Post by Kyomei Kuchiki on Mar 21, 2022 19:14:53 GMT -5
~East Gate~
"You sure this will work?"
"Absolutely."
The Kuchiki Captain thought back to the exchange just minutes ago as he hurried from Squad 12 towards the East Gate of the Seireitei. The researcher that had been examining his... unique spiritual wound, from the failed Las Noches invasion, assured him that the device being implanted into the Captain's chest was completely safe, perfectly effective, and foolproof. Soul King he hoped it was so. For the last many years Kyomei had suffered intense chest pains every time he exercised his reiatsu through a technique and was weary of it. It had caused him to leave the Kidou Corps when he took up the mantle of Kuchiki head and stay Captain of the Sixth Division, though he reshaped it significantly.
Pushing his legs to run at the highest speed he could muster, he needed to get to the gate as soon as possible. He just wasn't going fast enough for his liking. Slowing down, the Captain started to channel reiatsu. Now was the best time to test this Refocusing device. He had lost a considerable amount of Raw power in exchange, and his maximum reserves also took a hit to power this Squad 12 contraption, but they promised that it would keep him from the crippling pain every time he cast a Kidou or used one of his Auras. They just warned him that using too many high level spells would burn it out and shut down his ability to use said spells for a time.
Speaking of his Auras... that was going to be his ticket forwards. He stopped running for a moment, took a deep breath in, and slowly let it out and pulled on his Soul to activate the weakest expression of the Primal Aura. An inch off of his skin began to glow white. So far so good, but then again, the weakest expression of his Aura didn't require any reiatsu upkeep and hadn't caused him pain in the past. So he spiked it upwards not as high as it would go, but high enough that the Refocusing device wouldn't have to kick in and use up its energy.
Amazingly, no pain. With a whoop, he pushed farther, pulling on his Aura Call technique with Aural Pull, expanding the one inch solid light to a shimmering one foot light coming off of that solid part. Kyo then held up his hand and started growing a simple Sho in his palm. Focusing hard on keeping it together as a "projectile" that could be moved around. He had mastered the technique, and had Mastery of Kidou as a whole. Such a feat was not beyond his ability nor difficult for him. He condensed it until it was solid enough to place on the ground. "Here goes nothing..." Taking a few steps away from his Hado, the Captain ran towards it and hopped onto it with a medium bounce.
His Aura allowed him to squish the Sho slightly, but since they were both of the same Reiatsu Strength the spell couldn't be fully deflected. That was fine, that was the point. The Primal Aura was still strong enough to absorb the elemental features of the Sho. As the Kuchiki's feet touched the Sho, he popped the spell, sending him soaring into the air at nearly half his Shunpo speed. Keeping his Force Aura active, he neared the stones of the Seireitei and immediately began to fly a foot off of the ground. A much more convenient way to travel, less stamina taxing, even if he wasn't travelling any faster than before.
Now that he knew the Refocusing device worked as promised, he was ready to help out and take on this army of Demons causing him to just imagine the millions of pages of paperwork he was going to need to organize in the reconstruction of the Rukongai. That was, after all, his job to do. Restoration was his Squad's duty, and avoiding need for Restoration was his primary goal as a Captain.
Upon reaching the gate, he put on the Torc that he and Arantima had produced together. That would cause him to spend even more energy to maintain his Aura and other techniques, but would allow him to protect the East Gate for as long as he stood standing...
Remaining Reiatsu: 19,750/20,000 (-225 Class 4 Aura Call with Aural Pull with Torc, -25 Sho)
{Techniques Used}
Aural Pull
Technique Name: [Aural Pull]
Class: [8-1] (Costs 250 TTP per stage)
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [Shinigami, Arrancar, Quincy (TM Races)]
Technique Element: [Varies]
Technique Description and Effects (Explain appearance, powers, and effect):
Most techniques, at their core nature, have an element. They model some sort of naturally occurring phenomenon but exhibit the extremes. A burning Cero, a tsunami of a Kidou, etc. Through training, natural gift, and intense study, Kyomei has learned to resonate with the elements of techniques and bring out their inner Aura. When casting a technique, he can increase the reiatsu cost by 25% and stimulate the technique's soul to exude its Aura. This has the following effects:
All techniques with a corporeal form (projectile, barrier, etc.), regardless of element, gain a shimmering field around them. This aura's size is one foot in all directions from the technique and requires 100 ES to sense.
For Bakudo and other defensive/barrier/binding techniques, the aura has the same effects as the technique in question. For example, a Danku's aura would block and a Rikujokoro's aura would bind. Hierro's Aura would block, but would weaken the hierro. The aura is just an extension of the defensive technique.
For Hado and other offensive/projectile techniques, the aura has an effect based on the element. The aura is equivalent to the natural substance being present. A Water aura does little more than extinguish fire and "drown" anyone who doesn't leave the aura to breathe, but a Fire aura can burn a target or start fires if flammable material is present. For projectile techniques without an element, this aura is simply an extension of the technique, like with Bakudo.
How to use technique (How is it activated?):
When casting a technique, pull the aura out of the technique as it is released.
Technique Drawbacks (Limitations, repercussions for use, etc)
Reiatsu cost that can significantly impact high level techniques. Additionally, counts as if a second technique of the same class was being cast in regards to Technique Master drawbacks. Requires a 3 in some sort of reiatsu study (Kidou, Cero, etc.) as well as being a Technique Master.
Made By:Kyomei Kuchiki
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Yes.]
Aura Call
Technique Name: [Aura Call]
Class: [8-1] (Costs 250 TTP per stage)
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [Shinigami, Arrancar, Quincy (TM Races)]
Technique Element: [Varies]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Techniques have very simplistic souls that are focused on one aspect. A Shakkaho's essence is to explode in fire. Living beings are much more complex. Kyomei has learned to not only harness the essence of techniques, but to harness his own essence. His own aura. This technique can be released at any class. This technique simply brings out Kyomei's Primal Aura. He appears to glow with a white light emerging from his body about an inch in size. The Primal Aura has one effect. It allows Kyomei to attempt to redirect spiritual techniques with his body. He can punch a Cero, kick a Shakkaho like a soccer ball, catch a Quincy arrow and throw it back, etc. This Aura has no effect on physical techniques, like Hakuda attacks. Just reiatsu-based techniques such as all Kidou, Cero, Ginto, etc.
If he has 2x more offensive power than the technique, he redirects it with no harm to himself and can absorb the elemental aura from the technique. If he does not have the 2x offensive power, he can still absorb the elemental aura, however he takes full situational damage from the technique then he suffers a jolt of pain as if he just used a technique of the class of the technique he just struck. Against techniques of 1-2 classes higher than his Aura, Kyomei would need 3x superiority to resist it. Against 3 classes higher, he cannot even absorb the elemental aura. If he has 2 or more Class superiority over the technique, he only needs simple superiority to deflect it and absorb from it. Cannot effect or absorb from Class 0 techniques at all.
The Primal Aura has a per post upkeep of the standard class cost per each post. He can fluctuate between Classes at will, but pays both costs on a post that he switches. Meaning, if he is maintaining the aura at Class 6 but needs to spike it to 2, that post he will pay 650 reiatsu and on the post that he downgrades to not suffer so much pain he also pays 650 reiatsu.
The elemental effects are equivalent to the Aural Pull technique's effects. Meaning, with a Water Aura Kyomei could extinguish fires with his whole body and with a Metal Aura he could cut into/through things with his blunt physical attacks. ((If you want me to make a list instead of making it situational, I'd be happy to. Just trying to make it more freeform instead of so rigid))
How to use technique (How is it activated?): [Insert Below]
First, stimulate the inner aura of the soul to exude a Primal Aura.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Constant Reiatsu cost and TM pain. Has either a low class for Clash purposes or a significant per post reiatsu cost. Additionally, requires a fair superiority to not suffer for punching a raw attack. Requires a 3 in some sort of reiatsu study (Kidou, Cero, etc.) as well as being a Technique Master.
Made By: Kyomei Kuchiki
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Yes.]
Aural Pull
Technique Name: [Aural Pull]
Class: [8-1] (Costs 250 TTP per stage)
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [Shinigami, Arrancar, Quincy (TM Races)]
Technique Element: [Varies]
Technique Description and Effects (Explain appearance, powers, and effect):
Most techniques, at their core nature, have an element. They model some sort of naturally occurring phenomenon but exhibit the extremes. A burning Cero, a tsunami of a Kidou, etc. Through training, natural gift, and intense study, Kyomei has learned to resonate with the elements of techniques and bring out their inner Aura. When casting a technique, he can increase the reiatsu cost by 25% and stimulate the technique's soul to exude its Aura. This has the following effects:
All techniques with a corporeal form (projectile, barrier, etc.), regardless of element, gain a shimmering field around them. This aura's size is one foot in all directions from the technique and requires 100 ES to sense.
For Bakudo and other defensive/barrier/binding techniques, the aura has the same effects as the technique in question. For example, a Danku's aura would block and a Rikujokoro's aura would bind. Hierro's Aura would block, but would weaken the hierro. The aura is just an extension of the defensive technique.
For Hado and other offensive/projectile techniques, the aura has an effect based on the element. The aura is equivalent to the natural substance being present. A Water aura does little more than extinguish fire and "drown" anyone who doesn't leave the aura to breathe, but a Fire aura can burn a target or start fires if flammable material is present. For projectile techniques without an element, this aura is simply an extension of the technique, like with Bakudo.
How to use technique (How is it activated?):
When casting a technique, pull the aura out of the technique as it is released.
Technique Drawbacks (Limitations, repercussions for use, etc)
Reiatsu cost that can significantly impact high level techniques. Additionally, counts as if a second technique of the same class was being cast in regards to Technique Master drawbacks. Requires a 3 in some sort of reiatsu study (Kidou, Cero, etc.) as well as being a Technique Master.
Made By:Kyomei Kuchiki
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Yes.]
Aura Call
Technique Name: [Aura Call]
Class: [8-1] (Costs 250 TTP per stage)
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [Shinigami, Arrancar, Quincy (TM Races)]
Technique Element: [Varies]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Techniques have very simplistic souls that are focused on one aspect. A Shakkaho's essence is to explode in fire. Living beings are much more complex. Kyomei has learned to not only harness the essence of techniques, but to harness his own essence. His own aura. This technique can be released at any class. This technique simply brings out Kyomei's Primal Aura. He appears to glow with a white light emerging from his body about an inch in size. The Primal Aura has one effect. It allows Kyomei to attempt to redirect spiritual techniques with his body. He can punch a Cero, kick a Shakkaho like a soccer ball, catch a Quincy arrow and throw it back, etc. This Aura has no effect on physical techniques, like Hakuda attacks. Just reiatsu-based techniques such as all Kidou, Cero, Ginto, etc.
If he has 2x more offensive power than the technique, he redirects it with no harm to himself and can absorb the elemental aura from the technique. If he does not have the 2x offensive power, he can still absorb the elemental aura, however he takes full situational damage from the technique then he suffers a jolt of pain as if he just used a technique of the class of the technique he just struck. Against techniques of 1-2 classes higher than his Aura, Kyomei would need 3x superiority to resist it. Against 3 classes higher, he cannot even absorb the elemental aura. If he has 2 or more Class superiority over the technique, he only needs simple superiority to deflect it and absorb from it. Cannot effect or absorb from Class 0 techniques at all.
The Primal Aura has a per post upkeep of the standard class cost per each post. He can fluctuate between Classes at will, but pays both costs on a post that he switches. Meaning, if he is maintaining the aura at Class 6 but needs to spike it to 2, that post he will pay 650 reiatsu and on the post that he downgrades to not suffer so much pain he also pays 650 reiatsu.
The elemental effects are equivalent to the Aural Pull technique's effects. Meaning, with a Water Aura Kyomei could extinguish fires with his whole body and with a Metal Aura he could cut into/through things with his blunt physical attacks. ((If you want me to make a list instead of making it situational, I'd be happy to. Just trying to make it more freeform instead of so rigid))
How to use technique (How is it activated?): [Insert Below]
First, stimulate the inner aura of the soul to exude a Primal Aura.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Constant Reiatsu cost and TM pain. Has either a low class for Clash purposes or a significant per post reiatsu cost. Additionally, requires a fair superiority to not suffer for punching a raw attack. Requires a 3 in some sort of reiatsu study (Kidou, Cero, etc.) as well as being a Technique Master.
Made By: Kyomei Kuchiki
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Yes.]
{Items Equipped}
Name: Shidai Spiritual Torc
Description: Each of these Necklaces are a Torc style Necklace made of Spiritual steel with Sekki sekki rock at the ends compressed into balls resting against the wearer's clavicles. These Torcs are likewise inscribed with a seal on the back and set with several gems made of crystallized Reaitsu infused blood that sits against the back of the neck. This seal paired with the gems are Connected through Specialized Kido to the Actual gates of the Senreimon, the walls of the Seireitei. Each Gate has the seal inscribed in Reaitsu ink to solidify the connection between the gate and the Torc. The Torcs are Truly their best when in range of the Gate they are attached too, and yet still produce an effect without being in proximity to the gate.
These Torcs create a Shakonmaku around the bearer, this Shakonmkau is small and weaker in scope than the Shakonmaku that protects the Senreimon. The Shakonmaku Barrier Has a Durability equal to the IP of the worn Torc. This Shakonmaku only works against physical things formed of spirit particles, The bodies of Shinigami, Hollow, Arrancar and Sinners. As well as manifestations charged with Reaitsu, Ice shards, Stone projectiles, Metal shards. While Within Range of the Gates the Torc makes the Senreimon and the Shakonmaku created by the Senreimon Impenetrable. However the Gatekeeper must be OUTSIDE of the Shakonmaku for this effect to manifest, while within the Shakonmaku the Torc can not properly charge the Gate and walls.
Type of Item: Combat Tool
Class: 3, 2, 1
Item Power (IP): 800
Offense Type: N/A
Durability: 1600
Bonuses: A Character may Spend an amount of Reaitsu equal to the Torc's Durability. This places that Reaitsu in a Bank that only releases in two ways, The bearer of the Torc reaches 0 Reaitsu or the Torc is broken. Once Either of these occur that Reaitsu is Refunded to the Bearer immediately.
Drawbacks: The Torc Drains an extra 15% Reaitsu cost when any technique is used, Release technique or regular technique When Not near the Gate This increases to 25% when within 500 feet of the gate.
Costs: 50000
Name: Spiritual Steel Dagger
Description: A rather basic weapon, this dagger has a length of about twelve inches, and the entire weapon, including the hilt, is made out of spiritual steel.
Type of Item: Weapon
Class: 1
Item Power (IP): 700
Offense Type: Physical
Durability: 1.5x Base IP (1,050)
Bonuses: Attacks with this weapon have their speed increased by 10% due to the lightness of the weapon. This does not apply to techniques.
Drawbacks: None
Costs: 6,500
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): 350
Offense Type: Physical
Durability: 50% greater than the paired weapon's durability. (1,575)
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: 6,500
Name: Spiritual Steel Staff
Description: A simple pole about six feet in length, the staff is meant to be used for a combination of balance and range along with swift and simple attacks.
Type of Item: Weapon
Class: 1
Item Power (IP): 700
Offense Type: Physical
Durability: 2x Base IP (1,400)
Bonuses: None
Drawbacks: None
Costs: 9,000
Name: Shidai Spiritual Torc
Description: Each of these Necklaces are a Torc style Necklace made of Spiritual steel with Sekki sekki rock at the ends compressed into balls resting against the wearer's clavicles. These Torcs are likewise inscribed with a seal on the back and set with several gems made of crystallized Reaitsu infused blood that sits against the back of the neck. This seal paired with the gems are Connected through Specialized Kido to the Actual gates of the Senreimon, the walls of the Seireitei. Each Gate has the seal inscribed in Reaitsu ink to solidify the connection between the gate and the Torc. The Torcs are Truly their best when in range of the Gate they are attached too, and yet still produce an effect without being in proximity to the gate.
These Torcs create a Shakonmaku around the bearer, this Shakonmkau is small and weaker in scope than the Shakonmaku that protects the Senreimon. The Shakonmaku Barrier Has a Durability equal to the IP of the worn Torc. This Shakonmaku only works against physical things formed of spirit particles, The bodies of Shinigami, Hollow, Arrancar and Sinners. As well as manifestations charged with Reaitsu, Ice shards, Stone projectiles, Metal shards. While Within Range of the Gates the Torc makes the Senreimon and the Shakonmaku created by the Senreimon Impenetrable. However the Gatekeeper must be OUTSIDE of the Shakonmaku for this effect to manifest, while within the Shakonmaku the Torc can not properly charge the Gate and walls.
Type of Item: Combat Tool
Class: 3, 2, 1
Item Power (IP): 800
Offense Type: N/A
Durability: 1600
Bonuses: A Character may Spend an amount of Reaitsu equal to the Torc's Durability. This places that Reaitsu in a Bank that only releases in two ways, The bearer of the Torc reaches 0 Reaitsu or the Torc is broken. Once Either of these occur that Reaitsu is Refunded to the Bearer immediately.
Drawbacks: The Torc Drains an extra 15% Reaitsu cost when any technique is used, Release technique or regular technique When Not near the Gate This increases to 25% when within 500 feet of the gate.
Costs: 50000
Name: Spiritual Steel Dagger
Description: A rather basic weapon, this dagger has a length of about twelve inches, and the entire weapon, including the hilt, is made out of spiritual steel.
Type of Item: Weapon
Class: 1
Item Power (IP): 700
Offense Type: Physical
Durability: 1.5x Base IP (1,050)
Bonuses: Attacks with this weapon have their speed increased by 10% due to the lightness of the weapon. This does not apply to techniques.
Drawbacks: None
Costs: 6,500
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): 350
Offense Type: Physical
Durability: 50% greater than the paired weapon's durability. (1,575)
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: 6,500
Name: Spiritual Steel Staff
Description: A simple pole about six feet in length, the staff is meant to be used for a combination of balance and range along with swift and simple attacks.
Type of Item: Weapon
Class: 1
Item Power (IP): 700
Offense Type: Physical
Durability: 2x Base IP (1,400)
Bonuses: None
Drawbacks: None
Costs: 9,000