Post by Deleted on Jul 17, 2021 5:02:32 GMT -5
Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of my head. Get out of
Get.
Out.
Of.
My.
Head
Get out of my head before I do what I know is best for you.
Get out of my head before I listen to everything she said to me.
Get out of my head before I show you how much I love you.
Get out of my head before I finish writing this poem.
But a poem is never actually finished.
Get.
Out.
Of.
My.
Head
Get out of my head before I do what I know is best for you.
Get out of my head before I listen to everything she said to me.
Get out of my head before I show you how much I love you.
Get out of my head before I finish writing this poem.
But a poem is never actually finished.
{
Total Points
Class: 4 (Rank 1)
CTP: 1,500 (3,500 until next Class-Up)
TTP: 300 (520 TTP spent total)
SP: 1,100 (700/700+200 Training SP) (400/900 Class SP)
SkP: 15 (6 available, 0/8 toward the next point.)
Ryo: 0 (5,000 Ryo spent)
Stats & Skills
Type: Support
Strength: 350 [525]
Speed: 100 [100]
Spiritual Pressure: 400 [600]
Reiatsu Strength: 50 [25]
Instinct: 100 [100]
Senses: 100 [50]
Energy Sensory: [0]
Healing Expertise: [0]
Light Aura: 100
Dark Aura: 0
------------------
Weapons - Kōsei Kādo: 2
Strength of Will: 2
Battle Analysis: 2
Pain Tolerance:2
Martial Arts - Hakuda: 2
Supports
Unredeemed, Redeemed
Ailene Haschiro - A-Rank: Hospital for Souls - 40%
Techniques
Learned, Proficient, Mastered, Release Techniques
Current Threads
KILL SIX MILLION DEMONS [DE Hard Adventure]
Bridges Burned [DP PvP w/Alacran]
Never Forgive Me, Never Forget Me [Social w/Celes]
The Crooked Young [Social w/Ludwig]
Nova Twins [DP Hard Adventure w/Seiji]
A Stranger I Remain [Special Fight w/Celes]
Spring Droplets, Evening Dew [Social w/Shio]
Completed Threads
It just stops moving.
}Total Points
{Color Codes:}
Talking: #89e9f9
Thinking: #ab50e3
Kōsei Kādo: #3045bf
Talking: #89e9f9
Thinking: #ab50e3
Kōsei Kādo: #3045bf
Class: 4 (Rank 1)
CTP: 1,500 (3,500 until next Class-Up)
TTP: 300 (520 TTP spent total)
SP: 1,100 (700/700+200 Training SP) (400/900 Class SP)
SkP: 15 (6 available, 0/8 toward the next point.)
Ryo: 0 (5,000 Ryo spent)
Stats & Skills
Type: Support
Strength: 350 [525]
Speed: 100 [100]
Spiritual Pressure: 400 [600]
Reiatsu Strength: 50 [25]
Instinct: 100 [100]
Senses: 100 [50]
Energy Sensory: [0]
Healing Expertise: [0]
Light Aura: 100
Dark Aura: 0
------------------
Weapons - Kōsei Kādo: 2
Strength of Will: 2
Battle Analysis: 2
Pain Tolerance:2
Martial Arts - Hakuda: 2
{Code for Stats}
[spoiler]{Albin's Stats & Skills}
[font color="#ffffff"]Type:[/font] [font color="#fcffb2"]Support[/font]
Strength: 350 [font color="#fcffb2"][525][/font]
Speed: 100 [font color="#fcffb2"][100][/font]
Spiritual Pressure: 400 [font color="#fcffb2"][600][/font]
Reiatsu Strength: 50 [font color="#fcffb2"][25][/font]
Instinct: 100 [font color="#fcffb2"][100][/font]
Senses: 100 [font color="#fcffb2"][50][/font]
Energy Sensory: [font color="#fcffb2"][0][/font]
Healing Expertise: [font color="#fcffb2"][0][/font]
Light Aura: [font color="#fcffb2"]100[/font]
Dark Aura: [font color="#363983"]0[/font]
------------------
Weapons - Kōsei Kādo: [font color="#363983"]2[/font]
Strength of Will: [font color="#363983"]2[/font]
Battle Analysis: [font color="#363983"]2[/font]
Pain Tolerance:[font color="#363983"]2[/font]
Martial Arts - Hakuda: [font color="#363983"]2[/font][/spoiler]
Supports
Unredeemed, Redeemed
Ailene Haschiro - A-Rank: Hospital for Souls - 40%
Techniques
Learned, Proficient, Mastered, Release Techniques
{Overall Ability}
Overall Ability
Overall Ability
{Code for Ability}
[spoiler]{Overall Ability}
Overall Ability Code[/spoiler]
{Shikai Overall Ability}
Shikai Overall Ability
Shikai Overall Ability
{Code for Ability}
[spoiler]{Shikai Overall Ability}
Shikai Overall Ability Code[/spoiler]
{Bankai Overall Ability}
Bankai Overall Ability
Bankai Overall Ability
{Code for Ability}
[spoiler]{Bankai Overall Ability}
Bankai Overall Ability Code[/spoiler]
{Reinterpretation}
Reinterpretation
Reinterpretation
{Code for Tech}
[spoiler]{Reinterpretation}
Reinterpretation Code[/spoiler]
{Double Draw}
Double Draw
Double Draw
{Code for Tech}
[spoiler]{Double Draw}
Double Draw Code[/spoiler]
{Forcing Fortune}
Forcing Fortune
Forcing Fortune
{Code for Tech}
[spoiler]{Forcing Fortune}
Forcing Fortune[/spoiler]
{Invocation}
Invocation
Invocation
{Code for Tech}
[spoiler]{Invocation}
Invocation Code[/spoiler]
{Planetary Conjunction}
Planetary Conjunction
Planetary Conjunction
{Code for Tech}
[spoiler]{Planetary Conjunction}
Planetary Conjunction[/spoiler]
{Universal Singularity}
Universal Singularity
Universal Singularity
{Code for Tech}
[spoiler]{Universal Singularity}
Universal Singularity Code[/spoiler]
{Ichi (One)}
Technique Name: Ichi (One)
Class: 4
Technique Type: Other.
Usable By: Shinigami.
Technique Element: None.
Technique Description and Effects:
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: Communicate with Spirit, work in tandem with it.
Technique Drawbacks:
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.
Technique Name: Ichi (One)
Class: 4
Technique Type: Other.
Usable By: Shinigami.
Technique Element: None.
Technique Description and Effects:
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: Communicate with Spirit, work in tandem with it.
Technique Drawbacks:
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.
{Code for Tech}
[spoiler]{Ichi (One)}
[b]Technique Name:[/b] Ichi (One)
[b]Class:[/b] 4
[b]Technique Type:[/b] Other.
[b]Usable By:[/b] Shinigami.
[b]Technique Element:[/b] None.
[b]Technique Description and Effects:[/b]
Aptly named, Ichi, also known as "Strike", is the first of the Numbers technique line. Working with their Zanpakuto Spirit, the Shinigami manifests an aura around their Zanpakuto, a ghostly, translucent aura that flickers and fades in and out. This lasts for five posts, and grants the Zanpakuto a special power for the duration of the technique. For the duration of the technique, either the striking speed doubles, or the striking strength doubles.
Additionally, while using this technique, the user is able to perceive their Spirit holding the Zanpakuto with the user, as a faded out image. No one else can perceive their Spirit, unless they have the required Energy Sensory to normally see one. Essentially, the Spirit wields the blade along with the technique user.
How to use technique: Communicate with Spirit, work in tandem with it.
[b]Technique Drawbacks:[/b]
Class Four Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. Damage to the users arms, due to either the increased speed or increased strength, in the form of strained or sprained muscles, as well as possible overextending. Mastery of this technique lessens the damage done, as well as overextending, due to the user knowing how much strength/speed they have and are able to handle.[/spoiler]
{Ichi: Tenka (One: Addition)}
Technique Name: Ichi: Tenka (One: Addition)
Class: 4
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Ichi: Tenka serves as the first of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ichi: Tenka was developed in order to give Ichi a bit more versatility through its uses. Ichi: Tenka looks to do this by allowing the user to give up their remaining duration on Ichi, in order to “fire” the attack off.
By establishing a connection with the user’s Zanpakuto Spirit, the user can ask said spirit to charge forward and make a strike against those in front of them, before fading. Unlike Ichi however, when Ichi: Tenka is used, the user’s Zanpakuto Spirit materializes for a short moment, and is able to be seen by even those with 0 Energy Sensory. Their strike retains the selected benefits from Ichi, either doubling the speed of their strike or the strength, and this spirit utilizes the same stats as the user.
How to use technique: Ask the Zanpakuto Spirit powering a pre-existing Ichi to make a strike.
Technique Drawbacks:
Class Four Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. If the Zanpakuto Spirit is damaged during the process, all release costs increase by 50%. If the Zanpakuto Spirit is/would be killed during the process, release with that Zanpakuto Spirit is impossible for the remainder of the thread. Requires Ichi to be Mastered and active to use, and prematurely ends the duration of Ichi when used.
Technique Name: Ichi: Tenka (One: Addition)
Class: 4
Technique Type: Other.
Usable By: Shinigami, Vizard.
Technique Element: None.
Technique Description and Effects:
Ichi: Tenka serves as the first of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ichi: Tenka was developed in order to give Ichi a bit more versatility through its uses. Ichi: Tenka looks to do this by allowing the user to give up their remaining duration on Ichi, in order to “fire” the attack off.
By establishing a connection with the user’s Zanpakuto Spirit, the user can ask said spirit to charge forward and make a strike against those in front of them, before fading. Unlike Ichi however, when Ichi: Tenka is used, the user’s Zanpakuto Spirit materializes for a short moment, and is able to be seen by even those with 0 Energy Sensory. Their strike retains the selected benefits from Ichi, either doubling the speed of their strike or the strength, and this spirit utilizes the same stats as the user.
How to use technique: Ask the Zanpakuto Spirit powering a pre-existing Ichi to make a strike.
Technique Drawbacks:
Class Four Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. If the Zanpakuto Spirit is damaged during the process, all release costs increase by 50%. If the Zanpakuto Spirit is/would be killed during the process, release with that Zanpakuto Spirit is impossible for the remainder of the thread. Requires Ichi to be Mastered and active to use, and prematurely ends the duration of Ichi when used.
{Code for Tech}
[spoiler]{Ichi: Tenka (One: Addition)}
[b]Technique Name:[/b] Ichi: Tenka (One: Addition)
[b]Class:[/b] 4
[b]Technique Type:[/b] Other.
[b]Usable By:[/b] Shinigami, Vizard.
[b]Technique Element:[/b] None.
[b]Technique Description and Effects:[/b]
Ichi: Tenka serves as the first of seven advanced “numbers” techniques developed by Albin Landry, designed around the teachings of Taien Hadohou. Each technique is designed around use alongside the original, hence the “Addition” portion of the name. Ichi: Tenka was developed in order to give Ichi a bit more versatility through its uses. Ichi: Tenka looks to do this by allowing the user to give up their remaining duration on Ichi, in order to “fire” the attack off.
By establishing a connection with the user’s Zanpakuto Spirit, the user can ask said spirit to charge forward and make a strike against those in front of them, before fading. Unlike Ichi however, when Ichi: Tenka is used, the user’s Zanpakuto Spirit materializes for a short moment, and is able to be seen by even those with 0 Energy Sensory. Their strike retains the selected benefits from Ichi, either doubling the speed of their strike or the strength, and this spirit utilizes the same stats as the user.
[b]How to use technique:[/b] Ask the Zanpakuto Spirit powering a pre-existing Ichi to make a strike.
[b]Technique Drawbacks:[/b]
Class Four Reiatsu cost. Unlike the standard technique, utilization of this technique requires harmony between the user and Zanpakuto Spirit; if a Zanpakuto Spirit would not be always willing to perform this maneuver, this technique cannot be learned. Physical and spiritual fatigue will follow when the Zanpakuto Spirit assists. If the Zanpakuto Spirit is damaged during the process, all release costs increase by 50%. If the Zanpakuto Spirit is/would be killed during the process, release with that Zanpakuto Spirit is impossible for the remainder of the thread. Requires Ichi to be Mastered and active to use, and prematurely ends the duration of Ichi when used.[/spoiler]
{Ni (Two)}
Technique Name: Ni (Two)
Class: 3
Technique Type: Other
Usable By: Shinigami.
Technique Element: None.
Technique Description and Effects:
Ni, also known as "Divide", is a technique that pools together the Zanpakuto Spirit's Reiatsu, as well as the Shinigami's Reiatsu, to form a powerful counter to Reiatsu based attacks. From within the user's Zanpakuto, Reiatsu wells up and coats the blade. This forms the 'first' coat. The Reiatsu from the user pools around this first layer, forming a second layer over the blade, which takes the form of whatever the user's flexed Reiatsu looks like, creating a dual-color Reiatsu over the Zanpakuto.
Upon contact with a Reiatsu based attack, the first layer activates, cutting into and repelling the technique in half, depending on the size. The second layer closely follows the first behind, a sharpened blade of Reiatsu that travels in the direction of the person who used the first technique. This blade will continue to cut through the opposing Reiatsu based technique if it isn't cut apart by the first layer, and has limited seeking properties to track the individual that used the opposing technique. This works best on beam-type attacks, such as Cero, and could be thought of as a counter to Cero-type techniques.
Due to the nature of this technique, the user's Offensive Stat, instead of simply Reiatsu Strength, is used to determine the power of this technique. This power can be utilized on techniques up to 1.5x the user's Offensive Stat.
How to use technique: Communicate with Spirit, work in tandem with it, use Reiatsu.
Technique Drawbacks:
Class Three Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-release techniques by 25% for the next three posts. Despite being able to be used on stronger techniques, this technique does not prevent the Zanpakuto from taking damage from these techniques, and will damage the Zanpakuto each time it is used. If the Zanpakuto is broken during usage, this technique does not work.
Technique Name: Ni (Two)
Class: 3
Technique Type: Other
Usable By: Shinigami.
Technique Element: None.
Technique Description and Effects:
Ni, also known as "Divide", is a technique that pools together the Zanpakuto Spirit's Reiatsu, as well as the Shinigami's Reiatsu, to form a powerful counter to Reiatsu based attacks. From within the user's Zanpakuto, Reiatsu wells up and coats the blade. This forms the 'first' coat. The Reiatsu from the user pools around this first layer, forming a second layer over the blade, which takes the form of whatever the user's flexed Reiatsu looks like, creating a dual-color Reiatsu over the Zanpakuto.
Upon contact with a Reiatsu based attack, the first layer activates, cutting into and repelling the technique in half, depending on the size. The second layer closely follows the first behind, a sharpened blade of Reiatsu that travels in the direction of the person who used the first technique. This blade will continue to cut through the opposing Reiatsu based technique if it isn't cut apart by the first layer, and has limited seeking properties to track the individual that used the opposing technique. This works best on beam-type attacks, such as Cero, and could be thought of as a counter to Cero-type techniques.
Due to the nature of this technique, the user's Offensive Stat, instead of simply Reiatsu Strength, is used to determine the power of this technique. This power can be utilized on techniques up to 1.5x the user's Offensive Stat.
How to use technique: Communicate with Spirit, work in tandem with it, use Reiatsu.
Technique Drawbacks:
Class Three Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-release techniques by 25% for the next three posts. Despite being able to be used on stronger techniques, this technique does not prevent the Zanpakuto from taking damage from these techniques, and will damage the Zanpakuto each time it is used. If the Zanpakuto is broken during usage, this technique does not work.
{Code for Tech}
[spoiler]{Ni (Two)}
[b]Technique Name:[/b] Ni (Two)
[b]Class:[/b] 3
[b]Technique Type:[/b] Other
[b]Usable By:[/b] Shinigami.
[b]Technique Element:[/b] None.
[b]Technique Description and Effects:[/b]
Ni, also known as "Divide", is a technique that pools together the Zanpakuto Spirit's Reiatsu, as well as the Shinigami's Reiatsu, to form a powerful counter to Reiatsu based attacks. From within the user's Zanpakuto, Reiatsu wells up and coats the blade. This forms the 'first' coat. The Reiatsu from the user pools around this first layer, forming a second layer over the blade, which takes the form of whatever the user's flexed Reiatsu looks like, creating a dual-color Reiatsu over the Zanpakuto.
Upon contact with a Reiatsu based attack, the first layer activates, cutting into and repelling the technique in half, depending on the size. The second layer closely follows the first behind, a sharpened blade of Reiatsu that travels in the direction of the person who used the first technique. This blade will continue to cut through the opposing Reiatsu based technique if it isn't cut apart by the first layer, and has limited seeking properties to track the individual that used the opposing technique. This works best on beam-type attacks, such as Cero, and could be thought of as a counter to Cero-type techniques.
Due to the nature of this technique, the user's Offensive Stat, instead of simply Reiatsu Strength, is used to determine the power of this technique. This power can be utilized on techniques up to 1.5x the user's Offensive Stat.
[b]How to use technique:[/b] Communicate with Spirit, work in tandem with it, use Reiatsu.
[b]Technique Drawbacks:[/b]
Class Three Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. This technique tires out the Spirit, increasing the cost of Releasing by 50% the next time the user releases. Increases the cost of non-release techniques by 25% for the next three posts. Despite being able to be used on stronger techniques, this technique does not prevent the Zanpakuto from taking damage from these techniques, and will damage the Zanpakuto each time it is used. If the Zanpakuto is broken during usage, this technique does not work.[/spoiler]
{Go (Five)}
Technique Name: Go (Five)
Class: 5
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects: Go, also called "Addition", is the fifth of the Numbers. This technique allows the Zanpakuto Spirit to interact with the physical world as an attack of sorts. This technique creates a ghostly aura around the Zanpakuto, much like Ichi. Unlike Ichi, this aura is more solid, more 'real' so to speak. This technique lasts for one strike, one swing of the Zanpakuto, or simply one motion of the blade. Effectively, this technique allows the user and Zanpakuto Spirit to strike an additional time. The user of this technique can choose whether it be as soon as they attack, utilizing two attacks at once, a second before, or a second behind their original attack.
The real power, and versatility, of this technique comes from the fact that whatever effect is on the Zanpakuto, or user, at the time is copied on to the strike. (I.E, the Zanpakuto is coated with an ice-effect, the Zanpakuto the Spirit uses will also be coated with ice.). As this is a blade made of Reiatsu, it naturally bypasses the Cutback Effect.
Synergizes well with Ichi and Ni.
How to use technique: Communicate with Spirit, work in tandem with it.
Technique Drawbacks: Class Five Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Small amounts of Physical and spiritual fatigue if they do help. Depends heavily on the user's own skill and sword technique to make useful. Must be within the range of the original slash or attack, I.E, you can't teleport the slash behind someone if you have no possible way of getting over there with your original strike. Shunpo does not count.
Technique Name: Go (Five)
Class: 5
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects: Go, also called "Addition", is the fifth of the Numbers. This technique allows the Zanpakuto Spirit to interact with the physical world as an attack of sorts. This technique creates a ghostly aura around the Zanpakuto, much like Ichi. Unlike Ichi, this aura is more solid, more 'real' so to speak. This technique lasts for one strike, one swing of the Zanpakuto, or simply one motion of the blade. Effectively, this technique allows the user and Zanpakuto Spirit to strike an additional time. The user of this technique can choose whether it be as soon as they attack, utilizing two attacks at once, a second before, or a second behind their original attack.
The real power, and versatility, of this technique comes from the fact that whatever effect is on the Zanpakuto, or user, at the time is copied on to the strike. (I.E, the Zanpakuto is coated with an ice-effect, the Zanpakuto the Spirit uses will also be coated with ice.). As this is a blade made of Reiatsu, it naturally bypasses the Cutback Effect.
Synergizes well with Ichi and Ni.
How to use technique: Communicate with Spirit, work in tandem with it.
Technique Drawbacks: Class Five Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Small amounts of Physical and spiritual fatigue if they do help. Depends heavily on the user's own skill and sword technique to make useful. Must be within the range of the original slash or attack, I.E, you can't teleport the slash behind someone if you have no possible way of getting over there with your original strike. Shunpo does not count.
{Code for Tech}
[spoiler]{Go (Five)}
[b]Technique Name:[/b] Go (Five)
[b]Class:[/b] 5
[b]Technique Type:[/b] Other
[b]Usable By:[/b] Shinigami, Vizard
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] Go, also called "Addition", is the fifth of the Numbers. This technique allows the Zanpakuto Spirit to interact with the physical world as an attack of sorts. This technique creates a ghostly aura around the Zanpakuto, much like Ichi. Unlike Ichi, this aura is more solid, more 'real' so to speak. This technique lasts for one strike, one swing of the Zanpakuto, or simply one motion of the blade. Effectively, this technique allows the user and Zanpakuto Spirit to strike an additional time. The user of this technique can choose whether it be as soon as they attack, utilizing two attacks at once, a second before, or a second behind their original attack.
The real power, and versatility, of this technique comes from the fact that whatever effect is on the Zanpakuto, or user, at the time is copied on to the strike. (I.E, the Zanpakuto is coated with an ice-effect, the Zanpakuto the Spirit uses will also be coated with ice.). As this is a blade made of Reiatsu, it naturally bypasses the Cutback Effect.
Synergizes well with Ichi and Ni.
[b]How to use technique:[/b] Communicate with Spirit, work in tandem with it.
[b]Technique Drawbacks:[/b] Class Five Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Small amounts of Physical and spiritual fatigue if they do help. Depends heavily on the user's own skill and sword technique to make useful. Must be within the range of the original slash or attack, I.E, you can't teleport the slash behind someone if you have no possible way of getting over there with your original strike. Shunpo does not count.[/spoiler]
{Roku (Six)}
Technique Name: Roku (Six)
Class: 4
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects:
Roku, known also as 'Stepping', is the sixth technique of 'Numbers'. This is an odd technique, as it technically requires another technique, Shunpo, to be learned and mastered. Activating this technique causes a blurry aura colored based on users Reiatsu to appear around the user's legs, but otherwise does nothing else. This aura lasts for around three posts. Once Shunpo is used while Roku is activated, however, the aura spreads to the entire body. This technique, when used with Shunpo, allows for two things. One, the user is able to instantly change direction mid-Shunpo with another Shunpo, if they need to. Two, it boosts one of the two Shunpo up to 15x, instead of 10x. It can be used for either the starting Shunpo, or the mid-way Shunpo.
This technique, effectively, has the Zanpakuto Spirit Shunpo with the user, both increasing the speed of Shunpo, and allowing the user an extra 'jump' if they need it.
How to use technique: Communicate with Zanpakuto Spirit, work in tandem with them.
Technique Drawbacks:
Though a class four technique, this technique has a 250 Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. This technique places strain on the user's legs, reducing speed by 5% for at least two posts. Consecutive uses will stack 5% more on top of it, to a maximum of 20%. It is impossible to use this technique more than four posts in a row, as the muscles in the user's legs would be shredded. Must wait at least two posts for the strain to fade away, double that during combat.
Requires Shunpo Mastery to learn.
Technique Name: Roku (Six)
Class: 4
Technique Type: Other
Usable By: Shinigami, Vizard
Technique Element: None
Technique Description and Effects:
Roku, known also as 'Stepping', is the sixth technique of 'Numbers'. This is an odd technique, as it technically requires another technique, Shunpo, to be learned and mastered. Activating this technique causes a blurry aura colored based on users Reiatsu to appear around the user's legs, but otherwise does nothing else. This aura lasts for around three posts. Once Shunpo is used while Roku is activated, however, the aura spreads to the entire body. This technique, when used with Shunpo, allows for two things. One, the user is able to instantly change direction mid-Shunpo with another Shunpo, if they need to. Two, it boosts one of the two Shunpo up to 15x, instead of 10x. It can be used for either the starting Shunpo, or the mid-way Shunpo.
This technique, effectively, has the Zanpakuto Spirit Shunpo with the user, both increasing the speed of Shunpo, and allowing the user an extra 'jump' if they need it.
How to use technique: Communicate with Zanpakuto Spirit, work in tandem with them.
Technique Drawbacks:
Though a class four technique, this technique has a 250 Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. This technique places strain on the user's legs, reducing speed by 5% for at least two posts. Consecutive uses will stack 5% more on top of it, to a maximum of 20%. It is impossible to use this technique more than four posts in a row, as the muscles in the user's legs would be shredded. Must wait at least two posts for the strain to fade away, double that during combat.
Requires Shunpo Mastery to learn.
{Code for Tech}
[spoiler]{Roku (Six)}
[b]Technique Name:[/b] Roku (Six)
[b]Class:[/b] 4
[b]Technique Type:[/b] Other
[b]Usable By:[/b] Shinigami, Vizard
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b]
Roku, known also as 'Stepping', is the sixth technique of 'Numbers'. This is an odd technique, as it technically requires another technique, Shunpo, to be learned and mastered. Activating this technique causes a blurry aura colored based on users Reiatsu to appear around the user's legs, but otherwise does nothing else. This aura lasts for around three posts. Once Shunpo is used while Roku is activated, however, the aura spreads to the entire body. This technique, when used with Shunpo, allows for two things. One, the user is able to instantly change direction mid-Shunpo with another Shunpo, if they need to. Two, it boosts one of the two Shunpo up to 15x, instead of 10x. It can be used for either the starting Shunpo, or the mid-way Shunpo.
This technique, effectively, has the Zanpakuto Spirit Shunpo with the user, both increasing the speed of Shunpo, and allowing the user an extra 'jump' if they need it.
[b]How to use technique:[/b] Communicate with Zanpakuto Spirit, work in tandem with them.
[b]Technique Drawbacks:[/b]
Though a class four technique, this technique has a 250 Reiatsu cost. Depending on the Spirit, the relationship they have with their wielder, and their nature, the spirit in question may not choose to lend aid to the wielder. Physical and spiritual fatigue if they do help. This technique places strain on the user's legs, reducing speed by 5% for at least two posts. Consecutive uses will stack 5% more on top of it, to a maximum of 20%. It is impossible to use this technique more than four posts in a row, as the muscles in the user's legs would be shredded. Must wait at least two posts for the strain to fade away, double that during combat.
Requires Shunpo Mastery to learn.[/spoiler]
{Shunpo}
Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
{Code for Tech}
[spoiler]{Shunpo}
[b]Technique Name:[/b] Shunpo (Flash Steps)
[b]Class:[/b] 7
[b]Technique Type:[/b] Kidō
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.[/spoiler]
{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 were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
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 were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
{Code for Tech}
[spoiler]{Advanced Air Ground}
[b]Technique Name:[/b] Advanced Air Ground
[b]Class:[/b] 7
[b]Technique Type:[/b] Spiritual Technique
[b]Technique Description and Effects:[/b] This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
[b]Drawback:[/b] No drawback.[/spoiler]
{Rhythm Beat}
Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects: A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique: Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks: Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects: A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique: Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks: Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
{Code for Tech}
[spoiler]{Rhythm Beat}
[b]Technique Name:[/b] Rhythm Beat
[b]Class:[/b] 6
[b]Technique Type:[/b] Hakuda
[b]Usable By:[/b] Shinigami, Beast-Clan, Escudo
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
[b]How to use technique:[/b] Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
[b]Technique Drawbacks:[/b] Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.[/spoiler]
{Shunpo Karin}
Technique Name: Shunpo Karin
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique: Stated above.
Drawbacks: Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
Technique Name: Shunpo Karin
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique: Stated above.
Drawbacks: Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
{Code for Tech}
[spoiler]{Shunpo Karin}
[b]Technique Name:[/b] Shunpo Karin
[b]Class:[/b] 5
[b]Technique Type:[/b] Kidō
[b]Technique Element:[/b] None
[b]Technique Description and Effects:[/b] The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
[b]How to use technique:[/b] Stated above.
[b]Drawbacks:[/b] Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.[/spoiler]
Current Threads
KILL SIX MILLION DEMONS [DE Hard Adventure]
Bridges Burned [DP PvP w/Alacran]
Never Forgive Me, Never Forget Me [Social w/Celes]
The Crooked Young [Social w/Ludwig]
Nova Twins [DP Hard Adventure w/Seiji]
A Stranger I Remain [Special Fight w/Celes]
Spring Droplets, Evening Dew [Social w/Shio]
Completed Threads
{Camila's Threads}
Learning To Fall [Solo Training] - 1/8 SkP
New Horizons [Joint Training] - 2/8 SkP
Sign of the Times [Solo Training] - 3/8 SkP
Welcome to Paradise [Joint Training] - 4/8 SkP
Signs of Life [NDE PvP] - 5/8 SkP
Infinity on High [Joint Training] - 6/8 SkP
Almost Easy [DE PvP] - DE, +1 SkP
Brompton Cocktail [Joint Training] - 1/8 SkP
Dancing With the Devil [NDE PvP] - 2/8 SkP
The Living Lab [NDE Medium Adventure] - 3/8 SkP
Chelsea Smile [NDE PvP] - 4/8 SkP
Stupid & Anxious [Joint Training] - 5/8 SkP
Built for Blame, Laced with Shame [Social] - 6/8 SkP
All Signs Point to Lauderdale - 7/8 SkP
Waltz of Treachery [Bankai Solo Training] - +1 SkP
Leave It All Behind [DP PvP] - 2/8 SkP
Be Prepared [JT] - 3/8 SkP
Meeting of Outcasts [DP PvP] - 5/8 SkP
Champagne for my Real Friends, Real Pain for my Sham Friends [DE PvP] - 7/8 SkP
The Desire to Smile [JT] - +1 SkP
An Exterminator Arises - 1/8 SkP
For A Pessimist, I'm Pretty Optimistic - 2/8 SkP
Separate Ways [DP PvP] - 4/8 SkP
Not Good Enough For Truth In Cliche' [NDE PvP] - 5/8 SkP
A Devastating Liberation [DE PvP] - 7/8 SkP
Learning To Fall [Solo Training] - 1/8 SkP
New Horizons [Joint Training] - 2/8 SkP
Sign of the Times [Solo Training] - 3/8 SkP
Welcome to Paradise [Joint Training] - 4/8 SkP
Signs of Life [NDE PvP] - 5/8 SkP
Infinity on High [Joint Training] - 6/8 SkP
Almost Easy [DE PvP] - DE, +1 SkP
Brompton Cocktail [Joint Training] - 1/8 SkP
Dancing With the Devil [NDE PvP] - 2/8 SkP
The Living Lab [NDE Medium Adventure] - 3/8 SkP
Chelsea Smile [NDE PvP] - 4/8 SkP
Stupid & Anxious [Joint Training] - 5/8 SkP
Built for Blame, Laced with Shame [Social] - 6/8 SkP
All Signs Point to Lauderdale - 7/8 SkP
Waltz of Treachery [Bankai Solo Training] - +1 SkP
Leave It All Behind [DP PvP] - 2/8 SkP
Be Prepared [JT] - 3/8 SkP
Meeting of Outcasts [DP PvP] - 5/8 SkP
Champagne for my Real Friends, Real Pain for my Sham Friends [DE PvP] - 7/8 SkP
The Desire to Smile [JT] - +1 SkP
An Exterminator Arises - 1/8 SkP
For A Pessimist, I'm Pretty Optimistic - 2/8 SkP
Separate Ways [DP PvP] - 4/8 SkP
Not Good Enough For Truth In Cliche' [NDE PvP] - 5/8 SkP
A Devastating Liberation [DE PvP] - 7/8 SkP
{Albin's Threads}
Chemical Kids & Mechanical Brides [DP Cinematic] - 2/8 SkP
The Strays [JT] - 3/8 SkP
That's No Hollow [DP PvP] - 5/8 SkP
Ghosts of the Past - 6/8 SkP
A Devastating Liberation [DE PvP] - +1 SkP
Chemical Kids & Mechanical Brides [DP Cinematic] - 2/8 SkP
The Strays [JT] - 3/8 SkP
That's No Hollow [DP PvP] - 5/8 SkP
Ghosts of the Past - 6/8 SkP
A Devastating Liberation [DE PvP] - +1 SkP