Post by Tsuyoshi Minamoto on Feb 20, 2022 9:17:24 GMT -5
Current SP: 1600
Current CTP: 16,340
Current TTP: 3070
Current Ryo: 8,000
Current SkP: 15/15 (0 Banked, 6/8 Progress to Next)
Current Type: Kenpachi
Current Class: 1
Current Rank: 3 - Captain
Current Affiliation: Soul Society - Gotei 13 - Squad Three
Stats
Strength: 1,375
Speed: 1,237
Reiatsu Strength: 100
Spirit Pressure: 700
Instinct: 200
Senses: 200
Energy Sensory: 100
Healing Expertise: 0
Light Aura: 35
Dark Aura: 65
Skills
Hoho: 3
Hakuda: 3
Japanese Blades: 1
Battle Analysis: 1
Battle Focus: 1
Lack Of Fear: 1
Strength of Will: 2
Bleeding Tolerance: 1
Pain Tolerance: 2
Techniques
Items
Current CTP: 16,340
Current TTP: 3070
Current Ryo: 8,000
Current SkP: 15/15 (0 Banked, 6/8 Progress to Next)
Current Type: Kenpachi
Current Class: 1
Current Rank: 3 - Captain
Current Affiliation: Soul Society - Gotei 13 - Squad Three
Stats
{Before Type}Strength: 400
Speed: 350
Reiatsu Strength: 100
Spirit Pressure: 250
Instinct: 200
Senses: 200
Energy Sensory: 100
Healing Expertise: 0
Light Aura: 35
Dark Aura: 65
Speed: 350
Reiatsu Strength: 100
Spirit Pressure: 250
Instinct: 200
Senses: 200
Energy Sensory: 100
Healing Expertise: 0
Light Aura: 35
Dark Aura: 65
Strength: 1,375
Speed: 1,237
Reiatsu Strength: 100
Spirit Pressure: 700
Instinct: 200
Senses: 200
Energy Sensory: 100
Healing Expertise: 0
Light Aura: 35
Dark Aura: 65
Skills
Hoho: 3
Hakuda: 3
Japanese Blades: 1
Battle Analysis: 1
Battle Focus: 1
Lack Of Fear: 1
Strength of Will: 2
Bleeding Tolerance: 1
Pain Tolerance: 2
Techniques
{Shunpo (Mastered)}Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
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 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.
{Advanced Air Ground (Proficient)}Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects: This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects: This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
{Senka (Mastered)}Technique Name: Senka (Flash Blossom)
Class: 5
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: A special Shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" (First Soul Chain) and "Hakusui" (Second Soul Chain) in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. It costs 100 Reiatsu per use. To use this particular brand of Shunpo, the user must train to learn it. It is treated as a Class 5 technique. Senka is an 11x increase in Speed.
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: 5
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: A special Shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" (First Soul Chain) and "Hakusui" (Second Soul Chain) in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. It costs 100 Reiatsu per use. To use this particular brand of Shunpo, the user must train to learn it. It is treated as a Class 5 technique. Senka is an 11x increase in Speed.
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 Eichi (Mastered)}Technique Name: Shunpo Eichi
Class: 4
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: The "exploding Shunpo" technique. This allows the user, for a cost of 150 Reiatsu, to initiate a Shunpo. This Shunpo releases far more power, so anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical Strength when the Shunpo is used.
How to use technique: Stated above.
Drawback: Stamina drain. Reiatsu cost. Can only be used twice per post.
Class: 4
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: The "exploding Shunpo" technique. This allows the user, for a cost of 150 Reiatsu, to initiate a Shunpo. This Shunpo releases far more power, so anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical Strength when the Shunpo is used.
How to use technique: Stated above.
Drawback: Stamina drain. Reiatsu cost. Can only be used twice per post.
{Shinkirou (Mastered)}Technique Name: Shinkirou (Mirage)
Class: 3
Technique Type: Hohō
Usable By: Shinigami, Beast-Clan
Technique Element: None
Technique Description and Effects: Shinkirou is an unusual technique because instead of going from A to B, the user goes from A to A. Essentially, it is referred to as something akin to a “double step” in which the user steps in any direction and back into the original position. Visually, this barely creates a flicker, hardly noticeable below 200 Senses. The whole technique lasts for no more than three seconds. Similar to Utsusemi, it provides an afterimage coupled with a movement ability that allows the user to evade an attack while providing the illusion that they are hit with it. However, this technique allows the user to return to the spot, creating an effect that makes viewers think that the attack passed through the user. When used properly, one can follow up immediately after an attack that “goes through them” and catch an opponent off-guard. The step speed for this technique is 15x for each step, and it can be used up to twice per post.
How to use technique: Focus Reiatsu, then launch in any direction. Upon landing, launch back in the same manner, all within three seconds of movement.
Technique Drawbacks: Cost. This technique also requires that the user has a 3 in Hohō or Hakuda and has 400 or higher Speed after Type. This is also a tiring technique, draining stamina faster than normal steps through extra movement.
Made By: Z-Wolf
Reserved?: No
Class: 3
Technique Type: Hohō
Usable By: Shinigami, Beast-Clan
Technique Element: None
Technique Description and Effects: Shinkirou is an unusual technique because instead of going from A to B, the user goes from A to A. Essentially, it is referred to as something akin to a “double step” in which the user steps in any direction and back into the original position. Visually, this barely creates a flicker, hardly noticeable below 200 Senses. The whole technique lasts for no more than three seconds. Similar to Utsusemi, it provides an afterimage coupled with a movement ability that allows the user to evade an attack while providing the illusion that they are hit with it. However, this technique allows the user to return to the spot, creating an effect that makes viewers think that the attack passed through the user. When used properly, one can follow up immediately after an attack that “goes through them” and catch an opponent off-guard. The step speed for this technique is 15x for each step, and it can be used up to twice per post.
How to use technique: Focus Reiatsu, then launch in any direction. Upon landing, launch back in the same manner, all within three seconds of movement.
Technique Drawbacks: Cost. This technique also requires that the user has a 3 in Hohō or Hakuda and has 400 or higher Speed after Type. This is also a tiring technique, draining stamina faster than normal steps through extra movement.
Made By: Z-Wolf
Reserved?: No
{Utsusemi (Mastered)}Technique Name: Way of Omnitsu: Utsusemi (Cicada)
Class: 2
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: It allows for a movement at great speed, leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a Class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hohō or Hakuda. Can only be used once per post.
How to use technique: Focus Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. Often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Class: 2
Technique Type: Kidō
Technique Element: None
Technique Description and Effects: It allows for a movement at great speed, leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a Class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hohō or Hakuda. Can only be used once per post.
How to use technique: Focus Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. Often used to gain an edge in a single moment of combat or to dodge incoming attacks.
{Hakuda Defense: Do (Mastered)}Technique Name: [Hakuda Defense: Do]
Class: [3]
Technique Type: [Other]
Technique Element: [N/A]
Technique Description and Effects: It directly applies a palm to the perfectly correct spot in an incoming melee attack. This can be on an underside or at the very edge of a weapon, but it must hit the spot where the force is most vulnerable. The force immediately ceases, and the attack stops moving. It's good for making openings.
How to use technique: Stated above.
Drawback: It's a physical attack. No drawback.
Made by: [Sozen]
Class: [3]
Technique Type: [Other]
Technique Element: [N/A]
Technique Description and Effects: It directly applies a palm to the perfectly correct spot in an incoming melee attack. This can be on an underside or at the very edge of a weapon, but it must hit the spot where the force is most vulnerable. The force immediately ceases, and the attack stops moving. It's good for making openings.
How to use technique: Stated above.
Drawback: It's a physical attack. No drawback.
Made by: [Sozen]
{Denden (Mastered)}Technique Name: [Denden]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects: This basic Hakuda technique requires an open palm to the enemy's chest. This technique causes reiatsu and raw force to jet from the user's attacking arm when it hits. This blasts the enemy back exactly thirty meters. Momentum suddenly stops after 30 meters, forcing the enemy to an awkward, jetting stop. This results in their being off balance.
How to use technique: Stated above.
Drawback: None. Enemy can resist technique if physical strength is double or more the user's.
Made by: [Admin] ]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects: This basic Hakuda technique requires an open palm to the enemy's chest. This technique causes reiatsu and raw force to jet from the user's attacking arm when it hits. This blasts the enemy back exactly thirty meters. Momentum suddenly stops after 30 meters, forcing the enemy to an awkward, jetting stop. This results in their being off balance.
How to use technique: Stated above.
Drawback: None. Enemy can resist technique if physical strength is double or more the user's.
Made by: [Admin] ]
{Daikotsu (Mastered)}Technique Name: Daikotsu
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects: Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique: This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback: It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects: Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique: This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback: It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
{Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface) - Mastered}Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
{Saiga Rendan (Crushing Fang Combo) - Mastered}Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if target has lesser Speed than the user, and goes through blocks if user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick toward's the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback: The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Kousaru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if target has lesser Speed than the user, and goes through blocks if user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick toward's the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback: The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Kousaru Mugenryu
Reserved:Captains and Zero Division Shinigami 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.
Reserved?: No
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.
Reserved?: No
{Kenpachi Limiter (SS)}Technique Name: Kenpachi Denryokuseigen (Kenpachi Power Restriction)
Technique Class: 3
Technique Type: General Spiritual (Cinematic)
Usable By: Shinigami (Kenpachi)
Technique Element: N/A
Technique Cost: N/A
Description: This Denryokuseigen Limiter was developed at the request of Central 46 and is utilized primarily with Kenpachi who are unable to control their spiritual pressure in order to prevent substantial amounts of collateral damage and mass death related to the oppressive nature of the Kenpachi in question. This limiter further lowers the maximum stat available to the Kenpachi it has been placed on by 250 (I.E. A Rank 4 Kenpachi's boosted stats may only be utilized at 450 at most while active). It also lowers the effective Gravitational Pressure class of the Shinigami by 2 (I.E. Class 0 to Class 1, Class 2 to Class 4). This does NOT affect their ability to withstand Gravitational Pressure, only to exert it. The seal created consists of an octagonal frame, two horizontal lines on the upper and lower third of the frame itself, and the Kanji '力' for Power in the center, as well as the squad insignia for the Kenpachi in question. The seal is broken in two parts - both are released via the command phrase 'Kaijo'. The first release allows the Kenpachi to freely fight up to their natural limitations to prevent fatigue, and the second release allows the Kenpachi to fight at full power. The Seal is automatically applied as part of both entering and exiting Seireitei through the main Senkaimon Gate. The Seal is NOT applied and the first chain is automatically released if Wartime Releases have been authorized inside of Seireitei.
Generally the seal itself is unable to be detected save for those with at least 300 ES, unless it is in the process of being unlocked or has been unlocked entirely. The seal, when active, limits an individual’s offensive power while retaining their durability. Strength is limited for the purpose of striking power and kinetic motion, but is not limited for the purpose of physical durability. Speed is affected by limiting both physical speed and speed otherwise enhanced by abilities and step techniques. Reiatsu Strength is limited by affecting the intensity and magnitude of an individual’s spiritual techniques, but does not prevent them from utilizing techniques that would require a certain amount of RS to perform - they simply perform a substantially weaker version. Limitations on Spiritual Pressure affect the ability to exert Gravitational Pressure on the user’s surroundings and the ability to use Cutback offensively, but does not affect one’s natural Cutback potential. Limiters generally do not affect sensory stats at all.
How to Use: All Denryokuseigen Limiters consist of three parts and are spiritual in nature. The first part of the Limiter is the frame of the seal. This usually takes the form of a shape, generally a square or a circle, but it may be any frame. The second section of the seal is referred to as its ‘chain’ or ‘lock’. This often takes the shape of a series of lines crossing the frame. The number of lines generally determines the overall strength of the seal and how many ‘stages’ one must go through in order to fully unseal themselves, but not always. Some individuals may break through all of the chains of the Limiter at once, and other seals may be substantially more durable. The final section of the seal is its core - this is the section of the seal that effectively holds the sealed power of the individual.
Drawbacks: This limiter is placed on Kenpachi who show a gross inability to control their offensive strength in combat and their oppressive spiritual pressure. Kenpachi who have been given this limiter are expected to travel to the Living Realm through approved channels and to have it on at all times unless forced into a combat situation that requires it. All instances of the seal being released in the Living Realm and Seireitei are reviewed by Squad 7 and the Onmitsukido as necessary to ensure it is being utilized appropriately.
Reserved?: Shinigami (Kenpachi Type)
Technique Class: 3
Technique Type: General Spiritual (Cinematic)
Usable By: Shinigami (Kenpachi)
Technique Element: N/A
Technique Cost: N/A
Description: This Denryokuseigen Limiter was developed at the request of Central 46 and is utilized primarily with Kenpachi who are unable to control their spiritual pressure in order to prevent substantial amounts of collateral damage and mass death related to the oppressive nature of the Kenpachi in question. This limiter further lowers the maximum stat available to the Kenpachi it has been placed on by 250 (I.E. A Rank 4 Kenpachi's boosted stats may only be utilized at 450 at most while active). It also lowers the effective Gravitational Pressure class of the Shinigami by 2 (I.E. Class 0 to Class 1, Class 2 to Class 4). This does NOT affect their ability to withstand Gravitational Pressure, only to exert it. The seal created consists of an octagonal frame, two horizontal lines on the upper and lower third of the frame itself, and the Kanji '力' for Power in the center, as well as the squad insignia for the Kenpachi in question. The seal is broken in two parts - both are released via the command phrase 'Kaijo'. The first release allows the Kenpachi to freely fight up to their natural limitations to prevent fatigue, and the second release allows the Kenpachi to fight at full power. The Seal is automatically applied as part of both entering and exiting Seireitei through the main Senkaimon Gate. The Seal is NOT applied and the first chain is automatically released if Wartime Releases have been authorized inside of Seireitei.
Generally the seal itself is unable to be detected save for those with at least 300 ES, unless it is in the process of being unlocked or has been unlocked entirely. The seal, when active, limits an individual’s offensive power while retaining their durability. Strength is limited for the purpose of striking power and kinetic motion, but is not limited for the purpose of physical durability. Speed is affected by limiting both physical speed and speed otherwise enhanced by abilities and step techniques. Reiatsu Strength is limited by affecting the intensity and magnitude of an individual’s spiritual techniques, but does not prevent them from utilizing techniques that would require a certain amount of RS to perform - they simply perform a substantially weaker version. Limitations on Spiritual Pressure affect the ability to exert Gravitational Pressure on the user’s surroundings and the ability to use Cutback offensively, but does not affect one’s natural Cutback potential. Limiters generally do not affect sensory stats at all.
How to Use: All Denryokuseigen Limiters consist of three parts and are spiritual in nature. The first part of the Limiter is the frame of the seal. This usually takes the form of a shape, generally a square or a circle, but it may be any frame. The second section of the seal is referred to as its ‘chain’ or ‘lock’. This often takes the shape of a series of lines crossing the frame. The number of lines generally determines the overall strength of the seal and how many ‘stages’ one must go through in order to fully unseal themselves, but not always. Some individuals may break through all of the chains of the Limiter at once, and other seals may be substantially more durable. The final section of the seal is its core - this is the section of the seal that effectively holds the sealed power of the individual.
Drawbacks: This limiter is placed on Kenpachi who show a gross inability to control their offensive strength in combat and their oppressive spiritual pressure. Kenpachi who have been given this limiter are expected to travel to the Living Realm through approved channels and to have it on at all times unless forced into a combat situation that requires it. All instances of the seal being released in the Living Realm and Seireitei are reviewed by Squad 7 and the Onmitsukido as necessary to ensure it is being utilized appropriately.
Reserved?: Shinigami (Kenpachi Type)
Items
{Beat Stick, C1 (Release Equip)}Name: The Beat Stick
Description: This can be made into any weapon the user wishes upon purchase. In short, this is a very strong, very durable weapon. What you see is what you get with this one.
Class: 8-1
Item Type: Weapon
Item Power (IP): 1500
Offense Type: Physical
Durability: 3600
Bonuses: N/A
Drawbacks: N/A
Tsuyoshi's beat stick has been crafted as an Uchigatana with a 34in. single-edged blade. Despite its size, Tsuyoshi still primarily wields this one-handed. The blade itself, aside from being honed to a razor's edge, is wholly unimpressive, save for a very faint etching, denoting it as crafted by Kitai. The hilt and blade of the Uchigatana are separated by a diamond-shaped guard, colored violet. The hilt is roughly as long as the hilt of his secondary Uchigatana, though Tsuyoshi primarily handles it underneath the guard. The hilt is also wrapped in a series of interlacing red and black silk, which dangles approximately one and a half inches from the end of the blade.Description: This can be made into any weapon the user wishes upon purchase. In short, this is a very strong, very durable weapon. What you see is what you get with this one.
Class: 8-1
Item Type: Weapon
Item Power (IP): 1500
Offense Type: Physical
Durability: 3600
Bonuses: N/A
Drawbacks: N/A
{Release Equip}Name: Release Equip
Description: This is a modification that can be equip to any weapon from the Kitai Shop. While this weapon is equipped, it allows the user to 'release' the weapon, much like a Zanpakuto. This lets the weapon act as a release weapon when interacting with cutback. 'Releasing' costs 200 reiatsu, and lasts for 5 posts.
Class: 4
Item Type: Equipment
Item Power (IP): 200
Offense Type: N/A
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the weapon it is equipped to.
Drawbacks: Only three Equip items can be attached to any one weapon at a time. Added IP does not count towards the durability of the Weapon, or the OS/IP required to damage the item.
This modification is attached to Tsuyoshi's beat stick. It is activated by stating the phrase "Ishuku", or Cower. The only distinguishing feature of the beat stick when it is released is that it is charged with Tsuyoshi's reiatsu, which is naturally an erratic violet and blue.Description: This is a modification that can be equip to any weapon from the Kitai Shop. While this weapon is equipped, it allows the user to 'release' the weapon, much like a Zanpakuto. This lets the weapon act as a release weapon when interacting with cutback. 'Releasing' costs 200 reiatsu, and lasts for 5 posts.
Class: 4
Item Type: Equipment
Item Power (IP): 200
Offense Type: N/A
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the weapon it is equipped to.
Drawbacks: Only three Equip items can be attached to any one weapon at a time. Added IP does not count towards the durability of the Weapon, or the OS/IP required to damage the item.
{Re-Equip}Name: Re-Equip
Description: This is a modification that can be equip to any item from the Kitai Shop. While this item is equipped, the user can transform their item into a clothing accessory, like a bracelet or necklace, or maybe even a pendant if you're feeling fancy. This accessory can be transformed back and forth for 50 reiatsu, and can start as either the item, or the accessory for no cost at the beginning of the thread.
Class: 4
Item Power (IP): 100
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the item it is equipped to.
Drawbacks: Only three Equip items can be attached to any one item at a time. Added IP does not count towards the durability of the item, or the OS/IP required to damage the item.
This attachment modifies Tsuyoshi's beatstick into a trio of ornate, steel rings around his left forearm. By channeling reiatsu into the rings, he can forcefully change them into the Uchigatana, causing the bands to glow and allowing him to 'draw' the blade from his left wrist, effectively.Description: This is a modification that can be equip to any item from the Kitai Shop. While this item is equipped, the user can transform their item into a clothing accessory, like a bracelet or necklace, or maybe even a pendant if you're feeling fancy. This accessory can be transformed back and forth for 50 reiatsu, and can start as either the item, or the accessory for no cost at the beginning of the thread.
Class: 4
Item Power (IP): 100
Durability: Equal to the item it is attached to.
Bonuses: Adds the IP of the item to the item it is equipped to.
Drawbacks: Only three Equip items can be attached to any one item at a time. Added IP does not count towards the durability of the item, or the OS/IP required to damage the item.
{Spiritual Steel Uchigatana, C1}Name: Spiritual Steel Uchigatana
Description: A rather basic weapon, this katana has a blade about twenty-eight inches in length, and is curved at the end. It is made to be wielded either one- and two-handed with ease.
Type of Item: Weapon
Class: 1
Item Power (IP): 750
Offense Type: Physical
Durability: 1500
Bonuses: None
Drawbacks: None
Costs: 9000
Tsuyoshi's Uchigatana is a 28in. slightly curved Japanese blade that he primarily wields one-handed. While there is nothing astonishingly impressive about the blade itself, the hilt and guard are fashioned much like a Zanpakuto might be. It sports an oval guard that is securely fastened between the hilt and the blade, and the hilt itself is slightly longer than normal, though Tsuyoshi almost exclusively handles it directly underneath the cross-guard. The hilt is wrapped in a series of interlacing black and white wraps and dangles approximately two inches from the end. Tsuyoshi only carries one of his two swords alongside his Zanpakuto at any given time.Description: A rather basic weapon, this katana has a blade about twenty-eight inches in length, and is curved at the end. It is made to be wielded either one- and two-handed with ease.
Type of Item: Weapon
Class: 1
Item Power (IP): 750
Offense Type: Physical
Durability: 1500
Bonuses: None
Drawbacks: None
Costs: 9000
{Spiritual Steel Scabbard, C1}Name: Spiritual Steel Scabbard
Description: Made to be paired with a specific bladed weapon, this scabbard is customized to fit the weapon perfectly and allow it to be drawn with ease. Additionally, the scabbard itself is made of a stronger spiritual steel to protect its weapon while sheathed, making it incredibly sturdy and even able to be wielded as an improvised, albeit weaker, weapon.
Type of Item: Weapon
Class: 1
Item Power (IP): 750
Offense Type: Physical
Durability: 2,250
Bonuses: This item must be purchased at the same time as another item from the bladed weapons category. It is identical in shape and size to the weapon's blade, and can be wielded as a weapon in itself thanks to its durable structure.
Drawbacks: Due to being a sheath, this weapon cannot cut or pierce an opponent, only deal blunt damage. Additionally, it will only hold the weapon that it was made for.
Costs: 9000
The scabbard for Tsuyoshi's Uchigatana is built specifically for the blade itself and is fashioned in a much older Japanese style than modern swords are. It is constructed to be clipped and worn at the waist, and the scabbard itself is fairly ornate with depictions of dragons and clouds along the front and the back. At the base of the scabbard, closest to the Uchigatana's cross-guard, is the clan insignia for the Minamoto clan, circa 1100 AD.Description: Made to be paired with a specific bladed weapon, this scabbard is customized to fit the weapon perfectly and allow it to be drawn with ease. Additionally, the scabbard itself is made of a stronger spiritual steel to protect its weapon while sheathed, making it incredibly sturdy and even able to be wielded as an improvised, albeit weaker, weapon.
Type of Item: Weapon
Class: 1
Item Power (IP): 750
Offense Type: Physical
Durability: 2,250
Bonuses: This item must be purchased at the same time as another item from the bladed weapons category. It is identical in shape and size to the weapon's blade, and can be wielded as a weapon in itself thanks to its durable structure.
Drawbacks: Due to being a sheath, this weapon cannot cut or pierce an opponent, only deal blunt damage. Additionally, it will only hold the weapon that it was made for.
Costs: 9000