidden Weaponry
Hollow Body
Replacement Limb
Detacheable Limbs
Garotte
Strategy Beyond Comprehension
{Ransotengai - Mastered}
Technique Name: Ransotengai (Heavenly Puppet Suit)
Class: 4
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects:
A useful technique whose use had been lost through the ages and only recently rediscovered, Ransotengai is an ability that allows the user to create strings made from spiritual particles. These strings can be attached to the user's body, allowing parts of them to be moved around in a manner similar to puppets. One string can control a single limb, or the head, and one string is attached to each finger, giving a total of ten strings. Doing so, however, leaves the hands occupied and unable to be used for other abilities while this is active. The main use for this is to enable the use of a limb that has been damaged, or to counteract torn muscles or broken bones to ensure that one can still move, albeit with great pain. Upon mastery of this technique, it becomes that much more versatile; these strings can now be attached to another person besides the user, though this is only able to function as a support technique due to the frailty of the strings.
How to use technique:
Draw in Reiatsu and turn it into fine strings that attach themselves to the user or, at mastery, to another person.
Technique Drawbacks:
The first drawback to this technique is that while it enables the use of damaged parts of the body, it doesn't necessarily restore function as much as it simply puppets the area about. Steady pain is a symptom from this, along with a reduction in effectiveness; any physical attacks made through a puppeteered limb is treated as though its offensive power is halved. Additionally, any drawbacks that damage the already-damaged area are either doubled in potency or advanced one tier, whichever is worse, depending on the technique.
The second drawback comes when puppeteering another person; these strings are frail, and can be broken easily. When attempting to grab a hostile foe, this technique is simply shattered by pulling against it, as it requires voluntary permission to be controlled. They can also be snapped by any attack with half the user's Reiatsu Strength or more when used to puppet another person, as a foe can simply sever the connection by striking the strings. This doesn't work when the user is puppeteering themselves, as the strings flow along their body, so there's no way of stopping it short of severing the limbs.
Technique Name: Ransotengai (Heavenly Puppet Suit)
Class: 4
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects:
A useful technique whose use had been lost through the ages and only recently rediscovered, Ransotengai is an ability that allows the user to create strings made from spiritual particles. These strings can be attached to the user's body, allowing parts of them to be moved around in a manner similar to puppets. One string can control a single limb, or the head, and one string is attached to each finger, giving a total of ten strings. Doing so, however, leaves the hands occupied and unable to be used for other abilities while this is active. The main use for this is to enable the use of a limb that has been damaged, or to counteract torn muscles or broken bones to ensure that one can still move, albeit with great pain. Upon mastery of this technique, it becomes that much more versatile; these strings can now be attached to another person besides the user, though this is only able to function as a support technique due to the frailty of the strings.
How to use technique:
Draw in Reiatsu and turn it into fine strings that attach themselves to the user or, at mastery, to another person.
Technique Drawbacks:
The first drawback to this technique is that while it enables the use of damaged parts of the body, it doesn't necessarily restore function as much as it simply puppets the area about. Steady pain is a symptom from this, along with a reduction in effectiveness; any physical attacks made through a puppeteered limb is treated as though its offensive power is halved. Additionally, any drawbacks that damage the already-damaged area are either doubled in potency or advanced one tier, whichever is worse, depending on the technique.
The second drawback comes when puppeteering another person; these strings are frail, and can be broken easily. When attempting to grab a hostile foe, this technique is simply shattered by pulling against it, as it requires voluntary permission to be controlled. They can also be snapped by any attack with half the user's Reiatsu Strength or more when used to puppet another person, as a foe can simply sever the connection by striking the strings. This doesn't work when the user is puppeteering themselves, as the strings flow along their body, so there's no way of stopping it short of severing the limbs.
{Code for Tech}
[spoiler]{Ransotengai}
Technique Name: Ransotengai (Heavenly Puppet Suit)
Class: 4
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects:
A useful technique whose use had been lost through the ages and only recently rediscovered, Ransotengai is an ability that allows the user to create strings made from spiritual particles. These strings can be attached to the user's body, allowing parts of them to be moved around in a manner similar to puppets. One string can control a single limb, or the head, and one string is attached to each finger, giving a total of ten strings. Doing so, however, leaves the hands occupied and unable to be used for other abilities while this is active. The main use for this is to enable the use of a limb that has been damaged, or to counteract torn muscles or broken bones to ensure that one can still move, albeit with great pain. Upon mastery of this technique, it becomes that much more versatile; these strings can now be attached to another person besides the user, though this is only able to function as a support technique due to the frailty of the strings.
How to use technique:
Draw in Reiatsu and turn it into fine strings that attach themselves to the user or, at mastery, to another person.
Technique Drawbacks:
The first drawback to this technique is that while it enables the use of damaged parts of the body, it doesn't necessarily restore function as much as it simply puppets the area about. Steady pain is a symptom from this, along with a reduction in effectiveness; any physical attacks made through a puppeteered limb is treated as though its offensive power is halved. Additionally, any drawbacks that damage the already-damaged area are either doubled in potency or advanced one tier, whichever is worse, depending on the technique.
The second drawback comes when puppeteering another person; these strings are frail, and can be broken easily. When attempting to grab a hostile foe, this technique is simply shattered by pulling against it, as it requires voluntary permission to be controlled. They can also be snapped by any attack with half the user's Reiatsu Strength or more when used to puppet another person, as a foe can simply sever the connection by striking the strings. This doesn't work when the user is puppeteering themselves, as the strings flow along their body, so there's no way of stopping it short of severing the limbs.[/spoiler]
{Selee Schneide - Proficient}
Technique Name: Selee Schneide
Class: 7-1
Technique Type: Quincy Art
Usable By: Quincy
Technique Element: Reishi
Technique Description and Effects: Selee Schneide is the pinnacle of a Quincy's ability to absorb Reiatsu. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
When the Selee Schneide is activated, it has an offensive stat of 0, regardless of the user. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Selee Schneide has its offensive stat reduced by 100, and then the Selee Schneide's offensive stat increases by 100. If the Selee Schneide interacts with a Reiatsu based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast Clan - then the person struck loses 50 Reiatsu, and the Selee Schneide's offensive stat increases by 50. This includes when the Selee Schneide strikes an extension of that being's soul, such as part of their Zanpakuto or Ressurecion.
At any stage, the Selee Schneide can be fired by the user, using their standard bow, as an arrow. This arrow has an offensive stat and speed equal to that of the Selee Schneide at the time of firing.
How to use technique: Hold the Selee Schneide hilt in hand, and pay the appropriate Reiatsu Cost.
Technique Drawbacks: This technique requires the same amount of TTP as a Class 4 technique to learn. The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. This technique requires a Selee Schneide hilt (item) to use, and each hilt can only be used once. The costs for activating the Selee Schneide is the same as normal Quincy arrows. It then costs the same amount of Reiatsu per post to maintain it.
Technique Name: Selee Schneide
Class: 7-1
Technique Type: Quincy Art
Usable By: Quincy
Technique Element: Reishi
Technique Description and Effects: Selee Schneide is the pinnacle of a Quincy's ability to absorb Reiatsu. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
When the Selee Schneide is activated, it has an offensive stat of 0, regardless of the user. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Selee Schneide has its offensive stat reduced by 100, and then the Selee Schneide's offensive stat increases by 100. If the Selee Schneide interacts with a Reiatsu based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast Clan - then the person struck loses 50 Reiatsu, and the Selee Schneide's offensive stat increases by 50. This includes when the Selee Schneide strikes an extension of that being's soul, such as part of their Zanpakuto or Ressurecion.
At any stage, the Selee Schneide can be fired by the user, using their standard bow, as an arrow. This arrow has an offensive stat and speed equal to that of the Selee Schneide at the time of firing.
How to use technique: Hold the Selee Schneide hilt in hand, and pay the appropriate Reiatsu Cost.
Technique Drawbacks: This technique requires the same amount of TTP as a Class 4 technique to learn. The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. This technique requires a Selee Schneide hilt (item) to use, and each hilt can only be used once. The costs for activating the Selee Schneide is the same as normal Quincy arrows. It then costs the same amount of Reiatsu per post to maintain it.
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[spoiler]{[font color="ffffff"]Selee Schneide[/font]}[font color="ffffff"]Technique Name: Selee Schneide
Class: 7-1
Technique Type: Quincy Art
Usable By: Quincy
Technique Element: Reishi
Technique Description and Effects: Selee Schneide is the pinnacle of a Quincy's ability to absorb Reiatsu. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
When the Selee Schneide is activated, it has an offensive stat of 0, regardless of the user. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Selee Schneide has its offensive stat reduced by 100, and then the Selee Schneide's offensive stat increases by 100. If the Selee Schneide interacts with a Reiatsu based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast Clan - then the person struck loses 50 Reiatsu, and the Selee Schneide's offensive stat increases by 50. This includes when the Selee Schneide strikes an extension of that being's soul, such as part of their Zanpakuto or Ressurecion.
At any stage, the Selee Schneide can be fired by the user, using their standard bow, as an arrow. This arrow has an offensive stat and speed equal to that of the Selee Schneide at the time of firing.
How to use technique: Hold the Selee Schneide hilt in hand, and pay the appropriate Reiatsu Cost.
Technique Drawbacks: This technique requires the same amount of TTP as a Class 4 technique to learn. The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. This technique requires a Selee Schneide hilt (item) to use, and each hilt can only be used once. The costs for activating the Selee Schneide is the same as normal Quincy arrows. It then costs the same amount of Reiatsu per post to maintain it.[/font][/spoiler]
{Herald of Agony - Primera Etapa Body Technique}Weapon Technique - Herald of Agony
Aldwin’s first weapon technique is interesting in the sense that it’s essentially one technique, but can be used in two different ways. What this technique does is simple; Aldwin makes an attack, either with natural weapons or with an actual weapon, and, should this attack hit, it applies Living Agony. Depending on what version of the technique is used, the reiatsu cost will be different. If this technique is channeled through a weapon, then it’ll cost Aldwin 75 reiatsu per swing. If he’s using any of his natural weapons gained from the shift into Saisei Oni, it’ll cost him 75 reiatsu, reduced by 25 for every point in Weapons - Saisei Oni he has, down to a cost of 0 reiatsu.
Upon applying Living Agony, every stack of this debuff causes a spectral sword to appear, and pierce through the spot hit on the target. These swords cannot be interacted with, except with Aldwin’s other techniques. They’re essentially just specters. For every stack of Living Agony applied, the target’s body is wracked with pain, causing various feelings of burning, lacerations, and sharp pains, without actually experiencing those wounds. This debuff can be applied a total of 4 times, plus an additional time for each rank in Pain Tolerance the target has:
Rank 1 of Living Agony has the target suffering from sharp pains across the body, but it’s nothing that cannot be tolerated. It feels akin to what one might feel getting constant paper cuts across their body.
Rank 2 of Living Agony starts to get a bit more serious. These constant paper cuts turn into more of a laceration and small, deep cuts. A light burning feeling also occurs. This is certainly unpleasant, but those who can endure a decent bit of pain should be able to continue fighting through it.
Rank 3 of Living Agony is where things really start getting bad. These cuts turn to a feeling of large, deep stab wounds. Think a blade being shoved into you, and having that blade turned. The burning feeling gets more serious, akin to that of third degree burns. This is incredibly debilitating, and even those who have a massive pain tolerance will find themselves struggling to push through it.
Rank 4 is the peak of Living Agony. These cuts begin to feel more like the victim’s limbs are being perpetually chopped off. These burns feel more like that of a live cremation, as though their insides are being permanently burned, equating to the feeling of a fourth degree burn across their entire body. Next to nobody would normally be able to fight through this kind of pain.
Pain Tolerance interacts with Living Agony in a rather unique way. For every rank of Pain Tolerance the target has, an additional application of Living Agony is required for the effects to begin. For example, say that a target had 3 ranks in Pain Tolerance, and Aldwin wanted to apply the Rank 3 effect of Living Agony. This would require 6 total ranks of Living Agony in order to feel that amount of pain. Pain Tolerance does not actually reduce the pain felt, only makes it so that the technique needs to be applied more, simulating that effect while simultaneously not making Aldwin’s entire powerset useless. In Segunda Etapa, Aldwin can pay 50 reiatsu to apply a stack of Living Agony to himself, but suffers the effects as though he had a 2 in Pain Tolerance. Two stacks can be applied to himself per post in Segunda Etapa, but the effects of the second stack applied will be applied to Aldwin as though he had a 0 in Pain Tolerance, effectively making it much worse than it normally would.
Aldwin’s first weapon technique is interesting in the sense that it’s essentially one technique, but can be used in two different ways. What this technique does is simple; Aldwin makes an attack, either with natural weapons or with an actual weapon, and, should this attack hit, it applies Living Agony. Depending on what version of the technique is used, the reiatsu cost will be different. If this technique is channeled through a weapon, then it’ll cost Aldwin 75 reiatsu per swing. If he’s using any of his natural weapons gained from the shift into Saisei Oni, it’ll cost him 75 reiatsu, reduced by 25 for every point in Weapons - Saisei Oni he has, down to a cost of 0 reiatsu.
Upon applying Living Agony, every stack of this debuff causes a spectral sword to appear, and pierce through the spot hit on the target. These swords cannot be interacted with, except with Aldwin’s other techniques. They’re essentially just specters. For every stack of Living Agony applied, the target’s body is wracked with pain, causing various feelings of burning, lacerations, and sharp pains, without actually experiencing those wounds. This debuff can be applied a total of 4 times, plus an additional time for each rank in Pain Tolerance the target has:
Rank 1 of Living Agony has the target suffering from sharp pains across the body, but it’s nothing that cannot be tolerated. It feels akin to what one might feel getting constant paper cuts across their body.
Rank 2 of Living Agony starts to get a bit more serious. These constant paper cuts turn into more of a laceration and small, deep cuts. A light burning feeling also occurs. This is certainly unpleasant, but those who can endure a decent bit of pain should be able to continue fighting through it.
Rank 3 of Living Agony is where things really start getting bad. These cuts turn to a feeling of large, deep stab wounds. Think a blade being shoved into you, and having that blade turned. The burning feeling gets more serious, akin to that of third degree burns. This is incredibly debilitating, and even those who have a massive pain tolerance will find themselves struggling to push through it.
Rank 4 is the peak of Living Agony. These cuts begin to feel more like the victim’s limbs are being perpetually chopped off. These burns feel more like that of a live cremation, as though their insides are being permanently burned, equating to the feeling of a fourth degree burn across their entire body. Next to nobody would normally be able to fight through this kind of pain.
Pain Tolerance interacts with Living Agony in a rather unique way. For every rank of Pain Tolerance the target has, an additional application of Living Agony is required for the effects to begin. For example, say that a target had 3 ranks in Pain Tolerance, and Aldwin wanted to apply the Rank 3 effect of Living Agony. This would require 6 total ranks of Living Agony in order to feel that amount of pain. Pain Tolerance does not actually reduce the pain felt, only makes it so that the technique needs to be applied more, simulating that effect while simultaneously not making Aldwin’s entire powerset useless. In Segunda Etapa, Aldwin can pay 50 reiatsu to apply a stack of Living Agony to himself, but suffers the effects as though he had a 2 in Pain Tolerance. Two stacks can be applied to himself per post in Segunda Etapa, but the effects of the second stack applied will be applied to Aldwin as though he had a 0 in Pain Tolerance, effectively making it much worse than it normally would.
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[spoiler]{Herald of Agony - Primera Etapa Weapon Technique}Weapon Technique - Herald of Agony
Aldwin’s first weapon technique is interesting in the sense that it’s essentially one technique, but can be used in two different ways. What this technique does is simple; Aldwin makes an attack, either with natural weapons or with an actual weapon, and, should this attack hit, it applies Living Agony. Depending on what version of the technique is used, the reiatsu cost will be different. If this technique is channeled through a weapon, then it’ll cost Aldwin 75 reiatsu per swing. If he’s using any of his natural weapons gained from the shift into Saisei Oni, it’ll cost him 75 reiatsu, reduced by 25 for every point in Weapons - Saisei Oni he has, down to a cost of 0 reiatsu.
Upon applying Living Agony, every stack of this debuff causes a spectral sword to appear, and pierce through the spot hit on the target. These swords cannot be interacted with, except with Aldwin’s other techniques. They’re essentially just specters. For every stack of Living Agony applied, the target’s body is wracked with pain, causing various feelings of burning, lacerations, and sharp pains, without actually experiencing those wounds. This debuff can be applied a total of 4 times, plus an additional time for each rank in Pain Tolerance the target has:
Rank 1 of Living Agony has the target suffering from sharp pains across the body, but it’s nothing that cannot be tolerated. It feels akin to what one might feel getting constant paper cuts across their body.
Rank 2 of Living Agony starts to get a bit more serious. These constant paper cuts turn into more of a laceration and small, deep cuts. A light burning feeling also occurs. This is certainly unpleasant, but those who can endure a decent bit of pain should be able to continue fighting through it.
Rank 3 of Living Agony is where things really start getting bad. These cuts turn to a feeling of large, deep stab wounds. Think a blade being shoved into you, and having that blade turned. The burning feeling gets more serious, akin to that of third degree burns. This is incredibly debilitating, and even those who have a massive pain tolerance will find themselves struggling to push through it.
Rank 4 is the peak of Living Agony. These cuts begin to feel more like the victim’s limbs are being perpetually chopped off. These burns feel more like that of a live cremation, as though their insides are being permanently burned, equating to the feeling of a fourth degree burn across their entire body. Next to nobody would normally be able to fight through this kind of pain.
Pain Tolerance interacts with Living Agony in a rather unique way. For every rank of Pain Tolerance the target has, an additional application of Living Agony is required for the effects to begin. For example, say that a target had 3 ranks in Pain Tolerance, and Aldwin wanted to apply the Rank 3 effect of Living Agony. This would require 6 total ranks of Living Agony in order to feel that amount of pain. Pain Tolerance does not actually reduce the pain felt, only makes it so that the technique needs to be applied more, simulating that effect while simultaneously not making Aldwin’s entire powerset useless. In Segunda Etapa, Aldwin can pay 50 reiatsu to apply a stack of Living Agony to himself, but suffers the effects as though he had a 2 in Pain Tolerance. Two stacks can be applied to himself per post in Segunda Etapa, but the effects of the second stack applied will be applied to Aldwin as though he had a 0 in Pain Tolerance, effectively making it much worse than it normally would.[/spoiler]
{Screams of the Damned - Primera Etapa Body Technique}Body Technique - Screams of the Damned:
Aldwin’s Saisei Oni works in an interesting way. Screams of the Damned is another armor technique, much like that of hierro, and functions similarly, only this technique does not scale off of his RS in a natural sense. The technique starts to scale off of his Reiatsu Strength, but this armor can be bolstered in an interesting way. For a cost of 100 reiatsu per stack, Aldwin can cause a target to lose a number of Living Agony stacks, to increase the effective Reiatsu Strength of this technique by 100. This tech lasts during the length of his Saisei Oni, both Primera and Segunda, and is activated as part of releasing. In Segunda Etapa, Aldwin can sacrifice his own stacks of Living Agony. The Reiatsu Strength of this technique cannot exceed three times the normal strength of Albin's RS stat, capping at 1200 if his RS were to be 400.
Aldwin’s Saisei Oni works in an interesting way. Screams of the Damned is another armor technique, much like that of hierro, and functions similarly, only this technique does not scale off of his RS in a natural sense. The technique starts to scale off of his Reiatsu Strength, but this armor can be bolstered in an interesting way. For a cost of 100 reiatsu per stack, Aldwin can cause a target to lose a number of Living Agony stacks, to increase the effective Reiatsu Strength of this technique by 100. This tech lasts during the length of his Saisei Oni, both Primera and Segunda, and is activated as part of releasing. In Segunda Etapa, Aldwin can sacrifice his own stacks of Living Agony. The Reiatsu Strength of this technique cannot exceed three times the normal strength of Albin's RS stat, capping at 1200 if his RS were to be 400.
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[spoiler]{Screams of the Damned - Primera Etapa Body Technique}Body Technique - Screams of the Damned:
Aldwin’s Saisei Oni works in an interesting way. Screams of the Damned is another armor technique, much like that of hierro, and functions similarly, only this technique does not scale off of his RS in a natural sense. The technique starts to scale off of his Reiatsu Strength, but this armor can be bolstered in an interesting way. For a cost of 100 reiatsu per stack, Aldwin can cause a target to lose a number of Living Agony stacks, to increase the effective Reiatsu Strength of this technique by 100. This tech lasts during the length of his Saisei Oni, both Primera and Segunda, and is activated as part of releasing. In Segunda Etapa, Aldwin can sacrifice his own stacks of Living Agony. The Reiatsu Strength of this technique cannot exceed three times the normal strength of Albin's RS stat, capping at 1200 if his RS were to be 400.[/spoiler]
{Infernal Recall - Segunda Etapa Weaon Technique}Weapon Technique - Infernal Recall
Infernal Recall is a technique that allows Aldwin to cause very real pain to his target, as opposed to that of what can be done with Living Agony. When a target is afflicted with Living Agony, Aldwin can activate this technique. What it does is as follows; for a cost of 100 reiatsu per stack, Aldwin can remove a number of Living Agony stacks from a target, forcing the spectral swords inside of a target to momentarily materialize and be pulled out. Each sword is equal to 25% of Aldwin’s OS in damage, as these swords are ripped from inside of their victim. The target is then stripped of all of their Living Agony stacks.
Infernal Recall is a technique that allows Aldwin to cause very real pain to his target, as opposed to that of what can be done with Living Agony. When a target is afflicted with Living Agony, Aldwin can activate this technique. What it does is as follows; for a cost of 100 reiatsu per stack, Aldwin can remove a number of Living Agony stacks from a target, forcing the spectral swords inside of a target to momentarily materialize and be pulled out. Each sword is equal to 25% of Aldwin’s OS in damage, as these swords are ripped from inside of their victim. The target is then stripped of all of their Living Agony stacks.
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[spoiler]{Infernal Recall - Segunda Etapa Weapon Technique}Weapon Technique - Infernal Recall
Infernal Recall is a technique that allows Aldwin to cause very real pain to his target, as opposed to that of what can be done with Living Agony. When a target is afflicted with Living Agony, Aldwin can activate this technique. What it does is as follows; for a cost of 100 reiatsu per stack, Aldwin can remove a number of Living Agony stacks from a target, forcing the spectral swords inside of a target to momentarily materialize and be pulled out. Each sword is equal to 25% of Aldwin’s OS in damage, as these swords are ripped from inside of their victim. The target is then stripped of all of their Living Agony stacks.[/spoiler]
{Feeding From the Pain - Segunda Etapa Body Technique}Body Technique - Feeding from the Pain:
This technique, much like his previous body technique, is active upon entering Segunda Etapa. It functions as a sort of aura, allowing Aldwin to feed on the suffering of those around him. Any time a living being enters a radius of 15 feet of Aldwin, even for a split second, they’re immediately siphoned from. This siphon, however, only works if that target has been afflicted with Living Agony at least once. For every stack of Living Agony that a target has, they’re drained of 25 reiatsu when they enter this radius. This reiatsu is then stored in his stolen reiatsu pool, and is spent before any of his personal reiatsu is. If a technique would normally require him to spend reiatsu and the stolen pool doesn’t have enough reiatsu in it, his personal pool will lose the remainder of the cost.
This technique, much like his previous body technique, is active upon entering Segunda Etapa. It functions as a sort of aura, allowing Aldwin to feed on the suffering of those around him. Any time a living being enters a radius of 15 feet of Aldwin, even for a split second, they’re immediately siphoned from. This siphon, however, only works if that target has been afflicted with Living Agony at least once. For every stack of Living Agony that a target has, they’re drained of 25 reiatsu when they enter this radius. This reiatsu is then stored in his stolen reiatsu pool, and is spent before any of his personal reiatsu is. If a technique would normally require him to spend reiatsu and the stolen pool doesn’t have enough reiatsu in it, his personal pool will lose the remainder of the cost.
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[spoiler]{Feeding From the Pain - Segunda Etapa Body Technique}Body Technique - Feeding from the Pain:
This technique, much like his previous body technique, is active upon entering Segunda Etapa. It functions as a sort of aura, allowing Aldwin to feed on the suffering of those around him. Any time a living being enters a radius of 15 feet of Aldwin, even for a split second, they’re immediately siphoned from. This siphon, however, only works if that target has been afflicted with Living Agony at least once. For every stack of Living Agony that a target has, they’re drained of 25 reiatsu when they enter this radius. This reiatsu is then stored in his stolen reiatsu pool, and is spent before any of his personal reiatsu is. If a technique would normally require him to spend reiatsu and the stolen pool doesn’t have enough reiatsu in it, his personal pool will lose the remainder of the cost.[/spoiler]
{On A Pale Horse - Class 6 Form Property}Class 6 - Form - On A Pale Horse
For this form property, Aldwin’s bow effectively isn’t a bow anymore, in the sense that it can no longer fire arrows. Hell, it even loses the ability to be used as an effective weapon. Instead, the bow itself becomes Aldwin’s personal steed. The horse itself can move at a speed of 600 normally. Normal step techniques cannot be used while on the horse, aside from constant steps (i.e. Hirenkyaku Constant). These steps cost double the original reiatsu cost to use. The horse takes on a spectral appearance, and can only be interacted with by Aldwin; attacks go right through it.
For this form property, Aldwin’s bow effectively isn’t a bow anymore, in the sense that it can no longer fire arrows. Hell, it even loses the ability to be used as an effective weapon. Instead, the bow itself becomes Aldwin’s personal steed. The horse itself can move at a speed of 600 normally. Normal step techniques cannot be used while on the horse, aside from constant steps (i.e. Hirenkyaku Constant). These steps cost double the original reiatsu cost to use. The horse takes on a spectral appearance, and can only be interacted with by Aldwin; attacks go right through it.
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[spoiler]{On A Pale Horse - Class 6 Form Property}Class 6 - Form - On A Pale Horse
For this form property, Aldwin’s bow effectively isn’t a bow anymore, in the sense that it can no longer fire arrows. Hell, it even loses the ability to be used as an effective weapon. Instead, the bow itself becomes Aldwin’s personal steed. The horse itself can move at a speed of 600 normally. Normal step techniques cannot be used while on the horse, aside from constant steps (i.e. Hirenkyaku Constant). These steps cost double the original reiatsu cost to use. The horse takes on a spectral appearance, and can only be interacted with by Aldwin; attacks go right through it.[/spoiler]
{Arthurian Bulwark - Class 4 Power Property}Class 4 - Power - Arthurian Bulwark
Class 4 unlocks a power property for Aldwin’s bow release, this one being a property that turns him into a standard depiction of an RPG tank. Arthurian Bulwark causes Aldwin’s armor to shine brightly, even in the dark. While this property is active, Aldwin exudes an aggressive, powerful presence. In threads with more than one person, foes are drawn to Aldwin, and are much more likely to attack him instead of his allies because of this. This property allows him to be a defender of his allies, much like a knight should. Those with a 3 in Lack of Fear can ignore this effect. In threads where he only has one opponent, this property is effectively useless. This can also be resisted by a 100 in Light Aura or Dark Aura, in conjunction with 2 points in Lack of Fear or Calm Mind.
Class 4 unlocks a power property for Aldwin’s bow release, this one being a property that turns him into a standard depiction of an RPG tank. Arthurian Bulwark causes Aldwin’s armor to shine brightly, even in the dark. While this property is active, Aldwin exudes an aggressive, powerful presence. In threads with more than one person, foes are drawn to Aldwin, and are much more likely to attack him instead of his allies because of this. This property allows him to be a defender of his allies, much like a knight should. Those with a 3 in Lack of Fear can ignore this effect. In threads where he only has one opponent, this property is effectively useless. This can also be resisted by a 100 in Light Aura or Dark Aura, in conjunction with 2 points in Lack of Fear or Calm Mind.
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[spoiler]{Arthurian Bulwark - Class 4 Power Property}Class 4 - Power - Arthurian Bulwark
Class 4 unlocks a power property for Aldwin’s bow release, this one being a property that turns him into a standard depiction of an RPG tank. Arthurian Bulwark causes Aldwin’s armor to shine brightly, even in the dark. While this property is active, Aldwin exudes an aggressive, powerful presence. In threads with more than one person, foes are drawn to Aldwin, and are much more likely to attack him instead of his allies because of this. This property allows him to be a defender of his allies, much like a knight should. Those with a 3 in Lack of Fear can ignore this effect. In threads where he only has one opponent, this property is effectively useless. This can also be resisted by a 100 in Light Aura or Dark Aura, in conjunction with 2 points in Lack of Fear or Calm Mind.[/spoiler]
{Divine Sword Excalibur - Class 2 Form Property}Class 2 - Form - Divine Sword Excalibur
Aldwin’s final form property is one that changes the shape of his Arrows. With this form active, Aldwin’s arrows become that of Excalibur, planting its roots in that of Arthurian Legend. The sword still takes on a fairly spectral appearance in nature, and is the average size of a longsword. While active, this sword can slash through reiatsu based attacks that are of an equal class or lower, allowing Aldwin to power through the attack itself. In addition, this slash absorbs reiatsu equal to 100 reiatsu + an additional 100 reiatsu for every class above 7 the technique is, at a maximum amount absorbed equalling the cost of the technique it slashed through. While this might seem incredibly powerful, it’s not without drawbacks. Firstly, If the technique slashed through is only a single class lower, then Aldwin still suffers 50% of the technique’s OS in physical strain on his body. If the class is equal, Aldwin then suffers 75% of the technique’s OS in physical strain. Aldwin can only have one arrow out at a time while this property is active.
An Extensive HistoryAldwin’s final form property is one that changes the shape of his Arrows. With this form active, Aldwin’s arrows become that of Excalibur, planting its roots in that of Arthurian Legend. The sword still takes on a fairly spectral appearance in nature, and is the average size of a longsword. While active, this sword can slash through reiatsu based attacks that are of an equal class or lower, allowing Aldwin to power through the attack itself. In addition, this slash absorbs reiatsu equal to 100 reiatsu + an additional 100 reiatsu for every class above 7 the technique is, at a maximum amount absorbed equalling the cost of the technique it slashed through. While this might seem incredibly powerful, it’s not without drawbacks. Firstly, If the technique slashed through is only a single class lower, then Aldwin still suffers 50% of the technique’s OS in physical strain on his body. If the class is equal, Aldwin then suffers 75% of the technique’s OS in physical strain. Aldwin can only have one arrow out at a time while this property is active.
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[spoiler]{Divine Sword Excalibur - Class 2 Form Property}Class 2 - Form - Divine Sword Excalibur
Aldwin’s final form property is one that changes the shape of his Arrows. With this form active, Aldwin’s arrows become that of Excalibur, planting its roots in that of Arthurian Legend. The sword still takes on a fairly spectral appearance in nature, and is the average size of a longsword. While active, this sword can slash through reiatsu based attacks that are of an equal class or lower, allowing Aldwin to power through the attack itself. In addition, this slash absorbs reiatsu equal to 100 reiatsu + an additional 100 reiatsu for every class above 7 the technique is, at a maximum amount absorbed equaling the cost of the technique it slashed through. While this might seem incredibly powerful, it’s not without drawbacks. Firstly, If the technique slashed through is only a single class lower, then Aldwin still suffers 50% of the technique’s OS in physical strain on his body. If the class is equal, Aldwin then suffers 75% of the technique’s OS in physical strain. Aldwin can only have one arrow out at a time while this property is active.[/spoiler]
Drugged In A Starbucks [Solo Training] - 1/8 SkP
Stupid & Anxious [Joint Training] - 2/8 SkP
The Black Market Is A Wonderful Place [Joint Training] - 3/8 SkP
Forever The Sickest Kids [DP PvP] - 5/8 SkP
An Exceptionally Close Call [JT] - 6/8 SkP
Chemical Kids & Mechanical Brides [DP Cinematic] - +1 SkP
Survival of the Fittest [Solo Training] - 1/8 SkP
Honyopyako [PvP] - 2/8 SkP
Road Trip! pt. 1 [Job Thread] - 3/8 SkP
Fluttering Wings, Explosive Propositions [NDE PvP] - 4/8 SkP