Bleach: Online World is a fun and exciting way to exercise your creativity and escape into a world you help build! It is an expansive roleplay experience depicting the entire Bleach Universe, but this time we control what happens. This is a great place to meet new people, make friends, and come to have fun and relax for a few hours as you lose yourself in the mind of a character that you design!
Here, you decide your own destiny as you forge your way through Soul Society as a Shinigami, or through Hueco Mundo as a Hollow. Travel the world as a human, or corrupt it as a Bount. Hunt your prey and escape your enemies as a Quincy, or put on your mask and roar as a Vizard. Whichever path you choose, your role in this expansive, alternate Bleach universe is up to you! There are no canon characters to deter or impede you, and everyone can help each other build their story! So what are you waiting for? Hop on in, and get started!
The Amnesia Pill is a simple tablet constructed out of the essence of Alzheimer's patients and the Forget-Me-Please flower. With the flavor of mold mixed with sour milk, it isn't a pleasant tasting medicine. By taking this white pill, the consumer can pool reiatsu in their stomach, activating its unique properties. This pill has the ability to cause someone to forget how to use a technique. All memory of the technique is purged, not only from the brain, but also the instinctual actions of the muscles.
Bonuses
This can be used to remove a technique from the user's list. This clears the technique's slot and grants a partial refund (75%) of the TTP cost of the technique. If the technique was worth 100 TTP, 75 TTP would be refunded to them. This pill cannot be used in a thread, rather is handled in one's Point Bank. It is not able to be used for combat purposes. The item is simply used for those who wish to remove a technique from their characters.
Drawbacks
If the Learned stage of the technique was skipped when the Technique was learned or put into the character's app at the Character Creation process, then TTP for the Learned stage is not awarded. To explain with examples: A Shinigami at Class 4 learns a Class 4 Hado, then makes it proficient and Mastered, but decides later that they don't want it. 120 TTP was spent on the technique, so 90 TTP is refunded. If a different Shinigami used Power Tier to Class 4 with the same Class 4 Hado at Mastered, then decided that they didn't want it, only 60 TTP would be refunded. If a Class 3 Shinigami learned that same Class 4 Hado and started with the technique at Proficient, then Mastered it and decided that they didn't want it, they would also only receive 60 TTP for forgetting the technique. This is to prevent abuse with the ability to make a technique Proficient without Learning it, gaining more TTP back for forgetting than they spent on it.
A reversal of the primordial intent of Gravitational Pressure. The user focuses their Spiritual Pressure onto a particular section of their body, such as their hands or their feet, before turning its downward flow towards the opposite direction. This causes the usual crushing effect associated with Gravitational Pressure to be instead transformed into a pulling effect, allowing the user to interact with the environment which surrounds them or their opponents in ways that could be considered as unconventional.
Those who take the time to become proficient in the use of this technique will be capable of using it for movement, namely by sticking to walls. Meanwhile, those who have mastered it will be able to combine both its pulling effect and the pushing effect typically associated with Gravitational Pressure to accomplish more impressive feats, such as minor telekinesis.
Drawbacks & Weaknesses
As to be expected from such an unusual technique, reversing the effects of Gravitational Pressure is vastly considered by those who have learned to do so to be a rather-unnatural process, as it requires the user to quite literally force a natural concept onto its head. More specifically, the user is required to possess an amount of Spiritual Pressure that is high enough to spiritually "lift it" into the opposite direction, which is considered to be located above 600. This requirement makes it so that the process can be quite taxing to some. In fact, it is so taxing that all beings who attempt to execute this technique without the appropriate numbers to properly do so - whether they be Shinigami, Arrancar, or Fullbringer - will find themselves crushed from the inside out by their own Spiritual Pressure.
Additionally, if one uses this technique against a proper opponent, there is a possibility that they may confront a being that is capable of battling the pulling effect. Those with higher Spiritual Pressure than the user's will find themselves completely unaffected by the pull, while those who possess a lesser stat will be capable of resisting it by pushing their own Spiritual Pressure against the user's in exchange for 150 reiatsu per post.
Shinkirou is an unusual technique because instead of going from A to B, the user goes from A to A. Essentially, it is referred to as something akin to a “double step” in which the user steps in any direction and back into the original position. Visually, this barely creates a flicker, hardly noticeable below 200 Senses. The whole technique lasts for no more than three seconds. Similar to Utsusemi, it provides an afterimage coupled with a movement ability that allows the user to evade an attack while providing the illusion that they are hit with it. However, this technique allows the user to return to the spot, creating an effect that makes viewers think that the attack passed through the user. When used properly, one can follow up immediately after an attack that “goes through them” and catch an opponent off-guard. The step speed for this technique is 15x for each step, and it can be used up to twice per post.
How to use technique:
Focus Reiatsu, then launch in any direction. Upon landing, launch back in the same manner, all within three seconds of movement.
Technique Drawbacks:
Cost. This technique also requires that the user has a 3 in Hohō or Hakuda and has 400 or higher Speed after Type. This is also a tiring technique, draining stamina faster than normal steps through extra movement.
The purposeful displacement of an attack in time. The user executes a normal attack or one of their techniques before causing the spiritual energy within their body to vibrate intensely with great speed through the entirety of its execution. This demanding process allows the energy to take the shape of the aforementioned attack or technique in the form of a "solid" afterimage which remains on the battlefield during the course of two posts. Due to the properties of this afterimage and its convincing appearance, it is not difficult for an onlooker to mistake it as the user unless they have an Analysis or Battle Analysis skill of 3. However, its main purpose is to deliver its creator's attack at a later time than it is intended to. When this attack is executed during this two-post interval is a decision to be made by its creator.
Those who become proficient in the use of this technique will be able to create more of these afterimages up to a maximum of two, while others who have grown to completely master it will be able to create three of them. Additionally, those latter masters will be able to maintain each of them on the battlefield for three posts.
Drawbacks & Weaknesses
Considering that each afterimage is a visualization constructed with excessive vibration of one's spiritual energy, it is not very surprising to learn that this technique is somewhat difficult to execute, as it requires one to focus on delivering an attack at the same time. Thus, in order for this technique to be properly executed, the user would at least need a Martial Art - Hohō skill of 2 so as to be able to naturally create the vibration while executing their attack. Additionally, their creation requires an ample amount of reiatsu in order for them to become more than just simple illusions. This amount becomes considerably greater if the user decides to use them so as to delay one of their techniques instead of a more straight-forward attack.
Although they can easily be distinguished as such at a first glance, it is also important to note that these "hard" afterimages are not clones. Though they can be hit by an opponent to forcefully cause them to vanish before the process assigned to them is executed, they do not possess any corporeality, preventing them from any form of interaction with their surroundings beyond executing their user's delayed attack or technique. Since they are themselves made of spiritual energy, they also cannot be utilized as a means to use further spiritual energy, meaning that they can only be used to delay physical techniques.
{Way of Omnitsu: Utsusemi (Cicada)} Technique Name: Way of Omnitsu: Utsusemi (Cicada)
Class: 2
Technique Type: Kidō
Technique Element: Spiritual Technique
Technique Description and Effects:
It allows for a movement at great speed, leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a Class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hohō or Hakuda. Can only be used once per post.
How to use technique:
Focus Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. Often used to gain an edge in a single moment of combat or to dodge incoming attacks.
A modification of Kyo Bōchō which centers on the idea of changing one's own velocity rather than an upcoming attack's. The user starts vibrating the spiritual energy within their body at a greater speed than the ones typically associated to such techniques, so much so that it causes the body in question to begin to buzz at a progressively-louder pitch. Once this buzzing has reached a point which could be described as being almost deafening, its source is then liberated by the user within themselves. This discharge spans throughout the user's entire body and effectively injects the vibrated energy into each and every single aspect of the user's physical being. As a result of this injection, the user enters a state of "great haste" - which can be notably identified by the constant vibration of their body and the afterimages left behind its wake as a result of this vibration - for the next four posts.
For as long as this "great haste" remains active, each and every action that is executed by the user and their body is to be considered as being much faster than usual. This includes simple actions such as moving or attacking a specific target, but also more complex actions that are not necessarily under the user's control and are instead more passive in nature, such as the natural healing of wounds and the processing of sicknesses or diseases. In so doing, one could say that a user of this technique is to be described as being an individual who has effectively hastened their position in time.
As the technique is one that requires not a constant stream of reiatsu, but rather a single discharge of it, its effectiveness progressively decreases over the course of its four posts of activity. Below can be found the boosts of Speed associated with every one of these posts:
1st Post: 3x Speed
2nd Post: 2.5x Speed
3rd Post: 2x Speed
4th Post: 1.5x Speed
Those proficient in the use of this technique become capable of weaponizing the constant vibration of their body, allowing them to deal sonic damage to their opponents in melee combat. Mastery of this technique, meanwhile, allows the user to extend the duration of this technique by adding one more 3x Speed post after the initial post.
Drawbacks & Weaknesses
Due to the main function of this technique and the way it is portrayed during its use, some may believe this period of "great haste" the user imposes upon themselves to solely be advantageous. After all, if one gives it some thought, this technique is rather simple and appears to conform well to the concepts established by the foundations of the Hohō line. Like Shunpo and even Shunpo Karin, it applies a velocity boost to the user, with the only difference being that it is not a single part of the body, but rather the entire body. However, to think of the technique in such a way is to showcase a critical lack of understanding in what usually is defined as a technique of the Hohō line, as this technique does not simply modify the pace of a single action. Rather, it modifies the pace of multiple actions over the course of a period of time, which is a change that unsurprisingly leads to notable consequences.
While the user's body is subjected to the intense vibration of the injected spiritual energy, it begins to experience several spiritual discharges which burst around the body. Though these discharges are not painful to the user for as long as the "great haste" remains active, they create sparks that spread randomly around the body to leave various burn marks which will begin to hurt upon the end of the "great haste". Other consequences are also to be remembered by the user before using this technique, as found below:
The accelerated healing of wounds is entirely dependent on the user's own healing factor. While those with an incredible healing factor may thus be capable of healing their wounds almost instantly with this technique and even ignore the burn marks that are left by the sparks created by it, others with a lesser healing factor will not be guaranteed such an outcome.
Toxins and diseases can be naturally treated by the body much faster during the "great haste". However, this is only if the user is capable of resisting them. If they are incapable of doing so, they will suffer much more quickly and possibly even die quicker, should their affliction be fatal in nature.
The initial buzzing created by the vibration of one's spiritual energy prior to their injection inside of their body may cause them harm should they be using a Senses stat above 400 during the technique's execution.
Naturally, the process at which Kyo Kyūsoku is executed makes it a very expensive technique that requires a deal of reiatsu, which could be discouraging to some. It also makes it a very difficult technique to learn that is only accessible to those with a Martial Art - Hohō skill of 3.
The Amnesia Pill is a simple tablet constructed out of the essence of Alzheimer's patients and the Forget-Me-Please flower. With the flavor of mold mixed with sour milk, it isn't a pleasant tasting medicine. By taking this white pill, the consumer can pool reiatsu in their stomach, activating its unique properties. This pill has the ability to cause someone to forget how to use a technique. All memory of the technique is purged, not only from the brain, but also the instinctual actions of the muscles.
Bonuses
This can be used to remove a technique from the user's list. This clears the technique's slot and grants a partial refund (75%) of the TTP cost of the technique. If the technique was worth 100 TTP, 75 TTP would be refunded to them. This pill cannot be used in a thread, rather is handled in one's Point Bank. It is not able to be used for combat purposes. The item is simply used for those who wish to remove a technique from their characters.
Drawbacks
If the Learned stage of the technique was skipped when the Technique was learned or put into the character's app at the Character Creation process, then TTP for the Learned stage is not awarded. To explain with examples: A Shinigami at Class 4 learns a Class 4 Hado, then makes it proficient and Mastered, but decides later that they don't want it. 120 TTP was spent on the technique, so 90 TTP is refunded. If a different Shinigami used Power Tier to Class 4 with the same Class 4 Hado at Mastered, then decided that they didn't want it, only 60 TTP would be refunded. If a Class 3 Shinigami learned that same Class 4 Hado and started with the technique at Proficient, then Mastered it and decided that they didn't want it, they would also only receive 60 TTP for forgetting the technique. This is to prevent abuse with the ability to make a technique Proficient without Learning it, gaining more TTP back for forgetting than they spent on it.
Description: As Jinzen is a technique used to converse with one's Zanpakuto spirit. Kyōshin allows one the ability to enter the inner world of another performing Jinzen or perhaps allow an individual to enter their world. This in turn allows both to converse with their spirits respectfully or simply allows the two to speak in secret. Can be used with Instant Jinzen if learned, allowing two ample time to communicate in the heat of combat. Once learned this technique can only be used with one willing participant. Those proficient in the technique can be used with three. If mastered while used alongside Instant Jinzen one can forcibly bring another into their inner world or enter another's through contact for a short time(one post). This does not impact the outside world or create an advantage to those outside. For the period of time is brief and the entire exchange to an onlooker happens less than a second.
How to Use: Meditate alongside another, performing Jinzen and resonate your Reiatsu with the other, creating a link. If Instant Jinzen is known, simply resonate your Reiatsu with a willing participant.
Incantation: N/A.
Drawbacks: Stepping foot or allowing another to step into one's inner world can be a dangerous feat to attempt. One's Zanpakuto spirit may be aggressive and decide to turn hostile against the potential intruder. Also attempting to resonate with more than one other participant can be rather risky putting a heavy strain and fatiguing all those involved immensely. This technique, if mastered, cannot be forcibly used on those of higher class.
The modification of an upcoming attack's velocity. The user starts vibrating the spiritual energy within their body before then approaching a target that is either preparing to execute a technique or launching an attack towards a certain direction. Once the distance between themselves and the target has been closed, they then allow the vibrating energy within themselves to burst forth from their being towards the aforementioned target in an oscillating discharge spanning about two meters around the user. Unlike a typical explosion, this "great dilation" does not actually cause any physical damage to the target's body. Rather, it induces a property onto it which directly influences the speed at which its attack has been thrown throughout its duration. These properties are known as Kōtai (交代, "Shift").
Over the course of their mastery over this technique, the user will be capable of learning of three different Kōtai: Kasokudo (加速度, "Acceleration"), Shūshi (終止, "Cessation"), and Gensoku (減速, "Deceleration"). Each of these properties have their own utility and intricacies to be used in combat, as seen below:
Kasokudo: Raises the speed of an upcoming attack or technique. (1.5x Speed)
Shūshi: Pauses an upcoming ranged attack or technique. (1 post delay)
Gensoku: Decreases the speed of an upcoming attack or technique. (0.5x Speed)
Upon complete mastery of the technique, an additional Kōtai referred to as Nao (尚, "Greater") may be applied alongside one of the three previously listed so as to double their effectiveness. In order to apply Nao, the user must dedicate a post of charge time so as to develop their dilation to a greater state.
Drawbacks & Weaknesses
Changing the pacing of an attack with the use of Hohō has historically been proven to be rather simple to understand. All that one needs to do in order to do such a thing is to properly understand the fundamental concepts of Hohō and change them as they see fit whenever they are about to use them onto themselves. Even a beginner with enough time on their hands will eventually be able to master these concepts, if they have the talent to do so, of course. Unfortunately, the same cannot be said when these aforementioned concepts are not being applied to one's self, but rather to another being altogether.
There is a clear difference between modifying the speed of an attack that one has delivered by themselves for their own use, and tampering with the speed of an attack that is not theirs to begin with. Whereas this first process only requires the user to modify their pace with their own energy which is fueling their very body, the second process instead brings the user to expel this energy onto another to achieve this same effect. Naturally, this makes Kyo Bōchō a very expensive technique that requires a deal of reiatsu for it to be executed appropriately, which can be discouraging to some as the technique cannot be used onto themselves. It also makes it a very difficult technique to learn that is only accessible to those with a Martial Art - Hohō skill of 3.
Class: 1 Technique Reiatsu Cost: 800 Technique Description and Effects
A modification of Kyo Bōchō which centers on the idea of changing one's own velocity rather than an upcoming attack's. The user starts vibrating the spiritual energy within their body at a greater speed than the ones typically associated to such techniques, so much so that it causes the body in question to begin to buzz at a progressively-louder pitch. Once this buzzing has reached a point which could be described as being almost deafening, its source is then liberated by the user within themselves. This discharge spans throughout the user's entire body and effectively injects the vibrated energy into each and every single aspect of the user's physical being. As a result of this injection, the user enters a state of "great haste" - which can be notably identified by the constant vibration of their body and the afterimages left behind its wake as a result of this vibration - for the next four posts.
For as long as this "great haste" remains active, each and every action that is executed by the user and their body is to be considered as being much faster than usual. This includes simple actions such as moving or attacking a specific target, but also more complex actions that are not necessarily under the user's control and are instead more passive in nature, such as the natural healing of wounds and the processing of sicknesses or diseases. In so doing, one could say that a user of this technique is to be described as being an individual who has effectively hastened their position in time.
As the technique is one that requires not a constant stream of reiatsu, but rather a single discharge of it, its effectiveness progressively decreases over the course of its four posts of activity. Below can be found the boosts of Speed associated with every one of these posts:
1st Post: 3x Speed
2nd Post: 2.5x Speed
3rd Post: 2x Speed
4th Post: 1.5x Speed
Those proficient in the use of this technique become capable of weaponizing the constant vibration of their body, allowing them to deal sonic damage to their opponents in melee combat. Mastery of this technique, meanwhile, allows the user to extend the duration of this technique by adding one more 3x Speed post after the initial post.
Drawbacks & Weaknesses
Due to the main function of this technique and the way it is portrayed during its use, some may believe this period of "great haste" the user imposes upon themselves to solely be advantageous. After all, if one gives it some thought, this technique is rather simple and appears to conform well to the concepts established by the foundations of the Hohō line. Like Shunpo and even Shunpo Karin, it applies a velocity boost to the user, with the only difference being that it is not a single part of the body, but rather the entire body. However, to think of the technique in such a way is to showcase a critical lack of understanding in what usually is defined as a technique of the Hohō line, as this technique does not simply modify the pace of a single action. Rather, it modifies the pace of multiple actions over the course of a period of time, which is a change that unsurprisingly leads to notable consequences.
While the user's body is subjected to the intense vibration of the injected spiritual energy, it begins to experience several spiritual discharges which burst around the body. Though these discharges are not painful to the user for as long as the "great haste" remains active, they create sparks that spread randomly around the body to leave various burn marks which will begin to hurt upon the end of the "great haste". Other consequences are also to be remembered by the user before using this technique, as found below:
The accelerated healing of wounds is entirely dependent on the user's own healing factor. While those with an incredible healing factor may thus be capable of healing their wounds almost instantly with this technique and even ignore the burn marks that are left by the sparks created by it, others with a lesser healing factor will not be guaranteed such an outcome.
Toxins and diseases can be naturally treated by the body much faster during the "great haste". However, this is only if the user is capable of resisting them. If they are incapable of doing so, they will suffer much more quickly and possibly even die quicker, should their affliction be fatal in nature.
The initial buzzing created by the vibration of one's spiritual energy prior to their injection inside of their body may cause them harm should they be using a Senses stat above 400 during the technique's execution.
Naturally, the process at which Kyo Kyūsoku is executed makes it a very expensive technique that requires a deal of reiatsu, which could be discouraging to some. It also makes it a very difficult technique to learn that is only accessible to those with a Martial Art - Hohō skill of 3.
A modified variant of the classic Iaijutsu technique taking into account the predictable nature of its progenitor. The user bends their back in a crouching position before putting their foot forward and grabbing the scabbard of their weapon with one hand and the hilt with the other, slowly fueling reiatsu into the aforementioned weapon in the process. Once a sufficient amount of reiatsu has been transferred into the weapon, the user then rapidly unsheathes it from its scabbard, allowing its power to guide their arm towards the target as it attempts to cleave through the latter with a swing of unrelenting speed and power.
For all sense and purposes, the execution of this technique is very similar to a plain Kagami Kanmeki attack; in fact, it is heavily inspired by it. However, what differentiates it compared to the classic technique is the fact that the user of Unmei Kanmeki are allowed to move towards their target while charging their attack with the aid of Shunpo, thus benefiting from the x10 Speed boost the latter technique provides to deliver their attack, albeit with half their Offensive Stat. Indeed, although it would be quite easy for anyone familiar with the classic technique or possessing a Battle Analysis skill of 2 or above to identify it just by the user's pose alone, it would be difficult for them to properly escape it without good Speed, seeing as the user will simply continue to appear before the target until they release their attack.
To learn this technique, one must require a better understanding of both Zanjutsu and Hohō compared to Kagami Kanmeki, as both skills related to them would need to be of at least 1. However, a warrior who is already experienced in the likes of Iaijutsu - meaning, by possessing a Iaijutsu skill of at least 2 - could learn this technique fairly easily so long as they understand how to employ Hohō properly.
Drawbacks & Weaknesses
As to be expected, inexperienced followers of the Nijū Kanmeki-ryu will have a hard time managing their stamina while using this technique as it requires them to both have mastered the Shunpo technique and at least have learned how to use the base Iaijutsu technique. Furthermore, although a sufficient amount of reiatsu is to be transferred into the blade to allow for an increase in speed, it is also imperative that one also takes into account that each Shunpo jump counts towards the step technique limit per pest and that reiatsu that must also be used to allow for movement towards the target, which requires them to possess a Battle Analysis skill of 1 at worse.
If improperly done, this can lead to increased exhaustion or, worse, a weaker execution of the attack referred to as Warui Kanmeki (悪いんめき, "Bad Bolt") which can only be executed if one attempts to use Unmei Kanmeki more than four times in the same thread. Should this be achieved, 25% of all of the following Unmei Kanmeki executions can instead result in a Warui Kanmeki. Should a follower of the school ever accidentally execute a Warui Kanmeki, they will lose control of their speed while heading towards their target, causing their Speed to be halved and their Offensive Stat to be reduced to 25% instead of the normal 50%.
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
A variant of Sukima designed not to transport attacks, but rather proper living beings. The user takes a deep breath before they begin to raise the spiritual energy within their body, bringing about an intense vibrational force that permeates throughout its entirety at a great speed. Once this energy reaches a level that causes it to pour out of the user as a blurry aura that can be seen by all, it is then abruptly moved towards their blade. This abrupt movement causes the creation of an immense cluster of energy to suddenly inhabit their very weapon. As it remains within the weapon, it begins to change it, forcing it to progressively lose its physical form as it enters an ethereal nature which beams brightly with the color of the user's Aura with almost blinding intensity. After this transformation has caused the weapon to become so warped by the energy that it can no longer be affected by the laws of physics attributed to the world which surrounds it, the user then focuses onto a particular point in space which remains in front of them, then brings about a single slash to that point with their weapon.
Due to the sheer amount of energy fueling both the weapon and the power of the strike which it has delivered, this single action causes a great tear to appear between the location the user is currently located in and the Valley of Screams, the world between worlds. This tear first appears as a crack within reality - as though something akin to glass has somehow been broken in front of the user - before it then suddenly expands into what could only be considered as something that is similar to a tunnel which beams with the color of the user's Aura, after which it remains open until the user decides to go inside of it or to close it during the course of the next three posts. Whichever of these options have been chosen, the closure of the portal causes the user's weapon to return back to normal and the tear to disappear completely as the world swiftly reconstructs what was damaged by the great mass of energy which affected it.
After passing through the beginning of the tunnel and closing it behind them, the user can then decide to guide its end throughout the Valley of Screams by simply moving forward. This causes the tunnel to slightly pass by them and to push anything that dares to approach it. Since the Valley is connected to each of the main realms, this characteristic of the tunnel allows the user to choose where they wish to go within the realms, much akin to how a Hollow moves between the realms via the use of Garganta or Descorrer. The destination of the user can be located within any realm, which can allow them to effectively appear within any location at any given time, without warning.
The user of this technique must be proficient with it before being able to execute it properly in combat, as it requires a proper amount of reiatsu in order for it to be executed. However, though this amount is required, no reiatsu is ultimately spent by the user during the technique's use outside of combat, as unlike the energy delivered onto an enemy with Sukima, the energy used to create the tunnel is returned to the user upon its closure. Complete mastery of this technique allows one to use this technique during combat, and thus to quickly bring themselves towards their opponent with a process akin to teleportation. Most opponents with less than 300 Senses will have a difficult time properly ascertaining the location of the tunnel's end as it appears near them, which permits the technique's user to strike them in a more efficient manner.
Drawbacks & Weaknesses
As a variant of Sukima, this techniques shares some of the difficulties related to its use, given that the process required in order to form a tear in reality is similar. It too requires the user to be able to understand how quickly they can vibrate the spiritual energy contained within their body, and to consider how much of this spiritual energy is required in order to properly achieve the technique's main goal. However, there are other factors that one must take into account while executing Shibori, as noted below:
The user's weapon is completely intangible during the creation of the portal. This means that they cannot use their weapon in any way against an opponent or the environment that surrounds them before the portal has been created, as doing so will merely cause it to pass through them.
The user's tunnel can welcome as many visitors within it - whether they be alive or not - before its closure. This can include allies or even troops, which can be quite useful for commanders who wish to use this technique. However, it can also include enemies. In certain cases, such an occurrence can drastically affect the course of a battle and greatly endanger the lives of those within the tunnel, as the user may be distracted and thus be unable to properly guide the tunnel towards its end.
The user and the rest of those who are within the tunnel cannot physically get out of it by any other means than through its destination, as its structure is solid. This property also affects each ends of the tunnel, as although they appear to be open, an invisible force blocks the path leading into the Valley of Screams.
If the user is not within the portal upon its closure, the tunnel within the Valley of Screams begins to fold into its beginning until it is no more. Upon the end of this shrinking process, anything and anyone that are within the tunnel at this point of time will suddenly be launched throughout the Valley of Screams. While this process is surprisingly harmless, it forces the Valley of Screams to recognize the presence of intruders within itself, and thus to forcefully spit them out into one of the main realms. This imposed destination is dependent of what the Valley of Screams believes to be the most appropriate for the intruder depending on the quality of its spiritual energy. For example, Shinigami are returned to the Soul Society, while Hellions are returned to Hell. Due to the strangeness of their Soul, beings with split souls (namely Vizards) will be chosen a destination at random which fits their own energy.
The user's destination must have been witnessed by them at least once before their arrival there. This must have been accomplished in-person or through other means, such as looking at a picture of the destination or by watching a video recording of it. Moreover, if the destination is located in Hell or the Silbern, demonic or Vandenreich reishi must respectively be present within the tunnel in order for the user to access them, either in the form of an object (ex: the horn of an Akki) or a person.
While the user can use this technique during battle, doing so causes it to be much more exhausting to use than usual, as the reiatsu spent to properly create the tunnel is not returned to the user. This is due to the fact that the presence of hostile reiatsu disturbs the returning process, preventing it from being successfully completed.
With these factors in mind, it is thus imperative that one must be capable, but also knowledgeable enough in order to execute this technique. Proficiency requires a Martial Art - Hohō skill of 3 as well as any skill related to swordsmanship (ex: Martial Art - Zanjutsu) of 3, while its mastery requires the first skill to be raised to 4. Any attempts to use this technique without properly respecting these criteria may result in severe consequences to the user, such as a blast of energy upon creating the tunnel which may harm or even kill the user... or somehow worse.