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Thread Title: The New Generation Crucible Participants: Kitai Yoru, Abaddon World: Human World Death Setting: Non Death Enabled Rating: PG-13 Location: Contained by a gigantic glass dome sits a desolate city, ruins of what was once an advanced city. Our two warriors start in a crumbling roadway, surrounded by towering skyscrapers. Outside the dome is a wasteland of sandy desert. The Dome is a mile from end to end. Special Conditions: Characters will be given max possible SP, rank, Skill points, and non-release techniques to give to their character for the Tournament fights. No Gravitational pressure. You do not get the Rank Bonuses for positions, unless you already have them. Circumstances: Tournament
"Oh to dream such a lovely dream. We are without limits now." Kitai says to himself as his soul adjusts to the new power he's been given. His soul has swelled considerably, and the only words he could describe himself as in this moment would be 'an ocean of reiatsu'. Power flowed through his veins like never before, and warmed him to the core. It was pleasure like no other, pure and simple. He should probably stop stroking his own ego and figure out where that stupid gauntlet threw him to. Said Gauntlet was currently little more than a gold bracelet wrapped snugly around his wrist, with six gems of varying colors embedded into it.
He found himself in what could probably be described as the 'Time's Square' of a futuristic city, hundreds of years more advanced than what was currently possible. It was also in a state of ruin, rotting away like the carcass of a great beast, slowly being picked apart by nature. It also appeared that he was in a gigantic glass dome, so who knows how old this place could really be? But that was neither here nor there. He wasn't here to admire what was once a great city; he was here to break someone's face. Kitai's usual smile threatened to split his face, as he was currently grinning ear to ear. He was eager for a fight.
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): HWD
Usable By (Technique is available to which races?): Fullbringers
Technique Element: Earth
Technique Description and Effects (Explain appearance, powers, and effect): By pulling on the soul of the very dirt under their feet, they are able to release the tight bonds between the substance and loosen them. Using their spiritual pressure to spread the dirt pieces, the user may manipulate it in order to sink into the earth and move around as freely as if one were walking, with the added exception of being able to move in a 3D environment rather than being limited by gravity. After the user has moved through the earth a sufficient distance (3 inches from the top being enough), the ground above and around them will resolidify in every direction they are not moving, including behind them. This means that one would not be able to 'follow them down their rabbit hole'.
Despite the 'closing of the wound' mentioned above, an air channel is still required for the user to be open in order to breathe in the highly-confined space of underground. Due to this, a small circle of reiatsu colored to the user's will always appear above them and provide them with oxygen. In order to expand their channel, the technique will require more energy the deeper the user goes beneath the ground (as well as an upkeep cost being necessary due to the nature of maintaining a soul bend as well as an air channel). If something large enough were to cover this channel's vent at the surface, it would cut off their air supply. However, this would not stop the user from simply moving. If one were to hold their breath, they would be capable of de-activating the channel portion of the technique, moving, and re-activating it. This would require full cost of the technique to be paid again.
How to use technique (How is it activated?): By paying 100 reiatsu, the user is able to soften the earth beneath their feet and convert it into a personal quick sand. For every 10 meters underground, the user will need to pay an additional 25 reiatsu. For every post this technique is active, the user will be required to pay 75 reiatsu to maintain it. This cost is reduced by 25 for each point the user has in this skill's mastery (75 to maintain at Learned, 50 to maintain at Proficient, and 25 to maintain at Mastered).
Technique Drawbacks (Limitations, repercussions for use, etc) Although useful for sneaking around and evading damage, this technique is not entirely useful for providing direct damage. An oxygen channel (as mentioned above) will also need to be maintained in order to breathe beneath the surface of the earth. The oxygen channel is revealed by a glowing circle with a foot-long diameter. If this circle is covered, the user's oxygen will be cut off (explained further above). Flooding, gas, insects no larger than ants, and anything fluid and controlled well enough can all be snaked down this airway, although anything possessing a reiatsu signature different than the user's will be fought. This results in a Reiatsu Strength clash that must be conquered before anything can be moved down the air channel.
Because the user is underground, it will be very difficult for them to perceive what is happening on the surface after they descend. If the user does not possess an energy sensory of at least 75, they can be considered 'blind' while using this technique, relying on memory only. At 200 energy sensory, the user will be able to perceive the surface fairly accurately, although anything moving in the air will continue to evade them. At 300 energy sensory, the user will have no difference in their awareness of the surface compared to being there. Please note that if the user possesses a minimum of 2 in either Battle Awareness OR Memory and Analysis, these values are lowered by 50% (meaning they only need a 100 in energy sensory to perceive fairly accurately, and 150 to have no difference compared to being on the surface).
Incantation and Effect: None
Made By: Vereor Ejj
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: [Soul Dominance]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Human World Dweller Technique]
Usable By (Technique is available to which races?): [Fullbringers Only]
Technique Element: [Varies]
Technique Description and Effects (Explain appearance, powers, and effect): [This technique is an expansion of the basic racial ability of Fullbringers to manipulate Souls. Through extra training, the user of this technique can manipulate souls on a much more grand scale. This technique costs three times the amount of reiatsu as the basic racial ability does, as a result, it can actually achieve combat useful manipulations. This technique can be used to manipulate raw elements up to the size of the user. It still cannot manipulate release weapons, and cannot manipulate the personal effects of an opponent such as clothing if there is not Reiatsu Strength Superiority.
How to use technique (How is it activated?): [Manipulate Souls on a grander scale than before]
Technique Drawbacks (Limitations, repercussions for use, etc)
Reiatsu Cost. Stamina Drain
Made By: Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Description and Effects: The counterpart of Frigid Soul. This technique begins with the user inhaling as much air as possible and than using the fundamentals of Soul Command to separate the oxygen and carbon dioxide within their lungs. The user at this point exhales the pure oxygen from their mouth. However, the user also concentrates their reiatsu into their throat causing a reaction in the oxygen which then is ignited outwards from the mouth of the user. This ignition takes on the form of a stream of fire much the same as a flamethrower reaching a distance up to fifty feet. This stream of fire can only be sustained for a single post unless it has been Mastered which enables the user to ration the oxygen extending the technique up to 2 posts. When Mastered a user of this technique can also exhale the ignited oxygen as small basketball sized orbs up to a total of 10. The fire travels at a speed of 500 while having the Offensive Strength of the users Reiatsu Strength. This technique can be stopped immediately by releasing the carbon dioxide inside of the lungs possibly preventing friendly fire.
How to use technique: The user commands the oxygen within themselves to separate from the carbon dioxide which they then exhale while the heat and reiatsu of their body causes the oxygen to ignite.
Technique Drawbacks: Costs 200 reiatsu. Requires that the user have the technique Soul Dominance Mastered. Leaves the user breathless if used to completion while also causing shortness of breath and pain in the lungs due to the carbon dioxide stored within them for the duration of the technique. If the users mouth is somehow closed while this technique has been started than the mouth of the user can be burnt, this doesn't apply if the user is using the orb variation of the technique.
Made By: Asmoskon Reserved: No
Technique Name: [Blaze Blood]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [All Hell Races]
Technique Element: [Fire]
Technique Description and Effects: [Blaze Blood has a passive ability that turns the user's blood into a highly volatile liquid that ignites once it is exposed to the air. Once the user is injured to the point of drawing blood, a large torrent of flames will erupt from the wound, often catching whatever managed to harm the user in the inferno. This flame lasts a single post, and afterward, the wound reseals itself through cauterization. Is able to receive normal blood transfusion, so long as their blood does not come in contact with the air.
The offensive stat of the flames are equal to the user's highest spiritual stat, or 600, whichever is higher, and will shoot out twenty feet from the user. Costs no reiatsu to use.]
How to use technique: [Get injured enough to draw blood.]
Technique Drawbacks: [Every time this ability is used costs the user one tenth of their blood. If the user uses more than half their blood without getting more, then they will pass out. ]
Made By: [Kitai Yoru]
Reserved?: [No]
Technique Name: [Dark Fullbring: Suppression]
Class: [5, 3, 1]
Technique Type: [General Saika Technique]
Usable By (Technique is available to which races?): [Saika]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique is simple. By utilizing Dark Fullbring on a toxin, poison, negative aura, or similar "debuff", the Saika can impose a stat check. If their offensive stat is at least 80% of the offensive stat of the offending object, their Dark Fullbring can corrupt it and cause it to wither and die and no longer function against the Saika or the target the user is laying hands on. Area of Effect Debuffs, such as a zone where speed is reduced, constantly apply this debuff and as such are unable to be fully eradicated. This technique has a side effect. If successful, odors surrounding the Saika or their target also are corrupted and killed, leaving a pleasant after-scent.
How to use technique (How is it activated?): [Insert Below]
Either lay hands on a target and will a physical or spiritual "debuff" to die or cast on the Saika themselves to the same result.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Reiatsu Cost. The Class 5 version cannot purge toxins of class 3 or higher. The Class 3 version cannot purge toxins that are class 1. Has a cooldown of 3 posts after performing.
Incantation and Effect: None
Made By: Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Ultimate Cutback]
Class: [1]
Technique Type: [Other]
Usable By (Technique is available to which races?): [All Races except Arrancar]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Everyone is already aware of the inherent cutback effect those with high spiritual pressure can inflict on enemies with lower spiritual pressure who attempt to physically attack them. This technique is a step above the basic level of cutback that is usually nullified by releasing. This time, as long as the user is at the same level of release or a greater one than the enemy, this technique may come into play. If both are at the highest form of release available to their race, even if the classes aren’t equal, this technique may still apply.
Unlike traditional cutback, this is not permanently active. It can only be turned on for a moment, and in a limited area. By focusing reiatsu into a limb, his head, or his torso, the user may allow cutback to take affect against an incoming attack. Better yet, if the attack is physical but traditional cutback wouldn’t normally apply, it will act as an invisible skin defense for just as long as it’s active as long as the difference between the user’s spiritual pressure and the opposing offensive stat is at least 150.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The first drawback is the reiatsu cost. By paying 400 reiatsu, Ultimate Cutback may protect one part of the user’s body for the remainder of the post. However, there is a catch. After that point, he may not use this technique for one full post before it is available again, and in that “rest post,” if the user takes a hit, the damage from this hit would be doubled. He’d experience twice the pain, bleed twice as much, and the attack would even hit twice as hard. A punch with 100 strength behind it would do as much damage to him as a 200 strength punch. Each time the technique is used, its reiatsu cost goes up by 100 until the end of the thread. In addition, while ultimate cutback is active, other techniques that channel through that part of the body cannot be used. Lastly, focusing such a large amount of spiritual energy in a single location is draining to the user’s stamina, so spamming other techniques while Ultimate Cutback is active is tiring.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Abaddon looked around the empty and dead city. It’s once massive skyscrapers filled with life that towered over the clouds now crumbled to the ground and lifeless. The city streets that held so many colors and sounds, now was only painted grey and silent. This was a city of the dead and yet even with his power to see the souls of the departed this place was empty. To say that the dead had claimed this place was a mistake, even the dead had been wiped from this city. Truly a sad sight as this had once been a place of knowledge, growth , and life. As he walked through the city the sights caused him to think of his home, once beautiful, but now lost to time just as this city had been. Abaddon didn’t know what caused his home to fade into nothingness, but he wasn’t about to let this city become another Las Arenas, forgotten to time and left to rot away.
When Abaddon saw the first signs of life he felt his heart break, even from this distance he could see that it was a sinner, the chain that held it to Lucifer’s grasp wasn’t hidden. If this sinner was here then there was a chance that it was the culprit of the death of the city. Normally Abaddon would have wanted to talk this out, however in this case time had made him more jaded, yes he knew that there were some innocent sinners like Nakabaki, however he knew that this man wasn’t one of those, no he was a Saika. A human sinner, one who deserved punishment for all eternity, however Abaddon wasn’t going to return him to hell, no destroying his soul was the only option that was in his mind.
Without saying a word Abaddon formed his short bow and created an arrow. However Abaddon didn’t bother with the normal arrows that he could make. No he did the form properly and created a miniature sun firing it off at speeds that couldn’t be detected normal means. While the speed of the arrow was impressive and next to impossible to keep up with, the bright blinding light that the arrow created was easily seen. The sinner would have all of a moment to see Abaddon before his figure was engulfed in a light aken to staring right at the sun if it was next to you. That combined with the speed of the arrow would essentially seal the fate of the sinner.
As the arrow got closer to the sinner Abaddon forced the arrow to split midair, creating two of them both equally as blinding and hot as the sun. The arrows wouldn’t fly in a straight line, instead both of them would curve to strike at the sides of the sinner. Even if the Sinner wanted to block an attack from the front the arrows wouldn’t come to strike from the front. As they got closer Abaddon started to draw in reiatsu, if this didn’t end the sinner, he would have a long fight in front of him and he wanted to have enough reiatsu to beat out the sinner.
Remaining reiatsu 2948/2000 -150 for class 5 form -35 for one class 1 arrow -50 for speeding up arrow to 1600 - 17 for splitting arrow. + 1200 reiatsu regain from cross
This technique is simply the use of liquid Reiatsu within Ginto tubes, formed into hundreds of miniature arrows that are released in the direction of the Ginto tube's open end. Once the incantation is spoken, the liquid fires out in the form of these arrows that strike at the foe. Each of these are notably smaller than a normal Quincy arrow, and do not possess any of the properties of one's Bow Release, nor can they be controlled or guided.
How to use technique:
Angle the Ginto in the appropriate direction and speak the incantation.
Technique Drawbacks (Limitations, repercussions for use, etc)
Cost. Otherwise, the arrows launched from the Ginto are limited to class 7, meaning that most defensive techniques can negate them.
Incantation and Effect: “Embrace the sting of every strike; Tausend Pfeil Streik”
Made By: Asmoskon
Reserved?: No
Technique Name: Durchleiden [Endure]
Class: 4
Technique Type: Quincy Ginto
Usable By: Quincy (All)
Technique Element: None
Technique Description and Effects:
Upon throwing their Ginto tube, the user can activate it with a simple pulse of Reiatsu. The Ginto tube bursts, releasing a wall of crystal that rises seven feet tall and is five feet wide. It possesses durability equal to the user's Reiatsu Strength, but it cannot move, only be dismissed. This wall lasts for a single post, fading at the end of the post.
How to use technique:
Speak the incantation and throw the Ginto tube in the direction chosen.
Technique Drawbacks:
Aside from the Reiatsu cost, Ginto tubes can be somewhat fragile and can be broken before this technique is released. See the actual item for more information.
Incantation and Effect:
“Endure all with crystal might!” This incantation is required to use the technique, as it channels the liquid Reiatsu within a Ginto tube towards a specific effect.
Made By: [NopenopenopeNOPE]
Reserved: No
Technique Name: Heizen (Heat)
Class: 4
Technique Type: Quincy Ginto
Usable By: Quincy (All)
Technique Element: None
Technique Description and Effects:
Heizen is a simple Ginto technique, a basic technique for practitioners among Quincy. By taking one of their silver Ginto tubes and opening it, as well as stating the incantation, the user releases a beam of spiritual energy in a straight line. The attack is roughly a square foot in size, and slices through anything it hits with the power of the user's Reiatsu Strength behind it as though it were a blade. It travels for up to two hundred feet before fading out.
How to use technique (How is it activated?):
Uncap the Ginto Tube and speak the incantation before pointing the open end at the target, releasing the beam.
Technique Drawbacks
Aside from Reiatsu cost, this is a straight-line technique, and can be avoided by predicting the use of the technique from the angle of the tube.
Incantation and Effect:
“Feel the wrath of battle and accept this sacred chalice; Heizen!” As for all Ginto, the incantation is necessary to prime the tube for the specific spell.
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 puppeted 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 puppeting 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 puppeting themselves, as the strings flow along their body, so there's no way of stopping it short of severing the limbs.
Made By: N/A
Reserved?: No
Technique Name: Kelch der Glut [Chalice of Embers]
Class: 3
Technique Type: Quincy Ginto
Usable By: Quincy (All)
Technique Element: Fire
Technique Description and Effects (Explain appearance, powers, and effect):
Speaking the incantation listed below, the user throws the Ginto tube in the direction of their foe. The tube glows red and bursts into an intricate chandelier formed of pure fire. It burns with an intense heat equal to that of magma on touch (roughly 1500 degrees Fahrenheit), and the area for up to five feet around it is hot enough to evaporate all water in the air. This is not all this technique does, however; the chandelier begins to spin upon formation, and as it does so, it releases up to ten large balls of pure magma towards the foe, spread slightly and but fired almost like a shotgun burst. Each of these orbs burns with the same heat as the chandelier on impact, and the orbs themselves are made up of liquid magma, meaning they splash and spread over the area that they impact. Each has durability equal to the user's Reiatsu Strength.
How to use technique:
The user speaks the incantation given, and then hurls the Ginto tube in the direction of the foe they wish to target.
Technique Drawbacks:
Aside from the Reiatsu cost, Ginto tubes can be somewhat fragile and can be broken before this technique is released. See the actual item for more information. In addition, this technique is vulnerable to cold-based techniques, which require only 75% of the Reiatsu Strength to negate it. It is particularly strong against liquid techniques, however, which are treated as if they had half the Reiatsu Strength.
Incantation and Effect:
“Flesh and bone, melt upon thy touch!” This incantation is required to use the technique, as it channels the liquid Reiatsu within a Ginto tube towards a specific effect.
Made By: [NopenopenopeNOPE]
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Seifenblasen der Kalamität {Bubbles of Calamity)]
Class: 3
Technique Type: Quincy Ginto
Usable By: Quincy (All)
Technique Element: None
Technique Description and Effects:
In a sense, this technique functions similar to Heizen, which normally releases a single beam of energy from a Ginto tube to pierce through an enemy. However, this technique goes beyond that; when thrown, the tube explodes into fifty small orbs the size of pool balls formed of energy, floating in midair. They are immediately released in the direction chosen by the user, striking at a target en masse. Each orb moves at 800 speed, and the spread of the attack can be attributed to shotgun-like fire.
How to use technique (How is it activated?):
The user speaks the incantation and throws their Ginto tube in the direction of the target.
Technique Drawbacks:
Aside from the Reiatsu cost, Ginto tubes can be somewhat fragile and can be broken before this technique is released. See the actual item for more information.
Incantation and Effect:
“Surrender to the almighty wrath of war and beg for mercy!” This incantation is required to use the technique, as it channels the liquid Reiatsu within a Ginto tube towards a specific effect.
Made By: [NopenopenopeNOPE]
Reserved?: No
Technique Name: Blut (“Blood”)
Class: 3
Technique Type: Vandenreich Technique
Usable By: Vandenreich only
Technique Element: None
Technique Description and Effects:
Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who as assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to use technique:
Spend Reiatsu to draw out the latent power in the user's blood.
Technique Drawbacks:
The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
Reserved?: No
Technique Name: Sprenger (Explosion)
Class: 1
Technique Type: Quincy Ginto
Usable By: Quincy (All)
Technique Element: None
Technique Description and Effects:
One of the more powerful Ginto techniques, Sprenger also takes a fair amount of time to prepare but is also devastating in power. This technique takes not one, but six Ginto tubes to use at full power. However, starting at four tubes, this technique can be used at a slightly reduced rate. To use this technique, the user places down anywhere from three to five Ginto tubes around the target, and states the incantation. Lines of energy with force equal to the user's Reiatsu Strength will form between the placed Ginto tubes and form a wall of three to five sides, depending on the number of used tubes. These walls are a binding, preventing the victim from leaving the area unless they have superior offensive stat or can nullify the technique. Once the walls are in place, the user then takes one final tube and pours the liquid contents onto any of the original tubes used to form the wall. This will trigger a reaction that will spread to the other points of the wall before all three to five points will converge inwards and strike the victim with a powerful blast of spiritual energy.
The power of the technique is determined by the number of Ginto tubes used for the technique, meaning that the more time and preparation involved, the more devastating the technique is. When four tubes are used, the power is equal to the user's Reiatsu Strength. When five are used, the power is increased by 50%. When six are used, the power is doubled. This means that this technique can destroy even a powerful target if used at its full potential.
How to use technique (How is it activated?):
Place Ginto tubes within a set range of one another and speak the incantation, creating the walls, before pouring the contents of a final tube upon one of the walls, activating the spell's power.
Technique Drawbacks
Aside from cost, this is a very taxing technique that drains a large portion of the user's stamina. Additionally, the Ginto tubes used must be within a certain range of each other; they must be no further than fifty feet apart from a point they connect with via a wall. Finally, this technique has a higher cost than most of its type; each Ginto tube placed to create the wall costs 200 Reiatsu, and the final spell itself costs 500. This means that the cost of the technique can vary from 1100 total Reiatsu to 1500 Reiatsu in cost, and along with the stamina drain, will leave most users drained afterward.
Incantation and Effect:
“The origin point of calamity; Sprenger!” This incantation is used for each of the Ginto tubes used for the walls. “The catalyst of destruction; Sprenger!” This incantation is for the final Ginto tube used to activate the spell. As for all Ginto, the incantations are necessary to prime the tube for the specific spell.
Technique Name: Stille (Silence)
Class: 1
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects:
A strong defensive technique, Stille focuses on negation. However, this does not negate techniques or abilities so much as it negates components or portions of them. When activated, the user picks one of the following negations: Silence, Stillness, Impermanence, or Equivalence. The negation picked will remain active in a field of one hundred meters as long as this technique does. Each negation has its own unique effect, and affects all combatants on the field, including the user.
Silence focuses on vocal incantations or abilities that require spoken phrasing, such as vocal Releases, Kido, Ginto, and any similar techniques. However, it goes beyond that, and focuses on the negation of any sound triggers as well; for example, if a technique reacts to certain words spoken by an opponent, is triggered by an opponent making a sound within its proximity, etc, it prevents the activation of these techniques.
Stillness focuses on motion or speed, preventing motion-based actions from triggering a technique or ability. An example would be a technique that counters with a blast of Reiatsu when struck; that strike will no longer trigger the counterattack, causing it to continue normally. It will not negate skin techniques like Hierro and Blut, as these are always active, and aren't triggered by attacks or motion. This also does not work on step techniques.
Impermanence focuses on the duration of abilities. All non-Release techniques and Releases with a set duration on them are reduced in duration by half, while techniques and Releases without a set duration are given a duration of five posts. This does not prevent abilities from being refreshed, and those that were previously permanent can be refreshed for that same five-post period.
Equivalence focuses on the bolstered aspects of abilities. If an ability gains a boost to any of its stats, whether it's the speed of the technique by paying more Reiatsu, a bonus to piercing power from an incantation, or becoming harder to resist due to class difference, then this aspect is negated. This only negates boosts triggered by the technique being used; if the boost is already present in the attacker, and is not part of the technique's effect, then the boost is not negated.
How to use technique:
Draw in Reiatsu with the Quincy Cross, and then release the spirit particles outwards, creating a field where this technique's negation is active.
Technique Drawbacks:
The first drawback of this technique is the large cost; aside from its initial 800 Reiatsu cost, it costs an additional 500 Reiatsu to keep active each post. This technique is also non-exclusive, affecting the user as much as it does victims, meaning that care must be used in its activation. When activated, the negation type is set, and cannot be changed unless the technique is re-activated. Finally, this is a very draining technique; each post of use takes up a large amount of stamina, to the point that this can be held no longer than five consecutive posts without rest.
Made By: Cupid
Reserved?: No
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: Movement
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to use technique: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Drawback: None
Technique Name: Hirenkyaku
Class: 4
Technique Type: Quincy Technique
Technique Element: None
Technique Description and Effects:
Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 400 Reiatsu allows for a constant movement over the duration of one post at 6x speed. Giving up 1000 Reiatsu allows constant movement over the duration of 3 posts of 4x speed.
How to use technique: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawback: None.
Technique Name: Eigenwillig
Class: 5
Technique Type: Quincy Technique
Technique Element: None
Technique Description and Effects:
Rather than taking advantage of the longevity and making it immortality as Immortality Drink does, Quincy use the battle variant of Willpower. They use it to focus Reiatsu within a physical (in the human world) manifestation. By focusing their Reiatsu, they can create a small, silver capsule known as a Ginto Tube. While these are purchasable in shops, this technique allows the user to manifest them even in the field, reducing the risk of running out of Ginto tubes at a key moment. By spending 300 Reiatsu, the user condenses it into a Ginto tube that is immediately added to their inventory.
Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
• [Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
• [Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
• [Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Output
Class: 2
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength quadruples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 800 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
Technique Name: [Spiritual Discipline: Chakra]
Class: [1]
Technique Type: [HWD Tech]
Usable By: [Bount, Mod Souls, Fullbringers, Non Vandenreich Quincy, HWD Nakabakki]
Technique Element: [N/A]
Technique Description and Effects: [Insert Below]
The soul. Essentially the core of one's true self. And to manifest its energy is a feat anyone can accomplish. When you gaze at all of the spiritually aware, you see them blasting their spiritual energy around themselves. Sometimes they can flex it and use the force it generates to their advantage. Other times they can create projectiles, or concoct actual physical changes. But this technique is different.
The cost for this is a full 800 reiatsu, but it lasts for 20 posts. As long as it is active, the user's hands gain the power to directly utilize their own reiatsu. How? Anything they touch, should they allow it, including their own body, can be imbued with a flame of their choosing. This fire isn't hot, and does not burn. What it does it enhance offensive and defensive capability. This can be used on techniques, releases, body, attacks, weapons, etc.
As long as that flame coats an object, it is considered "class neutral" and "value neutral." Unless struck by a superior class or 2x offensive stat or more, it will always win in conflict against anything that is without a flame. In other words, say Player A utilizes Chakra on their sword and Player B has some sort of Hierro-like ability. Player A, except with the aforementioned limitations, will always be able to cut clean through that defense and sever it.
If the target is also coated in flames, however, then the neutrality of class and value is lost against that target, and once again it is treated as a clash of offensive power or class, as per normal rules. Therefore, this technique is a must for top level HWD, as it is almost impossible to succeed in combat without it. Just to meet the high tier status quo, this technique is required.
How to use technique (How is it activated?): [Insert Below]
It is activated for the 800 reiatsu cost, and it is special in that no technique that lowers reiatsu cost can lower the cost of this technique. Furthermore, anyone who can charge or generate reiatsu cannot use any such methods of charge or regeneration while this technique is active. To learn this technique, user must know Willpower, Output, Movement, and Energy Generate.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
800 reiatsu cost, in addition to considerable stamina drain the longer this technique is used. In addition, anyone who uses this technique bleeds 20% more profusely out of wounds while it is active.
Incantation and Effect: [N/A]
Made By: [Kento]
Reserved?: [No]
Technique Name: Summoning Discipline: Stand
Class: 1
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): HWD Technique
Usable By (Technique is available to which races?): Fullbringers, Quincy, Mod Souls
Technique Element: Will
Technique Description and Effects (Explain appearance, powers, and effect):
This technique takes Energy Generate, Output, Movement, and Willpower, and renders them in the most potent way imaginable. It is, even amongst the Martial Disciplines, a terrifying technique, and one that makes all fighters stronger. This technique, when activated, reflects the user’s soul, in the most pure form. It creates a form based on this soul, and animates it. It gives the soul the will and physical power to fight. It gives the user an ally, who will Stand besides them at all points in time.
When this technique is learned, the user records how they truly see themselves, what the most true version of them is in their mind’s eye. This is given a human body, and becomes a figure that they can always dimly see out of the corner of their eye, although when the technique is not active, the figure, which will now be referred to as the Stand, is not capable of doing anything, and reacts only to the users actions, not the outside world’s.
When the user choses to do so, they may summon this Stand into the world, giving them independent action. The act of creating the Stand is one that utilizes reiatsu, but once the Stand exists, it no longer is reiatsu. Nor is it flesh and blood. It is a construct of pure Will, and can affect the world as such. Ergo, techniques that destroy reiatsu do not destroy the Stand, although suppression techniques can prevent it from existing in the first place. The Stand appears in eyesight of the user, no more than 200 feet away.
This Stand is invisible to the naked eye, as it is a manifestation of Willpower. Anyone with 50 ES can see it’s outline, and 100 ES can easily detect it’s features. Even if someone lacks the ES to detect the Stand, it is easy to observe the Stand’s effects on the outside world, as anything that it intends to interact with, anything it demonstrates the Will to push or move, is affected accordingly. So, as the Stand walks with purpose, someone would notice concrete cracking, and footprints appearing. As the Stand clashes it’s will against another person’s body, the wounds that appear will be visible.
The Stand possesses it’s own physical stats, although it doesn’t possess spiritual stats, nor does it possess sensory stats or specialty stats. It uses the User’s senses and guidance in order to know where to move and what to interact with. It possesses no reiatsu pool, but ignores cutback, as if constantly utilizing Push. Although it has no Reiatsu Strength, it cannot be affected with status conditions, although barriers and defenses of course can stop it.
The Stand’s physical stats are that of a Brave type, equal in Level to the user of the technique, as if it had 300 in both stats. Once this technique is mastered, that is raised to 400. The user, when they learn the technique, picks whether they want Strength or Speed to receive the higher boost. The Stand does not grow tired, no matter how fast it moves, or how frequently it does so. It’s attacks can be blocked, but it itself cannot be damaged. It lasts for 10 posts.
How to use technique (How is it activated?):
When learning the technique, one must find the perfect, idealized mental image of themselves, and chose to devote their soul to either Speed or Strength. They also must know all four basic HWD techniques.
When activating this technique, the user must call out the phrase “Stand Beside Me!” and select a location to conjure their Stand. Then, by utilizing their reiatsu, and concentrating Willpower, they can render the Stand into being.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique, first of all, can only be used twice in one thread. It costs 650 reiatsu to use, a hefty amount, even by the standards of such a powerful technique. Most of the weaknesses of the technique, however, come in the form of restrictions upon the user. While the Stand cannot grow tired, the user receives half of the stamina taxation that the Stand would’ve received, preventing them from going all out. Additionally, if the Stand would be damaged, the user receives the damage instead, wounds appearing on the corresponding part of their body. This only applies to physical damage. The Stand also relies on the user to see and make decisions, and if the user is impaired, the Stand is much less effective. If the user falls unconscious or dies, the Stand instantly vanishes. At the end of the 10 posts, the User must also pay an additional 150 reiatsu to maintain contact with the Stand, if they wish to use it again later in the thread.
Made By: Rudy
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Energy Generate
Class: 2
Technique Type: Other
Technique Element: Variable
Technique Description and Effects:
This is probably the hardest technique to use. It involves a physical body having to generate and output Reiatsu directly from the physical form. It costs an insane amount of stamina, and it's also very taxing. This technique is the only one that does not have a "default" version. All races except for mod souls can create extended "Reiatsu output" abilities, as long as they generate Reiatsu, and fire it off in some way. This is the requirement of these abilities. This technique can only be used by those who are Class 2 or above. It is the ultimate direct counter to Kido.
How to use technique: Generate Reiatsu from the physical form, and shape it in some way.
Technique Name: Electrocution
Class: 4-2
Technique Type: Energy Generate
Usable By (Technique is available to which races?): Any Human World Dweller
Technique Element: Electricity
Technique Description and Effects (Explain appearance, powers, and effect): An ancient and powerful Energy Generate technique uncovered, Electrocution is a natural force using technique. This EG uses the raw power of electricity as its weapon, ravaging an enemies body as it is released from the hands or fingertips of its user. As the caster is only the conduit for the lightning, the EG does not rely on any of his physical or spiritual capabilities to perform. He simply needs the necessary Reiatsu to use it. Electrocution is a devastating Energy Generate as no force living or dead can withstand the effects of an electric shock. When the lightning strikes the target they will, typically, clench up and become immobilized as the pain of Electrocution courses through their bodies. Those struck by the electric shock are subject to the pain of high powered electricity. As mastery of the technique rises so does the power behind the electricity. Reiatsu Strength is the used Offensive Stat for this technique, but because this technique has definite damage the OS is simply used for clashes.
Class 4: The user cannot fully utilize the power of this technique at this Class. At Class 4 all the user can do is create a quick blast of electricity, a single and quick bolt that does nothing more than quickly immobilize and hurt the enemy. The bolt is quick, moving within the seven meter range of effectiveness in the blink of an eye. The immobilization caused by the bolt is quick fleeting, doing nothing more than stopping the target from performing an action (someone running would fall over). It is essentially the equivalent of someone being shot with a taser.
Class 3: Class 3 users of Electrocution are a force to be feared on the battlefield. As they practice and hone their talents with the technique they soon reach the level where they are no longer limited to a quick spark. Class 3 can release a steady stream of arcing bolts of electricity from their palms or fingertips for approximately seven seconds. While only one target can be struck at this level, the power at this level is much higher than its Class 4 state. Immense pain is inflicted upon the target, causing either intense tension in the body as it freezes up or simply collapsing. While not as lethal as the Class 2 version, this level of power is very useable in the battlefield. Unlike the former level, this one will even leave smoldering , second degree, burns upon the victim's body where the electricity struck. Machinery relying on electric parts are easily and effortlessly disabled by Electrocution at this level. At Class 3 it is entirely capable of killing people if you’re not careful.
Class 2: The most powerful level of this technique and only few have ever achieved. Upon becoming Class 2 users of Electrocution the user can easily gain the advantage on multiple opponents at once. The user can choose to release his technique from one or two hands or if Mastered from their entire bodies, releasing multiple forked arcing bolts of electricity to attack up to three foes at once. As the beams are forked they can jump between enemies, meaning one man can hit three people at once if they are close together. When the Class 2 version is fired, it doesn’t stop until the user either dies or wills it to stop. Multiple, hindering, third degree burns will cover the victim's body, often leaving them a steaming mess. The electrical power this technique is comparable to a lightning bolt, making it absolutely devastating against people. Continued and multiple exposure to this attack can cause someone to have cardiac arrest or completely disintegrate them.
How to use technique (How is it activated?): Using the technique is rather simple. One simply focuses their reiatsu into their hands and imagines lightning. Its a technique that gives hardly any sign of its preparation, making it an extremely useful surprise attack.
Technique Drawbacks (Limitations, repercussions for use, etc) A technique this powerful requires equally powerful drawbacks, and this technique has its own hindering drawbacks that makes someone think twice before using it. As the user is using his own arm(s) as the conduits for the technique, constant exposure to such high amounts of electricity is damaging. While the Class 4 version of this technique is far more lenient than its other versions, it can still cause numbing in the hand using it if used four times within seven posts. The Class 3 version is not so forgiving, however. The technique can be used safely twice before any of the limb damaging effects happen. Burning of the hands and arms is commonly seen after being used twice, as well as numbing of the arm that hinders its ability to be adequately used in combat. The numbness will recover after four posts. The Class 2 version of this technique though is the most damaging. It can only safely be used once, and anymore runs the risk of permanently damaging the user. Continued use of the Class 2 Electrocution would result in sever, third degree, burns across the length of the arm(s) that conduct this technique. While the Class 2 version can safely be used once, it will still result in the casters arm going completely numb and becoming partially paralyzed for four posts.
It has other limitations as well. Electrocution only has an effect range of ten meters, meaning an enemy has to be relatively close for it to even be effective. As this power is using pure electricity, it can be grounded by things that would normally ground electricity. Spiritual steel is able to partially block most of the power behind this attack, effectively halving most of the power but only if the target can block it in time. Both Hierro and Blut provide a natural defense against this technique, but follow Offensive Stat and Class Clash rules.
Made By: Ray
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Distortion Sakkaku: Harbringer
Class: 4
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): Other
Usable By (Technique is available to which races?): All
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Level 1: Harbringer - Harbringer is an inverted afterimage. Usually, those moving fast enough leave trails of their figures that quickly fade, but the visual effect is enough to confuse their opponent. However, Harbringer does the same thing in reverse. The user projects three or four images in front of him as he moves. The images will overlap slightly and fade as soon as he passes through them, but he must continue to project more images to replace them as he moves. This creates the same after image effect. However, the user will be in the rear of the trail rather than the front, where the opponent would expect. This protects him and, in fast-paced physical combat, he would be able to throw the opponent off with their timing when they aim for the first projection with the swing of a sword. However, the user may go a different direction from which he projects, making it appear like there are two different opponents.
How to use technique (How is it activated?):
Say the name of the technique and activate it.
Technique Drawbacks (Limitations, repercussions for use, etc)
The first drawback is the reiatsu cost. This technique requires 100 reiatsu per post to maintain. In addition, those with a combined total of 4 in the skills Illusion Resist and Focussed Eye would easily be able to identify the user’s location and can ignore the projections.
Made By: Kagami Murai
Reserved? (Yes/No) No
Technique Name: Survival Discipline: Dying Will
Class: 1
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): HWD Technique
Usable By (Technique is available to which races?): Fullbringers, Non-Vandenreich Quincy
Technique Element: Varies
Technique Description and Effects (Explain appearance, powers, and effect):
When one finds themself on Death’s Door, it is easy to give up the ghost, to allow oneself to pass on. Many chose to do so. However, there exists in everyone the potential to rise back up, once more, and survive. This technique is the greatest embodiment of that, and usable only by the most mighty Human World Dwellers, and even amongst them, the ones with the greatest proximity to mortality.
Dying Will can only be activated when the user is close to death. They must be suffering from grave wounds, tired, and low on reiatsu. And they must entertain the idea of giving up, at least for a brief moment. In this moment, they must discover the reason why they wish to live. What purpose their life has. And that reason, that purpose, is the fuel that they will burn to ignite their Dying Will, and rise up once more, unbroken, undefeated, and far from out.
Once the technique has been activated, the user may spend additional reiatsu to rapidly heal their existing injuries. Lacerations are 50 Reiatsu, Broken Bones are 150 each, Missing Limbs are 200 each, and Missing or Damaged Organs are 300 each. They may only do this upon activation, and their wounds will rapidly vanish, healed as if by an unseen force. Then, the user’s reiatsu surges, flaring up to blind those around them. When it dies down, the user has changed.
Around their head hangs a halo, forged out of an element of their choosing: Fire, Lightning, Air, Ice. The user’s eyes are a different color, which is connected to the element that they decided. And as they move through the area, they leave behind them a trail of the chosen element. As they lash out at foes, striking them with force, with the power behind their Will to live, they also launch attacks of their chosen element. Fire bursts from their fist upon impact, or foes are electrocuted with their touch, winds buffer nearby enemies, or icicles are fired alongside every punch. These elemental attacks of course use the user’s RS to determine their offensive strength. This portion lasts for 10 posts.
Additionally, the user’s Dying Will has ignited to the point where, while they may still feel pain, as long as their Will is not shaken or broken, they cannot physically fall. Even if their limbs break, they will glide along, as if using Movement, regardless of injuries. They may still grow weary from taxed stamina, and they may still falter due to pain, but as long as their Will remains true and convicted, they cannot stop functioning, short of death. This portion lasts for 5 posts.
How to use technique (How is it activated?):
Explained in the second paragraph. To learn, the user must know all four basic Human World Dweller techniques.
Technique Drawbacks (Limitations, repercussions for use, etc)
The circumstances in which Dying Will can be activated are specific, and it requires a 3 in Strength of Will to be utilized at all. To activate, this technique sacrifices half of the user’s remaining reiatsu, or 500, whichever is greater. As long as the technique is active, the user must pursue whatever it was that caused them to rise back up, but they may not run away as long as things stand in their way. If their purpose for surviving was to kill their foe, they may not flee the combat. If their purpose was to protect a friend, they will do so until their body breaks. Absolute conviction has a price. Furthermore, once the whole technique ends, the user’s body will begin to be consumed uncontrollably by the original element of their choosing. This process will kill the user, without a doubt, unless they receive expert medical attention.
Made By: Rudy
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: [Sandjouken (Lit. Shotgun Fist)]
Class: [4]
Technique Type: Other
Technique Element: none
Technique Description and Effects:
An intense burst of sharpened reiatsu, augmented by the user's physical strength. If visible it takes the form of a number of spikes that rapidly form from the end of the users fist during a punch, Although you need an ES of at least 200 to be able to see the spikes. It was adapted to fight against Hierro when the zanpakuto was disabled, but it was soon discovered anyone could learn it, even the Arrancar it was designed to fight.
It adds 75% of the users strength to 25% of their RS for the strength and RS of the attack. ( 75% str + 25% RS = Atk RS and Str)
OR
75% RS and 25% Strength for the strength and RS of the attack (25% Str + 75% RS = Atk RS and Str)
It allows the physically weak to use their Reiatsu to inflict physical damage, and it allows the physically strong to use their strength to inflict reishi damage.
How to use technique:
To activate this technique the user must focus their Reiatsu into compressed spikes underneath the skin on their hand, and release them as they punch. It takes a decent amount of reiatsu control, but is easier to learn than kido.
Technique Drawbacks:
Every time this technique is used it costs 150 reiatsu and damages the user's hand by tearing up the skin.
The user must choose which strength/reiatsu strength combination they want when they learn this attack, and it cannot be changed without relearning the attack. You cannot know both versions of the technique at the same time.
To learn this technique you must have 2 in any martial art.
Made By: Unknown
Technique Name: Ten Kaika Ken (Heavenly Flower Fist)
Class: 3
Technique Type: Other
Usable By: Any Race
Technique Element: General Reiatsu
Technique Description and Effects: Considered a beautiful technique by those who witness it, those who experience it have a much different opinion. By making contact with an object or person, the user is able to vibrate their Reiatsu in sync with whatever they are touching, and forcibly expel the Reiatsu through the target. As the Reiatsu is expelled, it spirals outward and breaks away into shapes that are reminiscent of flower petals – hence the name. Though beautiful, the technique is destructive in nature, and is used to cause massive internal damage at the cost of damaging the hand of the user. After one use, there is internal bleeding inside the target on every organ, as well as a significant amount of pain; they will begin coughing up blood as well. A second use results in organs being ruptured and torn, which thus causes more bleeding. A third use results in complete internal destruction. If used on a physical or spiritual object, the object is completely destroyed from the inside out, leaving it hollow.
How to use technique: The user has to make contact with a target with their hands – through a fist or open palm gesture if they want – and vibrate their Reiatsu in sync with that of the opponent, then fire it outward.
Technique Drawbacks: A moderate Reiatsu cost is one drawback. The second is the damage caused by the Reiatsu that was vibrated in the hand used. The hand, after just one use, will be completely numb, and covered in deep cuts, which results in a significant amount of bleeding, and a loss in dexterity. Moreover, the bones in the hand become fractured, adding to the pain. After a second use, the hand is useless, and it is destroyed internally. Furthermore, if the Combat Stat of the target is superior to that of the user's Combat Stat, the damage is cut by fifty percent. At a fifty percent difference in superiority by the target, the damage of this technique is nullified.This technique does not ignore defense techniques like Hierro/Blut, and will result in a clash if used (technique vs technique). Finally, this technique can only be used once per post of the user.
Made By: Kazuko Shiba
Reserved? (Yes/No): Nope
Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.