Post by Shawn Rabuburēdo on Aug 23, 2020 18:23:13 GMT -5
{Stats}Strength - 100 Points (-75%=25)
Speed - 200 Points(-75%=50)
Spiritual Pressure - 300 Points (Triple=900)
Reiatsu Strength - 400 Points (Triple=1200)
Instinct - 200 Points(-75%=50)
Senses - 200 Points(+75%=350)
Energy Sensory - 0 Points(-75%=0)
Healing Expertise - 0 Points
Light Aura - 100 Points
Dark Aura - 0 Points
(Type: SSv1)
Rank 2 (Vice Captain) Release duration increases by 75% (Shikai & Bankai: 17)
Total SP: 1400 Points
Trained SP: 700
Speed - 200 Points(-75%=50)
Spiritual Pressure - 300 Points (Triple=900)
Reiatsu Strength - 400 Points (Triple=1200)
Instinct - 200 Points(-75%=50)
Senses - 200 Points(+75%=350)
Energy Sensory - 0 Points(-75%=0)
Healing Expertise - 0 Points
Light Aura - 100 Points
Dark Aura - 0 Points
(Type: SSv1)
Rank 2 (Vice Captain) Release duration increases by 75% (Shikai & Bankai: 17)
Total SP: 1400 Points
Trained SP: 700
{Skills}Calm Mind: 3
Learning: 1
Strength of Will: 2
Battle Focus: 3
Martial Arts- Kyusho Jitsu: 2
Battle Analysis: 2
Mental Incantation: 1
Weapon- Jian Sword: 2
Learning: 1
Strength of Will: 2
Battle Focus: 3
Martial Arts- Kyusho Jitsu: 2
Battle Analysis: 2
Mental Incantation: 1
Weapon- Jian Sword: 2
{Bank}Total CTP: 8950
Class: 5
Total Skpts: 15
Skpts Used: 16
Skpts Left: 0
Thread's until Skill Point:5/8
Banked TTP: 60
Ryo: 40,800
Class: 5
Total Skpts: 15
Skpts Used: 16
Skpts Left: 0
Thread's until Skill Point:5/8
Banked TTP: 60
Ryo: 40,800
{Zanpakuto}Zanapkutou Release Names(Include both Shikai and Bankai names, and call out phrases)
Shikai: Reach Out, Kami no te
Bankai: Control the worlds movements, Kami no koe
Overall Ability:
The Overall ability of the Zanpakuto is the user's reiatsu is condensed and released at high speeds giving it gravitational properties thus making it's theme "Gravity". This allows Shawn to pull and push a single target (An opponent or their weapon), allowing Shawn to be adaptable to most situations. This is a pretty strong ability, however, every good ability has it's limits. The gravitational property of this Zanpakuto only reaches out about 30 Meters, it also requires Shawn to both be in contact with his Zanpakuto and have visual contact with his target while saying attract or repel (respectively) and can be said mentally with a 1 in mental incantation. Regardless of it being in Shikai or Bankai, the target will only be pushed/pulled in a straight line from the Zanpakuto and will move at 400 speed and if pushed the target will move back 30 Feet (if only targeting a limb/weapon being held it will just be pushed/pulled 3 Feet). Pushing requires 200 Reiatsu while pulling only requires 150. This power works instantly on anyone within a distance of 10 feet. Those who are farther will feel a tingle giving them notice about what is going to happen, this gives them a moment to prepare for counter play or to simply try breaking line of sight.
Shikai Overall Ability:
While in Shikai, the Gravitational properties can only affect one side of a target as Kami no Te is not capable of condensing and releasing reiatsu at such a speed to affect the entire target. This would only allow for simply pushing or pulling a target in a straight movement forward or backwards from Kami no te. Kami no Te cannot target Shawn and can only target other entities/objects as it cannot fully control their gravity. While pulling, the target must come completely to Kami no Te and Shawn cannot stop it once started. While in Shikai his abilities would only work on those with less Spiritual Stat as an OS than Shawn and those with Strength as there OS may pay 200 reiatsu to resist.
Bankai Overall Ability:
Bankai condenses and expels reiatsu at such a fast rate that it allows Kami no koe to affect the entire target as well as effect multiple targets at once, 1 target per 10 instinct (Though the target can either be the weapon or the person and never both). This allows Kami no koe to fully control it's gravitational effects thus allowing for partial pulls and does not need to bring the target fully to Kami no koe, it also allows Kame no koe to effect Shawn allowing for more complex technique's. Push and Pull can now be used from Shawns hands/fingers and no longer only works from Kami no Koe (But Shawn must still be in physical contact with Kami no Koe). While in Bankai his abilities will work on those that have a Spiritual Stat OS 2x Shawn's Reiatsu Strength or lower, Those with Strength as their OS cannot resist.
Zanpakuto Techniques:
Shikai:
Yōku o mochiageru- Causes the ground under target to repel them upward 10 feet at 400 speed. Activation cost: 150 (can use in Bankai)
Limits: Will not work on someone or something in the air already. Twice per post limit.
--
Watashi kara gekitai- Expelling a large amount of reiatsu allows the redirection of ranged attacks, this will not change the direction of a weapon in the opponents hand unless it becomes a ranged attack (While used in Bankai this technique can also disperse static Aoe attacks and effect multiple ranged attacks)/ Activation Cost: 150 in Shikai (200 in Bankai to disperse Static Aoe techniques, can be used every post but increases in cost by 100 until 2 posts have gone by for not dispersing static Aoe's. 500 when effeecting more than 5 ranged attacks at once.)
Limits: This only works on ranged attacks directed at the user (While in Bankai it will also disperse static Aoe technique's, this only affects the Aoe techs (Specifically Techniques) that are within the 30 meter range of his Zanpakuto and only disperses it for that post and not indefinitely. It can also effect multiple ranged attacks in Bankai, up 1 ranged attack per 10 Instinct). If the ranged attack or technique has higher OS than Shawn, this technique fails to work.
--
Yōku o fuyasu- Sending a large burst of reiatsu into the spot where Shawn points his Zanpakuto, gravity becomes visible taking on the shape of a 3 foot wide and 3 inch thick puck. This gravity puck will fall from the spot created at 400 speed and with the force of Shawn's OS (In Bankai Shawn may use his hands to use this technique). Activation cost: 200 reiatsu
Limits: If targeting an enemy it may only be created 10 feet above them, the creation process is instantaneous though.
Bankai:
Ugokanai de- After touching the opponent (With either hand or Zanpakuto), they begin to feel as if their own reiatsu is pushing them down and leaving them unable to move (This can be negated by paying 600 reiatsu)/ Activation Cost: 200 and 150 for every additional post
Limit and Drawbacks: User must touch the target to activate and is easy to power through by paying 600 reiatsu. This also wont work on someone who has a weaker spiritual stat then their strength stat.
--
Watashi o mochiageru te- After activation reiatsu surges through Shawn's body giving him control over how gravity affects him, thus allowing him to fly and move at 600 speed. Activation cost: 400 & 300 per post upkeep
Limits- Once this has been activated and used for 4 continuous posts Shawn will begin to feel tired, causing his speed in this state to drop 200 lower. For every 2 continuous posts it remains active the speed drops by 100 and if Shawn ever reaches 0 he passes out from over exertion. If this technique is released after a speed drop the users normal speed remains unaffected, however, it takes 4 continuous posts of not using this technique before the speed rises by 200, back up to it's max of 600. Cannot use step techniques while using this technique. (This speed cannot exceed 3x Shawn's Speed and uses up a Long Term Stat Boost.
--
Karashidane no shinkō- This is Shawn's final and most powerful technique, when activated his eyes become bloodshot as his focus reaches its pinnacle. For 2 posts after activation everything within his 30 meter range that isn't tied down will begin to float other than him and who he chooses. Those people who also float will feel as if they are in zero gravity, every movement is multiplied, potentially causing someone without 2 points in Calm Mind or Battle Focus to spin uncontrolledly. While this is active, creation of advanced air ground or other character made platform is impossible to create as gravity keeps the reiatsu from solidifying. While it isn't possible to make air ground or platforms of any kind, those affected can still get around with step techniques, propelling themselves in the direction they desire. Shawn and any who he chooses, however, may walk around normally. In fact if they jump to a floating object they will find it easy to stand and walk around it as if they were walking on the solid ground, even if they're standing upside down. Activation Cost: 800
Shikai: Reach Out, Kami no te
Bankai: Control the worlds movements, Kami no koe
Overall Ability:
The Overall ability of the Zanpakuto is the user's reiatsu is condensed and released at high speeds giving it gravitational properties thus making it's theme "Gravity". This allows Shawn to pull and push a single target (An opponent or their weapon), allowing Shawn to be adaptable to most situations. This is a pretty strong ability, however, every good ability has it's limits. The gravitational property of this Zanpakuto only reaches out about 30 Meters, it also requires Shawn to both be in contact with his Zanpakuto and have visual contact with his target while saying attract or repel (respectively) and can be said mentally with a 1 in mental incantation. Regardless of it being in Shikai or Bankai, the target will only be pushed/pulled in a straight line from the Zanpakuto and will move at 400 speed and if pushed the target will move back 30 Feet (if only targeting a limb/weapon being held it will just be pushed/pulled 3 Feet). Pushing requires 200 Reiatsu while pulling only requires 150. This power works instantly on anyone within a distance of 10 feet. Those who are farther will feel a tingle giving them notice about what is going to happen, this gives them a moment to prepare for counter play or to simply try breaking line of sight.
Shikai Overall Ability:
While in Shikai, the Gravitational properties can only affect one side of a target as Kami no Te is not capable of condensing and releasing reiatsu at such a speed to affect the entire target. This would only allow for simply pushing or pulling a target in a straight movement forward or backwards from Kami no te. Kami no Te cannot target Shawn and can only target other entities/objects as it cannot fully control their gravity. While pulling, the target must come completely to Kami no Te and Shawn cannot stop it once started. While in Shikai his abilities would only work on those with less Spiritual Stat as an OS than Shawn and those with Strength as there OS may pay 200 reiatsu to resist.
Bankai Overall Ability:
Bankai condenses and expels reiatsu at such a fast rate that it allows Kami no koe to affect the entire target as well as effect multiple targets at once, 1 target per 10 instinct (Though the target can either be the weapon or the person and never both). This allows Kami no koe to fully control it's gravitational effects thus allowing for partial pulls and does not need to bring the target fully to Kami no koe, it also allows Kame no koe to effect Shawn allowing for more complex technique's. Push and Pull can now be used from Shawns hands/fingers and no longer only works from Kami no Koe (But Shawn must still be in physical contact with Kami no Koe). While in Bankai his abilities will work on those that have a Spiritual Stat OS 2x Shawn's Reiatsu Strength or lower, Those with Strength as their OS cannot resist.
Zanpakuto Techniques:
Shikai:
Yōku o mochiageru- Causes the ground under target to repel them upward 10 feet at 400 speed. Activation cost: 150 (can use in Bankai)
Limits: Will not work on someone or something in the air already. Twice per post limit.
--
Watashi kara gekitai- Expelling a large amount of reiatsu allows the redirection of ranged attacks, this will not change the direction of a weapon in the opponents hand unless it becomes a ranged attack (While used in Bankai this technique can also disperse static Aoe attacks and effect multiple ranged attacks)/ Activation Cost: 150 in Shikai (200 in Bankai to disperse Static Aoe techniques, can be used every post but increases in cost by 100 until 2 posts have gone by for not dispersing static Aoe's. 500 when effeecting more than 5 ranged attacks at once.)
Limits: This only works on ranged attacks directed at the user (While in Bankai it will also disperse static Aoe technique's, this only affects the Aoe techs (Specifically Techniques) that are within the 30 meter range of his Zanpakuto and only disperses it for that post and not indefinitely. It can also effect multiple ranged attacks in Bankai, up 1 ranged attack per 10 Instinct). If the ranged attack or technique has higher OS than Shawn, this technique fails to work.
--
Yōku o fuyasu- Sending a large burst of reiatsu into the spot where Shawn points his Zanpakuto, gravity becomes visible taking on the shape of a 3 foot wide and 3 inch thick puck. This gravity puck will fall from the spot created at 400 speed and with the force of Shawn's OS (In Bankai Shawn may use his hands to use this technique). Activation cost: 200 reiatsu
Limits: If targeting an enemy it may only be created 10 feet above them, the creation process is instantaneous though.
Bankai:
Ugokanai de- After touching the opponent (With either hand or Zanpakuto), they begin to feel as if their own reiatsu is pushing them down and leaving them unable to move (This can be negated by paying 600 reiatsu)/ Activation Cost: 200 and 150 for every additional post
Limit and Drawbacks: User must touch the target to activate and is easy to power through by paying 600 reiatsu. This also wont work on someone who has a weaker spiritual stat then their strength stat.
--
Watashi o mochiageru te- After activation reiatsu surges through Shawn's body giving him control over how gravity affects him, thus allowing him to fly and move at 600 speed. Activation cost: 400 & 300 per post upkeep
Limits- Once this has been activated and used for 4 continuous posts Shawn will begin to feel tired, causing his speed in this state to drop 200 lower. For every 2 continuous posts it remains active the speed drops by 100 and if Shawn ever reaches 0 he passes out from over exertion. If this technique is released after a speed drop the users normal speed remains unaffected, however, it takes 4 continuous posts of not using this technique before the speed rises by 200, back up to it's max of 600. Cannot use step techniques while using this technique. (This speed cannot exceed 3x Shawn's Speed and uses up a Long Term Stat Boost.
--
Karashidane no shinkō- This is Shawn's final and most powerful technique, when activated his eyes become bloodshot as his focus reaches its pinnacle. For 2 posts after activation everything within his 30 meter range that isn't tied down will begin to float other than him and who he chooses. Those people who also float will feel as if they are in zero gravity, every movement is multiplied, potentially causing someone without 2 points in Calm Mind or Battle Focus to spin uncontrolledly. While this is active, creation of advanced air ground or other character made platform is impossible to create as gravity keeps the reiatsu from solidifying. While it isn't possible to make air ground or platforms of any kind, those affected can still get around with step techniques, propelling themselves in the direction they desire. Shawn and any who he chooses, however, may walk around normally. In fact if they jump to a floating object they will find it easy to stand and walk around it as if they were walking on the solid ground, even if they're standing upside down. Activation Cost: 800
{Techniques}
{Shunpo}Technique Name: Shunpo (Flash Steps) Proficient
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
{Bakudo #4: Hainawa (Crawling Rope)} Technique Name: Bakudo #4: Hainawa (Crawling Rope) Learned
Class: [7]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
A rope fashioned from the caster's reishi is launched from their hand at the opponent. Upon impact, this then entangles the opponent and ties them up.
How to use technique:
This technique requires aiming with the hand, not unlike any basic Hado spell.
Incantation and Effect:
Incantation causes the robe to elongate and gag even more of the target's body when used, and also ups the Kido strength by 10%. (I.E. A reiatsu strength of 100 would be counted as 110 instead.) Incantation unknown.
Class: [7]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
A rope fashioned from the caster's reishi is launched from their hand at the opponent. Upon impact, this then entangles the opponent and ties them up.
How to use technique:
This technique requires aiming with the hand, not unlike any basic Hado spell.
Incantation and Effect:
Incantation causes the robe to elongate and gag even more of the target's body when used, and also ups the Kido strength by 10%. (I.E. A reiatsu strength of 100 would be counted as 110 instead.) Incantation unknown.
{Hado #4: Byakurai (Pale Lightning)} Technique Name: Hado #4: Byakurai (Pale Lightning) Learned
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
{Hado #11: Tsuzuri Raiden (Bound Lightning)} Technique Name: Hado #11: Tsuzuri Raiden (Bound Lightning) Learned
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: Electric current flows through any object the user touches and is able to lead electricity, damaging any target that is in contact with the object the current runs through. This lasts for one post, but by paying the cost of the spell a second time, the duration is increased to two posts.
How to use technique: Speak the spell and touch an object, channeling electricity through it.
Incantation and Effect: Incantation unknown. When the incantation is spoken, the number of active posts this is used for is doubled. (With maximum cost, this can be up to four posts.)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: Electric current flows through any object the user touches and is able to lead electricity, damaging any target that is in contact with the object the current runs through. This lasts for one post, but by paying the cost of the spell a second time, the duration is increased to two posts.
How to use technique: Speak the spell and touch an object, channeling electricity through it.
Incantation and Effect: Incantation unknown. When the incantation is spoken, the number of active posts this is used for is doubled. (With maximum cost, this can be up to four posts.)
{Advanced Air Arsenal: Air strings} Technique Name: Advanced Air Arsenal: Air strings Mastered
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Wether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful.
At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than that the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1).
At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficcient, and 15 posts at mastered.
Made By:Nola Vilde
Reserved? (Yes/No): No
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Wether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful.
At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than that the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1).
At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficcient, and 15 posts at mastered.
Made By:Nola Vilde
Reserved? (Yes/No): No
{Advanced Air Ground} Technique Name: Advanced Air Ground Mastered
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
{Entei(Dam)}Technique Name: Entei (Dam) Proficient
Class: 4
Technique Type: Other
Usable By: Any Race
Technique Element: None
Technique Description and Effects:
Entei is the first of a number of sword techniques, but is a particularly potent one in its own right. By sheathing the sword, the user can start gathering Reiatsu within the sheath to surround and infuse their weapon, building up strength within it. Once it has built up, the user uses the gathered energy with a single slash, releasing the stored Reiatsu along with their weapon. Mechanically, this adds the stored Reiatsu to the user's attack for a single slash. This counts as a short-term stat alteration.
How to use technique:
Store Reiatsu in a sheathed sword, and release with a slash.
Technique Drawbacks:
First off, the technique's cost is not static; rather than having a set cost as a Class 4 technique, the cost of the technique is based on how much Reiatsu is put into it. The user can store any amount of Reiatsu in their sheathed weapon, up to an amount equal to their Reiatsu Strength or Spiritual Pressure, whichever is higher. Up to 250 Reiatsu per post may be put into a sheathed weapon, though less can be added. Any attempt to add Reiatsu higher than the user's Reiatsu Strength or Spiritual Pressure (whichever is higher) causes the sheath to break and the user's Reiatsu to explode outwards at point-blank range. Requires a 2 in Swords or higher to use.
Made By: Z-Wolf
Reserved?: No
Class: 4
Technique Type: Other
Usable By: Any Race
Technique Element: None
Technique Description and Effects:
Entei is the first of a number of sword techniques, but is a particularly potent one in its own right. By sheathing the sword, the user can start gathering Reiatsu within the sheath to surround and infuse their weapon, building up strength within it. Once it has built up, the user uses the gathered energy with a single slash, releasing the stored Reiatsu along with their weapon. Mechanically, this adds the stored Reiatsu to the user's attack for a single slash. This counts as a short-term stat alteration.
How to use technique:
Store Reiatsu in a sheathed sword, and release with a slash.
Technique Drawbacks:
First off, the technique's cost is not static; rather than having a set cost as a Class 4 technique, the cost of the technique is based on how much Reiatsu is put into it. The user can store any amount of Reiatsu in their sheathed weapon, up to an amount equal to their Reiatsu Strength or Spiritual Pressure, whichever is higher. Up to 250 Reiatsu per post may be put into a sheathed weapon, though less can be added. Any attempt to add Reiatsu higher than the user's Reiatsu Strength or Spiritual Pressure (whichever is higher) causes the sheath to break and the user's Reiatsu to explode outwards at point-blank range. Requires a 2 in Swords or higher to use.
Made By: Z-Wolf
Reserved?: No
{Concussive Blast}Technique Name: Concussive blast Proficient
Class: [4]
Technique Type: [General Spiritual Technique]
Usable By: [Any]
Technique Element: [Fire]
Technique Description and Effects: [This ability fires small fiery blasts of energy, moving at speeds of 600, that explode upon impact with anything. This is unique, as you don't have to fire a single shot of energy, but can fire these in groups. The offensive stat of this is reiatsu strength .]
How to use technique: [There are two ways to fire this ability. The first way to fire this, is to fire a single, large blast, the size of a car. This version will have the full offensive stat of the user. The second version fires many smaller blasts. In order to make more than one fireball, the offensive stat of this attack is split in half, being evenly divided between them. The lowest offensive stat the fireballs can have is 50. You fire them from the palm of your hand.]
Technique Drawbacks: [100 reiatsu, weaker when fired in mass.]
Incantation and Effect:
Made By: [Impossible]
Reserved?: No
Class: [4]
Technique Type: [General Spiritual Technique]
Usable By: [Any]
Technique Element: [Fire]
Technique Description and Effects: [This ability fires small fiery blasts of energy, moving at speeds of 600, that explode upon impact with anything. This is unique, as you don't have to fire a single shot of energy, but can fire these in groups. The offensive stat of this is reiatsu strength .]
How to use technique: [There are two ways to fire this ability. The first way to fire this, is to fire a single, large blast, the size of a car. This version will have the full offensive stat of the user. The second version fires many smaller blasts. In order to make more than one fireball, the offensive stat of this attack is split in half, being evenly divided between them. The lowest offensive stat the fireballs can have is 50. You fire them from the palm of your hand.]
Technique Drawbacks: [100 reiatsu, weaker when fired in mass.]
Incantation and Effect:
Made By: [Impossible]
Reserved?: No
{Ichi (One)}Technique Name: Ichi (One) Proficient
Class: [4]
Technique Type: [Other.]
Usable By: [Shinigami.]
Technique Element: [Non-Elemental]
Technique Description and Effects:
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: [Communicate with Spirit, work in tandem with it.]
Technique Drawbacks:
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.
Made By: Taien Hadohou
Reserved?: No.
Class: [4]
Technique Type: [Other.]
Usable By: [Shinigami.]
Technique Element: [Non-Elemental]
Technique Description and Effects:
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: [Communicate with Spirit, work in tandem with it.]
Technique Drawbacks:
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.
Made By: Taien Hadohou
Reserved?: No.
{Bakudo #55: Mutsohoyo (Painless Embrace)}Technique Name: Bakudo #55: Mutsohoyo (Painless Embrace) Mastered
Class: [4]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This is a sealing technique. It is used not to seal the enemy however, but to seal another Kido. This has two distinct effects. The first is that it can be used to seal a Kido inside of an object, which for the next hour can instantly activate that Kido at any time at will of the user, even if left behind somewhere. It costs the cost of this technique and the cost of the Kido in question. That is one way of using it. The second is more effective. This can seal a technique inside of an enemy or an ally. The technique in question has its reiatsu broken down by the enemy or ally, who then gains extra reiatsu to use. The full reiatsu put into the technique, except for this Bakudo, goes into the enemy. Therefore, if Hado #88 was sealed in the enemy or ally, all of that reiatsu simply converts into 600 reiatsu for the enemy to use.
The trouble comes there. If the enemy or ally is given reiatsu that causes them to go over their current cap, they must spend all excess in their next post, or their body will explode from the excess and they will die. This can be used at the start of the fight as a bomb technique on suspecting enemies.
How to use technique:
To seal a technique inside of the enemy, the user needs to have physical contact with the part of the body that they will be sealing the technique into. They then activate this technique and pay the cost for it and the technique they wish to seal within the foe. Alternatively, the same is said of an object. Seal this into an object with physical contact with the object, and then use the object as one sees fit. The object automatically releases the Kido if the user gets up to a mile away from it. The object also cannot exceed the user in size.
Technique Drawbacks:
This technique leaves behind physical remnant of techniques. This means that if one were to use a stone based Kido that made stone, while the reiatsu would go into an ally, the stones would still form and remain behind. The same is true of an object, which would become filled by stones. This makes it highly implausible to use elemental Kido on objects or allies. Things such as fire, wind, or lightning, which are only temporary elements that cannot be long lasting can still be used, and they will have no remnants, and instead will just convert directly into reiatsu.
Incantation and Effect):
The incantation causes the class of the Kido imbued to go up by one, resulting in a higher class Kido for the cost of one class lower. For example, if a class 5 Kido is imbued, the incantation causes it to be valued at class 4 instead. It uses the same cost as a class 5 Kido however, the only extra cost being that of this technique. ("A dream within a dream, a heart within a soul, a core within a nucleus which in turn is within an atom. Within all there is still more. And within thee, I place this seal!"}
Made By: Sozen Kuchiki
Class: [4]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This is a sealing technique. It is used not to seal the enemy however, but to seal another Kido. This has two distinct effects. The first is that it can be used to seal a Kido inside of an object, which for the next hour can instantly activate that Kido at any time at will of the user, even if left behind somewhere. It costs the cost of this technique and the cost of the Kido in question. That is one way of using it. The second is more effective. This can seal a technique inside of an enemy or an ally. The technique in question has its reiatsu broken down by the enemy or ally, who then gains extra reiatsu to use. The full reiatsu put into the technique, except for this Bakudo, goes into the enemy. Therefore, if Hado #88 was sealed in the enemy or ally, all of that reiatsu simply converts into 600 reiatsu for the enemy to use.
The trouble comes there. If the enemy or ally is given reiatsu that causes them to go over their current cap, they must spend all excess in their next post, or their body will explode from the excess and they will die. This can be used at the start of the fight as a bomb technique on suspecting enemies.
How to use technique:
To seal a technique inside of the enemy, the user needs to have physical contact with the part of the body that they will be sealing the technique into. They then activate this technique and pay the cost for it and the technique they wish to seal within the foe. Alternatively, the same is said of an object. Seal this into an object with physical contact with the object, and then use the object as one sees fit. The object automatically releases the Kido if the user gets up to a mile away from it. The object also cannot exceed the user in size.
Technique Drawbacks:
This technique leaves behind physical remnant of techniques. This means that if one were to use a stone based Kido that made stone, while the reiatsu would go into an ally, the stones would still form and remain behind. The same is true of an object, which would become filled by stones. This makes it highly implausible to use elemental Kido on objects or allies. Things such as fire, wind, or lightning, which are only temporary elements that cannot be long lasting can still be used, and they will have no remnants, and instead will just convert directly into reiatsu.
Incantation and Effect):
The incantation causes the class of the Kido imbued to go up by one, resulting in a higher class Kido for the cost of one class lower. For example, if a class 5 Kido is imbued, the incantation causes it to be valued at class 4 instead. It uses the same cost as a class 5 Kido however, the only extra cost being that of this technique. ("A dream within a dream, a heart within a soul, a core within a nucleus which in turn is within an atom. Within all there is still more. And within thee, I place this seal!"}
Made By: Sozen Kuchiki
{Bakudo #81: Danku (Splitting Void)}Technique Name: Bakudo #81: Danku (Splitting Void) Proficient
Class: [2]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Creates a clear, very high and wide barrier of reiatsu instantaneously in front of the user. Can be used to block reiatsu attacks, low level physical attacks, and any Kido from numbers 1-89, though this is also still dependent on the user's reiatsu strength.
How to use technique:
This can be cast with mental thought, with hand motions, or with naming it. This requires no special movements for casting.
Incantation and Effect:
The strength of the technique goes up 40% from incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140 during incantation.) "Barrier of dust, shield of north, protector of Men! Arise from ashes and reveal our weakness. Dissolve into air and hide our sins! On altars of greed we call you. In graves of virtue we worship you. Bind, scatter, reduce to ash! Cripple, crush, dissolve!"
Class: [2]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Creates a clear, very high and wide barrier of reiatsu instantaneously in front of the user. Can be used to block reiatsu attacks, low level physical attacks, and any Kido from numbers 1-89, though this is also still dependent on the user's reiatsu strength.
How to use technique:
This can be cast with mental thought, with hand motions, or with naming it. This requires no special movements for casting.
Incantation and Effect:
The strength of the technique goes up 40% from incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140 during incantation.) "Barrier of dust, shield of north, protector of Men! Arise from ashes and reveal our weakness. Dissolve into air and hide our sins! On altars of greed we call you. In graves of virtue we worship you. Bind, scatter, reduce to ash! Cripple, crush, dissolve!"
{Dimension Door}Technique Name: Dimension Door Mastered
Class: 4
Technique Type: Shinigami Technique
Usable By (Technique is available to which races?): Shinigami Only
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect):
In order to bring some life and individuality to his squad, Ludwig began looking over what his squad was most known in an effort to apply it to more areas. What better place to look at than the massive doorway they manipulate? With this in mind Ludwig took his knowledge of how the Senkaimon works to apply it to a more short use and combat efficient pathway. The first of these is what he calls Dimension Door.
This technique is the most simple of all the techniques of this series but also the most fundamental as the other techniques cannot begin to be learned without understanding the operation of the Senkaimon itself and what it is. It is a means of going from point A to point B, a pathway except between worlds. Dimension Door takes this idea but simplifies it by making it a shortcut to another zone in the same space, making it a sort of mini-senkaimon. The door produced however appears in the form of whatever the user pleases but lasts only a few seconds, maximum of 10 since its purpose is to be a quick entry point. On top of this the area that the door will appear at must be selected by the user prior to entering the space, this is done mentally. Upon initially learning the technique the Dimension Door can take the user a maximum of 100 feet in any direction by forming a small path in the Dangai. The exit door appears once the user is within 5 feet of their maximum distance and lasts until the user exits the door completely. Once the user becomes proficient in the use of Dimension Door they can travel an extra 50 feet totaling to 150 they can travel. Emphasis on CAN because they can also choose to open the door earlier with no extra cost. At the mastered level the user can then on top of the extended range and choice of where the door opens along the way can bring a companion or two maximum due to the Dangai being stable enough to support more than just the user.
How to use technique (How is it activated?):
Charge rieatsu into the hand intended to come in contact with the door then thrust your hand into the space in front of you. This is similar to how a zanpakuto must be stabbed into the space in front of the user to summon the original Senkaimon. Once the door appears, open and walk through.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
To start the technique costs more than a normal class 4 tech at 200 Rieatsu everytime the door is used and can only be used every other post. This technique counts against the number of steps one can use in a post. The second and arguably biggest flaw is the door has a durability, if someone is quick enough to harm the door as it appears or before it disappears the user if inside, entering, or exiting the Dangai will be thrust out with a force equal to the OS used to destroy the door, this applies to all who enter with the user. The doors Durability is equal to the users highest spiritual stat. Lastly the user must be taught this technique in a training thread by another that knows it.
Incantation and Effect: N/A
Made By: Ludwig Eisenhart Verrlicht
Reserved? (Yes/No) (Can others use your technique, or just your character?): Reserved to those of Squad 13.
Class: 4
Technique Type: Shinigami Technique
Usable By (Technique is available to which races?): Shinigami Only
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect):
In order to bring some life and individuality to his squad, Ludwig began looking over what his squad was most known in an effort to apply it to more areas. What better place to look at than the massive doorway they manipulate? With this in mind Ludwig took his knowledge of how the Senkaimon works to apply it to a more short use and combat efficient pathway. The first of these is what he calls Dimension Door.
This technique is the most simple of all the techniques of this series but also the most fundamental as the other techniques cannot begin to be learned without understanding the operation of the Senkaimon itself and what it is. It is a means of going from point A to point B, a pathway except between worlds. Dimension Door takes this idea but simplifies it by making it a shortcut to another zone in the same space, making it a sort of mini-senkaimon. The door produced however appears in the form of whatever the user pleases but lasts only a few seconds, maximum of 10 since its purpose is to be a quick entry point. On top of this the area that the door will appear at must be selected by the user prior to entering the space, this is done mentally. Upon initially learning the technique the Dimension Door can take the user a maximum of 100 feet in any direction by forming a small path in the Dangai. The exit door appears once the user is within 5 feet of their maximum distance and lasts until the user exits the door completely. Once the user becomes proficient in the use of Dimension Door they can travel an extra 50 feet totaling to 150 they can travel. Emphasis on CAN because they can also choose to open the door earlier with no extra cost. At the mastered level the user can then on top of the extended range and choice of where the door opens along the way can bring a companion or two maximum due to the Dangai being stable enough to support more than just the user.
How to use technique (How is it activated?):
Charge rieatsu into the hand intended to come in contact with the door then thrust your hand into the space in front of you. This is similar to how a zanpakuto must be stabbed into the space in front of the user to summon the original Senkaimon. Once the door appears, open and walk through.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
To start the technique costs more than a normal class 4 tech at 200 Rieatsu everytime the door is used and can only be used every other post. This technique counts against the number of steps one can use in a post. The second and arguably biggest flaw is the door has a durability, if someone is quick enough to harm the door as it appears or before it disappears the user if inside, entering, or exiting the Dangai will be thrust out with a force equal to the OS used to destroy the door, this applies to all who enter with the user. The doors Durability is equal to the users highest spiritual stat. Lastly the user must be taught this technique in a training thread by another that knows it.
Incantation and Effect: N/A
Made By: Ludwig Eisenhart Verrlicht
Reserved? (Yes/No) (Can others use your technique, or just your character?): Reserved to those of Squad 13.
{Dimension Trap}Technique Name: Dimension Trap Mastered
Class: 2
Technique Type: Shinigami Technique
Usable By (Technique is available to which races?): Shinigami Only
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect):
So if the first technique makes a shortcut via the Dangai what would be the next step? Ludwig took time to ponder on this before coming to the realization that an individual can be trapped inside this shortcut so long as they are brought in and no exit is presented to them. Thus birthed this technique and its Ludwig's nicknaming it his "Trap Card" due to its short activation time and versatile use. This technique's focus is to counter and trap either a technique of the opponent or the opponent itself. However when dealing with an enemy it only will trap one being, no level of mastery allows for more than this.
Upon activation this technique brings up the door used for Dimension Door but with no door itself, just an opening to the Dangai. For those who have initially learned this technique it can only be used to trap techniques below its class. It will hold the technique for a total of one post before fading into the excess energy of the Dangai. Its size is that of a standard door used in the Human world (6 feet by 3 feet.) Upon reaching the proficient level of mastery this technique can trap techniques that are at and above this techniques class level up to class 1. Class 0's under no circumstance can be trapped. This technique still requires the user wait a post to allow the attack to fade. At mastered level this technique can trap another so long as the users class is the same or lower as the opponents. However to do this the user must come into physical contact with the opponent and "push" them into the space. When used this way the user also has the added benefit of the door exerting a force at equal to the user's RS that's directed into the Dangai, this force however only affects the opponent. The user can then follow the opponent into the trapped space if they choose.
The length that another can be forced to stay depends both on the class of the person being trapped and their OS. If the person is of the same class, they remain for a single post. If they are one class below then two posts, and at 2 or lowever then 3 posts. If the opponent has above 1x-1.5x the OS of the user they can't be trapped within the technique. With under the users OS to .75x their OS the opponent can be trapped a maximum of 1 post assuming their classes are equal and with less than .75x but over.5x the users OS they can be held a maximum of 2 posts assuming the classes are equal. And if the opponent is less than .5x then the opponent can be trapped for the full 3 posts.
How to use technique (How is it activated?):
Charge reiatsu into the hand that will open the door and swing it across the front of the user.
Technique Drawbacks (Limitations, repercussions for use, etc)
Standard cost of reiatsu for Class 2 which doubles if used to trap an enemy. Can only be used once every other post due to having to wait for the attack to fade and can only trap rieatsu based attacks. When used the Dimension Door cannot be used during this techniques cooldown and this technique itself can only be used 5 times in a thread. Lastly so as long as the technique being trapped has 1.5x the OS then it cancels out this technique while using up a one of the five uses for the user. And should the technique have a 2x OS compared to the user the technique cannot be trapped and instead overpowers this technique.
Incantation and Effect: N/A
Made By: Ludwig Eisenhart Verrlicht
Reserved? (Yes/No) (Can others use your technique, or just your character?): Reserved to those of Squad 13.
Class: 2
Technique Type: Shinigami Technique
Usable By (Technique is available to which races?): Shinigami Only
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect):
So if the first technique makes a shortcut via the Dangai what would be the next step? Ludwig took time to ponder on this before coming to the realization that an individual can be trapped inside this shortcut so long as they are brought in and no exit is presented to them. Thus birthed this technique and its Ludwig's nicknaming it his "Trap Card" due to its short activation time and versatile use. This technique's focus is to counter and trap either a technique of the opponent or the opponent itself. However when dealing with an enemy it only will trap one being, no level of mastery allows for more than this.
Upon activation this technique brings up the door used for Dimension Door but with no door itself, just an opening to the Dangai. For those who have initially learned this technique it can only be used to trap techniques below its class. It will hold the technique for a total of one post before fading into the excess energy of the Dangai. Its size is that of a standard door used in the Human world (6 feet by 3 feet.) Upon reaching the proficient level of mastery this technique can trap techniques that are at and above this techniques class level up to class 1. Class 0's under no circumstance can be trapped. This technique still requires the user wait a post to allow the attack to fade. At mastered level this technique can trap another so long as the users class is the same or lower as the opponents. However to do this the user must come into physical contact with the opponent and "push" them into the space. When used this way the user also has the added benefit of the door exerting a force at equal to the user's RS that's directed into the Dangai, this force however only affects the opponent. The user can then follow the opponent into the trapped space if they choose.
The length that another can be forced to stay depends both on the class of the person being trapped and their OS. If the person is of the same class, they remain for a single post. If they are one class below then two posts, and at 2 or lowever then 3 posts. If the opponent has above 1x-1.5x the OS of the user they can't be trapped within the technique. With under the users OS to .75x their OS the opponent can be trapped a maximum of 1 post assuming their classes are equal and with less than .75x but over.5x the users OS they can be held a maximum of 2 posts assuming the classes are equal. And if the opponent is less than .5x then the opponent can be trapped for the full 3 posts.
How to use technique (How is it activated?):
Charge reiatsu into the hand that will open the door and swing it across the front of the user.
Technique Drawbacks (Limitations, repercussions for use, etc)
Standard cost of reiatsu for Class 2 which doubles if used to trap an enemy. Can only be used once every other post due to having to wait for the attack to fade and can only trap rieatsu based attacks. When used the Dimension Door cannot be used during this techniques cooldown and this technique itself can only be used 5 times in a thread. Lastly so as long as the technique being trapped has 1.5x the OS then it cancels out this technique while using up a one of the five uses for the user. And should the technique have a 2x OS compared to the user the technique cannot be trapped and instead overpowers this technique.
Incantation and Effect: N/A
Made By: Ludwig Eisenhart Verrlicht
Reserved? (Yes/No) (Can others use your technique, or just your character?): Reserved to those of Squad 13.
{Bakudō #61: Rikujokoro (Six Rods Prison of Light)}Technique Name: Bakudō #61: Rikujokoro (Six Rods Prison of Light) Proficient
Technique Class: 4 - 40 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Light.
Technique Cost: 150 Reiatsu.
Description: Summons six thin, wide beams of light that slam into a target's midsection from all sides, holding them in place. This technique also results in total paralysis, and can even suspend targets in mid-air.
How to Use: This requires the user's eyes to be focused on the target, and their casting hand to be aimed at the target as well. The six beams will then close in, but those who are quick enough or instinctive enough will be able to dodge.
Incantation: The incantation increases the reiatsu strength of this technique by 25%. (I.E. Reiatsu strength of 100 is instead worth 125.) ("Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!")
Drawbacks: Reiatsu cost.
Made By: Unknown.
Reserved?: No.
Technique Class: 4 - 40 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Light.
Technique Cost: 150 Reiatsu.
Description: Summons six thin, wide beams of light that slam into a target's midsection from all sides, holding them in place. This technique also results in total paralysis, and can even suspend targets in mid-air.
How to Use: This requires the user's eyes to be focused on the target, and their casting hand to be aimed at the target as well. The six beams will then close in, but those who are quick enough or instinctive enough will be able to dodge.
Incantation: The incantation increases the reiatsu strength of this technique by 25%. (I.E. Reiatsu strength of 100 is instead worth 125.) ("Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!")
Drawbacks: Reiatsu cost.
Made By: Unknown.
Reserved?: No.
{Bakudō #64: Tousei Takai (Intoxication High)}Technique Name: Bakudō #64: Tousei Takai (Intoxication High) Mastered
Technique Class: 4 - 40 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Air.
Technique Cost: 150 Reiatsu.
Description: Tousei Takai is a flexible Bakudo, one that is used to ensnare and warp the mental abilities of the target that is caught within it. When used, this technique allows the user to release a constant fog of a red-tinted gas from their mouth until this Kido ends, which is two posts after its initial use. This fog will constantly spread wherever they go, leaving a trail behind them that will hover low to the ground, flying no higher than thirty feet above the ground at its peak. However, this cloud will remain for an extended period of time, namely a full five posts once the initial duration of this technique ends. The fact that this technique remains for such a long time, and can cover a fair area depending on how much the user moves around, makes this a very versatile and broad-spreading technique.
But what exactly does this cloud do? It fogs the mind. The victim has a hard time focusing once they are within this cloud, their vision blurring and their head spinning. This is just from the first breath, causing a fair amount of disorientation right away. But it gets worse the longer one is exposed to the cloud. After the second post of exposure, the victim loses their balance, causing them to stumble and easily collapse, making step techniques risky to use. Additionally, their vision begins to fade slightly, tinting everything a faded gray-red to further add to their blurred sight. A third post makes the victim unable to stand between the dizzying spinning sensation, their balance completely vanishing, and a sudden lack of focus that causes their mind to flit from one subject to another. Four posts, and the victim is practically a zombie, eyes drawn to the nearest shiny or pretty-colored object while they stumble around, unable to even walk thanks to their inability to balance. Battle Focus and Strength of Will can delay the effects of these symptoms, adding a single post per symptom for every 2 combined ranks in these skills (i.e. a 1 in both would cause the initial disorientation at post 2, balance and faded vision at post 3, and loss of balance at post 4, as the combined total is two ranks.)
The user is immune to this technique, as it is infused with their Reiatsu, and it can be blown away with a technique with a superiority of two classes or 25% higher Reiatsu Strength than the user's. Wind-based attacks, however, can blow this away with some ease, though the smoke is constantly being emitted, which can neutralize a single wind attack.
How to Use: Speak the incantation, and cast the spell. As long as the mouth remains open, smoke will continue to pour from it. Move around to spread the smoke over a large area.
Incantation: The smoke can be spread for an additional two posts upon use of the incantation, and the cloud's duration is doubled to ten posts after the spreading ends. (“Breathe in the mists of ambrosia, feel the mists fill your mind. Know the world, let it know you; spin to the ground like a dandelion tuft, stare at the sky and truly wonder at the nature of the stars.”)
Drawbacks: Reiatsu cost. Besides that, there are a few other drawbacks. First off, this technique is ineffective against opponents who can get above it, having a maximum height limit of thirty feet above a solid surface. Additionally, it can affect allies who are caught in the cloud, making this a double-edged sword. Finally, it takes a while for the strongest effects to kick in, meaning that the victims must be contained within the technique constantly to make full use of the effects.
Made By: Z-Wolf.
Reserved?: No.
Technique Class: 4 - 40 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Air.
Technique Cost: 150 Reiatsu.
Description: Tousei Takai is a flexible Bakudo, one that is used to ensnare and warp the mental abilities of the target that is caught within it. When used, this technique allows the user to release a constant fog of a red-tinted gas from their mouth until this Kido ends, which is two posts after its initial use. This fog will constantly spread wherever they go, leaving a trail behind them that will hover low to the ground, flying no higher than thirty feet above the ground at its peak. However, this cloud will remain for an extended period of time, namely a full five posts once the initial duration of this technique ends. The fact that this technique remains for such a long time, and can cover a fair area depending on how much the user moves around, makes this a very versatile and broad-spreading technique.
But what exactly does this cloud do? It fogs the mind. The victim has a hard time focusing once they are within this cloud, their vision blurring and their head spinning. This is just from the first breath, causing a fair amount of disorientation right away. But it gets worse the longer one is exposed to the cloud. After the second post of exposure, the victim loses their balance, causing them to stumble and easily collapse, making step techniques risky to use. Additionally, their vision begins to fade slightly, tinting everything a faded gray-red to further add to their blurred sight. A third post makes the victim unable to stand between the dizzying spinning sensation, their balance completely vanishing, and a sudden lack of focus that causes their mind to flit from one subject to another. Four posts, and the victim is practically a zombie, eyes drawn to the nearest shiny or pretty-colored object while they stumble around, unable to even walk thanks to their inability to balance. Battle Focus and Strength of Will can delay the effects of these symptoms, adding a single post per symptom for every 2 combined ranks in these skills (i.e. a 1 in both would cause the initial disorientation at post 2, balance and faded vision at post 3, and loss of balance at post 4, as the combined total is two ranks.)
The user is immune to this technique, as it is infused with their Reiatsu, and it can be blown away with a technique with a superiority of two classes or 25% higher Reiatsu Strength than the user's. Wind-based attacks, however, can blow this away with some ease, though the smoke is constantly being emitted, which can neutralize a single wind attack.
How to Use: Speak the incantation, and cast the spell. As long as the mouth remains open, smoke will continue to pour from it. Move around to spread the smoke over a large area.
Incantation: The smoke can be spread for an additional two posts upon use of the incantation, and the cloud's duration is doubled to ten posts after the spreading ends. (“Breathe in the mists of ambrosia, feel the mists fill your mind. Know the world, let it know you; spin to the ground like a dandelion tuft, stare at the sky and truly wonder at the nature of the stars.”)
Drawbacks: Reiatsu cost. Besides that, there are a few other drawbacks. First off, this technique is ineffective against opponents who can get above it, having a maximum height limit of thirty feet above a solid surface. Additionally, it can affect allies who are caught in the cloud, making this a double-edged sword. Finally, it takes a while for the strongest effects to kick in, meaning that the victims must be contained within the technique constantly to make full use of the effects.
Made By: Z-Wolf.
Reserved?: No.
{Bakudō #69: Enerugīrīchi (Energy Leech)}Technique Name: Bakudō #69: Enerugīrīchi (Energy Leech) Mastered
Technique Class: 3 - 80 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 300 Reiatsu/post.
Description: This technique is designed to wear out both the user and his opponents in the process, easily shortening the duration of what could have been a drawn-out fight. What this technique does is create a clear, glass-like barrier in the form of a dome with a radius of 200 meters, the center being the user. All those confined in this glass dome would be forced to pay twice the usual reiatsu cost for any and all techniques. This technique is exempt from that effect, though all other techniques activated by the user cost double the reiatsu as well. The user may end the technique at will, and the glass dome will fade into the air.
How to Use: Pay reiatsu cost and activate.
Incantation: Incantation doubles the size of the dome, giving it a radius of 400 meters ("Stamina trumps strength. Stamina trumps speed. Stamina trumps force. Let us take the punches until our foes cannot throw anymore, and only when they are breathless at our feet will we vanquish them.”)
Drawbacks: The largest drawback of this technique is its drain on the user’s reiatsu over time. Each post, including the post that is activated, the user must pay 300 reiatsu to maintain the technique. Another weakness in it is that the glass dome is easy to penetrate, and requires an offensive stat of half the user’s reiatsu strength to beat. However, anyone who breaks the barrier, including the user, would immediately lose 500 reiatsu. Lastly, the technique is draining to the user’s physical stamina. Moving at a speed over 300, rather than the 400, now fatigues the user.
Made By: Kagami Murai.
Reserved?: No.
Technique Class: 3 - 80 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 300 Reiatsu/post.
Description: This technique is designed to wear out both the user and his opponents in the process, easily shortening the duration of what could have been a drawn-out fight. What this technique does is create a clear, glass-like barrier in the form of a dome with a radius of 200 meters, the center being the user. All those confined in this glass dome would be forced to pay twice the usual reiatsu cost for any and all techniques. This technique is exempt from that effect, though all other techniques activated by the user cost double the reiatsu as well. The user may end the technique at will, and the glass dome will fade into the air.
How to Use: Pay reiatsu cost and activate.
Incantation: Incantation doubles the size of the dome, giving it a radius of 400 meters ("Stamina trumps strength. Stamina trumps speed. Stamina trumps force. Let us take the punches until our foes cannot throw anymore, and only when they are breathless at our feet will we vanquish them.”)
Drawbacks: The largest drawback of this technique is its drain on the user’s reiatsu over time. Each post, including the post that is activated, the user must pay 300 reiatsu to maintain the technique. Another weakness in it is that the glass dome is easy to penetrate, and requires an offensive stat of half the user’s reiatsu strength to beat. However, anyone who breaks the barrier, including the user, would immediately lose 500 reiatsu. Lastly, the technique is draining to the user’s physical stamina. Moving at a speed over 300, rather than the 400, now fatigues the user.
Made By: Kagami Murai.
Reserved?: No.
{Cinematic Techniques}
{Instant Jinzen}Technique Name: Instant Jinzen Proficient
Class: [5]
Technique Type: [Cinematic]
Usable By: [Shinigami.]
Technique Element: [None.]
Technique Description and Effects:
Named after, and an improved version of, the classic Jinzen position, Instant Jinzen allows the user to communicate with their Zanpakuto Spirit even during the heat of battle. Allows the user to contact their Spirit for the duration of, at most, half a post. This is entirely a mental affair, and time flows differently for the user while using it. While not necessary for the Numbers techniques, this does allow one to work with their Spirits better.
How to use technique: [Concentrate on Inner World, and expend Reiatsu to appear there, mentally.]
Technique Drawbacks:
Costs Reiatsu to do, while the regular Jinzen position doesn't cost any. While time passes slower for the user while in their Inner World, they may be disoriented upon entering or exiting, due to how fast the switch occurs. Doesn't last nearly as long as the normal Jinzen does.
Made By: Taien Hadohou
Reserved?: No.
Class: [5]
Technique Type: [Cinematic]
Usable By: [Shinigami.]
Technique Element: [None.]
Technique Description and Effects:
Named after, and an improved version of, the classic Jinzen position, Instant Jinzen allows the user to communicate with their Zanpakuto Spirit even during the heat of battle. Allows the user to contact their Spirit for the duration of, at most, half a post. This is entirely a mental affair, and time flows differently for the user while using it. While not necessary for the Numbers techniques, this does allow one to work with their Spirits better.
How to use technique: [Concentrate on Inner World, and expend Reiatsu to appear there, mentally.]
Technique Drawbacks:
Costs Reiatsu to do, while the regular Jinzen position doesn't cost any. While time passes slower for the user while in their Inner World, they may be disoriented upon entering or exiting, due to how fast the switch occurs. Doesn't last nearly as long as the normal Jinzen does.
Made By: Taien Hadohou
Reserved?: No.
{Enhanced Senkaimon}Technique Name: Enhanced Senkaimon Mastered
Class: 4
Technique Type: Cinematic
Usable By: Shingami
Technique Element: Spatial
Technique Description and Effects :
To anyone who studies the Dangai a single fact becomes very obvious. The Dangai is, at it's core a hallway or connecting venue to other realms. To most shinigami this is obvious given it connects the Soul Society to the Human World. However what others don't realize is that the Dangai is an ever expansive connecting dimension with doors and pathways to areas unimaginable. That is where this technique comes into play though. Squad 13, and more specifically Ludwig, having studied, scoped, and ultimately mapped out large sections of the Dangai have come to realize how to navigate the Dangai not only with more accuracy but also with more possibility than other shinigami normally have access to.
To this end the cinematic technique allows any and all shinigami who know it to open up a senkaimon to literally any point in the human world, as specific as the user desires so long as there is enough space to fit a door on it and in addition there is no spiritual power preventing the formation of the Senkaimon. But even more useful than that is that with this technique the user can also access Hueco Mundo and by extension the Menos Forest at any point and time. The highly accuracte capability of this technique to decide exactly where the user wants in Hueco Mundo isn't possible to pull off at Learned or Proficient. They simply gain access to traverse to the new realm via the Danagi and Senkaimon. However at Mastered the user could do much the same as they can with the human world. This includes the capability to open a Senkaimon to Las Noches, if the user has a specific point in mind and has visited said space.
Ultimately this technique is a flavor technique allowing the users an expanded realm and accuracy to where their Senkaimons can appear at. This has no capabilities in a fight aside from, at best, being the means to escape back to the Human World or the Soul Society. Assuming one gets in and closes the door fast enough. But ultimately even that is more a flavor text for how the user could leave so long as they are within any of the three main worlds.
How to use technique:
As with any Senkaimon / Dangai use the user simply stabs the air in front of them with their Zanpakuto. They then charge reiatsu through it and summon forth the Senkaimon. The only difference is that if the user has a specific place in mind or actively decides to go to Hueco Mundo the user must keep the image/thought of where they want to go in mind.
Technique Drawbacks:
Non-combative. Simply a flavor addition technique.
Made By: Ludwig
Reserved?: Yes, Squad 13 members only or must be taught by one who knows it.
Class: 4
Technique Type: Cinematic
Usable By: Shingami
Technique Element: Spatial
Technique Description and Effects :
To anyone who studies the Dangai a single fact becomes very obvious. The Dangai is, at it's core a hallway or connecting venue to other realms. To most shinigami this is obvious given it connects the Soul Society to the Human World. However what others don't realize is that the Dangai is an ever expansive connecting dimension with doors and pathways to areas unimaginable. That is where this technique comes into play though. Squad 13, and more specifically Ludwig, having studied, scoped, and ultimately mapped out large sections of the Dangai have come to realize how to navigate the Dangai not only with more accuracy but also with more possibility than other shinigami normally have access to.
To this end the cinematic technique allows any and all shinigami who know it to open up a senkaimon to literally any point in the human world, as specific as the user desires so long as there is enough space to fit a door on it and in addition there is no spiritual power preventing the formation of the Senkaimon. But even more useful than that is that with this technique the user can also access Hueco Mundo and by extension the Menos Forest at any point and time. The highly accuracte capability of this technique to decide exactly where the user wants in Hueco Mundo isn't possible to pull off at Learned or Proficient. They simply gain access to traverse to the new realm via the Danagi and Senkaimon. However at Mastered the user could do much the same as they can with the human world. This includes the capability to open a Senkaimon to Las Noches, if the user has a specific point in mind and has visited said space.
Ultimately this technique is a flavor technique allowing the users an expanded realm and accuracy to where their Senkaimons can appear at. This has no capabilities in a fight aside from, at best, being the means to escape back to the Human World or the Soul Society. Assuming one gets in and closes the door fast enough. But ultimately even that is more a flavor text for how the user could leave so long as they are within any of the three main worlds.
How to use technique:
As with any Senkaimon / Dangai use the user simply stabs the air in front of them with their Zanpakuto. They then charge reiatsu through it and summon forth the Senkaimon. The only difference is that if the user has a specific place in mind or actively decides to go to Hueco Mundo the user must keep the image/thought of where they want to go in mind.
Technique Drawbacks:
Non-combative. Simply a flavor addition technique.
Made By: Ludwig
Reserved?: Yes, Squad 13 members only or must be taught by one who knows it.
{Items}
rpforumbleach.proboards.com/thread/11137/shawn-rabubur-shinigami-fin[/spoiler]{Me, Myself, and I}Name: Me, Myself, and I
Description: A round glass bottle with a cork, that is empty. The bottle is roughly four inches in width, with a two inch neck that holds the old-timey cork. This bottle has a small engraving on the bottom of it reading; "To the best runner up of the tournament." Though what that means could be anyone's guess.
Class: 3
Item Type: Utility
Item Power (IP): 1,200
Offense Type: N/A
Durability: 3x IP
Bonuses: When the cork is pulled off, the bottle sucks in a portion of the user's reiatsu in increments of 25% of their max pool, depending on the user's choice. Once the reiatsu is absorbed, the cork magically reseals itself, and a strange chemical process begins. After three posts, the cork will pop off, and pour the liquid down onto the ground, and an exact clone of themselves will appear for each quarter of their reiatsu they poured in. These clones are identical to the user in every way, and have access to the release and non-release techniques of the user. They only have 25% of the user's reiatsu, and disappear after five posts, with the post they are summoned as post one.
Drawbacks: Cost. The user selects up to half of their non-release techniques; the user distributes these techniques to the clones however they see fit. Step techs are automatically granted to the clones, and is not taken away from the user. Release techniques cost twice as much for the clones.
Cost: Tournament Reward
Crafting Skills: Crafting 4
Donated to Urahara's: To Shawn Rabuburēdo
Description: A round glass bottle with a cork, that is empty. The bottle is roughly four inches in width, with a two inch neck that holds the old-timey cork. This bottle has a small engraving on the bottom of it reading; "To the best runner up of the tournament." Though what that means could be anyone's guess.
Class: 3
Item Type: Utility
Item Power (IP): 1,200
Offense Type: N/A
Durability: 3x IP
Bonuses: When the cork is pulled off, the bottle sucks in a portion of the user's reiatsu in increments of 25% of their max pool, depending on the user's choice. Once the reiatsu is absorbed, the cork magically reseals itself, and a strange chemical process begins. After three posts, the cork will pop off, and pour the liquid down onto the ground, and an exact clone of themselves will appear for each quarter of their reiatsu they poured in. These clones are identical to the user in every way, and have access to the release and non-release techniques of the user. They only have 25% of the user's reiatsu, and disappear after five posts, with the post they are summoned as post one.
Drawbacks: Cost. The user selects up to half of their non-release techniques; the user distributes these techniques to the clones however they see fit. Step techs are automatically granted to the clones, and is not taken away from the user. Release techniques cost twice as much for the clones.
Cost: Tournament Reward
Crafting Skills: Crafting 4
Donated to Urahara's: To Shawn Rabuburēdo
{Byakurai Blade}Name: Byakurai Blade (Looks like a Jian Sword)
Description: The second in a line of kido weaponry developed by Wycliff. Each blade can be customized to be the same as the user’s preference. At first it seems that the blade appears to be a normal weapon, however the hilt of the weapon hides a collection of runes and sigils that when reiatsu is channeled through the kido Byakurai is activated. Unlike the normal kido this activation of the kido will have it coat the blade and will continue to persist as long as reiatsu is channeled into the blade. The class of the Byakurai will be the same as the base kido, however the class of the actual blade is the same as the item.
Class: 7-1
Item Type: Weapon
Item Power (IP): 700 + 50 per class (max IP 1000)
Offense Type: Spiritual and Physical
Durability: IP
Bonuses: None
Drawbacks: The cost of activating and keeping the blade active is 50 per post. The byakurai won’t scale in class with the blade and will remain it’s base class. Incantations won’t work with the Byakurai blade.
Cost:
5000 Ryo + 1000 ryo Per class
Crafting Skills: 3 Kido
Donated to Urahara's: No, going to Wycliff’s squad 5 shop
Description: The second in a line of kido weaponry developed by Wycliff. Each blade can be customized to be the same as the user’s preference. At first it seems that the blade appears to be a normal weapon, however the hilt of the weapon hides a collection of runes and sigils that when reiatsu is channeled through the kido Byakurai is activated. Unlike the normal kido this activation of the kido will have it coat the blade and will continue to persist as long as reiatsu is channeled into the blade. The class of the Byakurai will be the same as the base kido, however the class of the actual blade is the same as the item.
Class: 7-1
Item Type: Weapon
Item Power (IP): 700 + 50 per class (max IP 1000)
Offense Type: Spiritual and Physical
Durability: IP
Bonuses: None
Drawbacks: The cost of activating and keeping the blade active is 50 per post. The byakurai won’t scale in class with the blade and will remain it’s base class. Incantations won’t work with the Byakurai blade.
Cost:
5000 Ryo + 1000 ryo Per class
Crafting Skills: 3 Kido
Donated to Urahara's: No, going to Wycliff’s squad 5 shop