Post by Astrid Vess on Oct 5, 2021 20:03:10 GMT -5
Character Details:
Type: Soul Specialist V1 (Physicals W/ Senses Boost)
Current Class: 1
Current CTP: 32,220
Current TTP: 1,224
Ryo: 10,000
Current Rank: Mercenary (Rank 4)
SP Total: 2,300 Base
Training SP earned: 700/700 + 200/200 TT SP
Thread count for Skill Point: 0/8
Additional Skill points gained: 4/10
Bounty Status: C
Current Stats:
Base - Sealed - Released
Str: 400 - 400 - 1400
Speed: 400 - 400 - 1400
RS: 100 - 25 - 100
SPPR: 400 - 100 - 400
Senses: 300 - 300 - 600
Instinct: 300 - 75 - 300
ES: 0 - 0 - 0
HE: 400 - 100 - 400
LA: 0
DA: 100
Current Skills: (19/19)
Focused Eye - 3
Poison Resist - 3
Pain Tolerance - 3
Strength of Will - 3
Martial Arts: Way of the Flesh Warper - 4
Bleeding Tolerance - 2
Current Techniques (18/24):
Learned = nothing
Proficient: = +
Mastered: *
Cinematic Techniques (1/5):
[/u]Current Realms Astrid can go to:
1. Hell - Naturally
2. Human World - Accessible via Sonadora/Astrid JT
3. Hueco Mundo - Accessible via Marik/Astrid JT
4. Soul Society - Accessible via Akando/Astrid JT
5. Void / Valley of Screams - Accessible via "new" travel tech
Astrid's Previous Hollow Mask:
Astrid Specialty Sigils:
Cool items Astrid "acquired":
Mask On
Reiatsu Scrambler - Class 5 edition
Elementato - Class 2 (Lemon flavored)
R-Siphon - Class 1
Collected Debts:
None atm
Type: Soul Specialist V1 (Physicals W/ Senses Boost)
Current Class: 1
Current CTP: 32,220
Current TTP: 1,224
Ryo: 10,000
Current Rank: Mercenary (Rank 4)
SP Total: 2,300 Base
Training SP earned: 700/700 + 200/200 TT SP
Thread count for Skill Point: 0/8
Additional Skill points gained: 4/10
Bounty Status: C
Current Stats:
Base - Sealed - Released
Str: 400 - 400 - 1400
Speed: 400 - 400 - 1400
RS: 100 - 25 - 100
SPPR: 400 - 100 - 400
Senses: 300 - 300 - 600
Instinct: 300 - 75 - 300
ES: 0 - 0 - 0
HE: 400 - 100 - 400
LA: 0
DA: 100
Current Skills: (19/19)
Focused Eye - 3
Poison Resist - 3
Pain Tolerance - 3
Strength of Will - 3
Martial Arts: Way of the Flesh Warper - 4
Bleeding Tolerance - 2
Current Techniques (18/24):
Learned = nothing
Proficient: = +
Mastered: *
{1. Trebuchet*}Class: [5]
Technique Type : [General Spiritual tech]
Usable By: [Everyone]
Technique Element: [None]
Technique Description and Effects : Trebuchet acts exactly as it sounds, by expanding reiatsu in the general area you are able to choose an object within 10 feet around you and launch it at 800 speed in a single direction. The object is coated in the user's reiatsu.
How to use technique (How is it activated?): Spending reiatsu to coat an object in reiatsu then launch it.
Technique Drawbacks The objects that are launched can't be larger than a foot in diameter and once they are launched in a direction it's direction can't be changed. Can't move release weapons or things connected to release.
Technique Type : [General Spiritual tech]
Usable By: [Everyone]
Technique Element: [None]
Technique Description and Effects : Trebuchet acts exactly as it sounds, by expanding reiatsu in the general area you are able to choose an object within 10 feet around you and launch it at 800 speed in a single direction. The object is coated in the user's reiatsu.
How to use technique (How is it activated?): Spending reiatsu to coat an object in reiatsu then launch it.
Technique Drawbacks The objects that are launched can't be larger than a foot in diameter and once they are launched in a direction it's direction can't be changed. Can't move release weapons or things connected to release.
{2. Form: Obsidian*}Class: [3]
Technique Type: [None]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique hardens the user's reiatsu into an obsidian-like crystal, and it can be molded and shaped into anything as long as it does not exceed the volume of the user's own body. The newly hardened reishi has a durability and piercing strength that depends on the cost of the technique. For every 100 reiatsu the user puts into it, the durability and piercing strength of the technique increases by 250 (ex. a cost of 200 reiatsu gives Form: Obsidian a durability and offensive stat of 500). The user can either hold Form: Obsidian or launch it as a projectile at the same speed as a cero.
Once Form: Obsidian is used, the user has the option to activate it once more. By doing so, he can cause the obsidian to crack into as many pieces as he’d like, anywhere between two uneven pieces to a million little grains. He can cause the obsidian to shatter with a speed of up to 600, spreading out to a maximum distance of 15 meters in every direction. The user can control the speed of the shattering and the distance that the shards travel.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The cost of this technique increases greatly depending on the desired offensive stat. The minimum cost is 100 reiatsu and the maximum cost is 400 reiatsu (an offensive stat of 1000). In addition, the user must pay 100 reiatsu for the second activation that causes Form: Obsidian to splinter.
Technique Type: [None]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique hardens the user's reiatsu into an obsidian-like crystal, and it can be molded and shaped into anything as long as it does not exceed the volume of the user's own body. The newly hardened reishi has a durability and piercing strength that depends on the cost of the technique. For every 100 reiatsu the user puts into it, the durability and piercing strength of the technique increases by 250 (ex. a cost of 200 reiatsu gives Form: Obsidian a durability and offensive stat of 500). The user can either hold Form: Obsidian or launch it as a projectile at the same speed as a cero.
Once Form: Obsidian is used, the user has the option to activate it once more. By doing so, he can cause the obsidian to crack into as many pieces as he’d like, anywhere between two uneven pieces to a million little grains. He can cause the obsidian to shatter with a speed of up to 600, spreading out to a maximum distance of 15 meters in every direction. The user can control the speed of the shattering and the distance that the shards travel.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The cost of this technique increases greatly depending on the desired offensive stat. The minimum cost is 100 reiatsu and the maximum cost is 400 reiatsu (an offensive stat of 1000). In addition, the user must pay 100 reiatsu for the second activation that causes Form: Obsidian to splinter.
{3. 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? (Yes/No) (Can others use your technique, or just your character?): No
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? (Yes/No) (Can others use your technique, or just your character?): No
{4. Sonido*}Class: [4] - 7-1.
Technique Type: [Hollow Technique] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique: [How do you use this technique? List below.]
Just use it and drain the Reiatsu.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
Technique Type: [Hollow Technique] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique: [How do you use this technique? List below.]
Just use it and drain the Reiatsu.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
{5. Pesquis*}Class: [5]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar exclusive technique that allows the user to cast a seeming "radar" for a one mile radius, allowing them to sense any and all beings that have reiatsu in the area, and tell how strong that reiatsu is, and even locate an enemy in battle. Vizards can slip through Pesquis during use of step techniques. Those of speed three or more times the user's can also slip through Pesquis. This allows a one mile radar per 50 energy sensory. Its accuracy also increases with higher levels of energy sensory.
The default version can sense location, general flaring and fluctuation of reiatsu, and basic movement.
How to use technique:
Focus. Lasts for 5 posts once activated.
Technique Drawbacks
In addition to diverting some of the user's focus, this technique can be fooled by mid to high level illusions, and step techniques which reach a speed at least 30% or more of the user's step speed can slip through Pesquis, seeming to disappear like a ghost off of the radar.
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar exclusive technique that allows the user to cast a seeming "radar" for a one mile radius, allowing them to sense any and all beings that have reiatsu in the area, and tell how strong that reiatsu is, and even locate an enemy in battle. Vizards can slip through Pesquis during use of step techniques. Those of speed three or more times the user's can also slip through Pesquis. This allows a one mile radar per 50 energy sensory. Its accuracy also increases with higher levels of energy sensory.
The default version can sense location, general flaring and fluctuation of reiatsu, and basic movement.
How to use technique:
Focus. Lasts for 5 posts once activated.
Technique Drawbacks
In addition to diverting some of the user's focus, this technique can be fooled by mid to high level illusions, and step techniques which reach a speed at least 30% or more of the user's step speed can slip through Pesquis, seeming to disappear like a ghost off of the radar.
{6. Sonido Garra*}Class: [4]
Technique Type: [Arrancar Technique]
Technique Element: [None]
Technique Description and Effects:
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
How to use technique:
Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
Technique Drawbacks
Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.
Technique Type: [Arrancar Technique]
Technique Element: [None]
Technique Description and Effects:
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
How to use technique:
Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
Technique Drawbacks
Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.
{7. Tsukarenai*}Class: 3
Technique Type: Other
Usable By: All
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
Made By: Aevus
Reserved?: No
Technique Type: Other
Usable By: All
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
Made By: Aevus
Reserved?: No
{8. Redirection - Class 1*}Class: [3, 2, 1] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique up to three times the OS of the user, and adds the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique up to three times the OS of the user, and adds the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
{9. Ten Kaika Ken*}Class: 3
Technique Type: Other
Usable By: Any Race
Technique Element: General Reiatsu
Technique Description and Effects: Considered a beautiful technique by those who witness it, those who experience it have a much different opinion. By making contact with an object or person, the user is able to vibrate their Reiatsu in sync with whatever they are touching, and forcibly expel the Reiatsu through the target. As the Reiatsu is expelled, it spirals outward and breaks away into shapes that are reminiscent of flower petals – hence the name. Though beautiful, the technique is destructive in nature, and is used to cause massive internal damage at the cost of damaging the hand of the user. After one use, there is internal bleeding inside the target on every organ, as well as a significant amount of pain; they will begin coughing up blood as well. A second use results in organs being ruptured and torn, which thus causes more bleeding. A third use results in complete internal destruction. If used on a physical or spiritual object, the object is completely destroyed from the inside out, leaving it hollow.
How to use technique: The user has to make contact with a target with their hands – through a fist or open palm gesture if they want – and vibrate their Reiatsu in sync with that of the opponent, then fire it outward.
Technique Drawbacks: A moderate Reiatsu cost is one drawback. The second is the damage caused by the Reiatsu that was vibrated in the hand used. The hand, after just one use, will be completely numb, and covered in deep cuts, which results in a significant amount of bleeding, and a loss in dexterity. Moreover, the bones in the hand become fractured, adding to the pain. After a second use, the hand is useless, and it is destroyed internally. Furthermore, if the Combat Stat of the target is superior to that of the user's Combat Stat, the damage is cut by fifty percent. At a fifty percent difference in superiority by the target, the damage of this technique is nullified.This technique does not ignore defense techniques like Hierro/Blut, and will result in a clash if used (technique vs technique). Finally, this technique can only be used once per post of the user.
Made By: Kazuko Shiba
Reserved? (Yes/No): Nope
Technique Type: Other
Usable By: Any Race
Technique Element: General Reiatsu
Technique Description and Effects: Considered a beautiful technique by those who witness it, those who experience it have a much different opinion. By making contact with an object or person, the user is able to vibrate their Reiatsu in sync with whatever they are touching, and forcibly expel the Reiatsu through the target. As the Reiatsu is expelled, it spirals outward and breaks away into shapes that are reminiscent of flower petals – hence the name. Though beautiful, the technique is destructive in nature, and is used to cause massive internal damage at the cost of damaging the hand of the user. After one use, there is internal bleeding inside the target on every organ, as well as a significant amount of pain; they will begin coughing up blood as well. A second use results in organs being ruptured and torn, which thus causes more bleeding. A third use results in complete internal destruction. If used on a physical or spiritual object, the object is completely destroyed from the inside out, leaving it hollow.
How to use technique: The user has to make contact with a target with their hands – through a fist or open palm gesture if they want – and vibrate their Reiatsu in sync with that of the opponent, then fire it outward.
Technique Drawbacks: A moderate Reiatsu cost is one drawback. The second is the damage caused by the Reiatsu that was vibrated in the hand used. The hand, after just one use, will be completely numb, and covered in deep cuts, which results in a significant amount of bleeding, and a loss in dexterity. Moreover, the bones in the hand become fractured, adding to the pain. After a second use, the hand is useless, and it is destroyed internally. Furthermore, if the Combat Stat of the target is superior to that of the user's Combat Stat, the damage is cut by fifty percent. At a fifty percent difference in superiority by the target, the damage of this technique is nullified.This technique does not ignore defense techniques like Hierro/Blut, and will result in a clash if used (technique vs technique). Finally, this technique can only be used once per post of the user.
Made By: Kazuko Shiba
Reserved? (Yes/No): Nope
{10. Retraction*}Class: 6
Technique Type: Step Technique
Usable By: All races
Technique Element: None
Technique Description and Effects:
The user pulls an extended limb or extremity in toward the core of their body with great speed, priming them for a more defensive stance or ready state. This technique moves a single limb or extremity of the user toward their body's core at ×4 their normal Speed. If used prior to a stepping technique that moves the user's entire body, the cost of this technique reduces the cost of that technique by an equal figure.
How to use technique:
Stated above.
Technique Drawbacks This technique can be used no more than once per post.
Made By: Akunzun
Reserved? (Yes/No): No
Technique Type: Step Technique
Usable By: All races
Technique Element: None
Technique Description and Effects:
The user pulls an extended limb or extremity in toward the core of their body with great speed, priming them for a more defensive stance or ready state. This technique moves a single limb or extremity of the user toward their body's core at ×4 their normal Speed. If used prior to a stepping technique that moves the user's entire body, the cost of this technique reduces the cost of that technique by an equal figure.
How to use technique:
Stated above.
Technique Drawbacks This technique can be used no more than once per post.
Made By: Akunzun
Reserved? (Yes/No): No
{11. Legionnaires Sigil+}Technique Class: Class 2
Technique Type: Spiritual
Usable By: Arrancar
Technique Element: Sigil
Description:
The Legionnaire's Sigil is a bit of a specialty sigil of Astrid's creation. Upon becoming an arrancar but more specifically a hollow, it was made very apparent that Astrid's soul was warped drastically. Enough so that the majority of the spiritual energy she once possessed had simply been used up. Likely to fuel her new form that was beyond supernaturally powerful by comparison. This . . . did not come without drawbacks. This meant Astrid was now incredibly vulnerable to cutback as her capability to utilize reiatsu is. . . at best. Minimal. And unbeknownst to her Arrancar's resilience to cutback is through the potency of their reiatsu not the quantity. This sigil seeks to correct that given even now Astrid's power is built off of one thing and one thing alone. The raw volume of souls she has consumed and will continue to consume.
Mechanically speaking this technique does one thing. It reverts Astrid back to calculating when she is inflicted with cutback by using her spiritual pressure stat as opposed to her reiatsu strength stat. This technique is a passive effect and cannot be unlearned in any capacity once it has been learned with two exceptions. Sans character death or race change. This technique however is not without its drawbacks. Namely that this technique can be made null and void in a fight if the sigil is heavily damaged. Unlike hason who can inscribe directly onto their souls via sigil magic, Arrancars can at best inscribe sigils onto their bodies for permanent effects. Thus, if the sigils in question are damaged or otherwise removed their effects become null and void. So too is Legionaire's sigil suffer from this. Thus, the user must decide where the sigil will be inscribed with great thought lest it be constantly destroyed.
How to Use:
Inscribe the sigil, chosen by the user, onto their body in an area of their choosing. Flood the sigil with reiatsu and then let the reiatsu burn the sigil into the flesh. From there the sigil will turn black and begin to take effect.
Drawbacks:
Cannot be unlearned sans race change or character death. I.E., this is permanent 90% of the time. If the sigil is damaged severely, half or more of it is gone, the effects are undone. Arrancar will revert to RS for cutback calculation as opposed to SPPR. Upon the sigil being destroyed Ryo must be spent to "heal it" as it is considered a permanent scar. The cost is 2,000 Ryo every time the sigil is "healed". The sigil cannot be healed via HSR in a fight or by another healing technique/power/ability.
Sigil must be specified where it is at on the user's body in their point bank.
Made By: Astrid Vess
Reserved?: Yes in terms of only arrancar can learn this. Arrancars must be taught it (unless no one is around that knows the technique).
Technique Type: Spiritual
Usable By: Arrancar
Technique Element: Sigil
Description:
The Legionnaire's Sigil is a bit of a specialty sigil of Astrid's creation. Upon becoming an arrancar but more specifically a hollow, it was made very apparent that Astrid's soul was warped drastically. Enough so that the majority of the spiritual energy she once possessed had simply been used up. Likely to fuel her new form that was beyond supernaturally powerful by comparison. This . . . did not come without drawbacks. This meant Astrid was now incredibly vulnerable to cutback as her capability to utilize reiatsu is. . . at best. Minimal. And unbeknownst to her Arrancar's resilience to cutback is through the potency of their reiatsu not the quantity. This sigil seeks to correct that given even now Astrid's power is built off of one thing and one thing alone. The raw volume of souls she has consumed and will continue to consume.
Mechanically speaking this technique does one thing. It reverts Astrid back to calculating when she is inflicted with cutback by using her spiritual pressure stat as opposed to her reiatsu strength stat. This technique is a passive effect and cannot be unlearned in any capacity once it has been learned with two exceptions. Sans character death or race change. This technique however is not without its drawbacks. Namely that this technique can be made null and void in a fight if the sigil is heavily damaged. Unlike hason who can inscribe directly onto their souls via sigil magic, Arrancars can at best inscribe sigils onto their bodies for permanent effects. Thus, if the sigils in question are damaged or otherwise removed their effects become null and void. So too is Legionaire's sigil suffer from this. Thus, the user must decide where the sigil will be inscribed with great thought lest it be constantly destroyed.
How to Use:
Inscribe the sigil, chosen by the user, onto their body in an area of their choosing. Flood the sigil with reiatsu and then let the reiatsu burn the sigil into the flesh. From there the sigil will turn black and begin to take effect.
Drawbacks:
Cannot be unlearned sans race change or character death. I.E., this is permanent 90% of the time. If the sigil is damaged severely, half or more of it is gone, the effects are undone. Arrancar will revert to RS for cutback calculation as opposed to SPPR. Upon the sigil being destroyed Ryo must be spent to "heal it" as it is considered a permanent scar. The cost is 2,000 Ryo every time the sigil is "healed". The sigil cannot be healed via HSR in a fight or by another healing technique/power/ability.
Sigil must be specified where it is at on the user's body in their point bank.
Made By: Astrid Vess
Reserved?: Yes in terms of only arrancar can learn this. Arrancars must be taught it (unless no one is around that knows the technique).
{12. Shotgun Slam*}Technique Name: Shotgun Slam
Technique Class: 3
Technique Type: Martial
Usable By: All
Technique Element: Body
Description:
This technique is similar in nature to the shinigami Thousand Fangs technique or the general populace Fifty Thrusts technique. A barrage of hits in a short time to achieve the goal of wearing down an opponent. However, unlike the aforementioned techniques, Shotgun Slam puts more focus on the Power behind the barrage as well limiting the cumulative number of hits so that they can all be achieved in very nearly the same instance. Effectively speed is needed up to a point but with less total attacks the attacks than its companions it instead put more emphasis put into each attack made. And thus replicate a shotgun using buckshot where multiple shots will hit a target at relatively the same time.
It should be noted that this technique cannot be used with a weapon that isn't a limb or a natural weapon. I.E. Claws/tails/wings as an example. With the exception of things like Brass Knuckles or similar weapons that make one's fists deadlier without being akin to a dagger.
Mechanically speaking this technique has the user increase their speed of the attack equal the users base Strength stat while increasing the power behind the attacks produced by 2x their strength. In addition, this technique limits how many attacks the user can produce depending on their mastery level. At learned only 10 attacks can be produced. At Proficient 20 attacks can be produced. At Mastered 30 attacks can be produced. Attacks produced via this attack come out in a spread and thus start out with a range of 5 feet in total distance. This increases by 5 feet for every level above learned, capping at 15 feet.
How to Use:
Flood the muscles/limb with reiatsu, flex said limb, and then let loose.
Drawbacks:
Has a cap of how many times this can be used in a post. At Learned and Proficient this is once a post. Mastered is twice a post. Limbs that used this technique lose 25% of their speed and strength for the next post. If the technique is used while this debuff is active it increases to 50%. If used again, the limb in question is considered useless as the bones are shattered and muscles torn asunder.
Incredibly limited in what weapons can use this technique otherwise it is solely limited to an individual's body. Cannot be used in conjunction with speed increasing techniques. Strength boosting techniques (Impact) do not change the base speed or power behind this technique.
600 strength is needed to learn this technique and go to proficient. 800 strength is needed to master this technique.
Made By: Astrid Vess
Reserved?: No
Technique Class: 3
Technique Type: Martial
Usable By: All
Technique Element: Body
Description:
This technique is similar in nature to the shinigami Thousand Fangs technique or the general populace Fifty Thrusts technique. A barrage of hits in a short time to achieve the goal of wearing down an opponent. However, unlike the aforementioned techniques, Shotgun Slam puts more focus on the Power behind the barrage as well limiting the cumulative number of hits so that they can all be achieved in very nearly the same instance. Effectively speed is needed up to a point but with less total attacks the attacks than its companions it instead put more emphasis put into each attack made. And thus replicate a shotgun using buckshot where multiple shots will hit a target at relatively the same time.
It should be noted that this technique cannot be used with a weapon that isn't a limb or a natural weapon. I.E. Claws/tails/wings as an example. With the exception of things like Brass Knuckles or similar weapons that make one's fists deadlier without being akin to a dagger.
Mechanically speaking this technique has the user increase their speed of the attack equal the users base Strength stat while increasing the power behind the attacks produced by 2x their strength. In addition, this technique limits how many attacks the user can produce depending on their mastery level. At learned only 10 attacks can be produced. At Proficient 20 attacks can be produced. At Mastered 30 attacks can be produced. Attacks produced via this attack come out in a spread and thus start out with a range of 5 feet in total distance. This increases by 5 feet for every level above learned, capping at 15 feet.
How to Use:
Flood the muscles/limb with reiatsu, flex said limb, and then let loose.
Drawbacks:
Has a cap of how many times this can be used in a post. At Learned and Proficient this is once a post. Mastered is twice a post. Limbs that used this technique lose 25% of their speed and strength for the next post. If the technique is used while this debuff is active it increases to 50%. If used again, the limb in question is considered useless as the bones are shattered and muscles torn asunder.
Incredibly limited in what weapons can use this technique otherwise it is solely limited to an individual's body. Cannot be used in conjunction with speed increasing techniques. Strength boosting techniques (Impact) do not change the base speed or power behind this technique.
600 strength is needed to learn this technique and go to proficient. 800 strength is needed to master this technique.
Made By: Astrid Vess
Reserved?: No
{13. Distorted Growth*}Technique Class: 3
Technique Type: Physical / Spiritual
Usable By: Astrid
Technique Element: Flesh
Description:
Distorted Growth is the first in the series of Way of the Flesh Warper. It should be noted that this is a not a martial series for everyone as the basis of this fighting style is because of one's natural or supernatural means to generate flesh/bone/blood/etc. Thus, to begin learning this style the user must gain or otherwise activate High Speed Regeneration. Once this is done Distorted Growth can finally be used. Distorted Growth is "simple" in what it does. This technique once learned, allows the user to warp their body by shifting flesh from one limb to another.
The first noticeable benefit it allows is the user to have hyper flexibility of their body. Shifting, contorting, and otherwise bending in ways that should not be physically possible. Such as bending their spine backwards and under their legs. Or pulling up their leg diagonally and wrapping it around themselves. Effectively if the user desires their body to move or contort in a direction, the body is capable of doing so with minimal if any consequences. This allows for one of the most important facets of this particular style of fighting. Otherwise seemingly erratic and "impossible" feats using just one's own body. The higher the skill points in Way of the Flesh Warper, the more eccentric the means an individual can move their body. Mastering this technique allows the user to act as though they have an additional point in Way of the Flesh Warper. This can bring a 3 to 4 so long as they know and have mastered at least 3 other Way of the Flesh Warper techniques. Until then it can only boost the user to a 3.
With regards to shifting one's flesh to another limb this is a bit more difficult and can only be done on a temporary basis until this technique is mastered. In essence the limb in question gains additional muscle mass and is able to grow in size up to an additional 5 feet in all directions for every limb's flesh used for this. Limbs with additional muscle to them are able to flex against attacks easier and gain a durability stat that actively reduces harm done to the user on that limb. The durability is equal to half the user's strength stat.
There is another benefit to reinforcing one's limbs this way. Damage imposed on an item, object, or being with a durability stat takes an additional 50% more damage upon impact. This occurs from the excessive force that can be exerted by the limb in question. This also extends to the user's shockwaves produced by this limb if the user can create them.
How to Use:
Activate one's HSR if it is not already. Then channel reiatsu throughout the body. From there essentially flex the body to shift in the manner you desire. The body will follow thereafter.
Drawbacks:
First and foremost a body cannot survive using this technique for long if HSR is not active or present. This is because naturally pushing flesh from one part to another or bending/contorting it in directions it's not inherently supposed to is painful and damaging. Thus no one without HSR in even a temporary fashion can learn this technique series.
The user also must have a pain tolerance to endure this in a fight. A 2 is required until Proficient. A 1 is required until Mastered. Additionally, the maximum speed the body can move while warped in an unnatural manner is 80% of its speed and with 80% of its power. This is reduced to 90% at Proficient and is removed at Mastered.
Limbs where flesh was taken from have 50% less durability. And thus, can be broken or harmed more easily. They also cannot flex or produce shockwaves. Hyper extended limbs so long as they are cut at the joints are 25% easier to cut specifically. But harm to them is 10% easier. I.E. attacks against them depending on the manner of attack are stronger against the user.
Made By: Astrid Vess
Reserved?: Yes, but it can be taught to others.
Technique Type: Physical / Spiritual
Usable By: Astrid
Technique Element: Flesh
Description:
Distorted Growth is the first in the series of Way of the Flesh Warper. It should be noted that this is a not a martial series for everyone as the basis of this fighting style is because of one's natural or supernatural means to generate flesh/bone/blood/etc. Thus, to begin learning this style the user must gain or otherwise activate High Speed Regeneration. Once this is done Distorted Growth can finally be used. Distorted Growth is "simple" in what it does. This technique once learned, allows the user to warp their body by shifting flesh from one limb to another.
The first noticeable benefit it allows is the user to have hyper flexibility of their body. Shifting, contorting, and otherwise bending in ways that should not be physically possible. Such as bending their spine backwards and under their legs. Or pulling up their leg diagonally and wrapping it around themselves. Effectively if the user desires their body to move or contort in a direction, the body is capable of doing so with minimal if any consequences. This allows for one of the most important facets of this particular style of fighting. Otherwise seemingly erratic and "impossible" feats using just one's own body. The higher the skill points in Way of the Flesh Warper, the more eccentric the means an individual can move their body. Mastering this technique allows the user to act as though they have an additional point in Way of the Flesh Warper. This can bring a 3 to 4 so long as they know and have mastered at least 3 other Way of the Flesh Warper techniques. Until then it can only boost the user to a 3.
With regards to shifting one's flesh to another limb this is a bit more difficult and can only be done on a temporary basis until this technique is mastered. In essence the limb in question gains additional muscle mass and is able to grow in size up to an additional 5 feet in all directions for every limb's flesh used for this. Limbs with additional muscle to them are able to flex against attacks easier and gain a durability stat that actively reduces harm done to the user on that limb. The durability is equal to half the user's strength stat.
There is another benefit to reinforcing one's limbs this way. Damage imposed on an item, object, or being with a durability stat takes an additional 50% more damage upon impact. This occurs from the excessive force that can be exerted by the limb in question. This also extends to the user's shockwaves produced by this limb if the user can create them.
How to Use:
Activate one's HSR if it is not already. Then channel reiatsu throughout the body. From there essentially flex the body to shift in the manner you desire. The body will follow thereafter.
Drawbacks:
First and foremost a body cannot survive using this technique for long if HSR is not active or present. This is because naturally pushing flesh from one part to another or bending/contorting it in directions it's not inherently supposed to is painful and damaging. Thus no one without HSR in even a temporary fashion can learn this technique series.
The user also must have a pain tolerance to endure this in a fight. A 2 is required until Proficient. A 1 is required until Mastered. Additionally, the maximum speed the body can move while warped in an unnatural manner is 80% of its speed and with 80% of its power. This is reduced to 90% at Proficient and is removed at Mastered.
Limbs where flesh was taken from have 50% less durability. And thus, can be broken or harmed more easily. They also cannot flex or produce shockwaves. Hyper extended limbs so long as they are cut at the joints are 25% easier to cut specifically. But harm to them is 10% easier. I.E. attacks against them depending on the manner of attack are stronger against the user.
Made By: Astrid Vess
Reserved?: Yes, but it can be taught to others.
{14. Benign Growth*}Technique Class: 3
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh
Description:
This technique is exactly what you think it is. This technique is where the Path of the Flesh Warper begins to live up to its name. With this technique the user gains the means to grow different body parts on their body regardless of their biology. For example, a user could generate a mouth filled with fangs on their neck. They could generate a tail from their shoulder or tentacles from their palms or feet. Essentially, they can conjure up additional body parts upon command by having their HSR create them. Obviously, this means additional organs are a no go. Including non-vitals such as the eyes, ears, nose, etc. But flesh, bone, skin, viscera? Those are all fair game.
Now the way this works is that for every post this technique is active the user gains 5 feet of flesh they can use. Upon the initial use of this technique, they gain 10 feet worth of flesh. This numerical value is a vague reference of the maximum size of a single limb that can be produced at that moment. This can of course be split between several limbs if the user desires. Here is a list of general limbs that this technique can create though this is not all inclusive, should something not be here its closest variant can be referenced and costs of flesh used:
Mouths/Jaws: 1 foot of flesh
Skulls: 3-5 feet of flesh/bone
Tails: 5 feet minimum, can be as long as the user desires.
Wings: 5 feet minimum per wing. Caps at 15 per wing.
Tendrils: 3 feet minimum, can be as long as the user desires.
Arms / Legs: 3 feet minimum
Fists / Feet / Hooves / etc: 2 feet minimum per instance
Torso / Ribcage: 5 feet minimum and can be up to 15 feet maximum.
A couple things to note. 1. As all additional limbs/body parts are created from the user they use Strength when interacting with a clash or an attack. 2. These are considered extensions of the user and can use techniques the originator could use. So long as the body part in question can use it. This requires the technique to be Proficient for techniques up to class 3. And Mastered for techniques up to class 1. 3. These limbs do not benefit from HSR; however, they can be "regenerated" so long as the user has enough flesh to recreate it again. I.E. the pay the flesh cost again.
How to Use:
Focus reiatsu on the body part in question and visualize what you want it to become. Let the body's regenerative capabilities create what you envision. From there use it as you see fit.
Drawbacks:
Each body part costs 50 reiatsu for each foot of flesh used to create it. Big limbs become very expensive very quickly.
Having more than 6 limbs or using 30 feet of flesh is considered tiring. Such as moving above 600 speed constantly. Limbs cannot flex defend against attacks. Limbs also transfer on contact effects to Astrid if the enemy has such a power.
Flesh cannot be regenerated by HSR. Must spend more flesh gained via this technique to remake. Cannot use techniques until Proficient or Mastered. Must have learned Distorted Growth. Requires a 2 in Way of the Flesh Warper.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh
Description:
This technique is exactly what you think it is. This technique is where the Path of the Flesh Warper begins to live up to its name. With this technique the user gains the means to grow different body parts on their body regardless of their biology. For example, a user could generate a mouth filled with fangs on their neck. They could generate a tail from their shoulder or tentacles from their palms or feet. Essentially, they can conjure up additional body parts upon command by having their HSR create them. Obviously, this means additional organs are a no go. Including non-vitals such as the eyes, ears, nose, etc. But flesh, bone, skin, viscera? Those are all fair game.
Now the way this works is that for every post this technique is active the user gains 5 feet of flesh they can use. Upon the initial use of this technique, they gain 10 feet worth of flesh. This numerical value is a vague reference of the maximum size of a single limb that can be produced at that moment. This can of course be split between several limbs if the user desires. Here is a list of general limbs that this technique can create though this is not all inclusive, should something not be here its closest variant can be referenced and costs of flesh used:
Mouths/Jaws: 1 foot of flesh
Skulls: 3-5 feet of flesh/bone
Tails: 5 feet minimum, can be as long as the user desires.
Wings: 5 feet minimum per wing. Caps at 15 per wing.
Tendrils: 3 feet minimum, can be as long as the user desires.
Arms / Legs: 3 feet minimum
Fists / Feet / Hooves / etc: 2 feet minimum per instance
Torso / Ribcage: 5 feet minimum and can be up to 15 feet maximum.
A couple things to note. 1. As all additional limbs/body parts are created from the user they use Strength when interacting with a clash or an attack. 2. These are considered extensions of the user and can use techniques the originator could use. So long as the body part in question can use it. This requires the technique to be Proficient for techniques up to class 3. And Mastered for techniques up to class 1. 3. These limbs do not benefit from HSR; however, they can be "regenerated" so long as the user has enough flesh to recreate it again. I.E. the pay the flesh cost again.
How to Use:
Focus reiatsu on the body part in question and visualize what you want it to become. Let the body's regenerative capabilities create what you envision. From there use it as you see fit.
Drawbacks:
Each body part costs 50 reiatsu for each foot of flesh used to create it. Big limbs become very expensive very quickly.
Having more than 6 limbs or using 30 feet of flesh is considered tiring. Such as moving above 600 speed constantly. Limbs cannot flex defend against attacks. Limbs also transfer on contact effects to Astrid if the enemy has such a power.
Flesh cannot be regenerated by HSR. Must spend more flesh gained via this technique to remake. Cannot use techniques until Proficient or Mastered. Must have learned Distorted Growth. Requires a 2 in Way of the Flesh Warper.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
{15 . Osteomorph*}Technique Class: 2
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Bone
Description:
Osteomorph is the next step for those who follow the path of Flesh Warping. Where the previous techniques have been dedicated to manipulating the flesh of the user this technique goes deeper and focuses on the skeleton of the individual. As HSR still targets the user's bones this allows for advanced applications of body warping that aren't normally possible. With this technique the user gains the means to grow bones out of their body or through it in order to produce weapons, attack, defend, etc. Effectively becoming what the technique is named after an "Osteomorph" or monster of bone. Each level of mastery with this technique allows for different aspects of the user to manifest. For learned the effects are fairly simple. The user can grow spikes of bones from within themselves and can even fire said spikes from themselves. These spikes can manifest from the arms and legs. Hands and feet included. These spikes can grow as big as 2 feet long and have no edges, simply pointed tips. Once produced these spikes cannot be moved or manipulated beyond moving the limb they are attached to with the exception of firing them off. Firing off the spikes is however crude and even the strongest individuals can only shoot them a maximum of 30 feet at a speed of 500. Spikes created have a strength and durability equal to the user's Strength stat and are considered class 4 in terms of clashing.
At Proficient is where this technique becomes more exciting. For one thing bones can be grown in any manner the user chooses. Curved, twisted, uniform, segmented, it's all up to the user. In addition, the bones can even be made brittle to allow them to shatter upon impact with an object and fire out bone shards akin to shrapnel. Bones produced can also be removed at will and qualify as weapons that use the Way of the Flesh Warper skill to determine one's capabilities with them. Lastly so long as a bone is segmented the user can flex the weapon around, so long as it's attached to their body. Fine movement cannot be achieved but simple motions are possible. Brittle bones have half the durability of standard bones. Bones created are considered class 3 at this level. Bone shards move at a speed of 400 upon impact and spikes fired out now move at 600 speed.
Finally, at Mastered the user becomes a true monster. Normal bones gain a 25% durability increase as well as can be shifted and manipulated around the body at will once produced. I.E. A user can create a spike from their chest and then shift said spike harmlessly to their backside. This occurs at the users base speed. The forms of all bones created are up to the user's discretion. Lastly for 50% the cost the user can create incredibly dense bones that have 2x the user's durability making them excellent shielding against attacks. Sadly, dense bones like these can only defend and thus cannot be made into offensive weapons in any capacity. These bones must remain attached to the user like armor or clothing and can cover up to two limbs per payment. They also cannot be moved once created. As for bone spikes and bone shrapnel they gain increased speeds at this stage. 700 speed for spikes and 500 for shrapnel. Bones are finally considered class 2.
How to Use:
Channel reiatsu into the bone desired. Direct its growth with a second path of reiatsu. Endure the pain of being impaled from the inside. Prosper.
Drawbacks:
Pain. There is always pain when using this technique. From growing bones to having them be manipulated through the user and tearing through flesh. A minimum of 2 in Pain Tolerance is necessary to use this technique at all.
Must have HSR active to use this technique. Must have Benign Growth at Learned for Learned and Proficient. Must have Benign Growth at Proficient to Master this technique. No fine control of bones attached to the user until Mastered. No bone "weapons" until Proficient. Bones produced by this technique do not benefit from HSR. Until mastered bones created by this technique are always a lower class.
Spikes cost 300 reiatsu per spike. Bone "weapons" cost 400 reiatsu. Shifting bones to other parts of the body costs 100 reiatsu. Creating Brittle Bones is 100 reiatsu cheaper. Shrapnel from the bones can injure the user. Dense bones are 50% more expensive and cannot be used for offense.
Made By: Astrid
Reserved?: Yes, but can be taught to others.
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Bone
Description:
Osteomorph is the next step for those who follow the path of Flesh Warping. Where the previous techniques have been dedicated to manipulating the flesh of the user this technique goes deeper and focuses on the skeleton of the individual. As HSR still targets the user's bones this allows for advanced applications of body warping that aren't normally possible. With this technique the user gains the means to grow bones out of their body or through it in order to produce weapons, attack, defend, etc. Effectively becoming what the technique is named after an "Osteomorph" or monster of bone. Each level of mastery with this technique allows for different aspects of the user to manifest. For learned the effects are fairly simple. The user can grow spikes of bones from within themselves and can even fire said spikes from themselves. These spikes can manifest from the arms and legs. Hands and feet included. These spikes can grow as big as 2 feet long and have no edges, simply pointed tips. Once produced these spikes cannot be moved or manipulated beyond moving the limb they are attached to with the exception of firing them off. Firing off the spikes is however crude and even the strongest individuals can only shoot them a maximum of 30 feet at a speed of 500. Spikes created have a strength and durability equal to the user's Strength stat and are considered class 4 in terms of clashing.
At Proficient is where this technique becomes more exciting. For one thing bones can be grown in any manner the user chooses. Curved, twisted, uniform, segmented, it's all up to the user. In addition, the bones can even be made brittle to allow them to shatter upon impact with an object and fire out bone shards akin to shrapnel. Bones produced can also be removed at will and qualify as weapons that use the Way of the Flesh Warper skill to determine one's capabilities with them. Lastly so long as a bone is segmented the user can flex the weapon around, so long as it's attached to their body. Fine movement cannot be achieved but simple motions are possible. Brittle bones have half the durability of standard bones. Bones created are considered class 3 at this level. Bone shards move at a speed of 400 upon impact and spikes fired out now move at 600 speed.
Finally, at Mastered the user becomes a true monster. Normal bones gain a 25% durability increase as well as can be shifted and manipulated around the body at will once produced. I.E. A user can create a spike from their chest and then shift said spike harmlessly to their backside. This occurs at the users base speed. The forms of all bones created are up to the user's discretion. Lastly for 50% the cost the user can create incredibly dense bones that have 2x the user's durability making them excellent shielding against attacks. Sadly, dense bones like these can only defend and thus cannot be made into offensive weapons in any capacity. These bones must remain attached to the user like armor or clothing and can cover up to two limbs per payment. They also cannot be moved once created. As for bone spikes and bone shrapnel they gain increased speeds at this stage. 700 speed for spikes and 500 for shrapnel. Bones are finally considered class 2.
How to Use:
Channel reiatsu into the bone desired. Direct its growth with a second path of reiatsu. Endure the pain of being impaled from the inside. Prosper.
Drawbacks:
Pain. There is always pain when using this technique. From growing bones to having them be manipulated through the user and tearing through flesh. A minimum of 2 in Pain Tolerance is necessary to use this technique at all.
Must have HSR active to use this technique. Must have Benign Growth at Learned for Learned and Proficient. Must have Benign Growth at Proficient to Master this technique. No fine control of bones attached to the user until Mastered. No bone "weapons" until Proficient. Bones produced by this technique do not benefit from HSR. Until mastered bones created by this technique are always a lower class.
Spikes cost 300 reiatsu per spike. Bone "weapons" cost 400 reiatsu. Shifting bones to other parts of the body costs 100 reiatsu. Creating Brittle Bones is 100 reiatsu cheaper. Shrapnel from the bones can injure the user. Dense bones are 50% more expensive and cannot be used for offense.
Made By: Astrid
Reserved?: Yes, but can be taught to others.
{15. Bloody Menace*}Technique Class: 3
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Blood
Description:
The next tier of Way of the Flesh Warper techniques finally settles on something everyone knows of. Blood. The life water of an individual and usually pretty passive or otherwise forgotten about until it's too late. Flesh Warpers usually stray away from this as it can be incredibly taxiing when done improperly at best. And effectively a death sentence at worst. However, for those who dare to make use of their life water, they'll quickly see that within one's blood is a plethora of diverse abilities. One simply has to take the time to train themselves to utilize it. In this way one who learns "Bloody Menace" must train their body to be able to handle the effects of changing their bloods composition and thus changing the properties of it. The effects below must be chosen from below and depending on the user's mastery level depend on how many they can learn and use at a time. Learned and Proficient can use 1 property at a time. Mastered users can use 2. Meanwhile for the purposes of learning a Learned individual can only have one property. A proficient user can have 2 properties. A mastered user knows all properties.
Temperature:
If this property is chosen the user is able to change the temperature of their blood. Regulating it to become intensely hot or become akin to ice. Only one temperature can be chosen upon utilizing this property. Once chosen however the user need only bleed from some portion of their body to see the effects. For superheated blood it is akin to carrying boiling water within oneself. Everything that it touches is burned by the scalding liquid, it can eat melt metals and stone if they are not spiritually reinforced. As for super cooling one's blood the opposite is true. Upon contact the blood immediately vaporizes and rapidly cools what it came in contact with. So long as an object is not spiritually reinforced it will rapidly drop in temperature and subsequently freeze itself and the nearby area around it up to 3 inches from it. Blood that has left the body retains these temperature differences for two posts before cooling/warming to room temperature.
Pressure:
Upon choosing this property the user increases the pressure of that their blood remains at. This is mainly done by flexing the muscles and blood vessels within the body to ensure that a higher pressure can be achieved. To assist in the true goal of this property the blood is also changed to have an incredibly low boiling point. Upon the user creating or otherwise becoming injured in any capacity, the wound spurts out blood that immediately phase changes into a liquid-vapor mist. This mist blocks all from being able to see through it unless the individual has 300 or more senses. Smell however is blocked unless an individual has 400 or higher senses.
All those who enter the mist become coated in the blood-vapor and will retain the effects but at a reduced capacity. For sight, senses of 150 is needed to see through the blood coating an individual's eyes. Smelling anything but the blood requires 200 senses. There is one final effect of an individual being coated in blood. The blood for the next 2 posts makes the individual easier to find via smell due to how pungent the blood is. This reduces the individual's Stealth skill by 1 to a minimum of 0.
Chemical Make-up:
If this property is chosen the user gains the means to make their blood rapidly coagulate and, in the process, create blood "crystals". These crystals do a couple things. First and foremost, they are incredibly weighty causing someone who has been coated in blood to need 50 more strength for every half a limb coated in blood. Secondly while rapidly transforming into blood crystals the blood begins to dig and tear into an object/individual. This occurs over the course of a post. The blood can only crystalize a couple of inches at most, so the wounds at best are superficial and at worse moderately deep. These crystals have an OS and durability equal to half the user's Strength Stat. Crystals remain until destroyed.
Adhesion:
If this property is chosen the blood takes on a very curious change. Becoming semi-solid in a way, nearly jello like but without the solid form. In addition, it becomes incredibly sticky. Both to an individual other than the user as well as to everything they could come in contact with. Upon being released the blood will pool and adhere itself to whatever it comes in contact with. This lasts for 3 posts after leaving the body and requires a strength of 500 in order to pull the limb from an object. It should be noted that even if an individual manages to pull a connected limb away from an object or individual that the blood will still take some of the other with them. This can cause harm in another person or damage to an object.
How to Use:
Channel reiatsu into the user's blood and bone marrow. From there, the user effectively wills the change they desire to take place and waits a post before the changes take place.
Drawbacks:
All effects require a charge up post. Changing effects is possible but can only be done 3 posts after the user starts the technique or otherwise changes the property. To start up the technique requires 400 reiatsu. Then every 2 posts after the cost is 200 reiatsu.
The user must injure themselves or otherwise become injured for the effects to be useable. Must have Benign Growth at Proficient and Osteomorph at Learned before this technique can be learned.
Each property has its own drawback:
Temperature:
The user can only endure the increased or decreased blood temperature before they themselves will either cook internally or freeze. The number of posts possible is 1 + Points in Way of the Flesh Warper + Points in Heat Tolerance / Cold Tolerance. Only one temperature choice can be used at a time.
Blood takes an additional post to cool down/heat up back to normal body temperature and thus continue the users post count for "using this property. Every post after a user's threshold is hit the user suffers a first degree burn or mild frostbite that grows in severity every post. After 3 posts the user is considered cooked internally or frozen internally.
Pressure:
Users will lose more blood than they otherwise would from any wounds inflicted. Mechanically this is shown by having 1 point less in Bleeding Tolerance. For those without points in Bleeding Tolerance they will pass out more quickly. This is shown by users only having a number of wounds they can endure equal to their points in Way of the Flesh Warper. Points in SoW and the free post are ignored. Users will pass out if they open a number of wounds equal to 1 + Points in Way of the Flesh Warper within 3 posts. SoW assist this but only by a post for every 2 points in it. The user also suffers from the stealth and sensory drawbacks if they enter or are around the mist.
Chemical Make-up:
First and foremost is that inflicting this upon an individual gives them a limited form of armor. The more powerful the user, the more defensive the crystals are. This does not go away until destroyed. The user, if covered in their own blood, will also suffer the increased weight requirements. The bigger or more limbed a user is, the worse this gets. Wounds harm the user as they become crystalized as well making HSR take an additional post before it can heal wounds.
Adhesion:
The user must injure themselves once a post to help keep their blood moving. This is due to the semi-solid state of the blood. It makes it harder to pump and move around the body. If the user doesn't instigate harm to themselves or get harmed their limbs will slowly swell up and become discolored. If this occurs for two posts, the limb ruptures violently upon being injured increasing the size of the wound by 50% and while swelled up the limbs lost a point in all martial / body skills.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Blood
Description:
The next tier of Way of the Flesh Warper techniques finally settles on something everyone knows of. Blood. The life water of an individual and usually pretty passive or otherwise forgotten about until it's too late. Flesh Warpers usually stray away from this as it can be incredibly taxiing when done improperly at best. And effectively a death sentence at worst. However, for those who dare to make use of their life water, they'll quickly see that within one's blood is a plethora of diverse abilities. One simply has to take the time to train themselves to utilize it. In this way one who learns "Bloody Menace" must train their body to be able to handle the effects of changing their bloods composition and thus changing the properties of it. The effects below must be chosen from below and depending on the user's mastery level depend on how many they can learn and use at a time. Learned and Proficient can use 1 property at a time. Mastered users can use 2. Meanwhile for the purposes of learning a Learned individual can only have one property. A proficient user can have 2 properties. A mastered user knows all properties.
Temperature:
If this property is chosen the user is able to change the temperature of their blood. Regulating it to become intensely hot or become akin to ice. Only one temperature can be chosen upon utilizing this property. Once chosen however the user need only bleed from some portion of their body to see the effects. For superheated blood it is akin to carrying boiling water within oneself. Everything that it touches is burned by the scalding liquid, it can eat melt metals and stone if they are not spiritually reinforced. As for super cooling one's blood the opposite is true. Upon contact the blood immediately vaporizes and rapidly cools what it came in contact with. So long as an object is not spiritually reinforced it will rapidly drop in temperature and subsequently freeze itself and the nearby area around it up to 3 inches from it. Blood that has left the body retains these temperature differences for two posts before cooling/warming to room temperature.
Pressure:
Upon choosing this property the user increases the pressure of that their blood remains at. This is mainly done by flexing the muscles and blood vessels within the body to ensure that a higher pressure can be achieved. To assist in the true goal of this property the blood is also changed to have an incredibly low boiling point. Upon the user creating or otherwise becoming injured in any capacity, the wound spurts out blood that immediately phase changes into a liquid-vapor mist. This mist blocks all from being able to see through it unless the individual has 300 or more senses. Smell however is blocked unless an individual has 400 or higher senses.
All those who enter the mist become coated in the blood-vapor and will retain the effects but at a reduced capacity. For sight, senses of 150 is needed to see through the blood coating an individual's eyes. Smelling anything but the blood requires 200 senses. There is one final effect of an individual being coated in blood. The blood for the next 2 posts makes the individual easier to find via smell due to how pungent the blood is. This reduces the individual's Stealth skill by 1 to a minimum of 0.
Chemical Make-up:
If this property is chosen the user gains the means to make their blood rapidly coagulate and, in the process, create blood "crystals". These crystals do a couple things. First and foremost, they are incredibly weighty causing someone who has been coated in blood to need 50 more strength for every half a limb coated in blood. Secondly while rapidly transforming into blood crystals the blood begins to dig and tear into an object/individual. This occurs over the course of a post. The blood can only crystalize a couple of inches at most, so the wounds at best are superficial and at worse moderately deep. These crystals have an OS and durability equal to half the user's Strength Stat. Crystals remain until destroyed.
Adhesion:
If this property is chosen the blood takes on a very curious change. Becoming semi-solid in a way, nearly jello like but without the solid form. In addition, it becomes incredibly sticky. Both to an individual other than the user as well as to everything they could come in contact with. Upon being released the blood will pool and adhere itself to whatever it comes in contact with. This lasts for 3 posts after leaving the body and requires a strength of 500 in order to pull the limb from an object. It should be noted that even if an individual manages to pull a connected limb away from an object or individual that the blood will still take some of the other with them. This can cause harm in another person or damage to an object.
How to Use:
Channel reiatsu into the user's blood and bone marrow. From there, the user effectively wills the change they desire to take place and waits a post before the changes take place.
Drawbacks:
All effects require a charge up post. Changing effects is possible but can only be done 3 posts after the user starts the technique or otherwise changes the property. To start up the technique requires 400 reiatsu. Then every 2 posts after the cost is 200 reiatsu.
The user must injure themselves or otherwise become injured for the effects to be useable. Must have Benign Growth at Proficient and Osteomorph at Learned before this technique can be learned.
Each property has its own drawback:
Temperature:
The user can only endure the increased or decreased blood temperature before they themselves will either cook internally or freeze. The number of posts possible is 1 + Points in Way of the Flesh Warper + Points in Heat Tolerance / Cold Tolerance. Only one temperature choice can be used at a time.
Blood takes an additional post to cool down/heat up back to normal body temperature and thus continue the users post count for "using this property. Every post after a user's threshold is hit the user suffers a first degree burn or mild frostbite that grows in severity every post. After 3 posts the user is considered cooked internally or frozen internally.
Pressure:
Users will lose more blood than they otherwise would from any wounds inflicted. Mechanically this is shown by having 1 point less in Bleeding Tolerance. For those without points in Bleeding Tolerance they will pass out more quickly. This is shown by users only having a number of wounds they can endure equal to their points in Way of the Flesh Warper. Points in SoW and the free post are ignored. Users will pass out if they open a number of wounds equal to 1 + Points in Way of the Flesh Warper within 3 posts. SoW assist this but only by a post for every 2 points in it. The user also suffers from the stealth and sensory drawbacks if they enter or are around the mist.
Chemical Make-up:
First and foremost is that inflicting this upon an individual gives them a limited form of armor. The more powerful the user, the more defensive the crystals are. This does not go away until destroyed. The user, if covered in their own blood, will also suffer the increased weight requirements. The bigger or more limbed a user is, the worse this gets. Wounds harm the user as they become crystalized as well making HSR take an additional post before it can heal wounds.
Adhesion:
The user must injure themselves once a post to help keep their blood moving. This is due to the semi-solid state of the blood. It makes it harder to pump and move around the body. If the user doesn't instigate harm to themselves or get harmed their limbs will slowly swell up and become discolored. If this occurs for two posts, the limb ruptures violently upon being injured increasing the size of the wound by 50% and while swelled up the limbs lost a point in all martial / body skills.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
{16. Shock Absorber*}Technique Class: 2
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh - Electrical
Description:
Taking a page from Charlotte, Astrid has dedicated a significant amount of time to attempting to replicate the effects of her overall, I.E., generating electricity. Charlotte was one of the few individuals that made a significant impact to Astrid, namely in the fact that she was one of a few individuals who could seriously kill Astrid. Permanently. Or at least in her mind. As such Astrid seeks to reach that level of power and thus made a technique to crudely mimic the power she had witnessed. Functionally this technique changes the biology of Astrid's body to allow her to generate and hold onto the electrical charges she generates. Mechanically this is followed by how many "Charges" Astrid has at the current moment. The ways to generate charges are as follows:
1. Astrid moves at or above 400 speed and every 300 speed above that up to 1300. 400+ speed is 1 charge. 700+ speed is 2 charges. 1000+ speed is 3 charges. 1300+ speed is 4 charges. These charges are gained at the end of the post.
2. Astrid spends reiatsu directly from her pool that generates a charge at 75 reiatsu per 1 charge.
3. Passively gain a charge once per post.
While Astrid has charges, she gains the means to do a couple things. Firstly, Astrid can spend a single charge and extend her physical hitting range to 5 feet past the limb in question. This is shown in a burst of electricity that fires out of the attacking limb. The second is that Astrid can spend 2 charges and while generating a shockwave she can imbue it with electricity and cause the shockwave to electrocute enemies in addition to physical harm induced. The last is that Astrid can spend 3 charges and overload a limb of hers causing it to explode and release a burst of electricity in a cone directly in front of said limb. This cone reaches out 25 feet and increases in size from 3 feet to 15 feet wide and moves at a speed of 800. The OS of these electrical shocks are equal to the Strength of Astrid as it uses her nerves with reiatsu channeling through them to super charge them.
The worst part of this technique is if an individual comes in contact with the electricity, it slowly but surely begins to stun them. If a limb takes 3 hits within the span of 2 posts the limb in question begins contracting and convulsing excessively reducing the speed and power of said limb by 25%. If she hits a limb 5 times in 3 posts the limb in question is reduced to 50% of its strength and Speed.
How to Use:
Release reiatsu throughout the body, specifically into the nerves and increase the output of their electrical power.
Drawbacks:
First and foremost, while this is active Astrid is required to have 3 in SoW to learn. From there a 3 in Pain Tolerance is necessary to make the technique proficient. Finally, a 3 in Way of the Flesh Warper is necessary to Master.
Costs 500 reiatsu to activate and every 2 posts costs 200 reiatsu to maintain. Charges cap at 6.
Every instance of using any "charges" harms Astrid. Single charges induce burns on the limb in question. 2 charges cause charring of the skin and topmost layer of flesh, taking a post to heal via HSR. At 3 the limb is lost and takes a post to heal via HSR.
Electrical attacks can overload Astrid and for every class above 8 induce an additional "charge" on Astrid. If Astrid exceeds her cap of charges she will be shocked from the inside out at her OS.
Made By: Astrid
Reserved?: Yes, Astrid alone. Can be taught to others, however.
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh - Electrical
Description:
Taking a page from Charlotte, Astrid has dedicated a significant amount of time to attempting to replicate the effects of her overall, I.E., generating electricity. Charlotte was one of the few individuals that made a significant impact to Astrid, namely in the fact that she was one of a few individuals who could seriously kill Astrid. Permanently. Or at least in her mind. As such Astrid seeks to reach that level of power and thus made a technique to crudely mimic the power she had witnessed. Functionally this technique changes the biology of Astrid's body to allow her to generate and hold onto the electrical charges she generates. Mechanically this is followed by how many "Charges" Astrid has at the current moment. The ways to generate charges are as follows:
1. Astrid moves at or above 400 speed and every 300 speed above that up to 1300. 400+ speed is 1 charge. 700+ speed is 2 charges. 1000+ speed is 3 charges. 1300+ speed is 4 charges. These charges are gained at the end of the post.
2. Astrid spends reiatsu directly from her pool that generates a charge at 75 reiatsu per 1 charge.
3. Passively gain a charge once per post.
While Astrid has charges, she gains the means to do a couple things. Firstly, Astrid can spend a single charge and extend her physical hitting range to 5 feet past the limb in question. This is shown in a burst of electricity that fires out of the attacking limb. The second is that Astrid can spend 2 charges and while generating a shockwave she can imbue it with electricity and cause the shockwave to electrocute enemies in addition to physical harm induced. The last is that Astrid can spend 3 charges and overload a limb of hers causing it to explode and release a burst of electricity in a cone directly in front of said limb. This cone reaches out 25 feet and increases in size from 3 feet to 15 feet wide and moves at a speed of 800. The OS of these electrical shocks are equal to the Strength of Astrid as it uses her nerves with reiatsu channeling through them to super charge them.
The worst part of this technique is if an individual comes in contact with the electricity, it slowly but surely begins to stun them. If a limb takes 3 hits within the span of 2 posts the limb in question begins contracting and convulsing excessively reducing the speed and power of said limb by 25%. If she hits a limb 5 times in 3 posts the limb in question is reduced to 50% of its strength and Speed.
How to Use:
Release reiatsu throughout the body, specifically into the nerves and increase the output of their electrical power.
Drawbacks:
First and foremost, while this is active Astrid is required to have 3 in SoW to learn. From there a 3 in Pain Tolerance is necessary to make the technique proficient. Finally, a 3 in Way of the Flesh Warper is necessary to Master.
Costs 500 reiatsu to activate and every 2 posts costs 200 reiatsu to maintain. Charges cap at 6.
Every instance of using any "charges" harms Astrid. Single charges induce burns on the limb in question. 2 charges cause charring of the skin and topmost layer of flesh, taking a post to heal via HSR. At 3 the limb is lost and takes a post to heal via HSR.
Electrical attacks can overload Astrid and for every class above 8 induce an additional "charge" on Astrid. If Astrid exceeds her cap of charges she will be shocked from the inside out at her OS.
Made By: Astrid
Reserved?: Yes, Astrid alone. Can be taught to others, however.
{17. Unending Flesh*}Technique Class: 3
Technique Type: Flesh
Usable By: Astrid / Regeneration users
Technique Element: Flesh
Description:
Unending Flesh is a technique that aims to do one thing. Enhance the users already potent regenerative abilities. Whether temporary or permanent, if the user has a regenerative ability this technique enhances it so that you can recuperate from internal harm, specifically harm to one's organs. There are exceptions of course but that depends on Mastery level. At learned the user can regenerate the digestive system. At proficient the user can regenerate the kidneys and liver. At Mastered the user can regenerate all internal organs that are not the heart and brain.
All organs that are regenerated by this technique are not done instantaneously but instead occur over the course of a post. Assuming they are not damaged again. Additionally, this increases any form of regeneration that targets flesh, bone, and external organs. If any of these would be regenerated at a slower rate or over the course of a post the regeneration is instead completed nearly instantaneously.
How to Use:
Through understanding of one's body gain the means to extend the users regenerative capabilities to all internal organs.
Drawbacks:
Requires a 3 in Way of the Flesh Warper to learn. A 4 in Way of the Flesh Warper is required to master. Regenerating organs is akin to moving at speeds above 600 and successive organ trauma that is healed becomes progressively more tiring.
If one has temporary regenerative capabilities, these enhanced capabilities are lost until the user regains their regenerative abilities. Healing any organ requires time and is stopped upon being injured again. With regards to poisons/toxins/etc damage will not stop the regeneration but instead make it continuous until organ failure is reached.
Made By: Astrid
Reserved?: Yes, but can be taught.
Technique Type: Flesh
Usable By: Astrid / Regeneration users
Technique Element: Flesh
Description:
Unending Flesh is a technique that aims to do one thing. Enhance the users already potent regenerative abilities. Whether temporary or permanent, if the user has a regenerative ability this technique enhances it so that you can recuperate from internal harm, specifically harm to one's organs. There are exceptions of course but that depends on Mastery level. At learned the user can regenerate the digestive system. At proficient the user can regenerate the kidneys and liver. At Mastered the user can regenerate all internal organs that are not the heart and brain.
All organs that are regenerated by this technique are not done instantaneously but instead occur over the course of a post. Assuming they are not damaged again. Additionally, this increases any form of regeneration that targets flesh, bone, and external organs. If any of these would be regenerated at a slower rate or over the course of a post the regeneration is instead completed nearly instantaneously.
How to Use:
Through understanding of one's body gain the means to extend the users regenerative capabilities to all internal organs.
Drawbacks:
Requires a 3 in Way of the Flesh Warper to learn. A 4 in Way of the Flesh Warper is required to master. Regenerating organs is akin to moving at speeds above 600 and successive organ trauma that is healed becomes progressively more tiring.
If one has temporary regenerative capabilities, these enhanced capabilities are lost until the user regains their regenerative abilities. Healing any organ requires time and is stopped upon being injured again. With regards to poisons/toxins/etc damage will not stop the regeneration but instead make it continuous until organ failure is reached.
Made By: Astrid
Reserved?: Yes, but can be taught.
Cinematic Techniques (1/5):
{1. Vozmozhnost Dver* (Door of Possibilities)}Technique Class: 2
Technique Type: Spiritual
Usable By: Astrid
Technique Element: Sigil
Description:
Previously Astrid had Lásabrjótur, The Worlds Key, a recently returned sigil for Hason to use to escape the confines of Hell. Now however Astrid has since found that sigil in particular does not work for her. Namely due to needing reiatsu corrupted by Hell. In comes this sigil, taking the basic premise of the original sigil and instead taking it a step further. Vozmozhnost' Dver is a sigil that allows Astrid access to any world including Hell, Silbern, and otherwise locked domains. Though like its former sigil this is not without a cost. The previous sigil required items that were related or otherwise attuned to realms like Hell and Silbern to be able to form a path to them. This sigil is much the same with locked or hard to reach domains. However, unlike its previous, the Void, Human World, Hueco Mundo, Soul Society/Seireitei, and Hell are all fair game for Astrid to appear within as she deems fit.
With regards to Soul Society, Hueco Mundo, The Void, Valley of Screams, and the Human World this is because nothing is attempting to block her method transportation in. With regards to Hell, she is able to return to Hell given the sigil is based off the original Hellish version and thus she has open access to any circle of Hell. It also helps that she is intimately familiar with Hell given she was there for a few couple centuries.
With regards to all other locked realms or dimensions Astrid must gain and sacrifice an item from that realm to enter. Silbern, Seireitei, and personal pocket dimensions all apply. The items in question can be anything as simple as a large piece of ground from the realm or something more specific like a vandenriech spirit fragment. This must be done in thread. And must be linked to prove she has sacrificed an object related to that realm.
How to Use:
Inscribe a sigil on the ground. Fill it with reiatsu and pick from the choices available. Choices appear as simple drawings of the realm in question along with a color to signify them. Upon choosing a destination the sigil will warp space to create a portal to said realm. From there simply step through.
Drawbacks:
Locked or hard to reach realms require a thread dedicated to finding an item that is linked to said realm. The ease by which said item is found can be judged by the grader to determine if it satisfies the requirement. Otherwise, effectively none as this is a cinematic tech that allows travelling through the various worlds.
Made By: Astrid Vess
Reserved?: Yes, only Astrid or those taught by her can use this
Technique Type: Spiritual
Usable By: Astrid
Technique Element: Sigil
Description:
Previously Astrid had Lásabrjótur, The Worlds Key, a recently returned sigil for Hason to use to escape the confines of Hell. Now however Astrid has since found that sigil in particular does not work for her. Namely due to needing reiatsu corrupted by Hell. In comes this sigil, taking the basic premise of the original sigil and instead taking it a step further. Vozmozhnost' Dver is a sigil that allows Astrid access to any world including Hell, Silbern, and otherwise locked domains. Though like its former sigil this is not without a cost. The previous sigil required items that were related or otherwise attuned to realms like Hell and Silbern to be able to form a path to them. This sigil is much the same with locked or hard to reach domains. However, unlike its previous, the Void, Human World, Hueco Mundo, Soul Society/Seireitei, and Hell are all fair game for Astrid to appear within as she deems fit.
With regards to Soul Society, Hueco Mundo, The Void, Valley of Screams, and the Human World this is because nothing is attempting to block her method transportation in. With regards to Hell, she is able to return to Hell given the sigil is based off the original Hellish version and thus she has open access to any circle of Hell. It also helps that she is intimately familiar with Hell given she was there for a few couple centuries.
With regards to all other locked realms or dimensions Astrid must gain and sacrifice an item from that realm to enter. Silbern, Seireitei, and personal pocket dimensions all apply. The items in question can be anything as simple as a large piece of ground from the realm or something more specific like a vandenriech spirit fragment. This must be done in thread. And must be linked to prove she has sacrificed an object related to that realm.
How to Use:
Inscribe a sigil on the ground. Fill it with reiatsu and pick from the choices available. Choices appear as simple drawings of the realm in question along with a color to signify them. Upon choosing a destination the sigil will warp space to create a portal to said realm. From there simply step through.
Drawbacks:
Locked or hard to reach realms require a thread dedicated to finding an item that is linked to said realm. The ease by which said item is found can be judged by the grader to determine if it satisfies the requirement. Otherwise, effectively none as this is a cinematic tech that allows travelling through the various worlds.
Made By: Astrid Vess
Reserved?: Yes, only Astrid or those taught by her can use this
[/u]Current Realms Astrid can go to:
1. Hell - Naturally
2. Human World - Accessible via Sonadora/Astrid JT
3. Hueco Mundo - Accessible via Marik/Astrid JT
4. Soul Society - Accessible via Akando/Astrid JT
5. Void / Valley of Screams - Accessible via "new" travel tech
Astrid's Previous Hollow Mask:
{Mask reference}
Astrid Specialty Sigils:
{Legionnaire's Sigil reference}
{BrokersSigil reference}
{Vozmozhnost' Dver}
Cool items Astrid "acquired":
Mask On
Reiatsu Scrambler - Class 5 edition
Elementato - Class 2 (Lemon flavored)
R-Siphon - Class 1
Collected Debts:
None atm