Post by Aia Kristal on Jul 7, 2021 20:51:00 GMT -5
[smear:a69eff]Total Points[/smear:1605d4]
Class: 3
CTP: 4500
Ryo: 15,000
TTP: 70
SP: 1050
Trained: 650
Class SP: 400
SkP: 12/15
CTP: 4500
Ryo: 15,000
TTP: 70
SP: 1050
Trained: 650
Class SP: 400
SkP: 12/15
Strength- 150
Speed - 300
Spiritual Pressure - 400 x 1.75 = 700
Reiatsu Strength - 50 x 0.6 = 30
Light Aura- 0
Dark Aura - 100
Instinct - 100
Senses - 50
Energy Sensory - 0
Healing Expertise - 0
Total SP: [1050]
[Strength of Will] [2]
[Weapons: Greatsword] [2]
[Battle Analysis] [2]
[Interrogation] [2]
[Charisma] [2]
[Pain Tolerance] [2]
{Stats & Skills}
[font color="ffffff"]Strength- 150
Speed - 300
Spiritual Pressure - 400 x 1.75 = 700
Reiatsu Strength - 50 x 0.6 = 30
Light Aura- 0
Dark Aura - 100
Instinct - 100
Senses - 50
Energy Sensory - 0
Healing Expertise - 0[/font]
[font color="3f3fee"]Total SP: [1050][/font]
[font color="ffffff"][Strength of Will] [2]
[Weapons: Greatsword] [2]
[Battle Analysis] [2]
[Interrogation] [2]
[Charisma] [2]
[Pain Tolerance] [2][/font]
[smear:a69eff]Techniques[/smear:1605d4]
Learned | Proficient | Mastered
{Blut}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
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
{Hirenkyaku}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
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
{Ransotengai}Technique Name: Ransotengai (Heavenly Puppet Suit)
Class: 4
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects:
A useful technique whose use had been lost through the ages and only recently rediscovered, Ransotengai is an ability that allows the user to create strings made from spiritual particles. These strings can be attached to the user's body, allowing parts of them to be moved around in a manner similar to puppets. One string can control a single limb, or the head, and one string is attached to each finger, giving a total of ten strings. Doing so, however, leaves the hands occupied and unable to be used for other abilities while this is active. The main use for this is to enable the use of a limb that has been damaged, or to counteract torn muscles or broken bones to ensure that one can still move, albeit with great pain. Upon mastery of this technique, it becomes that much more versatile; these strings can now be attached to another person besides the user, though this is only able to function as a support technique due to the frailty of the strings.
How to use technique:
Draw in Reiatsu and turn it into fine strings that attach themselves to the user or, at mastery, to another person.
Technique Drawbacks
The first drawback to this technique is that while it enables the use of damaged parts of the body, it doesn't necessarily restore function as much as it simply puppets the area about. Steady pain is a symptom from this, along with a reduction in effectiveness; any physical attacks made through a 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
Class: 4
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects:
A useful technique whose use had been lost through the ages and only recently rediscovered, Ransotengai is an ability that allows the user to create strings made from spiritual particles. These strings can be attached to the user's body, allowing parts of them to be moved around in a manner similar to puppets. One string can control a single limb, or the head, and one string is attached to each finger, giving a total of ten strings. Doing so, however, leaves the hands occupied and unable to be used for other abilities while this is active. The main use for this is to enable the use of a limb that has been damaged, or to counteract torn muscles or broken bones to ensure that one can still move, albeit with great pain. Upon mastery of this technique, it becomes that much more versatile; these strings can now be attached to another person besides the user, though this is only able to function as a support technique due to the frailty of the strings.
How to use technique:
Draw in Reiatsu and turn it into fine strings that attach themselves to the user or, at mastery, to another person.
Technique Drawbacks
The first drawback to this technique is that while it enables the use of damaged parts of the body, it doesn't necessarily restore function as much as it simply puppets the area about. Steady pain is a symptom from this, along with a reduction in effectiveness; any physical attacks made through a 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
{Advanced Air Ground}Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudou.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and heuco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudou.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and heuco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
{Hohle Schneide}Technique Name: Hohle Schneide
Class: 7
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): General Reiatsu Technique
Usable By (Technique is available to which races?): Quincy
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect):
The Hohle Schneide itself is a long, seemingly solid blade formed from reishi. It's hilt and crossguard are the same shape as the Quincy Cross of it's summoner. If the summoner's cross is not of the standard design (e.g. If the Cross is a pentacle), the sword will take on a crossguard which tapers to a point at both ends. The blade will remain the same, no matter who summons it. It will be long, and made of a dull silver metal. It will have a long gap down the centre, revealing the sword's true nature. The sword, hilt and all, is hollow. This makes it possible to use this technique without using a huge amount of reiatsu, hence why it is available to the lowest level Quincies.
The Hohle Schneide has a similar power to Selee Schneider, in that it can dislodge spirit particles by striking opponents. However, instead of adding the reishi to the users reiatsu, the sword absorbs it itself. It then focuses the reishi on the edges of the sword, making the next hit landed with Hohle Schneider not affected by cut-back, with no deduction from the users reiatsu.
How to use technique (How is it activated?):
The summoner places their hand before them, and the incantation is said. The sword will then manifest immediately at a cost of 25 reiatsu points. It costs no reiatsu to maintain.
Technique Drawbacks (Limitations, repercussions for use, etc)
It is susceptible to all the drawbacks of a standard sword, including cutback. The sword can also break. If it does, the user can reform it, but the user will have to deduct the reiatsu again, and the power of Hohle Schneide resets. Due to the drain it places on one's reishi manipulation ability, Quincy of class 4 or lower cannot use it in conjunction with a bow. Also, it requires one post's worth of charging after it's first hit in order to activate the 'cutback block' effect. This power last until the user ends the technique, or if the sword breaks.
Incantation: " Smite the enemy with hollow steel"
Class: 7
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): General Reiatsu Technique
Usable By (Technique is available to which races?): Quincy
Technique Element: N/A
Technique Description and Effects (Explain appearance, powers, and effect):
The Hohle Schneide itself is a long, seemingly solid blade formed from reishi. It's hilt and crossguard are the same shape as the Quincy Cross of it's summoner. If the summoner's cross is not of the standard design (e.g. If the Cross is a pentacle), the sword will take on a crossguard which tapers to a point at both ends. The blade will remain the same, no matter who summons it. It will be long, and made of a dull silver metal. It will have a long gap down the centre, revealing the sword's true nature. The sword, hilt and all, is hollow. This makes it possible to use this technique without using a huge amount of reiatsu, hence why it is available to the lowest level Quincies.
The Hohle Schneide has a similar power to Selee Schneider, in that it can dislodge spirit particles by striking opponents. However, instead of adding the reishi to the users reiatsu, the sword absorbs it itself. It then focuses the reishi on the edges of the sword, making the next hit landed with Hohle Schneider not affected by cut-back, with no deduction from the users reiatsu.
How to use technique (How is it activated?):
The summoner places their hand before them, and the incantation is said. The sword will then manifest immediately at a cost of 25 reiatsu points. It costs no reiatsu to maintain.
Technique Drawbacks (Limitations, repercussions for use, etc)
It is susceptible to all the drawbacks of a standard sword, including cutback. The sword can also break. If it does, the user can reform it, but the user will have to deduct the reiatsu again, and the power of Hohle Schneide resets. Due to the drain it places on one's reishi manipulation ability, Quincy of class 4 or lower cannot use it in conjunction with a bow. Also, it requires one post's worth of charging after it's first hit in order to activate the 'cutback block' effect. This power last until the user ends the technique, or if the sword breaks.
Incantation: " Smite the enemy with hollow steel"
{Combat Cutback}Technique Name: Combat Cutback
Class: 4
Technique Type: Reiatsu
Usable By (Technique is available to which races?): Anyone with 300+ SpPr
Technique Element: None
Technique Description and Affects: Persons with high spiritual pressure are known for their large reiatsu pools, but they also tend to be known for their weaker reiatsu strength, which means they have a ton of reiatsu, but not that much to actually use it on. This techniques entire purpose is to take that sheer volume of reiatsu and turn it into a viable, dangerous weapon.
The user builds up a pool of reiatsu internally, increasing the internal pressure, before channeling it towards a set of limbs, such as the hands or feet, discharging it as a weapon. By doing this the user can harness their reiatsu into physical striking power, allowing them to match a physically stronger opponent blow for blow, or possibly even beat them. Upon initial use the user pays 75 reiatsu per 100 strength, maxing out at their spiritual pressure, but afterwards the per post upkeep drops to 25 per 100. The amount of force generated can be changed once per post, going down merely drops the upkeep, but going up, the user must pay the initial upkeep as well as an additional 75 reiatsu for every 100 strength they add to the technique.
How to use technique (How is it activated?): Building up internal reiatsu before focusing it on a set of limbs such as hand hands or feet (or other applicable appendage like a tail). Before mastery of this technique only a single limb, such as one hand or foot, may be selected at a given moment, after master is obtained both may be used at once.
Technique Drawbacks (Limitations, repercussions for use, etc): Besides a fairly large initial cost and a moderate per post upkeep this technique only has one major drawback; reiatsu burns. When using this technique the user is forcing a large amount of reiatsu to be funneled through a relatively small area, so extended use can be dangerous. 1st degree burns begin to form after about 3 posts, 2nd degree after 5, 3rd after 7, and finally after 9 posts the chosen limb becomes borderline useless and the technique can no longer be used in that area. Healing, specifically of the burns, will reset the timer of this technique.
Made By: Yetsuna
Reserved? No
Class: 4
Technique Type: Reiatsu
Usable By (Technique is available to which races?): Anyone with 300+ SpPr
Technique Element: None
Technique Description and Affects: Persons with high spiritual pressure are known for their large reiatsu pools, but they also tend to be known for their weaker reiatsu strength, which means they have a ton of reiatsu, but not that much to actually use it on. This techniques entire purpose is to take that sheer volume of reiatsu and turn it into a viable, dangerous weapon.
The user builds up a pool of reiatsu internally, increasing the internal pressure, before channeling it towards a set of limbs, such as the hands or feet, discharging it as a weapon. By doing this the user can harness their reiatsu into physical striking power, allowing them to match a physically stronger opponent blow for blow, or possibly even beat them. Upon initial use the user pays 75 reiatsu per 100 strength, maxing out at their spiritual pressure, but afterwards the per post upkeep drops to 25 per 100. The amount of force generated can be changed once per post, going down merely drops the upkeep, but going up, the user must pay the initial upkeep as well as an additional 75 reiatsu for every 100 strength they add to the technique.
How to use technique (How is it activated?): Building up internal reiatsu before focusing it on a set of limbs such as hand hands or feet (or other applicable appendage like a tail). Before mastery of this technique only a single limb, such as one hand or foot, may be selected at a given moment, after master is obtained both may be used at once.
Technique Drawbacks (Limitations, repercussions for use, etc): Besides a fairly large initial cost and a moderate per post upkeep this technique only has one major drawback; reiatsu burns. When using this technique the user is forcing a large amount of reiatsu to be funneled through a relatively small area, so extended use can be dangerous. 1st degree burns begin to form after about 3 posts, 2nd degree after 5, 3rd after 7, and finally after 9 posts the chosen limb becomes borderline useless and the technique can no longer be used in that area. Healing, specifically of the burns, will reset the timer of this technique.
Made By: Yetsuna
Reserved? No
{Bow Properties}
{Class 6 - Form - Runeblade of the Fallen Crusader}
Runeblade of the Fallen Crusader changes Aia's bow to a greatsword. This blade is unique as it is in fact a sentient weapon. A piece of Aia's soul, fragmented and sealed into the weapon, allowed to fester. This has made the soul sealed within blade effectively a different individual. It has the capability to communicate telepathically with the wielder and possesses an endless hunger for souls. The blade itself is a 5 ft long blade consisting of a 4 ft long blade with a 1 ft long handle. The blade measures to a width of about 1 ft while the whole crossguard sits at 2 ft. This gives it a very bulky, but intimidating appearance. The blade is a navy blue color that jags halfway along the blade with a gap at the front of the blade, giving it a two prong like appearance. An intricate looking skull adorns the hilt and part of the blade. Finally, the blade itself is decorated by 5, normally inactive runes. These runes activate and glow an eerie color when exposed to souls fragments as listed in Jailor of Souls. This runeblade allows Aia to change from a archer to a brutal close range fighter.
Runeblade of the Fallen Crusader changes Aia's bow to a greatsword. This blade is unique as it is in fact a sentient weapon. A piece of Aia's soul, fragmented and sealed into the weapon, allowed to fester. This has made the soul sealed within blade effectively a different individual. It has the capability to communicate telepathically with the wielder and possesses an endless hunger for souls. The blade itself is a 5 ft long blade consisting of a 4 ft long blade with a 1 ft long handle. The blade measures to a width of about 1 ft while the whole crossguard sits at 2 ft. This gives it a very bulky, but intimidating appearance. The blade is a navy blue color that jags halfway along the blade with a gap at the front of the blade, giving it a two prong like appearance. An intricate looking skull adorns the hilt and part of the blade. Finally, the blade itself is decorated by 5, normally inactive runes. These runes activate and glow an eerie color when exposed to souls fragments as listed in Jailor of Souls. This runeblade allows Aia to change from a archer to a brutal close range fighter.
{Class 5 - Form - Wailing Arrow}
Wailing Arrow is a form property that naturally affects the arrows that Aia fires. While they still appear the be arrows, they are in fact a collection of souls gathered from Jailor of Souls. The arrows fired while this property is active have the standard costs, however, there is also a Soul Shard cost. One Soul Shard is able to fashion 5 wailing arrows. When flying through the air, a faint screech can be heard around the arrow. When a target is hit by arrows fashioned from this property, they are assaulted by a cacophony of dreadful wails of the souls of the damned. This affliction befalls them for 2 posts. This naturally makes concentration difficult. Being afflicted by these wails makes Mental Incantation impossible requiring verbal components for amplifying Kido. Any technique that requires concentration or focus to continue utilizing the technique over multiple posts cannot be used until they are no longer afflicted by Wailing Arrow. This can only be negated with a Calm Mind/Focused Eye of 2 or higher. Victims who are deaf or can nullify their sense of hearing are immune to the wails produced by this affliction.
Wailing Arrow also affects the detonation of arrows that Vandenreich are capable of. When an arrow affected by this property is detonated, the explosion instead becomes a swirl of souls that apply the Wailing Arrow afflication for as long as the target is within it. These swirls have a 10 ft radius and do not have an explosive yield like regular detonated arrows. These swirls remain in place and last for 2 posts. When leaving the swirl, the victim is afflicted by Wailing Arrow for 2 posts similarly to if they were hit. If they were to enter one of these zones, the duration of the affliction is refreshed. It should be noted that when an arrow is modified by Wailing Arrow, the arrow nor the explosion harm the foe.
Wailing Arrow is a form property that naturally affects the arrows that Aia fires. While they still appear the be arrows, they are in fact a collection of souls gathered from Jailor of Souls. The arrows fired while this property is active have the standard costs, however, there is also a Soul Shard cost. One Soul Shard is able to fashion 5 wailing arrows. When flying through the air, a faint screech can be heard around the arrow. When a target is hit by arrows fashioned from this property, they are assaulted by a cacophony of dreadful wails of the souls of the damned. This affliction befalls them for 2 posts. This naturally makes concentration difficult. Being afflicted by these wails makes Mental Incantation impossible requiring verbal components for amplifying Kido. Any technique that requires concentration or focus to continue utilizing the technique over multiple posts cannot be used until they are no longer afflicted by Wailing Arrow. This can only be negated with a Calm Mind/Focused Eye of 2 or higher. Victims who are deaf or can nullify their sense of hearing are immune to the wails produced by this affliction.
Wailing Arrow also affects the detonation of arrows that Vandenreich are capable of. When an arrow affected by this property is detonated, the explosion instead becomes a swirl of souls that apply the Wailing Arrow afflication for as long as the target is within it. These swirls have a 10 ft radius and do not have an explosive yield like regular detonated arrows. These swirls remain in place and last for 2 posts. When leaving the swirl, the victim is afflicted by Wailing Arrow for 2 posts similarly to if they were hit. If they were to enter one of these zones, the duration of the affliction is refreshed. It should be noted that when an arrow is modified by Wailing Arrow, the arrow nor the explosion harm the foe.
{Class 4 - Power - Jailor of Souls}
Jailor of Souls serves as the backbone to Aia's release. While it is active, it grants Aia the ability to tear a fragment of the targets' essence when her weapon rends flesh. This fragment serves as a secondary resource simply known as a Soul Shard. Collecting Soul Shards is only possible using Runeblade of the Fallen Crusader. Soul Shards, however, last until consumed even if Runeblade of the Fallen Crusader or Jailor of Souls is deactivated. There are 2 ways to collect Soul Shards. The first is when the blade rends flesh. Each time, the blade rends flesh, it collects 1 Soul Shard. The second way is a physical clash between the blade and the opponents spiritual weapon. Stripping the soul from its victim is a traumatic experience. When this occurs, the victim feels emptiness and hopelessness. This can be avoided with a 1 in Strength of Will/Calm Mind/Lack of Fear. Soul Shards are available to Aia until used. She can hold a maximum of 20 at any given time. These Soul Shards can be used for her other abilities to empower them or be used as a resource for March of the Damned. While Aia primarily uses the Shoul Shards she collects for other abilities, the runeblade grows stronger as it feasts on these Soul Shards. Upon reaching certain thresholds, the Runeblade itself gains benefit. If Jailor of Souls were to be deactivated, Aia retains the current state threshold of the Runeblade, but removes any progress to the next stage. Additionally deactivation during Ravenous and Hungering states will pause the timer. Reactivation will resume the timer where it left off.
Ravenous - Upon initial activation of Jailor of Souls and Runeblade of the Fallen Crusader, the runeblade is in a ravenous state. This also occurs if no Soul Shards have been harvested. At this point, the Runeblade offers very little benefit and actually is more of a detriment as it lusts for souls from friend or foe. To start, Aia has 3 posts to obtain a Soul Shard. For every Soul Shard obtained, this post counter increases by 2 posts. Upon reaching 0 posts, the Runeblade begins to feast on Aia's soul. This translates to a 5% decrease in stats every two posts as the blade slowly feeds on Aia's own vitality. Every post that the runeblade isn't feeding on her soul, Aia regains 5% of her lost stats.
Hungering - Upon the runeblade harvesting 5 Soul Shards, the weapon is now in a Hungering state. At this point, the blade also activates its runes. These runes are required for using Runeforging. The amount of time Aia has to obtain a Soul Shard carries over from the Ravenous state. Now, however, each Soul Shard increases the counter by 3 posts, giving Aia more breathing room. Should this counter fall to 0, the runeblade continues to feast on Aia's soul for 5% of her stats every three posts and recovering 5% per post that it isn't feeding.
Sated - Upon the runeblade harvesting 10 Soul Shards, the weapon is now in a Sated state. From this point on, the runeblade will no longer feast on Aia's soul. The runeblade also gains a major benefit. Having tasted souls frequently, the runeblade once it is in a Sated state will harvest 2 Soul Shards. It should be noted that this is not taken into consideration when calculating the runeblades' progression. Each time the blade harvest Soul Shards, it counts as 1 for the purposes of progressing the state of the blade. Additionally, a Will/Calm Mind/Lack of Fear of 2 is required to avoid the feeling of emptiness and hopelessness.
Gorged - Upon the runeblade harvesting 15 Soul Shards, the weapon is now in a Gorged state. This is the pinnacle state of the runeblade as it has feasted on enough souls to evolve. The runeblade at this point will be able to harvest 3 Soul Shards from its victims. The hopelessness now becomes despair and the victim may lost the will to fight. A Will/Calm Mind/Lack of Fear of 3 is required to overcome this feeling despair and lost will to fight.
Jailor of Souls serves as the backbone to Aia's release. While it is active, it grants Aia the ability to tear a fragment of the targets' essence when her weapon rends flesh. This fragment serves as a secondary resource simply known as a Soul Shard. Collecting Soul Shards is only possible using Runeblade of the Fallen Crusader. Soul Shards, however, last until consumed even if Runeblade of the Fallen Crusader or Jailor of Souls is deactivated. There are 2 ways to collect Soul Shards. The first is when the blade rends flesh. Each time, the blade rends flesh, it collects 1 Soul Shard. The second way is a physical clash between the blade and the opponents spiritual weapon. Stripping the soul from its victim is a traumatic experience. When this occurs, the victim feels emptiness and hopelessness. This can be avoided with a 1 in Strength of Will/Calm Mind/Lack of Fear. Soul Shards are available to Aia until used. She can hold a maximum of 20 at any given time. These Soul Shards can be used for her other abilities to empower them or be used as a resource for March of the Damned. While Aia primarily uses the Shoul Shards she collects for other abilities, the runeblade grows stronger as it feasts on these Soul Shards. Upon reaching certain thresholds, the Runeblade itself gains benefit. If Jailor of Souls were to be deactivated, Aia retains the current state threshold of the Runeblade, but removes any progress to the next stage. Additionally deactivation during Ravenous and Hungering states will pause the timer. Reactivation will resume the timer where it left off.
Ravenous - Upon initial activation of Jailor of Souls and Runeblade of the Fallen Crusader, the runeblade is in a ravenous state. This also occurs if no Soul Shards have been harvested. At this point, the Runeblade offers very little benefit and actually is more of a detriment as it lusts for souls from friend or foe. To start, Aia has 3 posts to obtain a Soul Shard. For every Soul Shard obtained, this post counter increases by 2 posts. Upon reaching 0 posts, the Runeblade begins to feast on Aia's soul. This translates to a 5% decrease in stats every two posts as the blade slowly feeds on Aia's own vitality. Every post that the runeblade isn't feeding on her soul, Aia regains 5% of her lost stats.
Hungering - Upon the runeblade harvesting 5 Soul Shards, the weapon is now in a Hungering state. At this point, the blade also activates its runes. These runes are required for using Runeforging. The amount of time Aia has to obtain a Soul Shard carries over from the Ravenous state. Now, however, each Soul Shard increases the counter by 3 posts, giving Aia more breathing room. Should this counter fall to 0, the runeblade continues to feast on Aia's soul for 5% of her stats every three posts and recovering 5% per post that it isn't feeding.
Sated - Upon the runeblade harvesting 10 Soul Shards, the weapon is now in a Sated state. From this point on, the runeblade will no longer feast on Aia's soul. The runeblade also gains a major benefit. Having tasted souls frequently, the runeblade once it is in a Sated state will harvest 2 Soul Shards. It should be noted that this is not taken into consideration when calculating the runeblades' progression. Each time the blade harvest Soul Shards, it counts as 1 for the purposes of progressing the state of the blade. Additionally, a Will/Calm Mind/Lack of Fear of 2 is required to avoid the feeling of emptiness and hopelessness.
Gorged - Upon the runeblade harvesting 15 Soul Shards, the weapon is now in a Gorged state. This is the pinnacle state of the runeblade as it has feasted on enough souls to evolve. The runeblade at this point will be able to harvest 3 Soul Shards from its victims. The hopelessness now becomes despair and the victim may lost the will to fight. A Will/Calm Mind/Lack of Fear of 3 is required to overcome this feeling despair and lost will to fight.
{Class 3 - Power - Runeforging}
Runeforging gives Aia the ability to emblazon the runes on her rune weapon. While Runeblade of the Fallen Crusader has 5 runes on it, she is able to emblazon a rune to give her weapon or herself a unique benefit. Along with the property activation cost, emblazoning a rune has a 200 reiatsu cost tied to it. Upon emblazoning a rune, it is active until deactivated. Upon deactivation, the rune becomes dormant and cannot be used for any other purpose. A rune remains dormant for 4 posts. Runes can be empowered when emblazoned. Doing so grants a stronger benefit, but takes 3 runes to emblazon and a cost of Soul Shards. These 3 runes upon becoming dormant remain so for 4 posts as well. Additionally, only one rune may be active upon Runeblade of the Fallen Crusader at any given time. If another runeforge were to be applied, the former runeforge deactivates and the associated runes become dormant for 4 posts. The runes from Runeforging come in two different flavors.
Rune of Festering Wounds - While this rune is emblazoned upon the runeblade, Aia's strikes have the ability to deal blows that provide more pain and suffering. These wounds, appropriately named Festering Wounds, induce a severe pain. The skin around the wound appears more damaged and cracked. The wound itself appears red and infected with purulent discharges being rather common. Overall, not a very pretty sight. The wound itself, as mentioned before, is more painful and requires a Pain Tolerance of 2 to ignore. These wound are very receptive to healing, requiring no additional input to heal. This includes both HSR and external healing such as Kaido.
Rune of Terror - While this rune is emblazoned upon the runeblade, Aia's strikes that normally induce despair, instead induce a heightened fear. Any time Aia strikes her opponent while this rune is active, they will feel a terror that chills their very bones. This terror is directed at Aia. This fear will last for 2 posts after being struck. Her physical form may appear distorted. Almost wispy. Soon, she may appear to become ghost-like, borderline demonic even. She will become a frightening visage that may compel one to flee. To escape the face of death and fear itself. To overcome this profound fear, a Lack of Fear 2+ accomplish this. Alternatively, a Strength of Will 2+ may help them face their fear, but they will still displays little shivers or indications of fear. A Lack of Fear of 1 will reduce the fear to lasting 1 post.
Runeforging gives Aia the ability to emblazon the runes on her rune weapon. While Runeblade of the Fallen Crusader has 5 runes on it, she is able to emblazon a rune to give her weapon or herself a unique benefit. Along with the property activation cost, emblazoning a rune has a 200 reiatsu cost tied to it. Upon emblazoning a rune, it is active until deactivated. Upon deactivation, the rune becomes dormant and cannot be used for any other purpose. A rune remains dormant for 4 posts. Runes can be empowered when emblazoned. Doing so grants a stronger benefit, but takes 3 runes to emblazon and a cost of Soul Shards. These 3 runes upon becoming dormant remain so for 4 posts as well. Additionally, only one rune may be active upon Runeblade of the Fallen Crusader at any given time. If another runeforge were to be applied, the former runeforge deactivates and the associated runes become dormant for 4 posts. The runes from Runeforging come in two different flavors.
Rune of Festering Wounds - While this rune is emblazoned upon the runeblade, Aia's strikes have the ability to deal blows that provide more pain and suffering. These wounds, appropriately named Festering Wounds, induce a severe pain. The skin around the wound appears more damaged and cracked. The wound itself appears red and infected with purulent discharges being rather common. Overall, not a very pretty sight. The wound itself, as mentioned before, is more painful and requires a Pain Tolerance of 2 to ignore. These wound are very receptive to healing, requiring no additional input to heal. This includes both HSR and external healing such as Kaido.
{Rune of Grievous Wounds}
This is the empowered variant of Rune of Festering Wounds. To empower Rune of Festering Wounds, 4 Soul Shards need to spent to do so. Now, strikes dealt with the runeblade apply a Grievous Wound. Much like before, these induce a severe pain. The wound itself appears even more infected while the skin around the wound appears to be almost destroyed. These wounds require a Pain Tolerance of 3 or above to ignore. Unlike Festering Wounds, Griveous Wounds are more difficult to heal. When healing a Grievous Wound, healing needs to be applied for 2 full posts. This includes both Kaido and HSR. Additionally, when healing the Grievous Wound, the healing needs to be concentrated upon that wound. This means that only one Grievous wound may be healed at a time. Not healing either wound will result in excess levels of pain that may make fighting more difficult.
This is the empowered variant of Rune of Festering Wounds. To empower Rune of Festering Wounds, 4 Soul Shards need to spent to do so. Now, strikes dealt with the runeblade apply a Grievous Wound. Much like before, these induce a severe pain. The wound itself appears even more infected while the skin around the wound appears to be almost destroyed. These wounds require a Pain Tolerance of 3 or above to ignore. Unlike Festering Wounds, Griveous Wounds are more difficult to heal. When healing a Grievous Wound, healing needs to be applied for 2 full posts. This includes both Kaido and HSR. Additionally, when healing the Grievous Wound, the healing needs to be concentrated upon that wound. This means that only one Grievous wound may be healed at a time. Not healing either wound will result in excess levels of pain that may make fighting more difficult.
Rune of Terror - While this rune is emblazoned upon the runeblade, Aia's strikes that normally induce despair, instead induce a heightened fear. Any time Aia strikes her opponent while this rune is active, they will feel a terror that chills their very bones. This terror is directed at Aia. This fear will last for 2 posts after being struck. Her physical form may appear distorted. Almost wispy. Soon, she may appear to become ghost-like, borderline demonic even. She will become a frightening visage that may compel one to flee. To escape the face of death and fear itself. To overcome this profound fear, a Lack of Fear 2+ accomplish this. Alternatively, a Strength of Will 2+ may help them face their fear, but they will still displays little shivers or indications of fear. A Lack of Fear of 1 will reduce the fear to lasting 1 post.
{Rune of Hysteria}
This is the empowered variant of Rune of Terror. To empower Rune of Terror, 4 Soul Shards need to be spent doing so. If Rune of Terror caused fear towards Aia, Rune of Hysteria instead induces a severe paranoia to the environment. This fear lasts 2 posts much like before. This fear will not be directed at Aia. This means that her form and appearance will no longer change as the victim is afflicted with this fear. Instead, something far more sinister occurs. While a victim is afflicted by this hysteria, there senses will be treated as 450, but only for the purposes of detecting sounds. Victim who already has 450+ senses will simply develop the paranoia component of this effect. This heightened awareness is more of a curse, however. Distant voices will sound like nearby cries. The snap of a branch or the crunching of leaves may appear starling to the victim. This makes it difficult to concentrate as every little sound threatens to throw the victim off balance. A Lack of Fear 3+ will help overcome the fear-related aspects of this rune. A Battle Focus of 3+ will help overcome the concentration-related aspects of this rune. Calm Mind of 3+ can only help mitigate fear/concentration issues, but will never fully erase it. A 2 in any combination of Lack of Fear, Battle Focus and Calm Mind I.E 2 in Lack of Fear and Calm Mind will reduce the exposure of fear to 1 post.
This is the empowered variant of Rune of Terror. To empower Rune of Terror, 4 Soul Shards need to be spent doing so. If Rune of Terror caused fear towards Aia, Rune of Hysteria instead induces a severe paranoia to the environment. This fear lasts 2 posts much like before. This fear will not be directed at Aia. This means that her form and appearance will no longer change as the victim is afflicted with this fear. Instead, something far more sinister occurs. While a victim is afflicted by this hysteria, there senses will be treated as 450, but only for the purposes of detecting sounds. Victim who already has 450+ senses will simply develop the paranoia component of this effect. This heightened awareness is more of a curse, however. Distant voices will sound like nearby cries. The snap of a branch or the crunching of leaves may appear starling to the victim. This makes it difficult to concentrate as every little sound threatens to throw the victim off balance. A Lack of Fear 3+ will help overcome the fear-related aspects of this rune. A Battle Focus of 3+ will help overcome the concentration-related aspects of this rune. Calm Mind of 3+ can only help mitigate fear/concentration issues, but will never fully erase it. A 2 in any combination of Lack of Fear, Battle Focus and Calm Mind I.E 2 in Lack of Fear and Calm Mind will reduce the exposure of fear to 1 post.
{Class 2 - Heart - Spirit Stride}
Spirit Stride allows Aia to assume an altered state. Holding dominion over souls, Aia is able to assume the form of a spirit herself. A wraith, or the spirit of a recently departed, to be exact. While assuming the form of a wraith, Aia gains a few benefits. First, as a spirit, Aia attains an incorporeal state. Much like a spirit, physical objects are incapable of interacting with her. This means that physical techniques would simply pass straight through her with little to no resistance. It is this incorporeal nature that allows Aia to pass through solid objects such as walls, furniture, etc. Techniques that impede movement will still affect her as long as they are spiritual in nature and have a superior OS to Aia. Techniques such as Cero, Bala, Kido similiar to the aforemention, etc. will continue affecting Aia. This inability to interact with other objects extends to Aia as well. Any physical attack with her that Aia could execute such as a punch or using her runeblade would cause her blade to pass through the target as well. To this end, Aia has to become corporeal again to begin interacting with the material world once more. While moving through objects, Aia's needs to move at 1/2 her speed. If Spirit Stride becomes deactivated while Aia is in an object or a wall, she is forceably shunted to the nearest empty space and suffers a physical force equal to 2x her OS. Spirit Stride grants Aia an additional modification unique to her movement abilities. This modification is known as Wraith Walk.
Spirit Stride allows Aia to assume an altered state. Holding dominion over souls, Aia is able to assume the form of a spirit herself. A wraith, or the spirit of a recently departed, to be exact. While assuming the form of a wraith, Aia gains a few benefits. First, as a spirit, Aia attains an incorporeal state. Much like a spirit, physical objects are incapable of interacting with her. This means that physical techniques would simply pass straight through her with little to no resistance. It is this incorporeal nature that allows Aia to pass through solid objects such as walls, furniture, etc. Techniques that impede movement will still affect her as long as they are spiritual in nature and have a superior OS to Aia. Techniques such as Cero, Bala, Kido similiar to the aforemention, etc. will continue affecting Aia. This inability to interact with other objects extends to Aia as well. Any physical attack with her that Aia could execute such as a punch or using her runeblade would cause her blade to pass through the target as well. To this end, Aia has to become corporeal again to begin interacting with the material world once more. While moving through objects, Aia's needs to move at 1/2 her speed. If Spirit Stride becomes deactivated while Aia is in an object or a wall, she is forceably shunted to the nearest empty space and suffers a physical force equal to 2x her OS. Spirit Stride grants Aia an additional modification unique to her movement abilities. This modification is known as Wraith Walk.
{Wraith Walk}
Waith Walk is an abiltiy that acts as a step technique modification. This can only be used while Spirit Stride is active. Additionally, Wraith Walk is only able to affect step techniques such as Hirenkyaku while it is not being used in its constant variations. Upon any use of a step technique such as Hirenkyaku while Spirit Stride is activated, Aia can instead pay 200 reiatsu and 1 Soul Shard per step to use Wraith Walk. Wraith Walk is similar to Ulcera, but with a few modifications. Upon using Wraith Walk, Aia is able to move at 10x her speed. The Shadowlands is a realm that looks similar to the current environment, but has a very whispy and ghost-like appearance. Additionally, any colors that may be present in the material world are muted and appear to be grey. Upon using Wraith Walk, Aia cannot be tracked through normal means. Techniques like Pesquis or similar will also not work to detect Aia. An Energy Sensory of 300 or higher will still be able to detect Aia's general location. Each point in Anti-Stealth will decrease the ES requirement by 50 points to detect Aia. Upon rematerializing in her location, a faint howling sound can be heard from Aia's location. For those that are unable to sense Aia, this may seem more akin to teleportation.
Waith Walk is an abiltiy that acts as a step technique modification. This can only be used while Spirit Stride is active. Additionally, Wraith Walk is only able to affect step techniques such as Hirenkyaku while it is not being used in its constant variations. Upon any use of a step technique such as Hirenkyaku while Spirit Stride is activated, Aia can instead pay 200 reiatsu and 1 Soul Shard per step to use Wraith Walk. Wraith Walk is similar to Ulcera, but with a few modifications. Upon using Wraith Walk, Aia is able to move at 10x her speed. The Shadowlands is a realm that looks similar to the current environment, but has a very whispy and ghost-like appearance. Additionally, any colors that may be present in the material world are muted and appear to be grey. Upon using Wraith Walk, Aia cannot be tracked through normal means. Techniques like Pesquis or similar will also not work to detect Aia. An Energy Sensory of 300 or higher will still be able to detect Aia's general location. Each point in Anti-Stealth will decrease the ES requirement by 50 points to detect Aia. Upon rematerializing in her location, a faint howling sound can be heard from Aia's location. For those that are unable to sense Aia, this may seem more akin to teleportation.
{Class 1 - Soul - March of the Damned}
Marched of the Damned enables Aia to utilize the Soul Shards that she has collected, shaping them into undead thralls to destroy her enemies. Proper utilization of March of the Damned requires Aia to spend her Soul Shards. She may spend as many as she has up to 20 at a time. The amount and type of undead that she is able to create depends upon her selection of undead as well as the amount of Soul Shards that she has spent at that time. Aia is able to fashion several different types of undead. These include: Zombies, Ghouls and Death Acolytes. Each type of undead has a predetermined, but unique stat selection with each stage of undead providing a more powerful asset. With zombies providing cheap yet swarming numbers whereas the Death Acolytes are second only to Aia herself in terms of capability. By collecting more Soul Shards, Aia could in theory improve her army infinitely if no undead that she summoned perished.
Marched of the Damned enables Aia to utilize the Soul Shards that she has collected, shaping them into undead thralls to destroy her enemies. Proper utilization of March of the Damned requires Aia to spend her Soul Shards. She may spend as many as she has up to 20 at a time. The amount and type of undead that she is able to create depends upon her selection of undead as well as the amount of Soul Shards that she has spent at that time. Aia is able to fashion several different types of undead. These include: Zombies, Ghouls and Death Acolytes. Each type of undead has a predetermined, but unique stat selection with each stage of undead providing a more powerful asset. With zombies providing cheap yet swarming numbers whereas the Death Acolytes are second only to Aia herself in terms of capability. By collecting more Soul Shards, Aia could in theory improve her army infinitely if no undead that she summoned perished.
{Zombie}
The zombie can be considered the most basic undead. A foot soldier or infantry that can be summoned en masse. Each Zombie that Aia summons using March of the Damned requires 2 Soul Shards. This in turn allows for a maximum of 10 zombies to be created at once. There strength does not lie in their abilities. Instead the strength of these zombies is in their ability to overwhelm the opposition. Other than their numbers, the average Zombie carries with it no special ability. Zombies have an inability to be affected by cutback. While these hoards are relentless and mindless, they are rather fragile. The stats for each Zombie is as follows.
Strength: 200
Speed: 250
RS: 0
SpPr: 0
Senses: 50
Instinct: 100
HE: 0
Strength of Will: 1
Battle Focus: 2
Cold Tolerance: 2
Lack of Fear: 3
The zombie can be considered the most basic undead. A foot soldier or infantry that can be summoned en masse. Each Zombie that Aia summons using March of the Damned requires 2 Soul Shards. This in turn allows for a maximum of 10 zombies to be created at once. There strength does not lie in their abilities. Instead the strength of these zombies is in their ability to overwhelm the opposition. Other than their numbers, the average Zombie carries with it no special ability. Zombies have an inability to be affected by cutback. While these hoards are relentless and mindless, they are rather fragile. The stats for each Zombie is as follows.
Strength: 200
Speed: 250
RS: 0
SpPr: 0
Senses: 50
Instinct: 100
HE: 0
Strength of Will: 1
Battle Focus: 2
Cold Tolerance: 2
Lack of Fear: 3
{Ghoul}
The Ghoul is a bolstered undead that while fewer in number than the Zombie, is a vicious predator that seeks the cravings of flesh and bone. Each Ghoul that Aia summons using March of the Damned requires 4 Soul Shards. This allows for a maximum of 5 Ghouls to be created at once. Ghouls, much like their Zombie counterparts, share no special abilities. Ghouls have an inability to be affected by cutback. Instead they are more resilient and overall, more powerful than the basic undead that Aia is able to fashion. The stats for the Ghoul is as follows:
Strength: 450
Speed: 300
RS: 0
SpPr: 0
Senses: 200
Instinct: 250
HE: 0
Strength of Will: 1
Battle Focus: 3
Cold Tolerance: 2
Lack of Fear: 3
The Ghoul is a bolstered undead that while fewer in number than the Zombie, is a vicious predator that seeks the cravings of flesh and bone. Each Ghoul that Aia summons using March of the Damned requires 4 Soul Shards. This allows for a maximum of 5 Ghouls to be created at once. Ghouls, much like their Zombie counterparts, share no special abilities. Ghouls have an inability to be affected by cutback. Instead they are more resilient and overall, more powerful than the basic undead that Aia is able to fashion. The stats for the Ghoul is as follows:
Strength: 450
Speed: 300
RS: 0
SpPr: 0
Senses: 200
Instinct: 250
HE: 0
Strength of Will: 1
Battle Focus: 3
Cold Tolerance: 2
Lack of Fear: 3
{Death Acolyte}
The Death Acolyte is a supreme undead that Aia can summon. Much fewer in number than Zombies and Ghouls, these undead act as Aia's personal posse. Each Death Acolyte that Aia summons using Marched of the Damned requires 10 Soul Dragments. This allows for a maximum of 2 Death Acolytes to be created at once. Unlike their Zombie and Ghoul counterparts, each Death Acolyte has an Aspect inscribed into their very being. Only one Aspect of Death may exist upon any Death Acolyte at any given point. Granting one Death Acolyte an Aspect prevents Aia from assigning another the same Aspect unless the original is destroyed. This grants each Death Acolyte a unique ability. The unique ability that each Death Acolyte possesses costs 300 reiatsu to toggle and is deducted from Aia's reiatsu pool directly. Each effect that is active increases Aia's stamina drain by 50. As such, each Death Acolyte shares her SpPr, but cannot induce cutback. Finally, unlike the aforementioned undead, each Death Acolyte has a unique personality based on the Aspect. The stats for the Death Acolyte is as follows:
Strength: 550
Speed: 300
RS: 0
SpPr: Aia SpPr
Senses: 200
Instinct: 250
HE: 0
Greatsword: 2
Lack of Fear: 3
Pain Tolerance: 2
Strength of Will: 2
The Death Acolyte is a supreme undead that Aia can summon. Much fewer in number than Zombies and Ghouls, these undead act as Aia's personal posse. Each Death Acolyte that Aia summons using Marched of the Damned requires 10 Soul Dragments. This allows for a maximum of 2 Death Acolytes to be created at once. Unlike their Zombie and Ghoul counterparts, each Death Acolyte has an Aspect inscribed into their very being. Only one Aspect of Death may exist upon any Death Acolyte at any given point. Granting one Death Acolyte an Aspect prevents Aia from assigning another the same Aspect unless the original is destroyed. This grants each Death Acolyte a unique ability. The unique ability that each Death Acolyte possesses costs 300 reiatsu to toggle and is deducted from Aia's reiatsu pool directly. Each effect that is active increases Aia's stamina drain by 50. As such, each Death Acolyte shares her SpPr, but cannot induce cutback. Finally, unlike the aforementioned undead, each Death Acolyte has a unique personality based on the Aspect. The stats for the Death Acolyte is as follows:
Strength: 550
Speed: 300
RS: 0
SpPr: Aia SpPr
Senses: 200
Instinct: 250
HE: 0
Greatsword: 2
Lack of Fear: 3
Pain Tolerance: 2
Strength of Will: 2
{Death}
The Aspect of Death allows the Death Acolyte to invoke necrotic energies within both touch and blade. Any time that the Death Acolyte were to touch or strike the opponent, the physical contact produces an almost corrosive effect to flesh similar to how Quincies are affected by Hollows. This necrosis produces a very painful reaction in the victim. Furthermore, this pain lingers for as long as the victim is exposed to the nercrosis. A Pain Tolerance of 3+ will be able to ignore the severe pain felt by this Death Acolytes touch and strikes. The lingering pain can be ignored with a Pain Tolerance of 2+. Finally, this necrosis may be healed via HSR or any Kaido/Ability that surpasses the Death Acolyte's own OS. Kaido may use HE for clashing. Alternatively, a technique that mimics HSR, heals through constructs, etc. would be an OS clash. HSR such as that used by Arrancar, Akki, etc. scale off of OS for the purposes of this Aspect. Upon inscribing the Aspect of Death, Aia loses 300 reiatsu.
The Aspect of Death allows the Death Acolyte to invoke necrotic energies within both touch and blade. Any time that the Death Acolyte were to touch or strike the opponent, the physical contact produces an almost corrosive effect to flesh similar to how Quincies are affected by Hollows. This necrosis produces a very painful reaction in the victim. Furthermore, this pain lingers for as long as the victim is exposed to the nercrosis. A Pain Tolerance of 3+ will be able to ignore the severe pain felt by this Death Acolytes touch and strikes. The lingering pain can be ignored with a Pain Tolerance of 2+. Finally, this necrosis may be healed via HSR or any Kaido/Ability that surpasses the Death Acolyte's own OS. Kaido may use HE for clashing. Alternatively, a technique that mimics HSR, heals through constructs, etc. would be an OS clash. HSR such as that used by Arrancar, Akki, etc. scale off of OS for the purposes of this Aspect. Upon inscribing the Aspect of Death, Aia loses 300 reiatsu.
{War}
The Aspect of War allows the Death Acolyte to call upon the very avatar of war. This allows the Death Acolyte blessed by the Aspect of War to call upon greater martial abilities along with resisting far more grievous wounds. While the Aspect of War is active, the Death Acolyte gains a point in Weapon Skills: Greatswords and in Pain Tolerance for a maximum of 3 in both skills. This effectively makes the Death Acolyte inscribed with the Aspect of War far better at combat than its peers.
The Aspect of War allows the Death Acolyte to call upon the very avatar of war. This allows the Death Acolyte blessed by the Aspect of War to call upon greater martial abilities along with resisting far more grievous wounds. While the Aspect of War is active, the Death Acolyte gains a point in Weapon Skills: Greatswords and in Pain Tolerance for a maximum of 3 in both skills. This effectively makes the Death Acolyte inscribed with the Aspect of War far better at combat than its peers.
{Famine}
The Aspect of Famine allows the Death Acolyte to induce a terrible hunger that cannot be satiated. This is induced by a 20 ft aura around the Death Acolyte blessed by the Aspect of Famine. This hunger may only be resisted with a Strength of Will of 3+. Additionally, it produces a guttural pain that may be resisted with a Pain Tolerance of 2+. While the hunger is not being resisted, the victim afflicted by this terrible hunger suffers in their combat capabilities. Battle Analysis and any Weapon Skills that the victim may possess get reduced by 1 to a minimum of 1.
The Aspect of Famine allows the Death Acolyte to induce a terrible hunger that cannot be satiated. This is induced by a 20 ft aura around the Death Acolyte blessed by the Aspect of Famine. This hunger may only be resisted with a Strength of Will of 3+. Additionally, it produces a guttural pain that may be resisted with a Pain Tolerance of 2+. While the hunger is not being resisted, the victim afflicted by this terrible hunger suffers in their combat capabilities. Battle Analysis and any Weapon Skills that the victim may possess get reduced by 1 to a minimum of 1.
{Pestilence}
The Aspect of Pestilence allows the Death Acolyte to inflict a mild disease upon the victim. The Death Acolyte's very touch or blade inflicts a pestilence among the victim. One that prevents quickens the stamina lost by excessive movement. While afflicted, the victim's stamina drain is increased by 150. This means that if they are moving at 150 speed, their body will perceive movement for the purposes of stamina drain as if they were moving at 300 speed. Upon application, this disease lasts for 2 posts. Any reapplication refreshes the duration. A Poison Resist of 2+ will reduce the duration to 1 post. A Poison Resist of 3+ will make the target immune.
The Aspect of Pestilence allows the Death Acolyte to inflict a mild disease upon the victim. The Death Acolyte's very touch or blade inflicts a pestilence among the victim. One that prevents quickens the stamina lost by excessive movement. While afflicted, the victim's stamina drain is increased by 150. This means that if they are moving at 150 speed, their body will perceive movement for the purposes of stamina drain as if they were moving at 300 speed. Upon application, this disease lasts for 2 posts. Any reapplication refreshes the duration. A Poison Resist of 2+ will reduce the duration to 1 post. A Poison Resist of 3+ will make the target immune.
{Völlstandig}
{Divine Form - Bulwark of Undeath}
Bulwark of Undeath allows Aia to attain a temporary state of Undeath. While she using this Divine Form, she also attains an armor and appearance resembling that of a Death Knight. The armor itself is able to protect her from trauma inflicted from physical attacks less than her OS. It provides no protection from spiritual attacks. Additionally, Aia is granted use of a runeblade that is similar in dimensions to her Form Property, Runeblade of the Fallen Crusader. Though this is not the true power behind Bulwark of Undeath. While utilizing this form, Aia gains a unique form of High Speed Regeneration. Unlike a heightened metabolism, however, Aia's body is instead being held together by dark necrotic energies. Anything short of brain or other internal organ injury will be healed due to this ominous force animating Aia. Wounds will close shortly after being inflicted. Flesh will heal as soon as it is damaged. To those that she is fighting, Aia may appear like an unstoppable killing machine. Pain, however, is not minimized except for by Aia's natural Pain Tolerance. Just because she appears undead does not mean that she feels no pain.
Bulwark of Undeath allows Aia to attain a temporary state of Undeath. While she using this Divine Form, she also attains an armor and appearance resembling that of a Death Knight. The armor itself is able to protect her from trauma inflicted from physical attacks less than her OS. It provides no protection from spiritual attacks. Additionally, Aia is granted use of a runeblade that is similar in dimensions to her Form Property, Runeblade of the Fallen Crusader. Though this is not the true power behind Bulwark of Undeath. While utilizing this form, Aia gains a unique form of High Speed Regeneration. Unlike a heightened metabolism, however, Aia's body is instead being held together by dark necrotic energies. Anything short of brain or other internal organ injury will be healed due to this ominous force animating Aia. Wounds will close shortly after being inflicted. Flesh will heal as soon as it is damaged. To those that she is fighting, Aia may appear like an unstoppable killing machine. Pain, however, is not minimized except for by Aia's natural Pain Tolerance. Just because she appears undead does not mean that she feels no pain.
{Divine Power - Soul Rend}
Soul Rend at its core is a rather simple ability though able to be used with great effect. All this times, Aia's blade has been able to rend soul from bone, but never fully separate the two. Soul Rend, however, quite literally separates the soul itself from its victim and gives it physical form. Upon coming into contact with the victim in any way, Aia can spend 500 reiatsu and forcibly tear the victims very soul from their body. This effigy is a spitting image of the victim. The effigy itself does not speak. It does not move. Nor does it use any of the victim's techniques. Instead, this effigy is directly linked to the spiritual/physical body of the victim. This means that whatever occurs to this effigy occurs to the original victim and vice versa. If the effigy were to be cut, the same cut would appear on the victim's skin. The effigy itself gains no benefit from defensive techniques such as Hierro meaning that damage to it will be inflicted directly upon the victim. When techniques are used on this effigy, only 75% of the OS is deal to the original victim. All associated effects still work as long as the modified OS still allows the victim to be affected. Upon dealing any lethal blow to the effigy, it does not mimic the same mortal injury, but instead returns back to the victim. The victim, however, suffers a pain as if they were struck by Aia's weapon in the area where the lethal blow was dealt. By the same token, the effigy will never outright kill the victim.
Soul Rend at its core is a rather simple ability though able to be used with great effect. All this times, Aia's blade has been able to rend soul from bone, but never fully separate the two. Soul Rend, however, quite literally separates the soul itself from its victim and gives it physical form. Upon coming into contact with the victim in any way, Aia can spend 500 reiatsu and forcibly tear the victims very soul from their body. This effigy is a spitting image of the victim. The effigy itself does not speak. It does not move. Nor does it use any of the victim's techniques. Instead, this effigy is directly linked to the spiritual/physical body of the victim. This means that whatever occurs to this effigy occurs to the original victim and vice versa. If the effigy were to be cut, the same cut would appear on the victim's skin. The effigy itself gains no benefit from defensive techniques such as Hierro meaning that damage to it will be inflicted directly upon the victim. When techniques are used on this effigy, only 75% of the OS is deal to the original victim. All associated effects still work as long as the modified OS still allows the victim to be affected. Upon dealing any lethal blow to the effigy, it does not mimic the same mortal injury, but instead returns back to the victim. The victim, however, suffers a pain as if they were struck by Aia's weapon in the area where the lethal blow was dealt. By the same token, the effigy will never outright kill the victim.
{Divine Soul - Spirit Shroud}
Spirit Shroud is an ability that allows Aia to draw all the wayward souls trapped in her Runeblade to come out and assault all those around her. These spirits manifest in a hail of screams and whispers that surround Aia in a 20 ft radius. These are effectively the souls of the forever tormented allowed to roam free around Aia. Anyone in a 20 ft radius of Aia will be met with a cacophony of whispers similar to her Firing Property, Wailing Arrow. A Strength of Will and Calm Mind of 3+ are required to avoid succumbing to the horrific shrieks. Those who are not resolute enough with withstand it may find it rather difficult to fight Aia. Anyone within this sea of souls will find themselves being scratched by countless spirits. The scratches have an OS equal to Aia's. These scratches are numerous and a Pain Tolerance of 2+ will ignore the pain experienced from these souls. Each 2 posts that at least victim spends within this shroud increases its range by 5 ft. Additionally, this natural sea of souls has a profound effect on the spirit of the victim. For each post that a victim spends within Spirit Shroud, they will experience a 5% decrease to stats. They need to remain within the shroud for the whole post for this to occur. This 5% decrease to stats can accumulate 4 times for a maximum of 20%. A victim suffering from this malady of the spirit recovers 5% for each 2 posts that they spend outside of the shroud. Entering the shroud at any point will refresh the duration of the drain.
Spirit Shroud is an ability that allows Aia to draw all the wayward souls trapped in her Runeblade to come out and assault all those around her. These spirits manifest in a hail of screams and whispers that surround Aia in a 20 ft radius. These are effectively the souls of the forever tormented allowed to roam free around Aia. Anyone in a 20 ft radius of Aia will be met with a cacophony of whispers similar to her Firing Property, Wailing Arrow. A Strength of Will and Calm Mind of 3+ are required to avoid succumbing to the horrific shrieks. Those who are not resolute enough with withstand it may find it rather difficult to fight Aia. Anyone within this sea of souls will find themselves being scratched by countless spirits. The scratches have an OS equal to Aia's. These scratches are numerous and a Pain Tolerance of 2+ will ignore the pain experienced from these souls. Each 2 posts that at least victim spends within this shroud increases its range by 5 ft. Additionally, this natural sea of souls has a profound effect on the spirit of the victim. For each post that a victim spends within Spirit Shroud, they will experience a 5% decrease to stats. They need to remain within the shroud for the whole post for this to occur. This 5% decrease to stats can accumulate 4 times for a maximum of 20%. A victim suffering from this malady of the spirit recovers 5% for each 2 posts that they spend outside of the shroud. Entering the shroud at any point will refresh the duration of the drain.
[smear:a69eff]Completed Threads[/smear:1605d4]
Leviathan [NDE/PVP] - Rewards: 570 TP