Post by Ishikawa Seiji on Oct 18, 2021 14:11:33 GMT -5
[ T H E T U R B U L E N T W I N D S ]
Class: Vizard Hopeful - Kidō Corps Lieutenant / Fuku Kidōchō (副鬼道長; Vice Kidō Chief) (2)
Rank: 2
Squad: Kidō Corps
Type: Spirited
CTP Till Next Class: 9,300 / 14,000 [To Class 1]
Total CTP Earned: 9,300 / 45,000
[ A B I L I T I E S ]
Statistics
Physical | Spiritual | | Sensory | Miscellaneous |
Strength: 50 Speed: 350 | Reiatsu Strength: 400 (+50%) = 750 Spiritual Pressure: 400 (+50%) = 750 | Instincts: 100 (-35%) = 65 Senses: 100 (-35%) = 65 Energy Sensory: 0 | Light Aura: 40 Dark Aura: 60 Healing Expertise: 0 |
Total SP: 0/1400
Class SP: 700/900
Training SP: 700/900
Total SP Earned: 1400/1800 [Training Tier + Training SP]
Skills
Mental | Battle | | Body | Utility |
Analyzing: 2 Strength of Will: 2 | Weapons: Katana & Wakizashi: 3 Battle Analysis: 2 Pain Tolerance: 2 Kidō Mastery: 3 | | Mental Incantation: 2 | N/A |
Total SkP: 16/16
Gained SkP: 1/6 [4/8 to next]
[ T E C H N I Q U E S ]
Current TTP: 175
Total Non-Release Techniques: 17/23 [excluding Shunpo]
Total Reserved Techniques: 5/10
Not Learned | Learned | Proficient | Mastered
Shikai Techniques [Soyoukaze]
{Shikai Overall}
Soyoukaze's initial form focuses upon weakening a foe quickly then swiftly moving in for the finishing blow, as opposed to pure lethality, though it still possess plenty of that within the depths of it's techniques. While not a strong sounding release, this like many things about Soyoukaze lies within the realm of deception, allowing an enemy to underestimate the release and overestimate their own ability, to their own peril moments later. As the blade is released, the outward appearance does not change whatsoever, remaining as a simple wakizashi, however the steel is now lined in a micro-thin layer of super condensed and pressurized air invisible to the naked eye and in turn granting the blade vastly increased cutting power. The only indication of Shikai occurring, save for the release phrase itself is a soft gust of wind that surrounds Seiji. When released, Seiji is unaffected by any drawbacks others would experience, as Soyoukaze will never allow their master to be harmed in such a way. This is achieved by a nano-thin layer of reiatsu comprised purely of Soyoukaze's power surrounding him at all times, passively filtering in clean air and oxygen required for him to function, as a side effect of this, any poisonous airborne toxins are 50% less effective against Seiji both in Shikai and Bankai. Though any poison injected into his bloodstream still effects him as it would anyone else. Additionally this passive nano-layer of reiatsu allows Seiji to move as if he has an air ground beneath him at all times when released, granting him greater mobility as should be expected of one that moves with the very breeze itself.
Once released, Seiji's own reiatsu expands and spreads to mix within the atmosphere around him, granting complete control of every aspect of that space, from oxygen to nitrogen and the ambient reiatsu that lingers within spiritually dense spaces like the Soul Society, though within places like the Human World this power often takes a few moments longer to active given the lack of reiatsu within the atmosphere, even if the air is plentiful. This covers a 21m [70 feet] radius, centering upon Seiji and following him wherever he goes, this is unable to be cancelled or stopped unless he is unconscious or does so by choice. With his reiatsu unleashed into the atmosphere, this grants him a unique way of sensing others, seen much like a mental map of his environment. Each individual movement creates a disturbance within the air and from those minuscule movements, he can sense every twitch of a hand or slow reaching for a blade, even hearing whispered conversations brought to him upon the wind. This extends out to the full range of Soyoukaze's area of influence and cannot be used to predict combat, only to help Seiji figure out where his opponents and allies are on the battlefield without the use of sight. Despite that, it makes him invaluable at gathering information at a distance on missions.
Of course this is not the only trick up Seiji's sleeve. If anyone steps within this radius, they will immediately begin to feel light headed, as if they are standing at the very top of a mountain with no protective gear. Within this area of influence, the air is considerably thinned and while not nearly enough to kill, without a way to protect themselves or gain further air into their lungs an opponent will have a significantly harder time fighting. Breathlessness, dizziness and an increased heart rate are just a few of the most common symptoms that many will experience if they remain within this range for any length of time. If they remain within this area for [8] full posts, they then simply pass out without a way to sustain a larger oxygen supply to their body, this counter can be reset if the opponent removes themselves from this radius for at least [2] posts or ignored entirely if the foe has 1.25x more OS than Seiji.
Alongside a lower air pressure, this thin layer of oxygen has a secondary effect. With the disruption of air and reiatsu, this in turn greatly lessens others ability to produce flame, save for Seiji himself. Be it from certain Kido, a unique power, or any flame based release, they all fall under this drawback. In this state, while still able to be active and fight, their power is reduced by 25% when remaining within the area of influence. This naturally also works in reverse for Seiji as well as those protected by Kaze, though to a far lesser degree than how disabling it can be for any foe unfortunate enough to try, granting a 25% boost to any flame type abilities used when within the radius. This has no effect on heat based abilities, only flame as it requires sufficient oxygen and reiatsu to function properly. This power however is negated if the opponent has 50% more OS than Seiji himself, should their OS drop below this threshold they are then able to be affected.
Unfortunately, the major downside to this, is that all of these abilities affect allies as well, making Soyoukaze a very volatile release around anyone save for their master. While there is a way to alleviate this, it is rarely used. Should anyone, be they ally or foe, manage to touch the sealed hilt of his Zanpakuto, they gain total immunity to Soyoukaze's air siphoning effect as well as their flame reduction and boosting capabilities for [1] full battle. Though this must be refreshed after each battle, this can be within the battle thread prior to it starting, or during, as long as Seiji has not yet released. For those he truly trusts however, there is a more permanent method, through physical contact with Soyoukaze's blade and a brief infusion of reiatsu, Seiji is able to ensure a select number of individuals are permanently immune to Soyoukaze's power unless he decides to remove them at a later date. The number of individuals able to receive this benefit are limited to his current Rank, and increase accordingly as he gains in power (those holding such immunity will be listed within his point bank). It should also be noted, that due to the nature of this elemental release, the blade Seiji wields ignores wind resistance and makes no sound when swung, this however does not effect the weapon in regards to Clashing purposes. This effect carries over to Bankai as well.
{Yotō (余刀; Lingering Blade)}
Technique Name: Yotō (余刀; Lingering Blade)
Technique Type: Shikai / Bankai | Offensive - Single/Multi-Target Attack
Technique Element: Air
Technique Reiatsu Cost: 150 & 300
Technique Description and Effects
The first technique Seiji ever learnt, one he holds a fondness for and has allowed him to quickly dispatch any foe in his path with little effort. By gathering ambient reiatsu and air from within his area of influence, this power then coats Soyoukaze's blade in a thin but wickedly sharp layer of reiatsu, this however is only a byproduct caused by the usage of this technique. Once formed along the edge of the blade, this air filled reiatsu is quickly condensed down multiple times within less than a second and then shot forward like a bullet, extending far past the Zanpakuto's usual length. The distance and speed at which the blade is capable of extending is dependent on the level of release used. A reiatsu cost can however be paid to maintain the extension but this only applies to his Zanpakuto blade, it can be swung in an arc and in turn used to aid further techniques. Once release and if enough reiatsu is expended, this technique is not limited to merely Soyoukaze's singular blade, but able to create multiple within the area of influence to use in a variety of ways. Due to the often ethereal nature of air itself, unseen to the naked eye, an opponent must possess an Energy Sensory / Senses of at least 150 / 200 in Shikai and 300 / 400 in Bankai in order to notice these blades of air being formed before they are struck. This can be reduced by 50 by every point the opponent possesses in either Focused Eye or Anti-Stealth.
When within Shikai, each blade is capable of extending up to as far as 9m [30 feet] radius and up to ten blades can be released into the zone at one time, each blade costing 50 reiatsu each to create, but cannot be maintained after being launched for more than a round. Each of these ten blades can only be launched from the edge of his area of influence inwards towards the target, but multiple can be fired at once should Seiji wish it so. The Zanpakuto blade is not included in this count and is able to be extended on-top of this, able to be maintained but cannot be manipulated in any way more than simply following Seiji's movements for 100 reiatsu per post. These blades all fire at a speed of 600 apart from Soyoukaze's main blade which fires at a speed of 400, but can be countered by anyone who has an OS above Seiji's own.
Once in Bankai, each blade is capable of extending up to as far as 18m [60 feet] radius, now with the range doubled, and up to twenty blades can be released into the zone at one time, each blade costing 50 reiatsu each to create, but these cannot be maintained after being launched for more than a round. Each of these twenty blades can only be launched from the edge of his area of influence inwards towards the target, but multiple can be fired at once should Seiji wish it so, and within Bankai one of these blades can be fired off from within another that has already been launched, though this can only be done once per post. The Zanpakuto blade is not included in this count and is able to be extended on-top of this, able to be maintained and twisted in any direction Seiji wishes for 150 reiatsu per post. These blades all fire at a speed of 1,000 apart from Soyoukaze's main blade which fires at a speed of 800, but can be countered by anyone who has an 1.25x OS above Seiji's own for each projectile blade and 1.5x OS above Seiji's own.
Technique Type: Shikai / Bankai | Offensive - Single/Multi-Target Attack
Technique Element: Air
Technique Reiatsu Cost: 150 & 300
Technique Description and Effects
The first technique Seiji ever learnt, one he holds a fondness for and has allowed him to quickly dispatch any foe in his path with little effort. By gathering ambient reiatsu and air from within his area of influence, this power then coats Soyoukaze's blade in a thin but wickedly sharp layer of reiatsu, this however is only a byproduct caused by the usage of this technique. Once formed along the edge of the blade, this air filled reiatsu is quickly condensed down multiple times within less than a second and then shot forward like a bullet, extending far past the Zanpakuto's usual length. The distance and speed at which the blade is capable of extending is dependent on the level of release used. A reiatsu cost can however be paid to maintain the extension but this only applies to his Zanpakuto blade, it can be swung in an arc and in turn used to aid further techniques. Once release and if enough reiatsu is expended, this technique is not limited to merely Soyoukaze's singular blade, but able to create multiple within the area of influence to use in a variety of ways. Due to the often ethereal nature of air itself, unseen to the naked eye, an opponent must possess an Energy Sensory / Senses of at least 150 / 200 in Shikai and 300 / 400 in Bankai in order to notice these blades of air being formed before they are struck. This can be reduced by 50 by every point the opponent possesses in either Focused Eye or Anti-Stealth.
When within Shikai, each blade is capable of extending up to as far as 9m [30 feet] radius and up to ten blades can be released into the zone at one time, each blade costing 50 reiatsu each to create, but cannot be maintained after being launched for more than a round. Each of these ten blades can only be launched from the edge of his area of influence inwards towards the target, but multiple can be fired at once should Seiji wish it so. The Zanpakuto blade is not included in this count and is able to be extended on-top of this, able to be maintained but cannot be manipulated in any way more than simply following Seiji's movements for 100 reiatsu per post. These blades all fire at a speed of 600 apart from Soyoukaze's main blade which fires at a speed of 400, but can be countered by anyone who has an OS above Seiji's own.
Once in Bankai, each blade is capable of extending up to as far as 18m [60 feet] radius, now with the range doubled, and up to twenty blades can be released into the zone at one time, each blade costing 50 reiatsu each to create, but these cannot be maintained after being launched for more than a round. Each of these twenty blades can only be launched from the edge of his area of influence inwards towards the target, but multiple can be fired at once should Seiji wish it so, and within Bankai one of these blades can be fired off from within another that has already been launched, though this can only be done once per post. The Zanpakuto blade is not included in this count and is able to be extended on-top of this, able to be maintained and twisted in any direction Seiji wishes for 150 reiatsu per post. These blades all fire at a speed of 1,000 apart from Soyoukaze's main blade which fires at a speed of 800, but can be countered by anyone who has an 1.25x OS above Seiji's own for each projectile blade and 1.5x OS above Seiji's own.
{Shishako (死者弧; Dead Arc)}
Technique Name: Shishako (死者弧; Dead Arc)
Technique Type: Shikai / Bankai | Offensive - Battlefield Control
Technique Element: Air
Technique Reiatsu Cost: 150 & 350
Technique Description and Effects
A technique that allows Seiji to gain further control of the area around him and his allies. By coating his blade in a nano-thin layer of air, with each swing of the blade, regardless of if it connects with anything or not. Leaves behind what Seiji refers to as a "scar" upon the atmosphere or object in question. This "scar" of sorts, is the condensed air that is left behind by each sweep of the blade and invisible to the naked eye. Measuring at no more than an inch thick in Shikai and two inches thick in Bankai, but able to be as long as the length of the blade itself, this includes any slashes made by his Yotō (余刀; Lingering Blade) technique. When this "scar" comes into contact with something of significant enough mass, such as a limb or weapon, it opens up rapidly. Becoming like a vacuum that will quickly suck up air in order to fill the empty space, and in turn causing considerable damage to those caught within it. While the damage done is a worrying prospect, the worst part is the sheer number of these "scars" that Seiji can create, totaling fifty in Shikai and a staggering two hundred within Bankai. While each "scar" costs no reiatsu to create or maintain individually, for each 10 "scars" created within Shikai he must pay an additional 50 reiatsu. While the costs remains the same in Bankai, up to 20 "scars" can be created for the same reiatsu cost. Once paid they take no further reiatsu to maintain.
Seiji must also pay the initial cost plus 50 reiatsu per post (this per post cost is applied only after the first post usage) in order to maintain the fine coating of air upon his blade in order to use this technique; this increases to 100 reiatsu per post in Bankai. To notice these "scars" in battle, an opponent must have an Energy Sensory of 150 in Shikai & 300 in Bankai as these "scars" are specifically created to remain hidden within the environment until activated. Though those with points in either Anti-Stealth/Focused Eye, require 50 less ES than stated in order to see these "scars" littered about the battlefield. Alternatively a higher OS than the wielder will allow them to see all the "scars" created thus far, in Bankai however, that margin must be at least 1.5x more than Seiji's own. Should an opponent wish to detonate these "scars" themselves, they require equal OS to each "scars" power, as stated below.
As well as working on the atmosphere within Soyoukaze's area of influence, this technique can also be applied to attacks landed upon a foe. While active and if a hit is landed on any body part, Seiji can with a simple mental command, cause that "scar" to activate and cause massive amounts of damage to his opponent. Capable of ripping off limbs if the target does not have strong enough protection. Any "scar" left on the battlefield is able to be triggered by Seiji at any time for no cost, and each one unleashed has a power equal to 50% of Seiji's OS in Shikai and his full OS in Bankai, even if triggering multiple "scars" at once, the total OS cannot exceed the normal 3x stat cap rule.
It should be noted that while in either Shikai or Bankai, Seiji is able to detonate groups of created "scars" for a certain cost which in turn results in an explosion radius related to the amount destroyed. For each set of 10 "scars" detonated this costs 20 reaitsu, and the radius of each is equal to the size of a typical "scar" being 1m [3 feet] in Shikai and 2m [6 feet] in Bankai. This cost only changes when reaching a total of 50 "scars", costing Seiji 100 reaitsu and increasing in increments of 100 reaitsu for every additional 50 triggered up to the maximum of 200. Denoting a certain amount of "scars" and their radius is as follows, 50/100/150/200 "scars" with a radius of 21m [70 feet]/ 42m [140 feet]/ 64m [210 feet]/ 91m [300 feet]. Doing so creates countless, sometimes even hundreds of explosions at once depending on how long the fight has lasted for. Detonating 150 or more "scars" at once however significantly strains both Soyoukaze and Seiji both, and anything more than 100 "scars" triggered at once can only be done once per thread in Shikai and twice in Bankai.
Additionally while these created "scars" are typically static in nature and cannot be moved or guided to a new location, for a cost of 200 reaitsu per, these "scars" can act much like magnets in nature. Moving at a set speed of 500 in Shikai and 800 in Bankai and pulling on whatever remains in the atmosphere to draw them closer together. When one of these "devouring scars" is released into the atmosphere, they will automatically seek out any previously created "scars" and merge into them, occurring over the course of one post. After which point, this "devouring scar" will move every post to obtain further created "scars". This fusion does not detonate the "scars", as each "scar" added to the original "devouring scar" increases the size of the scar overall by the typical size depending on what stage of release Seiji is in. If there are no "scars" present beside the "devouring scar" after two posts then the collected total will detonate wherever it has stopped. Should these "scars", be they static or devouring somehow leave the area of effect created by Seiji's release, they are automatically lost and fade into nothing.
It should be noted that Seiji is unaffected by any damaging effects of this technique, due to Soyoukaze's command over air, though this only applies while Seiji himself wields his Zanpakuto. Should another gain control of Soyoukaze and turn this technique against him, he is affected as normal.
Technique Type: Shikai / Bankai | Offensive - Battlefield Control
Technique Element: Air
Technique Reiatsu Cost: 150 & 350
Technique Description and Effects
A technique that allows Seiji to gain further control of the area around him and his allies. By coating his blade in a nano-thin layer of air, with each swing of the blade, regardless of if it connects with anything or not. Leaves behind what Seiji refers to as a "scar" upon the atmosphere or object in question. This "scar" of sorts, is the condensed air that is left behind by each sweep of the blade and invisible to the naked eye. Measuring at no more than an inch thick in Shikai and two inches thick in Bankai, but able to be as long as the length of the blade itself, this includes any slashes made by his Yotō (余刀; Lingering Blade) technique. When this "scar" comes into contact with something of significant enough mass, such as a limb or weapon, it opens up rapidly. Becoming like a vacuum that will quickly suck up air in order to fill the empty space, and in turn causing considerable damage to those caught within it. While the damage done is a worrying prospect, the worst part is the sheer number of these "scars" that Seiji can create, totaling fifty in Shikai and a staggering two hundred within Bankai. While each "scar" costs no reiatsu to create or maintain individually, for each 10 "scars" created within Shikai he must pay an additional 50 reiatsu. While the costs remains the same in Bankai, up to 20 "scars" can be created for the same reiatsu cost. Once paid they take no further reiatsu to maintain.
Seiji must also pay the initial cost plus 50 reiatsu per post (this per post cost is applied only after the first post usage) in order to maintain the fine coating of air upon his blade in order to use this technique; this increases to 100 reiatsu per post in Bankai. To notice these "scars" in battle, an opponent must have an Energy Sensory of 150 in Shikai & 300 in Bankai as these "scars" are specifically created to remain hidden within the environment until activated. Though those with points in either Anti-Stealth/Focused Eye, require 50 less ES than stated in order to see these "scars" littered about the battlefield. Alternatively a higher OS than the wielder will allow them to see all the "scars" created thus far, in Bankai however, that margin must be at least 1.5x more than Seiji's own. Should an opponent wish to detonate these "scars" themselves, they require equal OS to each "scars" power, as stated below.
As well as working on the atmosphere within Soyoukaze's area of influence, this technique can also be applied to attacks landed upon a foe. While active and if a hit is landed on any body part, Seiji can with a simple mental command, cause that "scar" to activate and cause massive amounts of damage to his opponent. Capable of ripping off limbs if the target does not have strong enough protection. Any "scar" left on the battlefield is able to be triggered by Seiji at any time for no cost, and each one unleashed has a power equal to 50% of Seiji's OS in Shikai and his full OS in Bankai, even if triggering multiple "scars" at once, the total OS cannot exceed the normal 3x stat cap rule.
It should be noted that while in either Shikai or Bankai, Seiji is able to detonate groups of created "scars" for a certain cost which in turn results in an explosion radius related to the amount destroyed. For each set of 10 "scars" detonated this costs 20 reaitsu, and the radius of each is equal to the size of a typical "scar" being 1m [3 feet] in Shikai and 2m [6 feet] in Bankai. This cost only changes when reaching a total of 50 "scars", costing Seiji 100 reaitsu and increasing in increments of 100 reaitsu for every additional 50 triggered up to the maximum of 200. Denoting a certain amount of "scars" and their radius is as follows, 50/100/150/200 "scars" with a radius of 21m [70 feet]/ 42m [140 feet]/ 64m [210 feet]/ 91m [300 feet]. Doing so creates countless, sometimes even hundreds of explosions at once depending on how long the fight has lasted for. Detonating 150 or more "scars" at once however significantly strains both Soyoukaze and Seiji both, and anything more than 100 "scars" triggered at once can only be done once per thread in Shikai and twice in Bankai.
Additionally while these created "scars" are typically static in nature and cannot be moved or guided to a new location, for a cost of 200 reaitsu per, these "scars" can act much like magnets in nature. Moving at a set speed of 500 in Shikai and 800 in Bankai and pulling on whatever remains in the atmosphere to draw them closer together. When one of these "devouring scars" is released into the atmosphere, they will automatically seek out any previously created "scars" and merge into them, occurring over the course of one post. After which point, this "devouring scar" will move every post to obtain further created "scars". This fusion does not detonate the "scars", as each "scar" added to the original "devouring scar" increases the size of the scar overall by the typical size depending on what stage of release Seiji is in. If there are no "scars" present beside the "devouring scar" after two posts then the collected total will detonate wherever it has stopped. Should these "scars", be they static or devouring somehow leave the area of effect created by Seiji's release, they are automatically lost and fade into nothing.
It should be noted that Seiji is unaffected by any damaging effects of this technique, due to Soyoukaze's command over air, though this only applies while Seiji himself wields his Zanpakuto. Should another gain control of Soyoukaze and turn this technique against him, he is affected as normal.
{Ten'i no Kaze (天威の風; Winds of Imperial Majesty)}
Technique Name: Ten'i no Kaze (天威の風; Winds of Imperial Majesty)
Technique Type: Shikai / Bankai | Offensive - Debuff
Technique Element: Air
Technique Reiatsu Cost: 350
Technique Description and Effects
Within his domain, the rule of Soyoukaze is absolute and as such, no being save for his master should ever be permitted to travel as swift as the winds themselves. Due to this simple fact, this technique came into being. By paying the required reiatsu cost, small nano-particles of pressurized air form within his area of influence, the only indication they are there is the small gust of wind that surrounds each of them. No stronger than a gentle gust but noticeable to those who have either Senses/Energy Sensory of at least 200, raised to a minimum of 300 for either when in Bankai. This pressurized particles are razor sharp and act more like miniature blades of wind rather than a typical blast of explosive force. While as sharp as Soyoukaze's blade, they cannot move and must remain stationary, though there are known to be hundreds present in Shikai and thousands in Bankai in order to cover every inch of the area of influence. These particles effect nothing when moved through at a normal pace. However, whenever any friend or foe moves within the area of influence at a speed greater than Seiji's own, that is when these take effect. Causing painful cuts for every little movement made above their master's own, the damage taken equal to half Seiji's OS in Shikai and his full OS in Bankai.
The major downside to this, is that it affects everyone save for Seiji himself, Soyoukaze maintaining a protective barrier around their master and in turn reducing the wind resistance present around his form - allowing him to move and use step techniques as normal, though the usual stamina drain remains for each. Step techniques are known to be exceedingly painful if used while this technique is active, damaging the opponent at 50% of Seiji's OS in Shikai and his full OS in Bankai, not even protection from Soyoukaze will save any ally from this power. A power that demands his master remain the dominant force within his own domain at all times. While Seiji is protected from this downside and can move normally, the steep reiatsu cost and the fact that this technique must be paid for again after two posts in Shikai and three posts in Bankai - to ensure the pressurized air is properly condensed and does not dissipate - can often quickly drain him if he is not extremely careful.
Technique Type: Shikai / Bankai | Offensive - Debuff
Technique Element: Air
Technique Reiatsu Cost: 350
Technique Description and Effects
Within his domain, the rule of Soyoukaze is absolute and as such, no being save for his master should ever be permitted to travel as swift as the winds themselves. Due to this simple fact, this technique came into being. By paying the required reiatsu cost, small nano-particles of pressurized air form within his area of influence, the only indication they are there is the small gust of wind that surrounds each of them. No stronger than a gentle gust but noticeable to those who have either Senses/Energy Sensory of at least 200, raised to a minimum of 300 for either when in Bankai. This pressurized particles are razor sharp and act more like miniature blades of wind rather than a typical blast of explosive force. While as sharp as Soyoukaze's blade, they cannot move and must remain stationary, though there are known to be hundreds present in Shikai and thousands in Bankai in order to cover every inch of the area of influence. These particles effect nothing when moved through at a normal pace. However, whenever any friend or foe moves within the area of influence at a speed greater than Seiji's own, that is when these take effect. Causing painful cuts for every little movement made above their master's own, the damage taken equal to half Seiji's OS in Shikai and his full OS in Bankai.
The major downside to this, is that it affects everyone save for Seiji himself, Soyoukaze maintaining a protective barrier around their master and in turn reducing the wind resistance present around his form - allowing him to move and use step techniques as normal, though the usual stamina drain remains for each. Step techniques are known to be exceedingly painful if used while this technique is active, damaging the opponent at 50% of Seiji's OS in Shikai and his full OS in Bankai, not even protection from Soyoukaze will save any ally from this power. A power that demands his master remain the dominant force within his own domain at all times. While Seiji is protected from this downside and can move normally, the steep reiatsu cost and the fact that this technique must be paid for again after two posts in Shikai and three posts in Bankai - to ensure the pressurized air is properly condensed and does not dissipate - can often quickly drain him if he is not extremely careful.
{Kaze no Kago (風の加護; Divine Protection of the Wind)}
Technique Name: Kaze no Kago (風の加護; Divine Protection of the Wind)
Technique Type: Shikai / Bankai | Defensive - Physical Counter
Technique Element: Air
Technique Reiatsu Cost: 200 & 400
Technique Description and Effects
While predominately seen as an highly offensive Zanpakuto, there are times in which defending and taking the time to analyze the situation is simply the better option. By paying the above cost, the micro thin layer that naturally exists around Seiji when Soyoukaze is released expands dramatically. No more visible than before, though those with Energy Sensory of 100+ in Shikai and 150+ in Bankai are aware of the sudden change, but it is far more vicious in nature. Air taken from the atmosphere now siphoned not just into his blade, but around his entire form. This protection forms a powerful defense and offense at once, granting the armor a durability of 1.5x in Shikai and 2x in Bankai. This offers him the ability to go headfirst into a battle with little worry, save for his allies.
In particular any who strike the armor that surrounds him, be it with their blade or body, will take damage equal to half of Seiji's OS in Shikai and his total OS in Bankai. Any who linger against the armor for more than a single round will find their skin or clothes shredded rapidly into tiny bits. Only those with 1.25x OS in Shikai or 1.5x superior OS in Bankai can break through the armor through a variety of attacks. Naturally due to this shredding effect, this also allows Seiji to become far more deadly with his own physical strikes, cutting through anything with less than 75% his highest spiritual stat, and heavily damaging anything less than his total OS. However those with equal or higher OS than Seiji, take minimal damage from the shredding effect. Though this damage is able to be greatly resisted should the opponent have Damage Recovery 2/3 in Shikai/Bankai or an HE of 400+ in Shikai or 800+ Bankai, having one of these effects along with a higher OS will heavily negate most damage done by this technique in either form. Possessing all three of these requirements will entirely negate all damage done by this technique. This "armor" lasts for three posts in Shikai and six posts in Bankai, once used up the reiatsu costs must be paid again to be maintained properly.
Technique Type: Shikai / Bankai | Defensive - Physical Counter
Technique Element: Air
Technique Reiatsu Cost: 200 & 400
Technique Description and Effects
While predominately seen as an highly offensive Zanpakuto, there are times in which defending and taking the time to analyze the situation is simply the better option. By paying the above cost, the micro thin layer that naturally exists around Seiji when Soyoukaze is released expands dramatically. No more visible than before, though those with Energy Sensory of 100+ in Shikai and 150+ in Bankai are aware of the sudden change, but it is far more vicious in nature. Air taken from the atmosphere now siphoned not just into his blade, but around his entire form. This protection forms a powerful defense and offense at once, granting the armor a durability of 1.5x in Shikai and 2x in Bankai. This offers him the ability to go headfirst into a battle with little worry, save for his allies.
In particular any who strike the armor that surrounds him, be it with their blade or body, will take damage equal to half of Seiji's OS in Shikai and his total OS in Bankai. Any who linger against the armor for more than a single round will find their skin or clothes shredded rapidly into tiny bits. Only those with 1.25x OS in Shikai or 1.5x superior OS in Bankai can break through the armor through a variety of attacks. Naturally due to this shredding effect, this also allows Seiji to become far more deadly with his own physical strikes, cutting through anything with less than 75% his highest spiritual stat, and heavily damaging anything less than his total OS. However those with equal or higher OS than Seiji, take minimal damage from the shredding effect. Though this damage is able to be greatly resisted should the opponent have Damage Recovery 2/3 in Shikai/Bankai or an HE of 400+ in Shikai or 800+ Bankai, having one of these effects along with a higher OS will heavily negate most damage done by this technique in either form. Possessing all three of these requirements will entirely negate all damage done by this technique. This "armor" lasts for three posts in Shikai and six posts in Bankai, once used up the reiatsu costs must be paid again to be maintained properly.
Bankai Techniques [Hakyoku no Soyoukaze]
{Bankai Overall}
The pinnacle of power. Compared to a never-ending raging storm that seeks to remove life in the swiftest way possible. Yet like with many aspects of Soyoukaze previously, the power it holds is deceptive. While the offensive capabilities are increased drastically in this form, the most terrifying aspect of this weapon is not the destruction it is capable of causing. But the chaos and hopelessness it can inspire simply from existing. When released into Bankai, a violent twister surrounds Seiji, keeping him safe within the eye of the storm from anyone that may try to pass through. After a few moments the twister will fade into nothing, the air growing still and almost soundless as the change into Bankai is complete.
The first change within his Bankai state, is to that of his wakizashi. While still the same shape, the steel seems to disappear entirely as if it never existed. Then replaced by pressurized air of equal length, and glowing a faint white constantly to show the growth in power. The second change, leaves Seiji looking slightly different. Eyes a constant but faint golden glow, his whole body seeming somewhat transparent at the edges covering his entire outline. As if he is merely a spirit of the wind brought together by reiatsu and nothing else. Perceptive foes may notice that this fading outline stretches across his form completely, a nano-thin layer of reiatsu and air protecting him from harm similar to his Shikai. This coating of air, not only protects Seiji like before, but now also grants him the ability of flight moving at his base speed, at a cost of 50 reiatsu per post.
The deadliest aspect of Hakyoku no Soyoukaze is something that no one can even see, while within the initial release, there was a focus upon debilitating foes until they were too weak to fight. Even though that aspect of power remains, it is not the primary goal of this Bankai. Such a goal is to kill, quickly and efficiently. This power is similar to his Shikai, yet far stronger. Seiji's reiatsu once again spread out into the atmosphere, this time up to a 100m [362 feet] radius that follows his every step. Within this space, minus the wielder or any allies he protects, there is zero oxygen or nitrogen available within the air. Not only making it impossible to breathe without outside help the moment the Bankai is made active, but also causing utter panic to any who experience it. Without either gas in the air, suffocation is quick to ensue [after six posts total, the first counted from the post in which Bankai is released] and cause utter chaos to those not protected by the power of Soyoukaze. This can be resisted should the target have 2x greater OS than Seiji.
A total lack of these gasses, as a result, has a variety of effects. The first is that of flame, or rather, the complete absence of it. With no oxygen or nitrogen in the atmosphere, any power using flames becomes all but useless within the area of influence. Unable to burn or even ignite a flame. However, should the opponent possess 1.5x Seiji's OS they are able to create flame but at a 50% power deduction. This however does not effect Seiji, nor any who are currently protected, in fact such power is instead boosted by 50%, as a thin layer of air surrounds each technique used to maintain the flames and bolster their strength beyond the normal limits. This power however is negated if the opponent has 2x OS more than Seiji himself and is able to maintain that bonus. Alternatively, should a foe wish to have access to their control over such fire, they are able to pay double the reiatsu cost for any flame based techniques, including release and per post costs, to generate that power. Though this in turn will drain them heavily and only serve to further Seiji's own advantage on the battlefield.
Without suitable protection from Soyoukaze, allies are still effected and as such are often told to keep a sizable distance away from Seiji should he ever release his Bankai, lest they want to die a quick and painful death. Anyone that manages to somehow breathe and survive within the area of influence as gasses are sucked out from within, will also find their bodies sapped of energy at a rapid rate due to the extreme conditions their body is being placed under. This massively increases fatigue for all techniques used while Bankai is active, this does not include those protected by Soyoukaze, allowing for foes to quickly be worn down while Seiji is able to fight normally.
{Taiki no Henka (大気の変化, Atmospheric Alteration and Deconstruction)}
Technique Name: Taiki no Henka (大気の変化, Atmospheric Alteration and Deconstruction)
Technique Type: Bankai | Offensive - Area of Effect
Technique Element: Air - Nitrogen Dioxide
Technique Reiatsu Cost: 500
Technique Description and Effects
Controlling the battlefield is often one of the best ways to achieve victory, and so why not do so by allowing an opponent to think themselves safe? This technique while appearing much like a safe haven for a foe go to in order to escape the devastating and oxygen draining effects of Hakyoku no Soyoukaze, is anything but that. Rather it is yet another deceptive way to lead to their demise just as swiftly.
Within the area of influence, Seiji is able to create what he calls "pockets" of different gasses. Shaped in a spherical shape and stretching out to 10m [33 feet] in diameter, only five of these so called "pockets" can spread across the entire area at one time, or created at once, as the creation of more endangers Seiji more than Soyoukaze is willing to allow. Shrouded in a faint white glow and a faint gust of air that suggests that these "pockets" contain oxygen that Soyoukaze has chosen not to, or simply cannot remove from the space. While they certainly appear to be spaces filled with much needed oxygen, those with Analysis 3 or Battle Analysis 3, will be able to tell that something isn't quite right at all. In fact, while they can be seen as safe, these "pockets" are anything but. They are in fact, filled to the brim with exceedingly high amounts of nitrogen dioxide and in turn, extremely poisonous to anyone that inhales any of this gas - allies included who are not protected by Soyoukaze - but like air itself this gas remains entirely transparent to the naked eye.
This poisonous gas takes effect across five posts, and the longer the opponent or ally remains within the area, the worst these symptoms get. It should be noted, that those with Poison Resist 4 and Calm Mind/Lack of Fear 4, are able to resist the effects of the poison almost entirely and not completely panic immediately upon realizing that this technique is in fact a well laid trap. The effects of the gas and the symptoms caused as a result of the poison are as follows:
While these "pockets" can be destroyed by a strong enough attack of at least 25% OS greater than Seiji's own, either inside the "pocket" itself or outside of it, even doing that comes with a risk. The clash of an opposing reiatsu against this poisonous gas is enough to cause a spark and detonate the "pocket" as a whole. Causing a massive explosion double the size [20m or 66 feet] of the original space. While spaced enough apart not to cause a chain reaction with the other "pockets" usually, Seiji is able to place them in such a way should he wish to cause this effect himself. Though in doing so, he puts both himself and allies at risk, as while Soyoukaze may protect him from the toxic gasses within, the explosions are something even he can be torn apart from. It should be noted that those with 2x OS of Seiji can ignore the dangerous effects of this poison entirely as their additional strength protects them from it, though the explosion from a "pocket" being destroyed can still be damaging.
Technique Type: Bankai | Offensive - Area of Effect
Technique Element: Air - Nitrogen Dioxide
Technique Reiatsu Cost: 500
Technique Description and Effects
Controlling the battlefield is often one of the best ways to achieve victory, and so why not do so by allowing an opponent to think themselves safe? This technique while appearing much like a safe haven for a foe go to in order to escape the devastating and oxygen draining effects of Hakyoku no Soyoukaze, is anything but that. Rather it is yet another deceptive way to lead to their demise just as swiftly.
Within the area of influence, Seiji is able to create what he calls "pockets" of different gasses. Shaped in a spherical shape and stretching out to 10m [33 feet] in diameter, only five of these so called "pockets" can spread across the entire area at one time, or created at once, as the creation of more endangers Seiji more than Soyoukaze is willing to allow. Shrouded in a faint white glow and a faint gust of air that suggests that these "pockets" contain oxygen that Soyoukaze has chosen not to, or simply cannot remove from the space. While they certainly appear to be spaces filled with much needed oxygen, those with Analysis 3 or Battle Analysis 3, will be able to tell that something isn't quite right at all. In fact, while they can be seen as safe, these "pockets" are anything but. They are in fact, filled to the brim with exceedingly high amounts of nitrogen dioxide and in turn, extremely poisonous to anyone that inhales any of this gas - allies included who are not protected by Soyoukaze - but like air itself this gas remains entirely transparent to the naked eye.
This poisonous gas takes effect across five posts, and the longer the opponent or ally remains within the area, the worst these symptoms get. It should be noted, that those with Poison Resist 4 and Calm Mind/Lack of Fear 4, are able to resist the effects of the poison almost entirely and not completely panic immediately upon realizing that this technique is in fact a well laid trap. The effects of the gas and the symptoms caused as a result of the poison are as follows:
- Turn One: Headaches, nausea and a low fever start to set in. Heart rate may increase as the gas begins to travel in their system and cause as instinctual response of panic. Calm Mind/Lack of Fear 1 allows them to resist this and remain focused enough to continue fighting.
- Turn Two: Headaches and nausea worsens significantly, fever heightened further, chest pain now apparent and a persistent cough should the opponent wish to do so and breathe more of it in. Panic still low and manageable for now, a Calm Mind/Lack of Fear 1 will keep that stress at bay for now. Poison Resist 1 will help with mitigating the worse affects and allow the affected to continue to survive.
- Turn Three: All previous affects are worsened, the affected now begins to shake and their vision will start to lose focus as the gas now begins to affect their internal organs. Battle becomes more taxing now, those that remain fighting in this space must have a Calm Mind/Lack of Fear 2 at least to remain calm and not simply try to escape. Poison Resist 2 will lessen these effects and allow them to remain in this "pocket" for a while longer, but not indefinitely.
- Turn Four: Shutdown of internal organs begin, mass inflammation of both respiratory tracts and constant shaking. All other effects from previous stages are compounded and the affected will find themselves struggling to use even their basic senses. Let alone fight properly. Poison Resist 3 is a must in order to delay and lessen the poison in order to continue to stand. Calm Mind/Lack of Fear 2 will allow the affected to still think rationally and not simply pass out from the mental and physical strain.
- Turn Five: Total Shutdown. Without a Poison Resist of 4, the affected will be unable to fight off the poisonous gas any longer and will succumb to it's effect leading to a rather painful death as their body collapses from inhaling nothing but a toxic gas. Those that have the required skill, will be still able to stand and function, but their effectiveness in combat will still be diminished greatly due to the effort required to keep going. A Calm Mind/Lack of Fear 4 will allow them to maintain enough focus and clarity of thought to still strategize and not simply break under the mental strain.
While these "pockets" can be destroyed by a strong enough attack of at least 25% OS greater than Seiji's own, either inside the "pocket" itself or outside of it, even doing that comes with a risk. The clash of an opposing reiatsu against this poisonous gas is enough to cause a spark and detonate the "pocket" as a whole. Causing a massive explosion double the size [20m or 66 feet] of the original space. While spaced enough apart not to cause a chain reaction with the other "pockets" usually, Seiji is able to place them in such a way should he wish to cause this effect himself. Though in doing so, he puts both himself and allies at risk, as while Soyoukaze may protect him from the toxic gasses within, the explosions are something even he can be torn apart from. It should be noted that those with 2x OS of Seiji can ignore the dangerous effects of this poison entirely as their additional strength protects them from it, though the explosion from a "pocket" being destroyed can still be damaging.
{Zettai Taiki no Shihai - Reika (大気の変化 - 零下; Absolute Atmospheric Dominion - Sub Zero)}
Technique Name: Zettai Taiki no Shihai - Reika (大気の変化 - 零下; Absolute Atmospheric Dominion - Sub Zero)
Technique Type: Bankai | Offensive - Area of Effect - Temperature Control
Technique Element: Air / Ice
Technique Reiatsu Cost: 800
Technique Description and Effects
When most think of the all encompassing power of air, they think of speed, of the sheer force of the winds themselves. Few truly understand the devastating power that a true master of this element can unleash. Should Seiji see that a foe can resist Soyoukaze's ability to deprive them of the needed air to breathe, or they are able to find a way around such a power yet remain within his domain - this is what he resorts to. While not considered an ultimate technique by any means, it has proven incredibly useful in subduing and completely destroying any that dared to think that simply avoiding Soyoukaze's control over oxygen would be anywhere near enough to stop their inevitable demise at the hands of one who rules over the skies themselves.
By sending out a massive burst of reiatsu into the air and atmosphere above, the weather itself begins to change and bend to Seiji's very will. Storm clouds gather, rapidly forming as they rain down heavy sleet across the entire area of influence and nearby battlefield, this is shortly followed by what seems to be a never-ending blizzard upon the second post of activation. On top of this, across the post this technique is made active, the temperature rapidly plummets. The molecules of the air itself rapidly cooled and brought under his command, Seiji as a result of this, stands as the epicenter of it all. While still protected and his body temperature kept at a safe range, anything beyond that layer of protection Soyoukaze keeps about his master, is like a frozen wasteland. The area the technique covers a fair sized 25m and comes to rest at a rather cold -170℃ [-274°F], yet still bearable enough when compared to the immediate epicenter of Seiji himself. Within 10m of the ruler of this domain, the temperature rests at a constant -200℃ [-328°F] and raises ten degrees for every 5m beyond that initial radius. Those with Cold Tolerance 2 can resist the effects of the area of influence with ease, but stepping closer to Seiji for any long period [more than 2 posts] requires a Cold Tolerance 3, raised to a 4 should a foe wish to get within striking range of him and remain there for any length of time.
Additionally, while not able to resist the effects of this frozen onslaught entirely. Those who possess heat based techniques or releases of any kind, will experience temperatures of half those stated above and will require one less point in Cold Tolerance for each area they step into in order to survive it and still remain fighting. While all of this together will never allow the foe to bypass this icy storm completely, it will highly negate the most damaging effects and permit them to still fight Seiji head on without quickly freezing to death.
This however, is merely a byproduct of his control of such power. The true result of this technique, is granting Seiji the ability to manipulate these frozen winds to his each and every whim. With this technique active, each of his previous Zanpakuto techniques [not including: Taiki no Henka (大気の変化, Atmospheric Alteration and Deconstruction)] and non-release techniques gain what is known simply as the Tōsō (凍瘡; Frostbite) effect. This imbues each technique an additional frostbite property, as the name rightly states, slowly freezing over the opponent and weakening their body with each moment they continue to stand against him and fight. Those with points in Cold Tolerance can lessen these effects over the duration, allowing them to survive a blow against these frozen winds without the targeted part of their body starting to freeze over. This only lasts for as many points in Cold Tolerance they possess, as an example, a 2 in Cold Tolerance grants them immunity from the frostbite effect for two blows that land and no further than that. This effect does not work on fire kido that Seiji uses, nor on any step techniques he uses.
Those with fire abilities of a Class equal or above to Seiji's currently released Bankai Class are able to melt anything frozen upon them easily enough, but cannot stop the Tōsō (凍瘡; Frostbite) effect - this does not apply to any heat based abilities. Any of superior class or 2x his OS can ignore this additional effect entirely.
This technique lasts for ten posts, it can however only be used once per thread as using this technique drains Seiji greatly. Not only of reiatsu, but straining his body as well and in turn requiring he take time to rest. After this technique is used, while Seiji can still continue to fight, his Bankai will automatically revert to his Shikai state and must remain for the full Shikai duration before Bankai can be released once more - Soyoukaze having spent the brunt of their combined energy to change the environment to such an extreme degree. A display of power no doubt, but a costly one.
Technique Type: Bankai | Offensive - Area of Effect - Temperature Control
Technique Element: Air / Ice
Technique Reiatsu Cost: 800
Technique Description and Effects
When most think of the all encompassing power of air, they think of speed, of the sheer force of the winds themselves. Few truly understand the devastating power that a true master of this element can unleash. Should Seiji see that a foe can resist Soyoukaze's ability to deprive them of the needed air to breathe, or they are able to find a way around such a power yet remain within his domain - this is what he resorts to. While not considered an ultimate technique by any means, it has proven incredibly useful in subduing and completely destroying any that dared to think that simply avoiding Soyoukaze's control over oxygen would be anywhere near enough to stop their inevitable demise at the hands of one who rules over the skies themselves.
By sending out a massive burst of reiatsu into the air and atmosphere above, the weather itself begins to change and bend to Seiji's very will. Storm clouds gather, rapidly forming as they rain down heavy sleet across the entire area of influence and nearby battlefield, this is shortly followed by what seems to be a never-ending blizzard upon the second post of activation. On top of this, across the post this technique is made active, the temperature rapidly plummets. The molecules of the air itself rapidly cooled and brought under his command, Seiji as a result of this, stands as the epicenter of it all. While still protected and his body temperature kept at a safe range, anything beyond that layer of protection Soyoukaze keeps about his master, is like a frozen wasteland. The area the technique covers a fair sized 25m and comes to rest at a rather cold -170℃ [-274°F], yet still bearable enough when compared to the immediate epicenter of Seiji himself. Within 10m of the ruler of this domain, the temperature rests at a constant -200℃ [-328°F] and raises ten degrees for every 5m beyond that initial radius. Those with Cold Tolerance 2 can resist the effects of the area of influence with ease, but stepping closer to Seiji for any long period [more than 2 posts] requires a Cold Tolerance 3, raised to a 4 should a foe wish to get within striking range of him and remain there for any length of time.
Additionally, while not able to resist the effects of this frozen onslaught entirely. Those who possess heat based techniques or releases of any kind, will experience temperatures of half those stated above and will require one less point in Cold Tolerance for each area they step into in order to survive it and still remain fighting. While all of this together will never allow the foe to bypass this icy storm completely, it will highly negate the most damaging effects and permit them to still fight Seiji head on without quickly freezing to death.
This however, is merely a byproduct of his control of such power. The true result of this technique, is granting Seiji the ability to manipulate these frozen winds to his each and every whim. With this technique active, each of his previous Zanpakuto techniques [not including: Taiki no Henka (大気の変化, Atmospheric Alteration and Deconstruction)] and non-release techniques gain what is known simply as the Tōsō (凍瘡; Frostbite) effect. This imbues each technique an additional frostbite property, as the name rightly states, slowly freezing over the opponent and weakening their body with each moment they continue to stand against him and fight. Those with points in Cold Tolerance can lessen these effects over the duration, allowing them to survive a blow against these frozen winds without the targeted part of their body starting to freeze over. This only lasts for as many points in Cold Tolerance they possess, as an example, a 2 in Cold Tolerance grants them immunity from the frostbite effect for two blows that land and no further than that. This effect does not work on fire kido that Seiji uses, nor on any step techniques he uses.
Those with fire abilities of a Class equal or above to Seiji's currently released Bankai Class are able to melt anything frozen upon them easily enough, but cannot stop the Tōsō (凍瘡; Frostbite) effect - this does not apply to any heat based abilities. Any of superior class or 2x his OS can ignore this additional effect entirely.
This technique lasts for ten posts, it can however only be used once per thread as using this technique drains Seiji greatly. Not only of reiatsu, but straining his body as well and in turn requiring he take time to rest. After this technique is used, while Seiji can still continue to fight, his Bankai will automatically revert to his Shikai state and must remain for the full Shikai duration before Bankai can be released once more - Soyoukaze having spent the brunt of their combined energy to change the environment to such an extreme degree. A display of power no doubt, but a costly one.
{Blessed By Soyoukaze}
- Protected One
- Protected Two
{Zanjustu & Iaijustu}
{Iaijutsu (居合術, "Sudden Strike Technique")}Technique Name: Iaijutsu (居合術, "Sudden Strike Technique")
Class: 4
Technique Type: General Physical Technique
Technique Element: None
Usable by: Any
Technique Description and Effects
The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique
Simply draw your weapon and strike in a single fluid motion.
Drawback
This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SkP in Weapons (Sword) in order to be used, and 3 SkP to be mastered.
Class: 4
Technique Type: General Physical Technique
Technique Element: None
Usable by: Any
Technique Description and Effects
The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique
Simply draw your weapon and strike in a single fluid motion.
Drawback
This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SkP in Weapons (Sword) in order to be used, and 3 SkP to be mastered.
{Quinquaginta Eiecit (Fifty Thrust)}Technique Name: Quinquaginta Eiecit (Fifty Thrust)
Class: 4
Technique Type: Weapon
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: By concentrating reiatsu into the arm of choice in the same manner that one would in preparation to utilize a step technique this technique begins bringing not only an enhanced flexibility and durability to the muscles of the arm, but the speed at which the arm can be moved. This technique enables a user with any sort of weapon to actually thrust it forward a total of fifty times in rapid succession equal to double their maximum speed. While the technique enables the user to thrust forward at a rapid rate to inflict damage rapidly it isn't very well suited to dealing lethal damage normally as the wounds inflicted normally will only be a few centimeters in depth.
How to use technique: Listed above.
Technique Drawbacks: Costs 150 reiatsu. Counts as a short term stat boost.
Class: 4
Technique Type: Weapon
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: By concentrating reiatsu into the arm of choice in the same manner that one would in preparation to utilize a step technique this technique begins bringing not only an enhanced flexibility and durability to the muscles of the arm, but the speed at which the arm can be moved. This technique enables a user with any sort of weapon to actually thrust it forward a total of fifty times in rapid succession equal to double their maximum speed. While the technique enables the user to thrust forward at a rapid rate to inflict damage rapidly it isn't very well suited to dealing lethal damage normally as the wounds inflicted normally will only be a few centimeters in depth.
How to use technique: Listed above.
Technique Drawbacks: Costs 150 reiatsu. Counts as a short term stat boost.
{Saidan Kaze (断 風; Judgement's Wind)}Technique Name: Saidan Kaze (断 風; Judgement's Wind)
Class: 2
Technique Type: Zanjustu - Kidō | Single / Multi-Target Obliteration
Usable By: Shinigami & Vizard
Technique Element: Wind
Technique Description and Effects:
Wishing to combine his mastery over both Kidō and Zanjustu both, it was by this desire that this technique was created. While the blade is sheathed, Seiji may funnel wind-based spiritual energy both into the blade itself and within the small gaps presented inside the sheath, usually done with a hand upon the hilt or by simply tapping the pommel. This is done at a rapid rate as each particle of reiatsu is massively condensed down to line the edge of the blade within just a few moments in preparation for what comes next. Once the blade is unsheathed, in a manner mirroring that of a the start to a typical Iaijustu strike, the stored up reiatsu makes itself known. During this moment of momentum, the reiatsu stored up rapidly expands flowing out from the blade and creating a 360° sphere around Seiji that expands out up to 5m from his person. Within this sphere is littered with thousands of minuscule razor sharp blades of wind all rotating constantly at a speed of 800 and dealing damage equal to 1.5x Seiji's OS, capable of ripping through even the toughest of defenses in a matter of moments if a foe is caught unawares and shredding any who get too close.
Seiji it should be noted is able to either use this as a basic Zanjustu strike, or unleash this technique as an Iaijustu strike as many assume it to be. This however shortens the duration of the technique to a single post. When not used as an Iaijustu strike, this technique can only remain active for three posts and damages equal only to Seiji's OS before fading due to the sheer amount of reiatsu and strain placed upon Seiji should he use it for any longer. Being a technique composed of his own reiatsu, it is only his sword arm which takes damage in the form of small lacerations along the skin, growing deeper and more painful after each use of the technique, beyond this Seiji is unharmed and can move and fight normally.
Technique Drawbacks:
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only
Class: 2
Technique Type: Zanjustu - Kidō | Single / Multi-Target Obliteration
Usable By: Shinigami & Vizard
Technique Element: Wind
Technique Description and Effects:
Wishing to combine his mastery over both Kidō and Zanjustu both, it was by this desire that this technique was created. While the blade is sheathed, Seiji may funnel wind-based spiritual energy both into the blade itself and within the small gaps presented inside the sheath, usually done with a hand upon the hilt or by simply tapping the pommel. This is done at a rapid rate as each particle of reiatsu is massively condensed down to line the edge of the blade within just a few moments in preparation for what comes next. Once the blade is unsheathed, in a manner mirroring that of a the start to a typical Iaijustu strike, the stored up reiatsu makes itself known. During this moment of momentum, the reiatsu stored up rapidly expands flowing out from the blade and creating a 360° sphere around Seiji that expands out up to 5m from his person. Within this sphere is littered with thousands of minuscule razor sharp blades of wind all rotating constantly at a speed of 800 and dealing damage equal to 1.5x Seiji's OS, capable of ripping through even the toughest of defenses in a matter of moments if a foe is caught unawares and shredding any who get too close.
Seiji it should be noted is able to either use this as a basic Zanjustu strike, or unleash this technique as an Iaijustu strike as many assume it to be. This however shortens the duration of the technique to a single post. When not used as an Iaijustu strike, this technique can only remain active for three posts and damages equal only to Seiji's OS before fading due to the sheer amount of reiatsu and strain placed upon Seiji should he use it for any longer. Being a technique composed of his own reiatsu, it is only his sword arm which takes damage in the form of small lacerations along the skin, growing deeper and more painful after each use of the technique, beyond this Seiji is unharmed and can move and fight normally.
Technique Drawbacks:
- Cannot be used more than three times in a thread, doing so will make the arm used to make such strikes utterly useless for combat for the remainder of the thread or until healed if DP/DE.
- Must have a Weapon & Kidō skill of 3 each to use this technique.
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only
{Kidō}
{Bakudo}
{Bakudo #1: Sai (Restrain)}Technique Name: Bakudo #1: Sai (Restrain)
Class: 7
Technique Type: Kido
Technique Element: None
Technique Reiatsu Cost: 25
Technique Description and Effects:
Causes the target's arms to lock in place behind their back.
Incantation and Effects:
Incantation increases the strength behind the technique by 10%. (I.E. A reiatsu strength of 100 would instead be valued at 110 for this technique.) "Man, shaped by Divine hands, revert to the form before limbs, clutch at your own throat and be afraid!"
Class: 7
Technique Type: Kido
Technique Element: None
Technique Reiatsu Cost: 25
Technique Description and Effects:
Causes the target's arms to lock in place behind their back.
Incantation and Effects:
Incantation increases the strength behind the technique by 10%. (I.E. A reiatsu strength of 100 would instead be valued at 110 for this technique.) "Man, shaped by Divine hands, revert to the form before limbs, clutch at your own throat and be afraid!"
{Bakudo #55: Mutsohoyo (Painless Embrace)}Technique Name: Bakudo #55: Mutsohoyo (Painless Embrace)
Class: [4]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This is a sealing technique. It is used not to seal the enemy however, but to seal another Kido. This has two distinct effects. The first is that it can be used to seal a Kido inside of an object, which for the next hour can instantly activate that Kido at any time at will of the user, even if left behind somewhere. It costs the cost of this technique and the cost of the Kido in question. That is one way of using it. The second is more effective. This can seal a technique inside of an enemy or an ally. The technique in question has its reiatsu broken down by the enemy or ally, who then gains extra reiatsu to use. The full reiatsu put into the technique, except for this Bakudo, goes into the enemy. Therefore, if Hado #88 was sealed in the enemy or ally, all of that reiatsu simply converts into 600 reiatsu for the enemy to use.
The trouble comes there. If the enemy or ally is given reiatsu that causes them to go over their current cap, they must spend all excess in their next post, or their body will explode from the excess and they will die. This can be used at the start of the fight as a bomb technique on suspecting enemies.
How to use technique:
To seal a technique inside of the enemy, the user needs to have physical contact with the part of the body that they will be sealing the technique into. They then activate this technique and pay the cost for it and the technique they wish to seal within the foe. Alternatively, the same is said of an object. Seal this into an object with physical contact with the object, and then use the object as one sees fit. The object automatically releases the Kido if the user gets up to a mile away from it. The object also cannot exceed the user in size.
Technique Drawbacks:
This technique leaves behind physical remnant of techniques. This means that if one were to use a stone based Kido that made stone, while the reiatsu would go into an ally, the stones would still form and remain behind. The same is true of an object, which would become filled by stones. This makes it highly implausible to use elemental Kido on objects or allies. Things such as fire, wind, or lightning, which are only temporary elements that cannot be long lasting can still be used, and they will have no remnants, and instead will just convert directly into reiatsu.
Incantation and Effect:
The incantation causes the class of the Kido imbued to go up by one, resulting in a higher class Kido for the cost of one class lower. For example, if a class 5 Kido is imbued, the incantation causes it to be valued at class 4 instead. It uses the same cost as a class 5 Kido however, the only extra cost being that of this technique. ("A dream within a dream, a heart within a soul, a core within a nucleus which in turn is within an atom. Within all there is still more. And within thee, I place this seal!"}
Class: [4]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This is a sealing technique. It is used not to seal the enemy however, but to seal another Kido. This has two distinct effects. The first is that it can be used to seal a Kido inside of an object, which for the next hour can instantly activate that Kido at any time at will of the user, even if left behind somewhere. It costs the cost of this technique and the cost of the Kido in question. That is one way of using it. The second is more effective. This can seal a technique inside of an enemy or an ally. The technique in question has its reiatsu broken down by the enemy or ally, who then gains extra reiatsu to use. The full reiatsu put into the technique, except for this Bakudo, goes into the enemy. Therefore, if Hado #88 was sealed in the enemy or ally, all of that reiatsu simply converts into 600 reiatsu for the enemy to use.
The trouble comes there. If the enemy or ally is given reiatsu that causes them to go over their current cap, they must spend all excess in their next post, or their body will explode from the excess and they will die. This can be used at the start of the fight as a bomb technique on suspecting enemies.
How to use technique:
To seal a technique inside of the enemy, the user needs to have physical contact with the part of the body that they will be sealing the technique into. They then activate this technique and pay the cost for it and the technique they wish to seal within the foe. Alternatively, the same is said of an object. Seal this into an object with physical contact with the object, and then use the object as one sees fit. The object automatically releases the Kido if the user gets up to a mile away from it. The object also cannot exceed the user in size.
Technique Drawbacks:
This technique leaves behind physical remnant of techniques. This means that if one were to use a stone based Kido that made stone, while the reiatsu would go into an ally, the stones would still form and remain behind. The same is true of an object, which would become filled by stones. This makes it highly implausible to use elemental Kido on objects or allies. Things such as fire, wind, or lightning, which are only temporary elements that cannot be long lasting can still be used, and they will have no remnants, and instead will just convert directly into reiatsu.
Incantation and Effect:
The incantation causes the class of the Kido imbued to go up by one, resulting in a higher class Kido for the cost of one class lower. For example, if a class 5 Kido is imbued, the incantation causes it to be valued at class 4 instead. It uses the same cost as a class 5 Kido however, the only extra cost being that of this technique. ("A dream within a dream, a heart within a soul, a core within a nucleus which in turn is within an atom. Within all there is still more. And within thee, I place this seal!"}
{Bakudo #61: Rikujokoro (Six Rods Prison of Light)}Technique Name: Bakudo #61: Rikujokoro (Six Rods Prison of Light)
Class: [4]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Summons six thin, wide beams of light that slam into a target's midsection from all sides, holding them in place. This technique also results in total paralysis, and can even suspend targets in mid air.
How to use technique:
This requires the user's eyes to be focused on the target, and their casting hand to be aimed at the target as well. The six beams will then close in, but those who are quick enough or instinctive enough will be able to dodge.
Incantation and Effect:
The incantation increases the reiatsu strength of this technique by 25%. (I.E. Reiatsu strength of 100 is instead worth 125.) ("Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!")
Class: [4]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Summons six thin, wide beams of light that slam into a target's midsection from all sides, holding them in place. This technique also results in total paralysis, and can even suspend targets in mid air.
How to use technique:
This requires the user's eyes to be focused on the target, and their casting hand to be aimed at the target as well. The six beams will then close in, but those who are quick enough or instinctive enough will be able to dodge.
Incantation and Effect:
The incantation increases the reiatsu strength of this technique by 25%. (I.E. Reiatsu strength of 100 is instead worth 125.) ("Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!")
{Bakudo #63: Sajosabaku (Locking Bondage Stripes)}Technique Name: Bakudo #63: Sajosabaku (Locking Bondage Stripes)
Class: [4]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
This is a much stronger version of Bakudo #4, one which does the same thing, but creates a gray cloth around the victim to indicate use of a different technique. Unlike #4, this requires a 50% reiatsu strength advantage to break.
How to use technique:
Unlike the original, this can be cast from a long distance, though in this case it can also be dodged. The casting hand must be aimed at the target.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength valued at 100 is instead valued at 125.) Incantation unknown.
Class: [4]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
This is a much stronger version of Bakudo #4, one which does the same thing, but creates a gray cloth around the victim to indicate use of a different technique. Unlike #4, this requires a 50% reiatsu strength advantage to break.
How to use technique:
Unlike the original, this can be cast from a long distance, though in this case it can also be dodged. The casting hand must be aimed at the target.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength valued at 100 is instead valued at 125.) Incantation unknown.
{Hado}
{Hado #4: Byakurai (Pale Lightning)}Technique Name: Hado #4: Byakurai (Pale Lightning)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
{Hado #33: Sōkatsui (Blue Fire, Crash Down)}Technique Name: Hado #33: Sōkatsui (Blue Fire, Crash Down)
Class: 5
Technique Type: Kido
Technique Element: Fire
Technique Reiatsu Cost: 100
Technique Description and Effects:
This technique is a more powerful version of Hado #31, releasing a fireball of blue flames that’s about half as large as an average person in size. The impact of this fireball leaves first-degree burns upon impact, and has more impact force than Hado #31.
Incantation and Effects:
“Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws!” With the incantation, this spell gets a 20% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 120 with incantation).
Class: 5
Technique Type: Kido
Technique Element: Fire
Technique Reiatsu Cost: 100
Technique Description and Effects:
This technique is a more powerful version of Hado #31, releasing a fireball of blue flames that’s about half as large as an average person in size. The impact of this fireball leaves first-degree burns upon impact, and has more impact force than Hado #31.
Incantation and Effects:
“Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws!” With the incantation, this spell gets a 20% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 120 with incantation).
{Hado #50: Mabarashi Dangan (Fast Bullet)}Technique Name: Hado #50: Mabarashi Dangan (Fast Bullet)
Class: 4
Technique Type: Kido
Technique Element: None
Technique Reiatsu Cost: 150
Technique Description and Effects:
The user creates a sphere of super-condensed, white reiatsu at the end of their finger or sword around the size of a baseball. This kidou is noticeably small and it possesses a significant piercing power equivalent to twice the user’s (If the incantation is used). Not only does it pierce defenses extremely well, but it travels at quite a vicious speed, making it very difficult to dodge. When this kidou comes into contact with an object it will detonate into an explosion that sends hundreds of super-condensed reiatsu shards everywhere in its immediate vicinity. The blast radius of this attack is around eight yards. But the true power of this ability resides in the kido’s aura. To those with less than 50 in Energy Sensory, Maboroshi Dangan will be completely invisible and soundless. This is a technique designed to take advantage of those who don’t have any ability to sense reiatsu.
How to use technique:
Aim palm at target and fire.
Technique Drawbacks:
The traditional reiatsu cost for the technique is its drawback. Additionally, it is difficult for those with low energy sensory to use since they cannot keep track of it.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength worth 100 is instead worth 125.) ("Shoot forth from the heavens and find your mark. Soundlessly. Cautiously. Swiftly. Make yourself known by your bite and curse those who condemn you.")
Made By: Rave Haretsu
Class: 4
Technique Type: Kido
Technique Element: None
Technique Reiatsu Cost: 150
Technique Description and Effects:
The user creates a sphere of super-condensed, white reiatsu at the end of their finger or sword around the size of a baseball. This kidou is noticeably small and it possesses a significant piercing power equivalent to twice the user’s (If the incantation is used). Not only does it pierce defenses extremely well, but it travels at quite a vicious speed, making it very difficult to dodge. When this kidou comes into contact with an object it will detonate into an explosion that sends hundreds of super-condensed reiatsu shards everywhere in its immediate vicinity. The blast radius of this attack is around eight yards. But the true power of this ability resides in the kido’s aura. To those with less than 50 in Energy Sensory, Maboroshi Dangan will be completely invisible and soundless. This is a technique designed to take advantage of those who don’t have any ability to sense reiatsu.
How to use technique:
Aim palm at target and fire.
Technique Drawbacks:
The traditional reiatsu cost for the technique is its drawback. Additionally, it is difficult for those with low energy sensory to use since they cannot keep track of it.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength worth 100 is instead worth 125.) ("Shoot forth from the heavens and find your mark. Soundlessly. Cautiously. Swiftly. Make yourself known by your bite and curse those who condemn you.")
Made By: Rave Haretsu
{Hado #90: Kurohitsugi (Black Coffin)}Technique Name: Hado #90: Kurohitsugi (Black Coffin)
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects: A brutal spell, this Kido forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe. Its appearance and function is reminiscent of a common magician's trick, as well as certain torture devices used during the Spanish Inquisition. Escape from within is nearly impossible, causing those trapped by it to face certain doom. It is virtually unbreakable from the inside, except by a vastly superior spiritual strength, and with a technique class 2 or above. This is also considered impossible to dodge at point blank range.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!” With the incantation, this spell gets a 40% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 140 with incantation).
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects: A brutal spell, this Kido forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe. Its appearance and function is reminiscent of a common magician's trick, as well as certain torture devices used during the Spanish Inquisition. Escape from within is nearly impossible, causing those trapped by it to face certain doom. It is virtually unbreakable from the inside, except by a vastly superior spiritual strength, and with a technique class 2 or above. This is also considered impossible to dodge at point blank range.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!” With the incantation, this spell gets a 40% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 140 with incantation).
{Hado #91: Senjū Kōten Taihō (Thousand-Hand Bright Heaven Culling-Sear)}Technique Name: Hado #91: Senjū Kōten Taihō (Thousand-Hand Bright Heaven Culling-Sear)
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects: An exceedingly powerful spell, this Kido creates ten points of glowing energy around the user before being fired at the target, homing in on it and curving about to impact the victim from numerous sides. Upon impact from the ten blasts, an enormous explosion of Reiatsu is released, beating and quivering as it devastates the entire region with its sheer force. This technique requires the incantation to cast, but in exchange, its power is equal to three times the user’s current Reiatsu Strength.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired” As the incantation is required for casting, there is no bonus.
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects: An exceedingly powerful spell, this Kido creates ten points of glowing energy around the user before being fired at the target, homing in on it and curving about to impact the victim from numerous sides. Upon impact from the ten blasts, an enormous explosion of Reiatsu is released, beating and quivering as it devastates the entire region with its sheer force. This technique requires the incantation to cast, but in exchange, its power is equal to three times the user’s current Reiatsu Strength.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired” As the incantation is required for casting, there is no bonus.
{Hohō}
{Shunpo (瞬歩; Flash Steps)*}Technique Name: Shunpo (瞬歩; Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Reiatsu Cost: 50 / Per Step
Technique Description and Effects
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Reiatsu Cost: 50 / Per Step
Technique Description and Effects
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
{Shunpo Karin}
Technique Name: Shunpo Karin
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Reiatsu Cost: 100
Technique Description and Effects
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique
Stated above.
Drawbacks
Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
Technique Name: Shunpo Karin
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Reiatsu Cost: 100
Technique Description and Effects
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique
Stated above.
Drawbacks
Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
{Shihōpo (死楓歩; Steps of the Dead Maple)}Technique Name: Shihōpo (死楓歩; Steps of the Dead Maple)
Class: 4, 3, 1 [Class 4 & 3 Version Mastered]
Technique Type: Hōhō | Kidō - Aerokinesis
Usable By: Shinigami & Vizard
Technique Element: Wind
Technique Reiatsu Cost: 50, 100, 350
Technique Description and Effects:
Not satisfied with his own progress in the art of Hōhō and feeling himself lacking, Seiji spent months forging his own techniques that incorporated something he knew would aid him. His connection and expertise in weaponizing the very air around him to his advantage, fueled by his ever growing knowledge of Kidō. As a result, while the following techniques differ in what they provide, all remain connected via the Shikaze's use of using air to enhance and boost his own movement far beyond his regular limits.
At Class 4, Seiji is capable of the most basic form of movement. By funneling air from the environment through his own reiatsu and then pushing such infused-reiatsu throughout his own form, he can then boost his speed by 3x for a singular movement at the cost of 50 reiatsu. This can be applied to a singular limb rather then his whole form by paying 25 reiatsu. Both of these count towards his Step Technique Limit, and as with the element of air itself once this technique is mastered, both become soundless.
Alternatively by paying 100 reiatsu per post, Seiji can maintain this 3x boost over a far longer period of time, doing so however not only counts as a long term stat boost but drains him quite considerably. After ending this variant, Seiji is unable to use Shunpo or any Step Techniques for the following post in order to ensure his body can recover from the strain without causing permanent damage.
At Class 3, this is where his prowess truly begins to make itself known. By infusing a larger quantity of air-aligned reiatsu throughout his form, and in turn reducing his own wind resistance, this allows Seiji to move far more quickly than those who employ a regular Shunpo. Passing by a foe at 13x, when activated for 100 reiatsu, Seiji appears to briefly vanish with a sudden burst of air, as if merging with the very winds themselves for a split second as he travels across them to his destination. Requiring those with Senses of at least 300 to vaguely pin-point where he may be travelling to, though this can be reduced by 25 each for every point of skill the opponent has in Battle Analysis / Focused Eye. For an additional 100 reiatsu, Seiji is able to make this movement soundless. Like before this Step Technique counts towards his total limit.
At Class 1, Seiji has reached the pinnacle of what such power can accomplish. By focusing wind-aligned reiatsu within his own body and matching it to the atmosphere around him, by doing this he is not simply moving along the winds briefly, but merging with them completely. This then allows Seiji to reappear at another location in almost the exact same instant, while never occupying the space between, as long as there's air to move to. This costs 350 reiatsu per step and moves at 20x. The obvious limit to this of course, is that Seiji must be able to see or sense using Energy Sensory the point he wishes to move to and it must be unoccupied by anything else, this applies not only to other people but anything at all. Spiritual creations, even his own techniques placed in a location will impede him from moving there. Despite how it might appear to many, this technique isn't related to raw speed or physical effort at all, it is simply a form of teleportation using air as the medium.
While following the regular Step Technique limits, for the moment this teleportation occurs Seiji is unable to be visually seen by those trying to track him but can be sensed with those who possess an Energy Sensory of 550+. They will however find that sensing the Shikaze will show them the obvious truth, that for that instant Seiji appears to be all around them. For during this one moment, he is not within one location, but within the very air itself around them. Notably while this is a complex thing to accomplish, this technique is able to be used out of combat to travel great distances with relative ease, though Seiji is unable to bring another with him, as only he is capable of travelling in this manner.
As an additional note, should Seiji wish to use this technique while within his Bankai, he must draw air from beyond his sphere of influence and place it where he wishes to move to within the space, done with a gesture and by paying an additional 150 reiatsu per step on top of it's regular cost. This is to grant him enough air to fuse into and transfer to the new pocket of air he had granted access to his sphere of influence, which must be done within one post lest Soyoukaze remove that precious spark of oxygen via it's own power and leave Seiji unable to move as he wishes - while having wasted reiatsu in the process.
Technique Drawbacks:
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only
Class: 4, 3, 1 [Class 4 & 3 Version Mastered]
Technique Type: Hōhō | Kidō - Aerokinesis
Usable By: Shinigami & Vizard
Technique Element: Wind
Technique Reiatsu Cost: 50, 100, 350
Technique Description and Effects:
Not satisfied with his own progress in the art of Hōhō and feeling himself lacking, Seiji spent months forging his own techniques that incorporated something he knew would aid him. His connection and expertise in weaponizing the very air around him to his advantage, fueled by his ever growing knowledge of Kidō. As a result, while the following techniques differ in what they provide, all remain connected via the Shikaze's use of using air to enhance and boost his own movement far beyond his regular limits.
At Class 4, Seiji is capable of the most basic form of movement. By funneling air from the environment through his own reiatsu and then pushing such infused-reiatsu throughout his own form, he can then boost his speed by 3x for a singular movement at the cost of 50 reiatsu. This can be applied to a singular limb rather then his whole form by paying 25 reiatsu. Both of these count towards his Step Technique Limit, and as with the element of air itself once this technique is mastered, both become soundless.
Alternatively by paying 100 reiatsu per post, Seiji can maintain this 3x boost over a far longer period of time, doing so however not only counts as a long term stat boost but drains him quite considerably. After ending this variant, Seiji is unable to use Shunpo or any Step Techniques for the following post in order to ensure his body can recover from the strain without causing permanent damage.
At Class 3, this is where his prowess truly begins to make itself known. By infusing a larger quantity of air-aligned reiatsu throughout his form, and in turn reducing his own wind resistance, this allows Seiji to move far more quickly than those who employ a regular Shunpo. Passing by a foe at 13x, when activated for 100 reiatsu, Seiji appears to briefly vanish with a sudden burst of air, as if merging with the very winds themselves for a split second as he travels across them to his destination. Requiring those with Senses of at least 300 to vaguely pin-point where he may be travelling to, though this can be reduced by 25 each for every point of skill the opponent has in Battle Analysis / Focused Eye. For an additional 100 reiatsu, Seiji is able to make this movement soundless. Like before this Step Technique counts towards his total limit.
At Class 1, Seiji has reached the pinnacle of what such power can accomplish. By focusing wind-aligned reiatsu within his own body and matching it to the atmosphere around him, by doing this he is not simply moving along the winds briefly, but merging with them completely. This then allows Seiji to reappear at another location in almost the exact same instant, while never occupying the space between, as long as there's air to move to. This costs 350 reiatsu per step and moves at 20x. The obvious limit to this of course, is that Seiji must be able to see or sense using Energy Sensory the point he wishes to move to and it must be unoccupied by anything else, this applies not only to other people but anything at all. Spiritual creations, even his own techniques placed in a location will impede him from moving there. Despite how it might appear to many, this technique isn't related to raw speed or physical effort at all, it is simply a form of teleportation using air as the medium.
While following the regular Step Technique limits, for the moment this teleportation occurs Seiji is unable to be visually seen by those trying to track him but can be sensed with those who possess an Energy Sensory of 550+. They will however find that sensing the Shikaze will show them the obvious truth, that for that instant Seiji appears to be all around them. For during this one moment, he is not within one location, but within the very air itself around them. Notably while this is a complex thing to accomplish, this technique is able to be used out of combat to travel great distances with relative ease, though Seiji is unable to bring another with him, as only he is capable of travelling in this manner.
As an additional note, should Seiji wish to use this technique while within his Bankai, he must draw air from beyond his sphere of influence and place it where he wishes to move to within the space, done with a gesture and by paying an additional 150 reiatsu per step on top of it's regular cost. This is to grant him enough air to fuse into and transfer to the new pocket of air he had granted access to his sphere of influence, which must be done within one post lest Soyoukaze remove that precious spark of oxygen via it's own power and leave Seiji unable to move as he wishes - while having wasted reiatsu in the process.
Technique Drawbacks:
- Requires a minimum reiatsu strength of 500, 700 and 800 for each class, due to the spiritual control needed for each effect to take place without causing massive harm to the user.
- Requires a 3 in Kidō.
- Must have mastery over Soulbind, this is to ensure Seiji is used to fusing such wind based reiatsu with his own form before attempting anything more advanced.
- Other drawbacks are listed above.
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only
{Spiritual}
{Tenmei (天命; Heaven's Will)}Technique Name: Tenmei (天命; Heaven's Will)
Class: 4-1 [Class 4 & 3 Version Mastered]
Technique Type: Spiritual
Usable By: Shinigami & Vizard
Technique Element: None
Technique Description and Effects:
Otherwise given the longer title of Amenoohabari (天之尾羽張神あめのをははりのかみ; Heavenly Sweeping Blade) by Seiji, this technique is unique in it's design. Drawing from battle experience facing multiple foes and while not categorized as a Kidō it pulls from Seiji's experience and mastery over all things spiritual. A mere thought is all that is needed to create form from nothing, molded by his reiatsu and the reshi present within the atmosphere that responds to his commands, this in turn creates a chain of the purest silver typical of that to those seen within the Human Realm, attached at either end however are not more links of silver but additions of gold. One end that of a well pointed spear, the other a half sharpened edge, the remainder of this part able to be gripped and used to yank the chain around if required however unlikely that may be.
Made to be adaptable at the very core, when this technique is made active a number of chains are able to be created and released from Seiji, from something he touches or from within 15m of his person as long as the chains are not within 5m of any foe. These chains can be used for any number of things, from binding to squeezing a bound limb until it is no more, to the sheer striking power it can create from being launched at high speeds, or even being launched in a certain pattern in order to protect him from the force of an attack. In essence, they are made to fill any role Seiji desires them for within combat. Controlled by his spiritual pressure this leaves his hands free to make other gestures while these chains seek out hostile targets, as long as Seiji can sense or "see" using Energy Sensory where a foe currently is, he can ensure these chains of destruction always find their target no matter where a foe tries to run.
Each Class of this technique has limits on things such as how many chains can be created, what speed they move at etc, these are all stated below:
How to use technique:
Simply gather reiatsu then activate the technique.
Technique Drawbacks:
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only.
Class: 4-1 [Class 4 & 3 Version Mastered]
Technique Type: Spiritual
Usable By: Shinigami & Vizard
Technique Element: None
Technique Description and Effects:
Otherwise given the longer title of Amenoohabari (天之尾羽張神あめのをははりのかみ; Heavenly Sweeping Blade) by Seiji, this technique is unique in it's design. Drawing from battle experience facing multiple foes and while not categorized as a Kidō it pulls from Seiji's experience and mastery over all things spiritual. A mere thought is all that is needed to create form from nothing, molded by his reiatsu and the reshi present within the atmosphere that responds to his commands, this in turn creates a chain of the purest silver typical of that to those seen within the Human Realm, attached at either end however are not more links of silver but additions of gold. One end that of a well pointed spear, the other a half sharpened edge, the remainder of this part able to be gripped and used to yank the chain around if required however unlikely that may be.
Made to be adaptable at the very core, when this technique is made active a number of chains are able to be created and released from Seiji, from something he touches or from within 15m of his person as long as the chains are not within 5m of any foe. These chains can be used for any number of things, from binding to squeezing a bound limb until it is no more, to the sheer striking power it can create from being launched at high speeds, or even being launched in a certain pattern in order to protect him from the force of an attack. In essence, they are made to fill any role Seiji desires them for within combat. Controlled by his spiritual pressure this leaves his hands free to make other gestures while these chains seek out hostile targets, as long as Seiji can sense or "see" using Energy Sensory where a foe currently is, he can ensure these chains of destruction always find their target no matter where a foe tries to run.
Each Class of this technique has limits on things such as how many chains can be created, what speed they move at etc, these are all stated below:
{Classes}Class 4:
No. Chains: 5 Durability: 1/2 Seiji's OS Speed: 300 Range: 25m Striking Power: Seiji's OS
Class 3:
No. Chains: 10 Durability: Seiji's OS Speed: 400 Range: 30m Striking Power: Seiji's OS
Class 2:
No. Chains: 15 Durability: 1.5x Seiji's OS Speed: 600 Range: 35m Striking Power: Seiji's OS
Class 1:
No. Chains: 20 Durability: 2x Seiji's OS Speed: 800 Range: 40m Striking Power: 1.25x Seiji's OS
No. Chains: 5 Durability: 1/2 Seiji's OS Speed: 300 Range: 25m Striking Power: Seiji's OS
Class 3:
No. Chains: 10 Durability: Seiji's OS Speed: 400 Range: 30m Striking Power: Seiji's OS
Class 2:
No. Chains: 15 Durability: 1.5x Seiji's OS Speed: 600 Range: 35m Striking Power: Seiji's OS
Class 1:
No. Chains: 20 Durability: 2x Seiji's OS Speed: 800 Range: 40m Striking Power: 1.25x Seiji's OS
How to use technique:
Simply gather reiatsu then activate the technique.
Technique Drawbacks:
- Must have a 2 in Kidō
- No two Class variants can be used at the same time, one must be dismissed and the reiatsu cost paid again for the new Class of this technique to be used.
- Once all chains from a casting of this technique are broken, a new reiatsu cost must be paid to re-create them.
- Each Class of this technique must be learnt and mastered separately with the required TTP.
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only.
{Redirection}Technique Name: Redirection
Class: 3, 2, 1 [Class 3 Version Mastered]
Technique Type: Other
Technique Element: None
Technique Description and Effects:
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 regardless of reiatsu strength, and does so with 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:
Stated above.
Drawback:
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.
Made by: Admin
Class: 3, 2, 1 [Class 3 Version Mastered]
Technique Type: Other
Technique Element: None
Technique Description and Effects:
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 regardless of reiatsu strength, and does so with 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:
Stated above.
Drawback:
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.
Made by: Admin
{Soulbind - Tengoku Arashi (天国嵐; Heavenly Storm)}Technique Name: Soulbind - Tengoku Arashi (天国嵐; Heavenly Storm)
Class: [4]
Technique Type: [Shinigami Technique]
Usable By: [Shinigami]
Technique Element: [Varies]
Technique Reiatsu Cost: 150
Technique Description and Effects:
This is a special technique that was discovered through the use of deep meditation and communion with one’s Zanpaktou spirit. When activated, the user’s Zanpaktou simply disappears, burning away in blue flames. At the same time, the user gains the ability to channel their Zanpaktou’s overall ability through their body. For example, a fire-based Zanpaktou would allow the user to light their fists on fire for hand-to-hand combat, or their entire body as a defensive measure. This is customized by the user upon the learning of this technique, but must be posted in the Create a Technique section and treated as a reserved custom technique for that character. To activate the technique, the user pays half of their current Shikai cost. This technique has the same post limitation as the user’s Shikai duration. Mastery of this technique increases the post duration by five posts. This does not require Release to be active, though if activated during Release, the Shikai used for Soulbind ends.
How to use technique:
To use this technique, the user quickly communes with their Zanpakto Spirit, asking their permission to use it. If permission is granted, the user absorbs their Zanpakto into their body, causing it to burn with a bright blue flame as it disintegrates away, the spiritual ash merging with their material form.
Technique Drawbacks:
No Zanpakto techniques can be used during Soulbind; only the overall ability is enabled. Also, no other stage of Release can be used for the Zanpakto that Soulbind is active with. This also causes spiritual damage to both the user and the Zanpakto; the user is literally consuming their own soul and making it perfectly align with their material bodies as well, which tears at and weakens the spirit. Excessive use of more than twice in a thread without extended rest will leave a Shinigami comatose or kill him.
Made By: Zeich Yajuu
Reserved?: No.
Requirements:
Only Shinigami with Shikai unlocked and usable can learn and use this technique; Kenpachi types that give up Shikai or Technique Masters would be excluded, for example. Vizards may also learn this technique, but commune with their Inner Hollow instead of a Zanpakto Spirit.
Added Note:
To learn this technique, the user is required to complete a training thread in which they commune with their Zanpakto Spirit to learn this technique; it is dangerous for both user and spirit, and is incredibly painful for the later to be forcefully aligned with a material body, so trust must be earned. For users with multiple Zanpakto, this technique must be learned for each one separately, taking up more technique slots.
Class: [4]
Technique Type: [Shinigami Technique]
Usable By: [Shinigami]
Technique Element: [Varies]
Technique Reiatsu Cost: 150
Technique Description and Effects:
This is a special technique that was discovered through the use of deep meditation and communion with one’s Zanpaktou spirit. When activated, the user’s Zanpaktou simply disappears, burning away in blue flames. At the same time, the user gains the ability to channel their Zanpaktou’s overall ability through their body. For example, a fire-based Zanpaktou would allow the user to light their fists on fire for hand-to-hand combat, or their entire body as a defensive measure. This is customized by the user upon the learning of this technique, but must be posted in the Create a Technique section and treated as a reserved custom technique for that character. To activate the technique, the user pays half of their current Shikai cost. This technique has the same post limitation as the user’s Shikai duration. Mastery of this technique increases the post duration by five posts. This does not require Release to be active, though if activated during Release, the Shikai used for Soulbind ends.
{Tengoku Arashi}
While Soyoukaze is primarily a weapon of control, of the environment and of the very air itself. Within Soulbind, this shifts, granting Seiji control not over a large area, but over his own body and in turn every step he takes being capable of destruction. To ensure he is capable of fighting no matter the opponent. While within this state, Soyoukaze does not go by such a name, as this form is anything but gentle. The two harmonizing into one cohesive unit, they are nothing but a vessel for destruction, a storm that dances and rushes about the battlefield to destroy all in their path.
Once active, the entirety of Seiji's blade vanishes in a wash of golden flame, burning up into golden reiatsu that seeps into his bones and around his entire form. His eyes now constantly glowing a soft gold, and a harsh breeze that circulates his body for the duration of this technique. While some would assume that without a blade, this leaves Seiji vulnerable, this is far from the case. When Soulbind is active, his skill of [Weapon: Katana & Wakizashi] is replaced by something entirely new, that of [Hakuda: Aerokinesis]. This replaces his usual skill up to the same rank, as air now surrounds him both internally and externally. Due to this, his physical strikes are now granted augmentation through the very air he wields. Each physical and spiritual strike landed when within this state are based off of his RS, in turn allowing Seiji to make up for the strength he typically lacks within his own body and fight back without worry of shattering his bones as he may when usually facing a physically stronger foe.
This is however, not the only benefit granted by such power. Despite being unable to fly in this state, through manipulating the air now within his own form and around him, Seiji is able to leap considerable distances [up to half of his RS] and move about the air as if he had a permanent advanced air ground active. Beyond this, much like his Shikai, when moving at certain speeds [250+], Seiji is able to create a miniature vacuum though only one at a time after each movement above a certain threshold. The excess air is then absorbed into his own form, after two vacuums are created, that extra power can then be released by Seiji, either as a singular shockwave that ripples across the area equal to his RS, or directed into his next strike to create a massive blast of force that can shred a foe caught within into tiny pieces. This power however, can only be used four times during Soulbind's duration, as doing so exhausts Seiji quite a bit.
It should be noted, that while such power is now far more contained to Seiji's form, air from Soyoukaze's typical release still coats the atmosphere up to half it's usual range, 10.5m [35 feet]. While it gives none of it's usual offensive properties, it does still allow Seiji to sense others using his release to compensate for his lack of sight. Albeit greatly diminished due to the focus now placed upon boosting his body above all else.
While Soyoukaze is primarily a weapon of control, of the environment and of the very air itself. Within Soulbind, this shifts, granting Seiji control not over a large area, but over his own body and in turn every step he takes being capable of destruction. To ensure he is capable of fighting no matter the opponent. While within this state, Soyoukaze does not go by such a name, as this form is anything but gentle. The two harmonizing into one cohesive unit, they are nothing but a vessel for destruction, a storm that dances and rushes about the battlefield to destroy all in their path.
Once active, the entirety of Seiji's blade vanishes in a wash of golden flame, burning up into golden reiatsu that seeps into his bones and around his entire form. His eyes now constantly glowing a soft gold, and a harsh breeze that circulates his body for the duration of this technique. While some would assume that without a blade, this leaves Seiji vulnerable, this is far from the case. When Soulbind is active, his skill of [Weapon: Katana & Wakizashi] is replaced by something entirely new, that of [Hakuda: Aerokinesis]. This replaces his usual skill up to the same rank, as air now surrounds him both internally and externally. Due to this, his physical strikes are now granted augmentation through the very air he wields. Each physical and spiritual strike landed when within this state are based off of his RS, in turn allowing Seiji to make up for the strength he typically lacks within his own body and fight back without worry of shattering his bones as he may when usually facing a physically stronger foe.
This is however, not the only benefit granted by such power. Despite being unable to fly in this state, through manipulating the air now within his own form and around him, Seiji is able to leap considerable distances [up to half of his RS] and move about the air as if he had a permanent advanced air ground active. Beyond this, much like his Shikai, when moving at certain speeds [250+], Seiji is able to create a miniature vacuum though only one at a time after each movement above a certain threshold. The excess air is then absorbed into his own form, after two vacuums are created, that extra power can then be released by Seiji, either as a singular shockwave that ripples across the area equal to his RS, or directed into his next strike to create a massive blast of force that can shred a foe caught within into tiny pieces. This power however, can only be used four times during Soulbind's duration, as doing so exhausts Seiji quite a bit.
It should be noted, that while such power is now far more contained to Seiji's form, air from Soyoukaze's typical release still coats the atmosphere up to half it's usual range, 10.5m [35 feet]. While it gives none of it's usual offensive properties, it does still allow Seiji to sense others using his release to compensate for his lack of sight. Albeit greatly diminished due to the focus now placed upon boosting his body above all else.
How to use technique:
To use this technique, the user quickly communes with their Zanpakto Spirit, asking their permission to use it. If permission is granted, the user absorbs their Zanpakto into their body, causing it to burn with a bright blue flame as it disintegrates away, the spiritual ash merging with their material form.
Technique Drawbacks:
No Zanpakto techniques can be used during Soulbind; only the overall ability is enabled. Also, no other stage of Release can be used for the Zanpakto that Soulbind is active with. This also causes spiritual damage to both the user and the Zanpakto; the user is literally consuming their own soul and making it perfectly align with their material bodies as well, which tears at and weakens the spirit. Excessive use of more than twice in a thread without extended rest will leave a Shinigami comatose or kill him.
Made By: Zeich Yajuu
Reserved?: No.
Requirements:
Only Shinigami with Shikai unlocked and usable can learn and use this technique; Kenpachi types that give up Shikai or Technique Masters would be excluded, for example. Vizards may also learn this technique, but commune with their Inner Hollow instead of a Zanpakto Spirit.
Added Note:
To learn this technique, the user is required to complete a training thread in which they commune with their Zanpakto Spirit to learn this technique; it is dangerous for both user and spirit, and is incredibly painful for the later to be forcefully aligned with a material body, so trust must be earned. For users with multiple Zanpakto, this technique must be learned for each one separately, taking up more technique slots.
{Cinematic}
{Instant Jinzen}
Technique Name: Instant Jinzen
Class: 5
Technique Type: Cinematic
Technique Element: None
Technique Reiatsu Cost: 100
Technique Description and Effects
Named after, and an improved version of, the classic Jinzen position, Instant Jinzen allows the user to communicate with their Zanpakuto Spirit even during the heat of battle. Allows the user to contact their Spirit for the duration of, at most, half a post. This is entirely a mental affair, and time flows differently for the user while using it. While not necessary for the Numbers techniques, this does allow one to work with their Spirits better.
How to use technique
Concentrate on Inner World, and expend Reiatsu to appear there, mentally.
Technique Drawbacks
Costs Reiatsu to do, while the regular Jinzen position doesn't cost any. While time passes slower for the user while in their Inner World, they may be disoriented upon entering or exiting, due to how fast the switch occurs. Doesn't last nearly as long as the normal Jinzen does.
Technique Name: Instant Jinzen
Class: 5
Technique Type: Cinematic
Technique Element: None
Technique Reiatsu Cost: 100
Technique Description and Effects
Named after, and an improved version of, the classic Jinzen position, Instant Jinzen allows the user to communicate with their Zanpakuto Spirit even during the heat of battle. Allows the user to contact their Spirit for the duration of, at most, half a post. This is entirely a mental affair, and time flows differently for the user while using it. While not necessary for the Numbers techniques, this does allow one to work with their Spirits better.
How to use technique
Concentrate on Inner World, and expend Reiatsu to appear there, mentally.
Technique Drawbacks
Costs Reiatsu to do, while the regular Jinzen position doesn't cost any. While time passes slower for the user while in their Inner World, they may be disoriented upon entering or exiting, due to how fast the switch occurs. Doesn't last nearly as long as the normal Jinzen does.
{Kido Teacher}Technique Name: Kido Teacher
Technique Class: 7
Technique Type: General Shinigami - Cinematic.
Usable By: Shinigami, Rogues.
Technique Element: N/A
Technique Cost: 0 Reiatsu.
Description: This person has been around for many years and over the years they have learned how to use countless kido. With all of this information swimming in their head they wants to help teach others all about kido and how to use kido. They're able to use any kido they want as long as they're the appropriate class, but only when teaching someone how to use it. Any kido fired off in training threads have the strength of 0 RS and can't inflict damage, binding kido and defensive kido will work as planned however can be broken easily. The only point to them is to teach others how to use them and what they can be used for. In any PVP this skill can't be activated at all and in adventure only if there is a moment of rest and peace without foes around he can use this to show others what kido is or try and convince others to use a specific kido. All kido used cost 0 reiatsu.
How to Use: Cast like Kido.
Incantation: N/A.
Drawbacks: Cannot be used in PvP. All Kido is only used for Training.
Technique Class: 7
Technique Type: General Shinigami - Cinematic.
Usable By: Shinigami, Rogues.
Technique Element: N/A
Technique Cost: 0 Reiatsu.
Description: This person has been around for many years and over the years they have learned how to use countless kido. With all of this information swimming in their head they wants to help teach others all about kido and how to use kido. They're able to use any kido they want as long as they're the appropriate class, but only when teaching someone how to use it. Any kido fired off in training threads have the strength of 0 RS and can't inflict damage, binding kido and defensive kido will work as planned however can be broken easily. The only point to them is to teach others how to use them and what they can be used for. In any PVP this skill can't be activated at all and in adventure only if there is a moment of rest and peace without foes around he can use this to show others what kido is or try and convince others to use a specific kido. All kido used cost 0 reiatsu.
How to Use: Cast like Kido.
Incantation: N/A.
Drawbacks: Cannot be used in PvP. All Kido is only used for Training.
{Hiraku Jinzen (開く刃禅, "Open Jinzen")}Technique Name: Hiraku Jinzen (開く刃禅, "Open Jinzen")
Technique Type: Cinematic | Outer Spirit Projection
Technique Element: None
Usable by: Shinigami & Vizard
Class: 5
Technique Reiatsu Cost: 50/post (Learned), 25/post (Proficient), 5/post (Mastered)
Technique Description and Effects
The summoning of a spirit's image for communication meant to act as a simpler, more open version of the original Jinzen. The user points their Zanpakuto forward towards a surface before calling forth the being that resides within their blade, which is typically accomplished with a modification of the command that must be used to release them from their sealed form. Should the spirit accept the call, they will in turn project a non-corporeal version of themselves outside of the Inner World that can hear and speak to any who decide to engage a conversation with it. How this spirit achieves this projection is up to its own discretion. Once this conversation is finished, the user or the spirit can decide to disengage this projection, which will cause it to vanish.
Drawbacks & Weaknesses
Much akin to a ghost or a hologram, this projection cannot be damaged by most physical and spiritual means, as it does not actually possess a physical form. No matter how hard an opponent may attempt to disrupt or destroy the projection, they will never be capable of doing so through simple means. However, given this lack of physicality within the true world, the spirit is unable to do anything beyond simple acts of communication. In other words, it is virtually worthless in combat unless the user requires counseling or observation.
Moreover, due to its nature as a projecting technique, Hiraku Jinzen requires reiatsu in order to be appropriately executed. This is something that the base Jinzen technique itself does not require at all, which could make a few practitioners ignore the technique in favor of the original for its simplicity alone. This reiatsu must be provided to the projection at a constant basis in order for it to remain stable. If the user is unable to conduct this supplying appropriately, the projection will break and eventually vanish. Fortunately, mastery of this technique can permit the user to steadily decrease the amount of reiatsu required for the projection to remain intact. Despite this, negating this cost is impossible, even for those who are intrinsically connected to their Zanpakuto spirit.
Technique Type: Cinematic | Outer Spirit Projection
Technique Element: None
Usable by: Shinigami & Vizard
Class: 5
Technique Reiatsu Cost: 50/post (Learned), 25/post (Proficient), 5/post (Mastered)
Technique Description and Effects
The summoning of a spirit's image for communication meant to act as a simpler, more open version of the original Jinzen. The user points their Zanpakuto forward towards a surface before calling forth the being that resides within their blade, which is typically accomplished with a modification of the command that must be used to release them from their sealed form. Should the spirit accept the call, they will in turn project a non-corporeal version of themselves outside of the Inner World that can hear and speak to any who decide to engage a conversation with it. How this spirit achieves this projection is up to its own discretion. Once this conversation is finished, the user or the spirit can decide to disengage this projection, which will cause it to vanish.
Drawbacks & Weaknesses
Much akin to a ghost or a hologram, this projection cannot be damaged by most physical and spiritual means, as it does not actually possess a physical form. No matter how hard an opponent may attempt to disrupt or destroy the projection, they will never be capable of doing so through simple means. However, given this lack of physicality within the true world, the spirit is unable to do anything beyond simple acts of communication. In other words, it is virtually worthless in combat unless the user requires counseling or observation.
Moreover, due to its nature as a projecting technique, Hiraku Jinzen requires reiatsu in order to be appropriately executed. This is something that the base Jinzen technique itself does not require at all, which could make a few practitioners ignore the technique in favor of the original for its simplicity alone. This reiatsu must be provided to the projection at a constant basis in order for it to remain stable. If the user is unable to conduct this supplying appropriately, the projection will break and eventually vanish. Fortunately, mastery of this technique can permit the user to steadily decrease the amount of reiatsu required for the projection to remain intact. Despite this, negating this cost is impossible, even for those who are intrinsically connected to their Zanpakuto spirit.
{Call Weapon}Technique Name: Call Weapon
Class: 7
Technique Type: General Spiritual - Cinematic
Technique Element: None
Technique Description and Effects:
Call Weapon is a technique that allows for the simple action of summoning a weapon. Upon taking this technique, the user designates a weapon of their choice to bind to the technique, listed at the beginning of a thread. This can be changed in between threads, but ultimately, this must be listed at the start of any combative thread. After a weapon is bound to the technique, for the cost of 50 reiatsu, the user can then summon this weapon to their hands out of seemingly nowhere, in a flash of sparkles that share a color with the user's reiatsu. This can only be used once per post. At Mastered, the user can bind two weapons at once.
How to use technique:
The user holds out their hands, pays the necessary reiatsu, and then allows their weapon to be teleported into their hand.
Drawbacks: Cannot be used in a combative fashion; Call Weapon must be used non-aggressively. This means no creating a weapon mid-strike, or anything of the like.
Class: 7
Technique Type: General Spiritual - Cinematic
Technique Element: None
Technique Description and Effects:
Call Weapon is a technique that allows for the simple action of summoning a weapon. Upon taking this technique, the user designates a weapon of their choice to bind to the technique, listed at the beginning of a thread. This can be changed in between threads, but ultimately, this must be listed at the start of any combative thread. After a weapon is bound to the technique, for the cost of 50 reiatsu, the user can then summon this weapon to their hands out of seemingly nowhere, in a flash of sparkles that share a color with the user's reiatsu. This can only be used once per post. At Mastered, the user can bind two weapons at once.
How to use technique:
The user holds out their hands, pays the necessary reiatsu, and then allows their weapon to be teleported into their hand.
Drawbacks: Cannot be used in a combative fashion; Call Weapon must be used non-aggressively. This means no creating a weapon mid-strike, or anything of the like.
{Tōboefū (遠吠え風; Howling Winds)}Technique Name: Tōboefū (遠吠え風; Howling Winds)
Class: 4
Technique Type: Cinematic | Aerokinesis
Usable By: Shinigami & Vizard
Technique Element: Wind
Technique Description and Effects:
When most think of elemental manipulation, they liken such feats to Kidō or created by the power of a Shinigami's Zanpakuto, there are those however that can extend their spiritual control to beyond the realms of combat and instead find uses for such control within their daily lives. Seji is one such individual, spiritually gifted with fine control few ever achieve, with his own soul and reiatsu so closely aligned with the element of air and the freedom it provides, he has across time learnt how to control such air to a basic degree. While it is nothing compared to his uses of Kidō or the devastation created by his own Zanpakuto, he has found it exceptionally useful during days in which he is not required to fight for his life. From moving and grabbing objects across a room, to simple pranks played on others with a sudden gust of air, to anything else in-between.
Technique Drawbacks:
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only
Class: 4
Technique Type: Cinematic | Aerokinesis
Usable By: Shinigami & Vizard
Technique Element: Wind
Technique Description and Effects:
When most think of elemental manipulation, they liken such feats to Kidō or created by the power of a Shinigami's Zanpakuto, there are those however that can extend their spiritual control to beyond the realms of combat and instead find uses for such control within their daily lives. Seji is one such individual, spiritually gifted with fine control few ever achieve, with his own soul and reiatsu so closely aligned with the element of air and the freedom it provides, he has across time learnt how to control such air to a basic degree. While it is nothing compared to his uses of Kidō or the devastation created by his own Zanpakuto, he has found it exceptionally useful during days in which he is not required to fight for his life. From moving and grabbing objects across a room, to simple pranks played on others with a sudden gust of air, to anything else in-between.
Technique Drawbacks:
- Cannot harm anyone directly, usable mostly for utility.
- Air must be present in the environment for this to work.
- Cinematic use only.
Made By: Ishikawa Seiji
Reserved?: Yes, Seiji only
{Senkaimon*}Technique Name: Senkaimon
Technique Class: 6
Technique Type: Shinigami Technique (Cinematic)
Usable By: Anyone wielding a Zanpakuto originally from Soul Society (I.E. Arrancar Zanpakuto and Hollow Wraith Zanpakuto are disqualified). This technique is automatically learned by Shinigami still aligned with Seireitei and Vizard Hopefuls at Class 7. For this population, this technique does NOT count towards a cinematic slot. This technique otherwise must be specifically taught to other users, but is otherwise unrestricted provided the user in question has access to a Zanpakuto originating from Soul Society.
Technique Element: N/A
Technique Cost: N/A
Description: The Senkaimon are gates used to travel in between the Living Realm and Soul Society. These gates offer direct links in between these two parallel worlds and are considered the safest, most reliable, and sole ‘official’ method of travel between Soul Society and the Living Realm. There is only one method of entering the Senkaimon, though various methods of completing the journey once the gate is opened.
Opening the Senkaimon is a simple affair. By aligning their reiatsu with a Zanpakuto that originated from Soul Society, an individual may temporarily bridge the gap between the living realm and the spiritual realm, as though sticking a key into a locked door. Then, by turning their Zanpakuto and speaking the phrase ‘Release!’ (Kaijo), the sky twists and turns to form Shoji, which represents the Senkaimon Gate.
When Shinigami open the gate using a Zanpakuto that they are spiritually aligned with (read: their personal Zanpakuto), several Jigokucho are released, which immediately imprint on any Shinigami present (as well as any substitute shinigami who have their badge on their person) by landing on some part of their body. Usually, this is a shoulder or an article of clothing, but may be any reliably flat surface. Once a Jigokucho has imprinted on the opener and any surrounding Shinigami (or substitutes), they may enter the Senkaimon and immediately be teleported to any other permanent Senkaimon in existence. Most notably, this includes the large Senkaimon gate in the center of Soul Society, as well as smaller Senkaimon located in the houses of noble families, provided the Shinigami in question is from a noble family or has gained favor with the noble family in question. Shinigami may take other races through the Senkaimon in this fashion by maintaining physical contact with their company during the brief, direct trip.
When any other being opens the gate, or when a Shinigami opens the gate with a Zanpakuto that they are NOT spiritually aligned with, there are no Jigokucho released. This also affects Shinigami deserters whose Zanpakuto are no longer recognized as being affiliated with Seireitei. All beings who enter a Senkaimon in this fashion step into the Senkaimon and directly into the Dangai. Beings who traverse the Dangai are subject to the effects of significant time dilation, as well as the whims of the Koryu and Kototsu, the flow and the surge of the Dangai. While this is an incredibly dangerous proposition, making it to the end of the passageway will transport any travelers into a random part of the Rukongai, whether it is one of its districts or the outer wilderness. Seireitei can not be accessed directly using this method.
Drawbacks: As noted, only Zanpakuto which originate from Soul Society may utilize the Senkaimon gates. This includes, traditionally, any Zanpakuto which used to belong to a Shinigami, as well as most of the Zanpakuto held by the Visored. This does NOT include artificial Zanpakuto, Zanpakuto held by Arrancar, or Zanpakuto that have been irreversibly warped by the transformation from Vizard to Hollow Wraith.
Additionally, the defenses of the Dangai, including both the Koryu and Kototsu may be turned off remotely by certain members of the Gotei 13. During this time any individual entering a Senkaimon may enter directly through the main Senkaimon gate of Seireitei. These occasions are exceptionally rare and travel is usually more heavily supervised during this time.
Technique Class: 6
Technique Type: Shinigami Technique (Cinematic)
Usable By: Anyone wielding a Zanpakuto originally from Soul Society (I.E. Arrancar Zanpakuto and Hollow Wraith Zanpakuto are disqualified). This technique is automatically learned by Shinigami still aligned with Seireitei and Vizard Hopefuls at Class 7. For this population, this technique does NOT count towards a cinematic slot. This technique otherwise must be specifically taught to other users, but is otherwise unrestricted provided the user in question has access to a Zanpakuto originating from Soul Society.
Technique Element: N/A
Technique Cost: N/A
Description: The Senkaimon are gates used to travel in between the Living Realm and Soul Society. These gates offer direct links in between these two parallel worlds and are considered the safest, most reliable, and sole ‘official’ method of travel between Soul Society and the Living Realm. There is only one method of entering the Senkaimon, though various methods of completing the journey once the gate is opened.
Opening the Senkaimon is a simple affair. By aligning their reiatsu with a Zanpakuto that originated from Soul Society, an individual may temporarily bridge the gap between the living realm and the spiritual realm, as though sticking a key into a locked door. Then, by turning their Zanpakuto and speaking the phrase ‘Release!’ (Kaijo), the sky twists and turns to form Shoji, which represents the Senkaimon Gate.
When Shinigami open the gate using a Zanpakuto that they are spiritually aligned with (read: their personal Zanpakuto), several Jigokucho are released, which immediately imprint on any Shinigami present (as well as any substitute shinigami who have their badge on their person) by landing on some part of their body. Usually, this is a shoulder or an article of clothing, but may be any reliably flat surface. Once a Jigokucho has imprinted on the opener and any surrounding Shinigami (or substitutes), they may enter the Senkaimon and immediately be teleported to any other permanent Senkaimon in existence. Most notably, this includes the large Senkaimon gate in the center of Soul Society, as well as smaller Senkaimon located in the houses of noble families, provided the Shinigami in question is from a noble family or has gained favor with the noble family in question. Shinigami may take other races through the Senkaimon in this fashion by maintaining physical contact with their company during the brief, direct trip.
When any other being opens the gate, or when a Shinigami opens the gate with a Zanpakuto that they are NOT spiritually aligned with, there are no Jigokucho released. This also affects Shinigami deserters whose Zanpakuto are no longer recognized as being affiliated with Seireitei. All beings who enter a Senkaimon in this fashion step into the Senkaimon and directly into the Dangai. Beings who traverse the Dangai are subject to the effects of significant time dilation, as well as the whims of the Koryu and Kototsu, the flow and the surge of the Dangai. While this is an incredibly dangerous proposition, making it to the end of the passageway will transport any travelers into a random part of the Rukongai, whether it is one of its districts or the outer wilderness. Seireitei can not be accessed directly using this method.
Drawbacks: As noted, only Zanpakuto which originate from Soul Society may utilize the Senkaimon gates. This includes, traditionally, any Zanpakuto which used to belong to a Shinigami, as well as most of the Zanpakuto held by the Visored. This does NOT include artificial Zanpakuto, Zanpakuto held by Arrancar, or Zanpakuto that have been irreversibly warped by the transformation from Vizard to Hollow Wraith.
Additionally, the defenses of the Dangai, including both the Koryu and Kototsu may be turned off remotely by certain members of the Gotei 13. During this time any individual entering a Senkaimon may enter directly through the main Senkaimon gate of Seireitei. These occasions are exceptionally rare and travel is usually more heavily supervised during this time.
[ I N V E N T O R Y ]
Current Ryo: 28,000/200,000
{Class 1 R-Siphon (Unusable)}Name: R-Siphon
Description: A tight-fitting, black leather glove with a small dial on the wrist, no larger than the face of a watch. Depending on the setting, this dial can draw in certain amounts of reiatsu from the area, not unlike a Quincy’s cross. While more reiatsu is drawn in, the user may find what they can do to be quite limited.
Type of Item: Tool
Class: 1
Item Power (IP): N/A
Offense Type: N/A
Durability: 250
Bonuses: This glove has three settings; 0%, 50%, and 100%. Changing this dial requires a quick second to do, which could potentially be an opening. At 0%, the glove is turned off, and comes with no unique effects. At 50%, the user regains 50 reiatsu + an additional 50 per class of this item above 5 every post, but the reiatsu cost of release techniques is doubled while this is set to 50%, and all release techniques and abilities (or equivalents thereof) function at half the user’s OS instead. At 100%, the user gains 100 reiatsu + an additional 100 reiatsu per class of this item above 5 every post, but the user cannot use their release while this glove is on 100%, as it will absorb the reiatsu released before the user can, well, release. If the user is in a released state upon turning the dial to 100%, they’re immediately forced out of it and suffer from light reiatsu burns with an OS equal to the amount of reiatsu they would’ve normally absorbed.
Drawbacks: Low item durability, high item cost, release is weakened or negated altogether based on the effect used at the time. This item cannot be used alongside a Quincy Cross or Spirit Fragment. Types or races that do not possess a release cannot make use of this item.
Reiatsu Gained: 50%: 250 & 100%: 500{Class 7 Time Saver}Name: Time Saver
Description: A silver wristwatch, with a red face, and green hands. Two buttons are on the side of the watch, as well as a crown to turn the hands.
Class: 7
Item Type: Learning Tool
Item Power (IP): 300
Offense Type: N/A
Durability: 1,000
Bonuses: This item automatically scans all books or hard digital media within a ten foot area of it. The watch will then compile any possible techniques in said media into a training simulation for the user to practice the abilities. Due to the AI helping the user and explaining it to them, techniques learned through this method cost 25% less TTP to learn. This item can also be used to watch movies or books for fun. The training simulation is instantaneous from an outside perspective.
When the device is pressed against paperwork, or loose stacks of paper, or even books, the information is instantly uploaded to their head, giving them instant understanding of the information contained on it. Does not help with techniques.
Drawbacks: It takes one minute per book to scan, and 25 reiatsu.{Class 2 Artificial Zanpakuto}
[Unknown] at its base form is a very simple katana. Following the standard Uchigatana of 99 cm total (39in) total with 69 cm (27in) for the blade specifically. Even the blade itself has no visually distinct markings. One side cutting edge for the entire length and the other side flattened and squared out. However where the weapon actually gains some flare is with regards to the hand guard. The guard is a simple circle with a beautiful spiral inside it that links into the blade. This entire guard is made of spiritual copper as opposed to spiritual steel though make no mistake it's just as durable despite its fine craftsmanship.
This spiritual copper also covers the top and bottom most sections of the handle as a whole. A few nicks can be seen around the base as well as on the guard but otherwise it is still surprisingly clean and well maintained. The cloth used for the handle is pristine white and a soft black. Producing a diamond pattern that trails on either side of the handle from the guard to the base. Last but not least is the scabbard. Similar to the blade, the scabbard is quite plain in design. A simple pure black with a shiny appearance. Only at the ends of this scabbard does the same spiritual copper as on the sword make an appearance.{Class 2 Snack Satchel}Name: Soul-synthesized Leather Snack Satchel
Description: A durable leather bag keyed to a specific individual's reiatsu signature. Steeping the spirit snacks in the bag allows for them to be chewed and swallowed more quickly than normal.
Class: 2
Item Type: Utility
Item Power (IP): 800
Offense Type: None
Durability: x2.5 Item Power
Bonuses: A snack satchel is keyed to its owner's reiatsu signature. Only its owner can withdraw spirit snacks from the satchel, all others are denied. A snack satchel can hold up to 50 spirit snacks. While withdrawing a spirit snack from the satchel, its owner can pay 250 reiatsu to consume a spirit snack during a combat post.
Drawbacks: Ryo cost. If the satchel is destroyed, all the spirit snacks it contains are also lost.{Held Within - Snack Satchel}{x6 Espresso Bean Cheesecake Bites}Name: Espresso Bean Cheesecake Bites
Description: A perfect little cheesecake, made small enough to be consumed in a single bite. Ristretto, espresso bean shavings and graham cracker come together in a sensual combination of flavors.
Class: 2
Item Type: Consumable
Item Power (IP): N/A
Offense Type: None
Durability: 100
Bonuses: An espresso bean cheesecake bite is an invigorating snack. Upon consumption, this decadent cheesecake nibble extends its consumer's stamina by a margin of 1 post. A character with a stamina-type drawback has their current level of stamina extended by a margin of 1 post on consumption.
When boosted by a Gadgeteer, each consumed cheesecake bite counts as two for the purposes of what stamina is gained.
Drawbacks: Each cheesecake bite is consumed on use, even in an NDE thread. Cannot be consumed during any combat post, and no more than two can be consumed per post. In a thread, no more than six can be used effectively; any excess are consumed without effect.{x3 Mach Matcha Mochi Ball, version 2}Name: Mach Matcha Mochi Ball, version 2
Description: Made with pristine white mochi and filled with a matcha-infused bean paste, these desserts make a person feel energetic and light on their feet.
Class: 5
Item Type: Consumable
Item Power (IP): N/A
Offense Type: None
Durability: 100
Bonuses: A mach matcha mochi ball is small enough to be popped in the mouth and eaten quickly. Upon consumption, the eater of a mochi ball is empowered for 3 posts. Up to three times during this window, the user can pay 100 reiatsu to produce a burst of speed, moving at their own Speed x6 for a single step. Using this ability counts as a step tech use and does not consume a stat boost slot.
Drawbacks: Each mochi ball is consumed on use, even in an NDE thread. Consuming multiple mochi balls does not allow a user to stack this ability or the step boost.{x2 Pistachio Brittle Bite}Name: Pistachio Brittle Bite
Description: A bright green popper of pistachio brittle candy, dotted with pieces of actual pistachio.
Class: 5
Item Type: Consumable
Item Power (IP): 200
Offense Type: None
Durability: 100
Bonuses: When consumed, the pistachio bite confers Durability onto its eater equal to 1.5 times the bite's Item Power, which protects the consumer for the next 3 posts, at the bite's Class and Item Power, which depletes at a 1:1 ratio with incoming attacks based on their Offensive Strengths. When pistachio bite Durability is broken by an attack, its benefactor takes damage based on the difference between the attack's Offensive Strength and the bite's Durability for that attack.
Drawbacks: Each brittle bite is consumed on use, even in an NDE thread. Consuming multiple pistachio brittle bites does not stack either the duration or the effect.{x2 Candied Sandalwood Nut Filled Chocolate-dipped Strawberry}Name: Candied Sandalwood Nut Filled Chocolate-dipped Strawberry
Description: Sandalwood nuts, chopped finely and candied, and then filled into the center of a hollowed strawberry, and then dipped in dark chocolate to seal up the snack.
Class: 5
Item Type: Consumable
Item Power (IP): N/A
Offense Type: None
Durability: 100
Bonuses: When consumed, the user's reiatsu burgeons for the next 4 posts. During this time, the strawberry pays for the first 100 reiatsu of the consumer's techniques and effects per post.
Drawbacks: Each filled strawberry is consumed on use, even in an NDE thread. Consuming multiple strawberries does not make this enhancement or its duration stack.{x2 Black Sesame-White Strawberry Swirl Mochi Ball}Name: Black Sesame-White Strawberry Swirl Mochi Ball
Description: Made with brown and pink mochi and filled with a black sesame bean paste and strawberry filling, these desserts seem to make their consumers into something more altogether, transforming even normal people into forces of nature.
Class: 5
Item Type: Consumable
Item Power (IP): N/A
Offense Type: None
Durability: 100
Bonuses: A mochi ball is small enough to be popped in the mouth and eaten quickly. Once eaten, the consumer is empowered for the duration of 3 posts. During this time, the consumer's Dark and Light Auras increase by 75 each.
Drawbacks: Each mochi ball is consumed on use, even in an NDE thread. Consuming multiple mochi balls does not allow a user to stack or extend this ability.{x2 Coconut Strawberry Cheesecake Bites}Name: Coconut Strawberry Cheesecake Bites
Description: A perfect little cheesecake, made small enough to be consumed in a single bite. Coconut, strawberry and graham cracker come together in a wonderful combination of flavors.
Class: 4
Item Type: Consumable
Item Power (IP): N/A
Offense Type: None
Durability: 100
Bonuses: A coconut strawberry cheesecake bite is an uplifting snack. Upon consumption, the bite heals its consumer of minor injuries or reduces critical injuries into major ones, major injuries into moderate ones, and moderate injuries into minor ones. (Critical injuries are crushed bones and flesh, lacerations and punctures up to 5 inches in severity, and fourth-degree tissue damage. Major injuries are broken bones and heavy bruising, lacerations and punctures up to 3 inches in severity, and third-degree tissue damage. Moderate injuries are cracked bones and moderate bruising, lacerations and punctures up to 1 inch in severity, and second-degree tissue damage. Minor injuries are bruised bones and light bruising, small scrapes and cuts, and first-degree tissue damage.)
When boosted by a Gadgeteer, each consumed cheesecake bite counts as two for the purposes of what healing is gained.
Drawbacks: Each cheesecake bite is consumed on use, even in an NDE thread. Cannot be consumed during any combat post.
[ H O L L O W F I C A T I O N ]
- Class 4 - First Meeting - Quiet Conclusions - [1/1]
- Class 3 - First Takeover - Sight for Sore Eyes - [1/1]
- Class 2 - Second Takeover - Thread Name - [0/1]
- Class 1 - Inner Battle - Thread Name - [0/1]
Vizard Mask
Current Mask Limit: 3 [0/8 to next]
[ T H R E A D S & A R C S ]
{From Rukongai Stray, To Academy Student}
- Sleepless Nights [Solo Training] : 35 SP & +1 SkP
- Of Fierce Flames & Furious Winds [JT] : 140 SP, 35 TTP, +1 SkP
- Mistaken Identity [Social] : 20% Bonus w/ Ludwig (not claimed)
- Demons Both Hidden And Plain [JT] : 1,050 TP > 525 SP, +1 SkP
{A Student No More, Enter The Shinigami Rookie}
- Twice The Spice [JT] : 690 TP > 690 CTP, +1 SkP
- Hope Extinguished [PvP; Sonadora] : 560 TTP, +2 SkP
- Wandering Into Rukongai [Social] : 50% Social Bonus [Claimed]
- Nova Twins [Adventure - Hard] : 400 TP > 400 TTP
- Quiet Conclusions [Solo Training] : 200 TP > 200 TTP, +1 SkP
{Fallen From Grace; Rising Ranks - The Blind Prodigy}
- Kill Six Million Demons [Adventure - DE] : 8,000 TP & 80,000 Ryo, +2 SkP [50% Bonus with Arantima applied]
- Tranquility Bewildered, Rocket Away! [Social] : Rewards here
- A Most Unwelcome Delivery [JT] : 90 TP > 10 CTP > 80 TTP
- Sight For Sore Eyes [DP PvP; Jeff] : 380 TP > 380 TTP, +2 SkP
- Starting Anew [Social] : Rewards here
- Rank/Class Up - Kido Corps Lt.
Wake-Up Dragon Punch [JT]: -- Cleaning Shop [Quest] : Rewards here
{Fighting For Something More - The Death Breeze Awakens}
- Recruitment Day : Rewards here
- A Forecast of Hell to Come [Social] : Rewards here
- Don't Let Me Down [Solo Training] : Soulbind Gained & 1 SkP