Post by Alacrán on Mar 22, 2021 0:08:22 GMT -5
Total Points
Class: 3 (Rank 2)
CTP: 6,097 (903 until Class 2)
TTP: 2,148
SP: 1,300 (700/700 Training SP spent) (600/600 Class SP spent)
SkP: 11/17 (6 available)
Ryo: 153,500
Stats & Skills
Type: Roughneck
Strength - [400] (75% multiplier) 700
Speed - [200] (-40% multiplier) 120
Spiritual Pressure - [265] (25% multiplier) 331.25
Reiatsu Strength - 150
Instinct - 150
Senses - [135] (-25% multiplier) 101.25(100)
Energy Sensory - 0
Healing Expertise - 0
Light Aura - 10
Dark Aura - 90
Anti-Stealth 1
Battle Analysis 2
Battle Focus 2
Calm Mind 1
Damage Recovery 1
Focused Eye 1
Pain Tolerance 2
Stealth 1
Techniques
Learned, Proficient, Mastered
Items
Completed Threads
Be Prepared [JT] - 1/8 SkP
No Rest For The Wicked [NDE PVP] - 2/8 SkP
Silent Night [Solo Training] - 3/8 SkP
Mutual Survival [JT] - 4/8 SkP
Round Two? (PvP Jeff and Alacran) [PvP] - 5/8 SkP
The Strays [JT] - 6/8 SkP
Monster's Aren't Always Hiding [Rampage, DP, R] - 8/8 SkP
+1 Skill Point
Snake Attack [JT] - 1/8 SkP
No Masters [JT] - 2/8 SkP
Brace For Impact [NDE PVP] - 3/8 SkP
The Only Thing I Know For Real [NDE PvP] - 4/8 SkP
Bridges Burned [DP PvP] - 6/8 SkP
Pride's Fall [Solo] - 7/8 SkP
10 Seconds From Panic [NDE PvP] - 8/8 SkP
+1 Skill Point
Reaping the fruits of others [JT] - 1/8
Got to do everything myself [Job] - 2/8
Confused Alliances [PVP] - 3/8
Things That Make You Scream [JT] - 4/8
Me and My Friends are Lonely [DP PvP] - 6/8
Class: 3 (Rank 2)
CTP: 6,097 (903 until Class 2)
TTP: 2,148
SP: 1,300 (700/700 Training SP spent) (600/600 Class SP spent)
SkP: 11/17 (6 available)
Ryo: 153,500
Stats & Skills
Type: Roughneck
Strength - [400] (75% multiplier) 700
Speed - [200] (-40% multiplier) 120
Spiritual Pressure - [265] (25% multiplier) 331.25
Reiatsu Strength - 150
Instinct - 150
Senses - [135] (-25% multiplier) 101.25(100)
Energy Sensory - 0
Healing Expertise - 0
Light Aura - 10
Dark Aura - 90
Anti-Stealth 1
Battle Analysis 2
Battle Focus 2
Calm Mind 1
Damage Recovery 1
Focused Eye 1
Pain Tolerance 2
Stealth 1
Techniques
Learned, Proficient, Mastered
{Quintina (Chitin)}Technique Class: 8+ (Equal to user's class)
Technique Type: Custom Hollow Tech
Usable By: Hollows & Arrancar
Description: A thick carapace-like armor made of reiatsu-based chitin surrounds Alacrán's body, giving him a defense equal to the technique's class that helps them withstand physical and reiatsu based attacks. If Alacrán has a 100+ Strength superiority to the OS of an attack, then only surface damage can be seen on the armor. A deep cut could be a scratch. If Alacrán only has a 50+ Strength superiority to the OS of an attack, then damage is being taken further past the the surface of the armor. A deep cut becomes a shallow slash. If none of those are the case then there is minimal resistance, damage being taken in to the base of armor, suffering a recurring drop to his Strength (after type) equal to 5% of his base Strength (before type). Final stage releases bypass and ignore this technique.
How to Use: This technique is always active, not requiring any reiatsu to remain active.
Drawbacks: If the enemy's technique has a 3+ class advantage (or is class 0 for the purposes of this technique being class 1) then Alacrán will immediately suffer a 50% drop to his Strength (after type). Additionally, due to the density of this chitinous armor, the number of stepping techs Alacrán is able to use in a post is reduced by one and using a stepping tech is twice as taxing on his stamina.
Made By: Alacrán
Reserved?: Yes, Alacrán
Technique Type: Custom Hollow Tech
Usable By: Hollows & Arrancar
Description: A thick carapace-like armor made of reiatsu-based chitin surrounds Alacrán's body, giving him a defense equal to the technique's class that helps them withstand physical and reiatsu based attacks. If Alacrán has a 100+ Strength superiority to the OS of an attack, then only surface damage can be seen on the armor. A deep cut could be a scratch. If Alacrán only has a 50+ Strength superiority to the OS of an attack, then damage is being taken further past the the surface of the armor. A deep cut becomes a shallow slash. If none of those are the case then there is minimal resistance, damage being taken in to the base of armor, suffering a recurring drop to his Strength (after type) equal to 5% of his base Strength (before type). Final stage releases bypass and ignore this technique.
How to Use: This technique is always active, not requiring any reiatsu to remain active.
Drawbacks: If the enemy's technique has a 3+ class advantage (or is class 0 for the purposes of this technique being class 1) then Alacrán will immediately suffer a 50% drop to his Strength (after type). Additionally, due to the density of this chitinous armor, the number of stepping techs Alacrán is able to use in a post is reduced by one and using a stepping tech is twice as taxing on his stamina.
Made By: Alacrán
Reserved?: Yes, Alacrán
{Veneno del Hombre Muerto (Dead Man's Venom)}Class: 8+
Technique Type: Custom Hollow Tech
Technique Element: Poison
Technique Description and Effects:
Alacrán has learned how to actively use the poisonous reiatsu of a Hollow and is able to make it effective not just against Quincy but all beings. At it's weakest and base form, a target injected with this venom will begin continuously losing 10% of their Strength (after type) for 5 posts. At class 4, the venom now also begins to drain the target's Speed in the same manner as Strength, the venom now aiming to cause a full body paralysis. The amount the target lose also increases to 20%. At class 2, the venom now eats at the Reiatsu Pool of the afflicted target, on top of Strength and Speed, literally eating away at their soul as Alacrán's reiatsu consumes the target. The amount the target loses increases to 30%. The class of this technique is equal to Alacrán's Class (min 1).
Poison Resist: Should the target possess this skill then the venom will affect them as such. A 1 means the amount of Strength, Speed, and Reiatsu lost is reduced to 7% at Class 8-5, 15% at Class 4-3, and 20% at Class 2-1. A 2 means the venom loss is reduced to 5% at Class 8-5, 10% at Class 4-3, and 15% at Class 2-1. A 3 means the venom loss is reduced to 2% at Class 8-5, 5% at Class 4-3, and 8% at Class 2-1. A 4 means the venom loss is reduced to 2% at Class 8-5, 5% at Class 4-3, and 8% at Class 2-1, only affects Strength, and lasts for 2 posts.
When mastered, Alacrán can treat a target's Poison Resist as one point lower (to a min. of 1) for a reiatsu cost of 200.
How to use technique (How is it activated):
Pay the reiatsu cost. The user must land a hit and inject the venom into his targets, either with the stinger on the end of his tail or through a cut with his scythe-like limbs or mandibles.
Technique Drawbacks:
Reiatsu costs equal to class.
Technique Type: Custom Hollow Tech
Technique Element: Poison
Technique Description and Effects:
Alacrán has learned how to actively use the poisonous reiatsu of a Hollow and is able to make it effective not just against Quincy but all beings. At it's weakest and base form, a target injected with this venom will begin continuously losing 10% of their Strength (after type) for 5 posts. At class 4, the venom now also begins to drain the target's Speed in the same manner as Strength, the venom now aiming to cause a full body paralysis. The amount the target lose also increases to 20%. At class 2, the venom now eats at the Reiatsu Pool of the afflicted target, on top of Strength and Speed, literally eating away at their soul as Alacrán's reiatsu consumes the target. The amount the target loses increases to 30%. The class of this technique is equal to Alacrán's Class (min 1).
Poison Resist: Should the target possess this skill then the venom will affect them as such. A 1 means the amount of Strength, Speed, and Reiatsu lost is reduced to 7% at Class 8-5, 15% at Class 4-3, and 20% at Class 2-1. A 2 means the venom loss is reduced to 5% at Class 8-5, 10% at Class 4-3, and 15% at Class 2-1. A 3 means the venom loss is reduced to 2% at Class 8-5, 5% at Class 4-3, and 8% at Class 2-1. A 4 means the venom loss is reduced to 2% at Class 8-5, 5% at Class 4-3, and 8% at Class 2-1, only affects Strength, and lasts for 2 posts.
When mastered, Alacrán can treat a target's Poison Resist as one point lower (to a min. of 1) for a reiatsu cost of 200.
How to use technique (How is it activated):
Pay the reiatsu cost. The user must land a hit and inject the venom into his targets, either with the stinger on the end of his tail or through a cut with his scythe-like limbs or mandibles.
Technique Drawbacks:
Reiatsu costs equal to class.
{Veneno Corrosivo (Corrosive Venom)}Technique Class: 3
Technique Type: Custom Hollow Tech
Technique Element: Acid
Technique Cost: 250 reiatsu
Description: Alacrán's venom has grown more potent and thanks to his ability to incorporate it into Cero to give it an acidic like property, he was able to develop an acidic version of his venom that he can secrete. When this venom comes in contact with exposed flesh, it begins to burn it, immediately causing first degree burns and damaging the outermost layer of skin, causing it to swell and turn red unless it is wiped off. After three posts, the venom causes second degree burns as well as now eating through the target’s first layer of skin. After five posts have passed, painful blisters begin to form on the outer layers of skin and around the center of where the venom was concentrated, which has now begun eating into the second layer of skin. After seven posts, the burns now become third degree burns as the venom eats into the third layer of skin. The venom reaches its peak after nine posts as it now eats into the muscle of the target.
This venom also destroys objects, causing an additional durability damage to the item equal to half Alacrán's Strength. Additionally, he can sling this acidic venom in a six feet wide arc from his tail.
How to Use: Secrete venom from tail and either sling it or touch a target with it.
Drawbacks: Consecutive uses of this venom in a thread will leave its residue on Alacrán's tail, causing it to damage him as well at half its effectiveness.
Made By: Alacrán
Reserved?: Yes, Alacrán.
Technique Type: Custom Hollow Tech
Technique Element: Acid
Technique Cost: 250 reiatsu
Description: Alacrán's venom has grown more potent and thanks to his ability to incorporate it into Cero to give it an acidic like property, he was able to develop an acidic version of his venom that he can secrete. When this venom comes in contact with exposed flesh, it begins to burn it, immediately causing first degree burns and damaging the outermost layer of skin, causing it to swell and turn red unless it is wiped off. After three posts, the venom causes second degree burns as well as now eating through the target’s first layer of skin. After five posts have passed, painful blisters begin to form on the outer layers of skin and around the center of where the venom was concentrated, which has now begun eating into the second layer of skin. After seven posts, the burns now become third degree burns as the venom eats into the third layer of skin. The venom reaches its peak after nine posts as it now eats into the muscle of the target.
This venom also destroys objects, causing an additional durability damage to the item equal to half Alacrán's Strength. Additionally, he can sling this acidic venom in a six feet wide arc from his tail.
How to Use: Secrete venom from tail and either sling it or touch a target with it.
Drawbacks: Consecutive uses of this venom in a thread will leave its residue on Alacrán's tail, causing it to damage him as well at half its effectiveness.
Made By: Alacrán
Reserved?: Yes, Alacrán.
{Cero Corrosivo (Corrosive Zero)}Class: 4
Technique Type: [Hollow Technique]
Usable By (Technique is available to which races?): [Hollows]
Technique Element: [Acid]
Technique Description and Effects (Explain appearance, powers, and effect):
Alacrán has learned how to infuse his Veneno into his Ceros, causing them to become extremely more corrosive and acidic compared to your average Cero thanks to the toxicity of Veneno del Hombre Muerto. These Cero appear like a normal Cero but it instead has a purple core that can be seen through the red orb. While still bearing the same destructive power and speed of a normal Cero, due to the nature of Alacrán's Veneno, these new Ceros are extremely effective at breaking down or through Reiatsu. When this Cero collides with defensive or reiatsu based techniques of equal class or lower, it reduces the overall effectiveness of the opposing technique by 50%. If the opposing technique is of higher class, the overall effectiveness of the said technique is reduced by 25%.
How to use technique (How is it activated?):
In order to use this technique, Alacrán first aims his tail at the target and then begins forming a Cero at the tip. As the Cero is forming, he must also activate Veneno del Hombre Muerto, injecting the toxic reiatsu it into the core of the Cero for him to then fire at his target.
Technique Drawbacks (Limitations, repercussions for use, etc):
As previously stated, in order to complete this technique, Alacrán must activate Veneno del Hombre Muerto therefor paying the activation cost of that technique. On top of that he must also pay a reiatsu cost of 200 even though this technique is class 4.
Made By: Alacrán
Reserved?: Yes
Technique Type: [Hollow Technique]
Usable By (Technique is available to which races?): [Hollows]
Technique Element: [Acid]
Technique Description and Effects (Explain appearance, powers, and effect):
Alacrán has learned how to infuse his Veneno into his Ceros, causing them to become extremely more corrosive and acidic compared to your average Cero thanks to the toxicity of Veneno del Hombre Muerto. These Cero appear like a normal Cero but it instead has a purple core that can be seen through the red orb. While still bearing the same destructive power and speed of a normal Cero, due to the nature of Alacrán's Veneno, these new Ceros are extremely effective at breaking down or through Reiatsu. When this Cero collides with defensive or reiatsu based techniques of equal class or lower, it reduces the overall effectiveness of the opposing technique by 50%. If the opposing technique is of higher class, the overall effectiveness of the said technique is reduced by 25%.
How to use technique (How is it activated?):
In order to use this technique, Alacrán first aims his tail at the target and then begins forming a Cero at the tip. As the Cero is forming, he must also activate Veneno del Hombre Muerto, injecting the toxic reiatsu it into the core of the Cero for him to then fire at his target.
Technique Drawbacks (Limitations, repercussions for use, etc):
As previously stated, in order to complete this technique, Alacrán must activate Veneno del Hombre Muerto therefor paying the activation cost of that technique. On top of that he must also pay a reiatsu cost of 200 even though this technique is class 4.
Made By: Alacrán
Reserved?: Yes
{Cero Consolidar (Consolidation Zero)}Class: 4
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects: This technique is an expansion of the Cero Durmiente technique, and requires mastery of the former. Using the same concept as the Cero Durmiente, the user places Cero at various points throughout the battlefield. These Cero have a different Reiatsu frequency, however, and as a result have special properties. If one Cero Consolidar contacts another, they merge and combine their strength; as each Cero Consolidar is equal to the strength of a standard Cero, they can quickly increase in strength by merging. The most effective use of this is to combine several groups to form multiple larger Cero that can attack from several directions; as they multiply in power, and their base power is equivalent to the user’s Reiatsu Strength, they can overcome just about any defense with enough merged together. Speed increases for each combination as well, each base Cero Consolidar possessing a Speed Stat of 100 and adding up as more combine. Unlike the prerequisite technique, this cannot be used with Bala. Costs 280 per Cero Consolidar.
How to use technique: Similar to the Cero Durmiente technique, the user condenses their Reiatsu into orbs by clenching their fist and placing a Cero Consolidar into the air. These can be guided freely, but can only be shot in one direction, so are often either aimed to consolidate and grow stronger or else to be fired at the opponent.
Drawback: Each individual orb can be destroyed with a technique of superior class, provided that the attacker has superior Reiatsu Strength. Merged orbs combine their Reiatsu Strength, making them more difficult to destroy as they merge, but still possible by a superior technique with greater Reiatsu Strength. Only ten Cero Consolidar can be placed upon learning this technique; upon mastery, fifteen can be placed. Requires Cero Durmiente to be learned and mastered to learn this technique. No more than five Cero Consolidar can be placed in a single post.
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects: This technique is an expansion of the Cero Durmiente technique, and requires mastery of the former. Using the same concept as the Cero Durmiente, the user places Cero at various points throughout the battlefield. These Cero have a different Reiatsu frequency, however, and as a result have special properties. If one Cero Consolidar contacts another, they merge and combine their strength; as each Cero Consolidar is equal to the strength of a standard Cero, they can quickly increase in strength by merging. The most effective use of this is to combine several groups to form multiple larger Cero that can attack from several directions; as they multiply in power, and their base power is equivalent to the user’s Reiatsu Strength, they can overcome just about any defense with enough merged together. Speed increases for each combination as well, each base Cero Consolidar possessing a Speed Stat of 100 and adding up as more combine. Unlike the prerequisite technique, this cannot be used with Bala. Costs 280 per Cero Consolidar.
How to use technique: Similar to the Cero Durmiente technique, the user condenses their Reiatsu into orbs by clenching their fist and placing a Cero Consolidar into the air. These can be guided freely, but can only be shot in one direction, so are often either aimed to consolidate and grow stronger or else to be fired at the opponent.
Drawback: Each individual orb can be destroyed with a technique of superior class, provided that the attacker has superior Reiatsu Strength. Merged orbs combine their Reiatsu Strength, making them more difficult to destroy as they merge, but still possible by a superior technique with greater Reiatsu Strength. Only ten Cero Consolidar can be placed upon learning this technique; upon mastery, fifteen can be placed. Requires Cero Durmiente to be learned and mastered to learn this technique. No more than five Cero Consolidar can be placed in a single post.
{Garganta (Cave) |Cinematic|}Class: [4]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects: A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique: The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects: A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique: The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
{Strength Step}Class: [4]
Technique Type: [General Physical Technique]
Usable By: [All Races]
Technique Description and Effects: This, first and foremost, is not a Strength based Step Technique. It does not boost stats, and does nothing involving speed. People of high enough strength are more powerful in all aspects of their body in comparison to those who are weak. Their arms can push harder, their abs can stop punches, and they can perform feats such as jumping higher. This last one is what Strength Step uses for its effect. By crouching down and bunching up their leg muscles, strong people can push off the ground at incredible strengths, sending them soaring into the air. This can be useful in a variety of ways.
To use the base form of this technique, the character must have 400 strength. They can use that strength to propel themselves much like the Hulk is seen doing, jumping over and over again over a long distance. At higher levels of strength, they can use this technique more powerfully. While at 400 strength the ground will only bend and crack, at 600 strength the person pushing off the ground will leave a fairly large crater, measuring a few feet in diameter. At 1000 strength, the person will be able to use this technique in a much more offensive way.
By using their full strength, pushing off the ground will not only leave a good sized crater, but the air will be forced around them as they push through it, causing a cone of air to build up. This cone is not large, like a supersonic cone would be, but merely measures a foot away in all directions from the person pushing. This cone of air can push away any physical projectiles or attacks of inferior strength, and because they can already push through Reiatsu techniques, even the air can disperse reiatsu techniques if the strength is 50% superior than the offensive stat of the technique.
How to use technique: [See Above]
Technique Drawbacks: Stamina drain, muscle damage for repeated use, possible issues with falling if jumping off of a high building.
Technique Type: [General Physical Technique]
Usable By: [All Races]
Technique Description and Effects: This, first and foremost, is not a Strength based Step Technique. It does not boost stats, and does nothing involving speed. People of high enough strength are more powerful in all aspects of their body in comparison to those who are weak. Their arms can push harder, their abs can stop punches, and they can perform feats such as jumping higher. This last one is what Strength Step uses for its effect. By crouching down and bunching up their leg muscles, strong people can push off the ground at incredible strengths, sending them soaring into the air. This can be useful in a variety of ways.
To use the base form of this technique, the character must have 400 strength. They can use that strength to propel themselves much like the Hulk is seen doing, jumping over and over again over a long distance. At higher levels of strength, they can use this technique more powerfully. While at 400 strength the ground will only bend and crack, at 600 strength the person pushing off the ground will leave a fairly large crater, measuring a few feet in diameter. At 1000 strength, the person will be able to use this technique in a much more offensive way.
By using their full strength, pushing off the ground will not only leave a good sized crater, but the air will be forced around them as they push through it, causing a cone of air to build up. This cone is not large, like a supersonic cone would be, but merely measures a foot away in all directions from the person pushing. This cone of air can push away any physical projectiles or attacks of inferior strength, and because they can already push through Reiatsu techniques, even the air can disperse reiatsu techniques if the strength is 50% superior than the offensive stat of the technique.
How to use technique: [See Above]
Technique Drawbacks: Stamina drain, muscle damage for repeated use, possible issues with falling if jumping off of a high building.
{Sentido Sísmico (Seismic Sense, 地震の感覚 Jishin no kankaku)}Class: 7
Technique Type: Hollow
Usable By (Technique is available to which races?): Hollows/Arrancars
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect): A technique that hones and amplifies the users sense of touch into passively picking up on the vibrations within the ground in a ‘radar’ fashion similar to Pesquis and Sanzanami. However, where Sentido Sísmico differs from these types of techniques is that it doesn’t make use of any Reiatsu and is not meant to spiritually detect. For every 100 in Senses that the user has, they can detect things within a three mile radius. Due to how this technique operates, it also helps the user ‘see’ through illusions as long as it remains on or below ground level, letting the user treat them as if they had a point in Illusion Resist.
How to use this technique (How is it activated?): The user feels the vibrations through the ground with a part of their body, usually through their feet. Focusing provides better accuracy in terms of data gathering (distance, location, speed, size, ect.).
Technique Drawbacks (Limitations, repercussions for use, etc): Obviously, this technique can’t be used if the user isn’t making contact with the ground and the user can’t sense those not touching the ground. Much like other techniques of this nature, step techs can easily slip through this ‘radar’. Whenever step techniques reach speeds 3x the user's, they will slip off the radar until they touch the ground again. Additionally, while this technique has no reiatsu cost and is always passively on, it can’t be properly used in combat without at least a 150 in Instincts. Because of it always being on, major vibrations in the ground such as earthquakes can cause the user to be overwhelmed.
Made By: Alacrán
Reserved?: Yes but can be taught
Technique Type: Hollow
Usable By (Technique is available to which races?): Hollows/Arrancars
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect): A technique that hones and amplifies the users sense of touch into passively picking up on the vibrations within the ground in a ‘radar’ fashion similar to Pesquis and Sanzanami. However, where Sentido Sísmico differs from these types of techniques is that it doesn’t make use of any Reiatsu and is not meant to spiritually detect. For every 100 in Senses that the user has, they can detect things within a three mile radius. Due to how this technique operates, it also helps the user ‘see’ through illusions as long as it remains on or below ground level, letting the user treat them as if they had a point in Illusion Resist.
How to use this technique (How is it activated?): The user feels the vibrations through the ground with a part of their body, usually through their feet. Focusing provides better accuracy in terms of data gathering (distance, location, speed, size, ect.).
Technique Drawbacks (Limitations, repercussions for use, etc): Obviously, this technique can’t be used if the user isn’t making contact with the ground and the user can’t sense those not touching the ground. Much like other techniques of this nature, step techs can easily slip through this ‘radar’. Whenever step techniques reach speeds 3x the user's, they will slip off the radar until they touch the ground again. Additionally, while this technique has no reiatsu cost and is always passively on, it can’t be properly used in combat without at least a 150 in Instincts. Because of it always being on, major vibrations in the ground such as earthquakes can cause the user to be overwhelmed.
Made By: Alacrán
Reserved?: Yes but can be taught
{Úlcera Falsa}Technique Class: 6
Technique Type: Stepping
Usable By: Hollows (Not Arrancar)
Description: Due to the predictability of Úlcera, Hollows only method of fast movement which was slow when compared to most other techniques of the same type, Alacrán developed a way to make use of the Úlcera’s portal-like creation to fool a Hollow’s prey into misjudging the Hollow’s angle of approach.
How to Use: A unique type of Úlcera, that once a Hollow steps into it, begins creating false exits for 50 Reiatsu to keep their prey on edge. Each false exit created is the same as a real one, accompanied by the screams that signal it’s opening.
When initially learned, only one false exit can be opened at a time. At proficient, the Hollow can open up to three false exits at a time. Once mastered, the Hollow can open up to five false exits at a time and simultaneously exit the Úlcera.
Drawbacks: Each exit portal has a reiatsu cost. Must be learned in thread.
Made By: Alacran
Reserved?: No
Technique Type: Stepping
Usable By: Hollows (Not Arrancar)
Description: Due to the predictability of Úlcera, Hollows only method of fast movement which was slow when compared to most other techniques of the same type, Alacrán developed a way to make use of the Úlcera’s portal-like creation to fool a Hollow’s prey into misjudging the Hollow’s angle of approach.
How to Use: A unique type of Úlcera, that once a Hollow steps into it, begins creating false exits for 50 Reiatsu to keep their prey on edge. Each false exit created is the same as a real one, accompanied by the screams that signal it’s opening.
When initially learned, only one false exit can be opened at a time. At proficient, the Hollow can open up to three false exits at a time. Once mastered, the Hollow can open up to five false exits at a time and simultaneously exit the Úlcera.
Drawbacks: Each exit portal has a reiatsu cost. Must be learned in thread.
Made By: Alacran
Reserved?: No
{Cero Morder (Zero Bite)}Class: 7
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects: An extremely weak form of Cero used by Demi Hollow. It is simply an extremely weak Cero charged in the teeth of the user. The user will then bite down on a target doing a relatively small amount of damage.
How to use technique (How is it activated?): Stated above.
Technique Drawbacks: Basic reiatsu cost.
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects: An extremely weak form of Cero used by Demi Hollow. It is simply an extremely weak Cero charged in the teeth of the user. The user will then bite down on a target doing a relatively small amount of damage.
How to use technique (How is it activated?): Stated above.
Technique Drawbacks: Basic reiatsu cost.
{Come A Calling |Cinematic|}Class: 5
Technique Type: Cinematic
Usable By: All
Technique Element: N/A
Technique Description and Effects: When there's something strange in your side of the woods, who you gonna call? your partner! After centuries of being lost it has finally been found, a way to bring your partners to you. Completing a small ritual forms a mark upon your skin in a place of your choosing, this mark can be anything from a simple x to something resembling a wolf howling at the moon. Whoever you choose to do this ritual with gains an identical mark and as long as all parties are willing more people may perform a ritual with you in the future to join the club.
Once the ritual to gain a mark is complete and the mark has formed you are now slightly connected to all who posses the same mark, when you require assistance you may focus on the specific person who also has a mark you hold and they will feel your need. If the person chooses they may help you by focusing on the person needing help and a slight crack in space will appear before them. While this crack seems similar to other portal opening techniques it only allows the person to travel to a person with one of their marks when a call has been made. People may have more than one mark but only those with a mark identical to theirs can be called upon or travel to quickly when asked.
How to use technique: A simple ritual must be performed and this ritual can be anything as long as physical contact with the other party is made. Once a mark appears all the user must do when in need of a something is focus on a person with one of their own marks, that person will feel a presence and understand who it is from, they may then choose to focus on the person calling for them which opens a portal to them.
Technique Drawbacks: All people with a mark must agree to allow a new person to acquire their mark, requires a Joint Training thread to establish the mark. Cannot use this Technique to join adventure or quest and there con only be up to two people with the same mark in a thread, any more than that and the connection will be lost making the portal not open. This cannot be gotten around by using a different mark to summon someone else as each opposing side may use this Technique once to summon an ally per thread. Everybody in the thread must also agree to this before you can summon someone and the person who is being summoned may also decline. Standard reiatsu cost
Technique Type: Cinematic
Usable By: All
Technique Element: N/A
Technique Description and Effects: When there's something strange in your side of the woods, who you gonna call? your partner! After centuries of being lost it has finally been found, a way to bring your partners to you. Completing a small ritual forms a mark upon your skin in a place of your choosing, this mark can be anything from a simple x to something resembling a wolf howling at the moon. Whoever you choose to do this ritual with gains an identical mark and as long as all parties are willing more people may perform a ritual with you in the future to join the club.
Once the ritual to gain a mark is complete and the mark has formed you are now slightly connected to all who posses the same mark, when you require assistance you may focus on the specific person who also has a mark you hold and they will feel your need. If the person chooses they may help you by focusing on the person needing help and a slight crack in space will appear before them. While this crack seems similar to other portal opening techniques it only allows the person to travel to a person with one of their marks when a call has been made. People may have more than one mark but only those with a mark identical to theirs can be called upon or travel to quickly when asked.
How to use technique: A simple ritual must be performed and this ritual can be anything as long as physical contact with the other party is made. Once a mark appears all the user must do when in need of a something is focus on a person with one of their own marks, that person will feel a presence and understand who it is from, they may then choose to focus on the person calling for them which opens a portal to them.
Technique Drawbacks: All people with a mark must agree to allow a new person to acquire their mark, requires a Joint Training thread to establish the mark. Cannot use this Technique to join adventure or quest and there con only be up to two people with the same mark in a thread, any more than that and the connection will be lost making the portal not open. This cannot be gotten around by using a different mark to summon someone else as each opposing side may use this Technique once to summon an ally per thread. Everybody in the thread must also agree to this before you can summon someone and the person who is being summoned may also decline. Standard reiatsu cost
{Ulcera (Ulcer)}Class: 7
Technique Type: Stepping
Usable By: Hollows (Not Arrancar)
Technique Description and Effects: This technique is a basic stale for a Hollow's ability to slide in and out of the valley of screams at will when it is hunting or stalking prey. By gliding in and out of the space used by techniques like garganta or descorrer, a hollow can get around quickly. This technique operates similarly to a stepping technique, but only moves at 5x the user's speed. However, the user weaves through rips in the fabric of whatever world they are in, and as such the hollows exits, and then re-enters at the destination, Hollows do not lose awareness of the world as they move through an Ulcera, and can return to the material world mid-step in response to a threat or opportunity. This technique does not take up a Technique slot.
How to use technique (How is it activated?): See Above
Technique Drawbacks: Costs 75 reiatsu per step.
Technique Type: Stepping
Usable By: Hollows (Not Arrancar)
Technique Description and Effects: This technique is a basic stale for a Hollow's ability to slide in and out of the valley of screams at will when it is hunting or stalking prey. By gliding in and out of the space used by techniques like garganta or descorrer, a hollow can get around quickly. This technique operates similarly to a stepping technique, but only moves at 5x the user's speed. However, the user weaves through rips in the fabric of whatever world they are in, and as such the hollows exits, and then re-enters at the destination, Hollows do not lose awareness of the world as they move through an Ulcera, and can return to the material world mid-step in response to a threat or opportunity. This technique does not take up a Technique slot.
How to use technique (How is it activated?): See Above
Technique Drawbacks: Costs 75 reiatsu per step.
{Bala (Bullet)}Class: [6] [Cannot be learned until class 6]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects: A straightforward and simple technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique: The user must first aim and then fire the technique, as is custom of any projectile type.
Technique Drawbacks: 50 Reiatsu cost.
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects: A straightforward and simple technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique: The user must first aim and then fire the technique, as is custom of any projectile type.
Technique Drawbacks: 50 Reiatsu cost.
{Cero (Zero)}Class: [4]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects: Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique: Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks: Reiatsu cost of 200, despite being class 4.
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects: Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique: Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks: Reiatsu cost of 200, despite being class 4.
{Cero Durmiente (Sleeper Zero)}Class: 5
Technique Type: Hollow Technique
Technique Element: N/A
Technique Description and Effects: As an expansion on the typical Cero, this technique allows for a more flexible form of attack rather than a straight shot. These Cero can be placed at any location within an arm’s length of an opponent and simply left there. This seems like an ineffective technique at first, but becomes much more deadly when the user decides to make use of them. At any time after their placement, the user can direct these Cero to fire in any direction, moving at a stat speed of 300. The point of this technique is to lay a web of Cero that can strike at any time and be used in a tactical manner during combat. This technique can also be used with Bala, and costs half as much Reiatsu. In other words, a Cero Durmiente costs 240 Reiatsu per, while a Bala Durmiente costs 120 Reiatsu per.
How to use technique: To use this technique, the same method for creating a basic Cero is applicable. However, rather than releasing the technique as a blast towards the opponent, the user instead clenches their fist briefly to condense it into an orb that will remain in place until directed at a target or destroyed.
Drawback: In order to place a Cero Durmiente, the user must be within an arm’s length of where s/he wishes to place it. It must be manually placed; it cannot be created at a distance. Cero Durmiente can be destroyed by an attack by a higher-classed technique if the attacker has superior Reiatsu Rtrength. Bala can be destroyed by any attack with superior Reiatsu Strength. When learned, only ten Cero Durmiente can be placed at once; for Bala, up to twenty can be placed. If the technique is mastered, twice as many of each may be placed. No more than five of these Cero can be placed per post; two Bala of the same type may be placed instead of each Cero per post.
Technique Type: Hollow Technique
Technique Element: N/A
Technique Description and Effects: As an expansion on the typical Cero, this technique allows for a more flexible form of attack rather than a straight shot. These Cero can be placed at any location within an arm’s length of an opponent and simply left there. This seems like an ineffective technique at first, but becomes much more deadly when the user decides to make use of them. At any time after their placement, the user can direct these Cero to fire in any direction, moving at a stat speed of 300. The point of this technique is to lay a web of Cero that can strike at any time and be used in a tactical manner during combat. This technique can also be used with Bala, and costs half as much Reiatsu. In other words, a Cero Durmiente costs 240 Reiatsu per, while a Bala Durmiente costs 120 Reiatsu per.
How to use technique: To use this technique, the same method for creating a basic Cero is applicable. However, rather than releasing the technique as a blast towards the opponent, the user instead clenches their fist briefly to condense it into an orb that will remain in place until directed at a target or destroyed.
Drawback: In order to place a Cero Durmiente, the user must be within an arm’s length of where s/he wishes to place it. It must be manually placed; it cannot be created at a distance. Cero Durmiente can be destroyed by an attack by a higher-classed technique if the attacker has superior Reiatsu Rtrength. Bala can be destroyed by any attack with superior Reiatsu Strength. When learned, only ten Cero Durmiente can be placed at once; for Bala, up to twenty can be placed. If the technique is mastered, twice as many of each may be placed. No more than five of these Cero can be placed per post; two Bala of the same type may be placed instead of each Cero per post.
Items
{Kitai Brand Gigai}Description: Kitai has the ability to create bodies through the use of his Darkskill, bodies that can be worn and used by any spiritual being. These bodies can be made to look however the user wants upon creation. The body that is created must be something possible to have been made in nature, however unlikely, and cannot be something like a living brick wall or the like, but are not strictly limited to the human form. Just note that once you have the body, you cannot change how it looks later. These bodies, due to the nature of Kitai's power, have built in durability. Normally they would include physical stats in addition to that, but these bodies have been modified to have static numbers, in order to both sell more copies, as well as to not have something better than his own versions.
This item is a highly durable type of armor, with a form of built in Heirro. Damage that would be taken is still transferred onto the user, but because of the defenses of this item, that likely won't be much. While wearing the item, the user's physical stats will be reduced to the IP of this item. This does not increase the physical stats if one has less than the IP of this item. The user can willingly take off the bodies whenever they wish, at no cost to themselves.
Class: 3
Item Type: Armor/Utility
Item Power (IP): 600
Offense Type: N/A
Durability: Double IP (1200)
Bonuses: While not released, the user will register as human to anyone with less than 300 ES plus 50 for every point they have in Stealth. When taken off, this item can be ordered to run to safety on a kind of autopilot, at a speed equal to its IP. The OS of attacks that impact this body are reduced by half of the IP of this item, with the rest of the damage occurring as normal to the item.
Drawbacks: This item is not available to Fullbringers, Quincy or Bount. Users cannot use releases while wearing this item. If they do, they will be forced out.
Cost: 12,500
This item is a highly durable type of armor, with a form of built in Heirro. Damage that would be taken is still transferred onto the user, but because of the defenses of this item, that likely won't be much. While wearing the item, the user's physical stats will be reduced to the IP of this item. This does not increase the physical stats if one has less than the IP of this item. The user can willingly take off the bodies whenever they wish, at no cost to themselves.
Class: 3
Item Type: Armor/Utility
Item Power (IP): 600
Offense Type: N/A
Durability: Double IP (1200)
Bonuses: While not released, the user will register as human to anyone with less than 300 ES plus 50 for every point they have in Stealth. When taken off, this item can be ordered to run to safety on a kind of autopilot, at a speed equal to its IP. The OS of attacks that impact this body are reduced by half of the IP of this item, with the rest of the damage occurring as normal to the item.
Drawbacks: This item is not available to Fullbringers, Quincy or Bount. Users cannot use releases while wearing this item. If they do, they will be forced out.
Cost: 12,500
{Steel Silk Cloak}Description: When purchased, this item can be made into any set of clothing that the wearer wants. Said clothing becomes a highly durable armor that can block most attacks.
Class: 3
Item Type: Armor
Item Power (IP): 600
Offense Type: Physical
Durability: Double IP (1,200)
Bonuses: N/A
Drawbacks: Cannot wear more than one layer of Steel Silk.
Cost: 8,000
Class: 3
Item Type: Armor
Item Power (IP): 600
Offense Type: Physical
Durability: Double IP (1,200)
Bonuses: N/A
Drawbacks: Cannot wear more than one layer of Steel Silk.
Cost: 8,000
{x2 Bionic Arms with Plasma Claws}Name: Bionic Limb
Description: An artificial limb for those who would rather get a stronger metal one for the one they just lost, or for those preparing themselves for when the machines finally take over. This limb can either be used to replace a missing one, or can be fused to the body wherever the user wishes it to be placed, giving the user a 'leg up', on the competition. The speed of these limbs are equal to the speed of the user
Class: 4
Item Type: Weapon/Armor/Utility
Item Power (IP): 600
Offense Type: Physical
Durability: 1200
Bonuses: Can be upgraded through Kitai's 'Bionic' items. For 100 reiatsu, the arm is able to move at a speed of 600 for a post.
Drawbacks: Can only have four limbs at a time. Can only have five upgrades at a time. Cannot create shockwaves outside of techniques
Cost: 5,000 per limb
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Name: Plasma Claws
Description: This is an item that is used with any 'bionic' items from Kitai's shop. This is a modification for the arm type. This is a hand modification that modifies the fingers of the prosthetic, so that, when activated, will create energy blades from the tips of the fingers. These blades are one foot in length, but increases to three at class 1.
To those who don't want to lose an arm, but also want the claws, this item also comes in a glove variant.
Class: 4
Item Type: Weapon
Item Power (IP): 500
Offense Type: Spiritual
Durability: 2xIp (1,000)
Bonuses: Can recharge claws with 100 reiatsu. Can turn off to save charge
Drawbacks: Lasts five posts before claws must be recharged. Glove variant has 100 less base Ip(700 max)
Cost: 8,000 per claw
Description: An artificial limb for those who would rather get a stronger metal one for the one they just lost, or for those preparing themselves for when the machines finally take over. This limb can either be used to replace a missing one, or can be fused to the body wherever the user wishes it to be placed, giving the user a 'leg up', on the competition. The speed of these limbs are equal to the speed of the user
Class: 4
Item Type: Weapon/Armor/Utility
Item Power (IP): 600
Offense Type: Physical
Durability: 1200
Bonuses: Can be upgraded through Kitai's 'Bionic' items. For 100 reiatsu, the arm is able to move at a speed of 600 for a post.
Drawbacks: Can only have four limbs at a time. Can only have five upgrades at a time. Cannot create shockwaves outside of techniques
Cost: 5,000 per limb
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Name: Plasma Claws
Description: This is an item that is used with any 'bionic' items from Kitai's shop. This is a modification for the arm type. This is a hand modification that modifies the fingers of the prosthetic, so that, when activated, will create energy blades from the tips of the fingers. These blades are one foot in length, but increases to three at class 1.
To those who don't want to lose an arm, but also want the claws, this item also comes in a glove variant.
Class: 4
Item Type: Weapon
Item Power (IP): 500
Offense Type: Spiritual
Durability: 2xIp (1,000)
Bonuses: Can recharge claws with 100 reiatsu. Can turn off to save charge
Drawbacks: Lasts five posts before claws must be recharged. Glove variant has 100 less base Ip(700 max)
Cost: 8,000 per claw
Completed Threads
Be Prepared [JT] - 1/8 SkP
No Rest For The Wicked [NDE PVP] - 2/8 SkP
Silent Night [Solo Training] - 3/8 SkP
Mutual Survival [JT] - 4/8 SkP
Round Two? (PvP Jeff and Alacran) [PvP] - 5/8 SkP
The Strays [JT] - 6/8 SkP
Monster's Aren't Always Hiding [Rampage, DP, R] - 8/8 SkP
+1 Skill Point
Snake Attack [JT] - 1/8 SkP
No Masters [JT] - 2/8 SkP
Brace For Impact [NDE PVP] - 3/8 SkP
The Only Thing I Know For Real [NDE PvP] - 4/8 SkP
Bridges Burned [DP PvP] - 6/8 SkP
Pride's Fall [Solo] - 7/8 SkP
10 Seconds From Panic [NDE PvP] - 8/8 SkP
+1 Skill Point
Reaping the fruits of others [JT] - 1/8
Got to do everything myself [Job] - 2/8
Confused Alliances [PVP] - 3/8
Things That Make You Scream [JT] - 4/8
Me and My Friends are Lonely [DP PvP] - 6/8