Post by Charlotte & Serenity Buckner on Mar 26, 2022 23:05:03 GMT -5
Total Points
Class: 1 (Rank 4)
CTP: 14,000 (31,000 until next Class-Up)
TTP: 58 (4,250 TTP spent total)
SP: 2,100 (1,200/1,200 Training SP) (700/700 Class SP) (+200 SP for Primera Espada)
SkP: 15 (4 available, 5/8 toward the next point.)
Ryo: 0 (50,000 Ryo spent)
Stats & Skills
Type: Fractured
Charlotte's Stats & Skills:
Strength: 100 [50]
Speed: 400 [800]
Reiatsu Strength: 400 [800]
Spiritual Pressure: 500 [250]
Instinct: 200 [200]
Senses: 100 [100]
Energy Sensory: 0 [0]
Healing Expertise: 400 [400]
Light Aura: 0
Dark Aura: 100
----------
Battle Analysis: 3
Pain Tolerance: 3
Bleeding Tolerance: 4
Serenity's Stats & Skills:
Strength: 200 [100]
Speed: 300 [600]
Reiatsu Strength: 300 [600]
Spiritual Pressure: 125 [125]
Instinct: 150 [150]
Senses: 50 [50]
Energy Sensory: 50 [50]
Healing Expertise: 0 [0]
Light Aura: 100
Dark Aura: 0
----------
Battle Analysis: 3
Pain Tolerance: 3
Bleeding Tolerance: 4
Supports
Unredeemed, Redeemed
XXXX - C-Rank: XXXX - 0%
Techniques
Learned, Proficient, Mastered, Release Techniques
Completed Threads
Rizer vs. Charlotte [DP PvP] - 2/8 SkP
Kuusou Mesorogiwi [DE PvP] - 4/8 SkP
How About We Attack A Walmart? [Social] - 5/8 SkP
{Color Codes:}
Charlotte Talking: #a0d6c6
Charlotte Thinking: #548258
Serenity Talking: #a85a5a
Serenity Thinking: #cabca5
Charlotte Talking: #a0d6c6
Charlotte Thinking: #548258
Serenity Talking: #a85a5a
Serenity Thinking: #cabca5
Class: 1 (Rank 4)
CTP: 14,000 (31,000 until next Class-Up)
TTP: 58 (4,250 TTP spent total)
SP: 2,100 (1,200/1,200 Training SP) (700/700 Class SP) (+200 SP for Primera Espada)
SkP: 15 (4 available, 5/8 toward the next point.)
Ryo: 0 (50,000 Ryo spent)
Stats & Skills
Type: Fractured
Charlotte's Stats & Skills:
Strength: 100 [50]
Speed: 400 [800]
Reiatsu Strength: 400 [800]
Spiritual Pressure: 500 [250]
Instinct: 200 [200]
Senses: 100 [100]
Energy Sensory: 0 [0]
Healing Expertise: 400 [400]
Light Aura: 0
Dark Aura: 100
----------
Battle Analysis: 3
Pain Tolerance: 3
Bleeding Tolerance: 4
Serenity's Stats & Skills:
Strength: 200 [100]
Speed: 300 [600]
Reiatsu Strength: 300 [600]
Spiritual Pressure: 125 [125]
Instinct: 150 [150]
Senses: 50 [50]
Energy Sensory: 50 [50]
Healing Expertise: 0 [0]
Light Aura: 100
Dark Aura: 0
----------
Battle Analysis: 3
Pain Tolerance: 3
Bleeding Tolerance: 4
{Code for Stats}
[spoiler]{Charlotte's & Serenity's Stats & Skills}
Type: [font color="#a0d6c6"]Fractured[/font]
[b][u][font color="a0d6c6"]Charlotte's Stats & Skills:[/font][/u][/b]
Strength: 100 [font color="548258"][50][/font]
Speed: 400 [font color="548258"][800][/font]
Reiatsu Strength: 400 [font color="548258"][800][/font]
Spiritual Pressure: 500 [font color="548258"][250][/font]
Instinct: 200 [font color="548258"][200][/font]
Senses: 100 [font color="548258"][100][/font]
Energy Sensory: 0 [font color="548258"][0][/font]
Healing Expertise: 400 [font color="548258"][400][/font]
Light Aura: [font color="548258"]0[/font]
Dark Aura: [font color="548258"]100[/font]
----------
Battle Analysis: [font color="548258"]3[/font]
Pain Tolerance: [font color="548258"]3[/font]
Bleeding Tolerance: [font color="548258"]4[/font]
[b][u][font color="a85a5a"]Serenity's Stats & Skills:[/font][/u][/b]
Strength: 200 [font color="cabca5"][100][/font]
Speed: 300 [font color="cabca5"][600][/font]
Reiatsu Strength: 300 [font color="cabca5"][600][/font]
Spiritual Pressure: 125 [font color="cabca5"][125][/font]
Instinct: 150 [font color="cabca5"][150][/font]
Senses: 50 [font color="cabca5"][50][/font]
Energy Sensory: 50 [font color="cabca5"][50][/font]
Healing Expertise: 0 [font color="cabca5"][0][/font]
Light Aura: [font color="cabca5"]100[/font]
Dark Aura: [font color="cabca5"]0[/font]
----------
Battle Analysis: [font color="cabca5"]3[/font]
Pain Tolerance: [font color="cabca5"]3[/font]
Bleeding Tolerance: [font color="cabca5"]4[/font][/spoiler]
Supports
Unredeemed, Redeemed
XXXX - C-Rank: XXXX - 0%
Techniques
Learned, Proficient, Mastered, Release Techniques
{Overall Ability}
Pararrayos takes inspiration from that of a Thunderbird when released; As described in her Resurrection Appearances, Charlotte's Primera Etapa allows her to embody the wrath of a Thunderbird. As such, her Overall Ability allows her to gain some very basic traits while she's released. When completely unfurled, Charlotte's wings allow for flight at her own speed in any of the Worlds. As mentioned previously, her hands and feet are now armed with noteworthy talons and claws, allowing the girl to strike with both utilizing her Reiatsu Strength for cutting power.
Should she desire, Charlotte is able to utilize her feathers to attack her foes. Upon releasing, Charlotte is given a total of 100 Piercing Feathers for her to attack with. Firing off Piercing Feathers costs 10 reiatsu per feather, each feather flies at her Speed, and has a cutting power equal to her Reiatsu Strength. By spending an amount of reiatsu equal to the cost of firing out Piercing Feathers, Charlotte is able to force a feather to return to her body, once again flying at a Speed equal to her own, and armed with a cutting power equal to her Reiatsu Strength. Manually retrieving a feather rewards Charlotte with 10 reiatsu per feather. Piercing Feathers have a durability equal to double her Reiatsu Strength, and if destroyed they are lost for for the remainder of a thread (or after a rest in longer-style threads), or until Charlotte enters Segunda Etapa, in which case all 100 are returned in their entirety regardless of previous destruction and she's given an additional 100 feathers alongside her new set of wings. Piercing Feathers serve as one of two resources that Charlotte's release makes use of, with the other mentioned below. Instead of costing reiatsu, Charlotte's release techniques may cost one, or both of these resources depending on each technique.
Pararrayos takes inspiration from that of a Thunderbird when released; As described in her Resurrection Appearances, Charlotte's Primera Etapa allows her to embody the wrath of a Thunderbird. As such, her Overall Ability allows her to gain some very basic traits while she's released. When completely unfurled, Charlotte's wings allow for flight at her own speed in any of the Worlds. As mentioned previously, her hands and feet are now armed with noteworthy talons and claws, allowing the girl to strike with both utilizing her Reiatsu Strength for cutting power.
Should she desire, Charlotte is able to utilize her feathers to attack her foes. Upon releasing, Charlotte is given a total of 100 Piercing Feathers for her to attack with. Firing off Piercing Feathers costs 10 reiatsu per feather, each feather flies at her Speed, and has a cutting power equal to her Reiatsu Strength. By spending an amount of reiatsu equal to the cost of firing out Piercing Feathers, Charlotte is able to force a feather to return to her body, once again flying at a Speed equal to her own, and armed with a cutting power equal to her Reiatsu Strength. Manually retrieving a feather rewards Charlotte with 10 reiatsu per feather. Piercing Feathers have a durability equal to double her Reiatsu Strength, and if destroyed they are lost for for the remainder of a thread (or after a rest in longer-style threads), or until Charlotte enters Segunda Etapa, in which case all 100 are returned in their entirety regardless of previous destruction and she's given an additional 100 feathers alongside her new set of wings. Piercing Feathers serve as one of two resources that Charlotte's release makes use of, with the other mentioned below. Instead of costing reiatsu, Charlotte's release techniques may cost one, or both of these resources depending on each technique.
{Code for Ability}
[spoiler]{Overall Ability}
Pararrayos takes inspiration from that of a Thunderbird when released; As described in her Resurrection Appearances, Charlotte's Primera Etapa allows her to embody the wrath of a Thunderbird. As such, her Overall Ability allows her to gain some very basic traits while she's released. When completely unfurled, Charlotte's wings allow for flight at her own speed in any of the Worlds. As mentioned previously, her hands and feet are now armed with noteworthy talons and claws, allowing the girl to strike with both utilizing her Reiatsu Strength for cutting power.
Should she desire, Charlotte is able to utilize her feathers to attack her foes. Upon releasing, Charlotte is given a total of 100 [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] for her to attack with. Firing off [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] costs 10 reiatsu per feather, each feather flies at her Speed, and has a cutting power equal to her Reiatsu Strength. By spending an amount of reiatsu equal to the cost of firing out [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b], Charlotte is able to force a feather to return to her body, once again flying at a Speed equal to her own, and armed with a cutting power equal to her Reiatsu Strength. Manually retrieving a feather rewards Charlotte with 10 reiatsu per feather. [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] have a durability equal to double her Reiatsu Strength, and if destroyed they are lost for for the remainder of a thread (or after a rest in longer-style threads), or until Charlotte enters Segunda Etapa, in which case all 100 are returned in their entirety regardless of previous destruction and she's given an additional 100 feathers alongside her new set of wings. [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] serve as one of two resources that Charlotte's release makes use of, with the other mentioned below. Instead of costing reiatsu, Charlotte's release techniques may cost one, or both of these resources depending on each technique.[/spoiler]
{Primera Etapa Overall Ability}While her Overall Ability plays more on the "bird" concept of a Thunderbird, Charlotte's Primera Overall instead embodies a "thunder" aspect. Simply put, while released, Charlotte is given a level of mastery over electricity as a whole. As mentioned above, Charlotte is given another alternate resource to keep track of; Electrical Charge. Charlotte is able to build Electrical Charge by spending reiatsu; either passively, or by actively dedicating her own reiatsu to do so. Every 1 point of reiatsu she would spend grants 1 Electrical Charge. If reiatsu spent would be forced to bypass her infinite pool from Resurrection, whether as a technique Drawback or from her Piercing Feathers, she'll instead gain 2 Electrical Charge for every 1 point spent.
Alternatively, Charlotte can spend a few short moments to purge her reiatsu in order to build Electrical Charge. For every 1 point of reiatsu spent this way, she'll gain 2 Electrical Charge. While charging in this way, though, Charlotte is left vulnerable. If damaged while in the process of charging, she'll lose the reiatsu spent and will not gain any Electrical Charge. There is no limit to the amount of Electrical Charge Charlotte can hold at any given time.
When firing off Piercing Feathers, Charlotte can opt into spending at least 10 Electrical Charge per Feather in order to charge said feather. Charged feathers are imbued with Electricity, and maintain all of the properties of electricity, but do not lose their charge until coming in contact with organic matter, in which case they'll lose all of their stored Charge, and electrocute those struck with a force equal to the stored Electrical Charge. If Charlotte goes to manually pick up these Charged Piercing Feathers, they will explode with an electrical current, electrocuting everything within a five-foot radius around the feather, and Charlotte will not regain the Electrical Charge, though she herself will be immune to the damage this causes. If withdrawn by spending reiatsu, Charlotte will gain 75% of the Electrical Charge stored within each of her Charged Piercing Feathers that return to her.
Alternatively, Charlotte can spend a few short moments to purge her reiatsu in order to build Electrical Charge. For every 1 point of reiatsu spent this way, she'll gain 2 Electrical Charge. While charging in this way, though, Charlotte is left vulnerable. If damaged while in the process of charging, she'll lose the reiatsu spent and will not gain any Electrical Charge. There is no limit to the amount of Electrical Charge Charlotte can hold at any given time.
When firing off Piercing Feathers, Charlotte can opt into spending at least 10 Electrical Charge per Feather in order to charge said feather. Charged feathers are imbued with Electricity, and maintain all of the properties of electricity, but do not lose their charge until coming in contact with organic matter, in which case they'll lose all of their stored Charge, and electrocute those struck with a force equal to the stored Electrical Charge. If Charlotte goes to manually pick up these Charged Piercing Feathers, they will explode with an electrical current, electrocuting everything within a five-foot radius around the feather, and Charlotte will not regain the Electrical Charge, though she herself will be immune to the damage this causes. If withdrawn by spending reiatsu, Charlotte will gain 75% of the Electrical Charge stored within each of her Charged Piercing Feathers that return to her.
{Code for Ability}
[spoiler]{Primera Etapa Overall Ability}
While her Overall Ability plays more on the "bird" concept of a Thunderbird, Charlotte's Primera Overall instead embodies a "thunder" aspect. Simply put, while released, Charlotte is given a level of mastery over electricity as a whole. As mentioned above, Charlotte is given another alternate resource to keep track of; [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b]. Charlotte is able to build [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] by spending reiatsu; either passively, or by actively dedicating her own reiatsu to do so. Every 1 point of reiatsu she would spend grants 1 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b]. If reiatsu spent would be forced to bypass her infinite pool from Resurrection, whether as a technique Drawback or from her [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b], she'll instead gain 2 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] for every 1 point spent.
Alternatively, Charlotte can spend a few short moments to purge her reiatsu in order to build [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b]. For every 1 point of reiatsu spent this way, she'll gain 2 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b]. While charging in this way, though, Charlotte is left vulnerable. If damaged while in the process of charging, she'll lose the reiatsu spent and will not gain any [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b]. There is no limit to the amount of [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] Charlotte can hold at any given time.
When firing off [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b], Charlotte can opt into spending at least 10 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] per Feather in order to charge said feather. Charged feathers are imbued with Electricity, and maintain all of the properties of electricity, but do not lose their charge until coming in contact with organic matter, in which case they'll lose all of their stored Charge, and electrocute those struck with a force equal to the stored [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b]. If Charlotte goes to manually pick up these Charged [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b], they will explode with an electrical current, electrocuting everything within a five-foot radius around the feather, and Charlotte will not regain the [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b], though she herself will be immune to the damage this causes. If withdrawn by spending reiatsu, Charlotte will gain 75% of the [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] stored within each of her Charged [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] that return to her.[/spoiler]
{Segunda Etapa Overall Ability}
Upon entering Segunda Etapa, Charlotte reaches a level of supremacy over Electricity as a whole, and seeks to thrive as the pinnacle of the Element. On top of what her Primera Etapa Overall gives her, Charlotte is now able to make better use over the Electrical Charge she's able to build up. By spending an amount of Electrical Charge equal to the reiatsu cost of a reiatsu technique, Charlotte can imbue that technique with raw electricity. When used, that technique gains all of the properties of Lightning in addition to its other properties, and leaves a singular application of Charged Piercing Feathers wherever the technique strikes, separate from her normal 200 Piercing Feathers. Though, the feather left behind from this technique is unique; instead of only having 10 Electrical Charge stored within the feather, unless it strikes organic material, this Feather will hold all of the Electrical Charge spent to use this ability. If striking organic material, this charge is instead dispersed in the blast, and the Feather only holds 10 Electrical Charge.
Upon entering Segunda Etapa, Charlotte reaches a level of supremacy over Electricity as a whole, and seeks to thrive as the pinnacle of the Element. On top of what her Primera Etapa Overall gives her, Charlotte is now able to make better use over the Electrical Charge she's able to build up. By spending an amount of Electrical Charge equal to the reiatsu cost of a reiatsu technique, Charlotte can imbue that technique with raw electricity. When used, that technique gains all of the properties of Lightning in addition to its other properties, and leaves a singular application of Charged Piercing Feathers wherever the technique strikes, separate from her normal 200 Piercing Feathers. Though, the feather left behind from this technique is unique; instead of only having 10 Electrical Charge stored within the feather, unless it strikes organic material, this Feather will hold all of the Electrical Charge spent to use this ability. If striking organic material, this charge is instead dispersed in the blast, and the Feather only holds 10 Electrical Charge.
{Code for Ability}
[spoiler]{Segunda Etapa Overall Ability}
Upon entering Segunda Etapa, Charlotte reaches a level of supremacy over Electricity as a whole, and seeks to thrive as the pinnacle of the Element. On top of what her Primera Etapa Overall gives her, Charlotte is now able to make better use over the [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] she's able to build up. By spending an amount of [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] equal to the reiatsu cost of a reiatsu technique, Charlotte can imbue that technique with raw electricity. When used, that technique gains all of the properties of Lightning in addition to its other properties, and leaves a singular application of Charged [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] wherever the technique strikes, separate from her normal 200 [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b]. Though, the feather left behind from this technique is unique; instead of only having 10 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] stored within the feather, unless it strikes organic material, this Feather will hold all of the [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] spent to use this ability. If striking organic material, this charge is instead dispersed in the blast, and the Feather only holds 10 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b].[/spoiler]
{Lightning Wing}
The first of Charlotte's release techniques, Lightning Wing allows Charlotte to launch a lightning-infused feather. By spending one Piercing Feather and at least 100 Electrical Charge, Charlotte can launch a Feather as normal, allowing her to potentially electrocute those struck. Though, this Feather has interesting applications when other Feathers are nearby; for every 100 Electrical Charge spent, this Charged Piercing Feather will fly straight toward them like lightning to a lightning rod, bouncing off of them and flying to the next should Charlotte desire it. In Primera Etapa, the thrown Feather can only ricochet a total of three times; this is increased to ten in Segunda Etapa. Feathers that are ricocheted off of will store Electrical Charge from the first feather, gaining 100 Electrical Charge when its bounced off of. If the thrown Feather does not have enough to store in Feathers across the battlefield, it cannot bounce. Once the thrown feather either hits the limit of times it can bounce, or does not have 100 Electrical Charge to store, it will fire in a straight line toward an opponent of Charlotte's choice.
The first of Charlotte's release techniques, Lightning Wing allows Charlotte to launch a lightning-infused feather. By spending one Piercing Feather and at least 100 Electrical Charge, Charlotte can launch a Feather as normal, allowing her to potentially electrocute those struck. Though, this Feather has interesting applications when other Feathers are nearby; for every 100 Electrical Charge spent, this Charged Piercing Feather will fly straight toward them like lightning to a lightning rod, bouncing off of them and flying to the next should Charlotte desire it. In Primera Etapa, the thrown Feather can only ricochet a total of three times; this is increased to ten in Segunda Etapa. Feathers that are ricocheted off of will store Electrical Charge from the first feather, gaining 100 Electrical Charge when its bounced off of. If the thrown Feather does not have enough to store in Feathers across the battlefield, it cannot bounce. Once the thrown feather either hits the limit of times it can bounce, or does not have 100 Electrical Charge to store, it will fire in a straight line toward an opponent of Charlotte's choice.
{Code for Tech}
[spoiler]{Lightning Wing}
The first of Charlotte's release techniques, Lightning Wing allows Charlotte to launch a lightning-infused feather. By spending one [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b] and at least 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b], Charlotte can launch a Feather as normal, allowing her to potentially electrocute those struck. Though, this Feather has interesting applications when other Feathers are nearby; for every 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] spent, this Charged [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b] will fly straight toward them like lightning to a lightning rod, bouncing off of them and flying to the next should Charlotte desire it. In Primera Etapa, the thrown Feather can only ricochet a total of three times; this is increased to ten in Segunda Etapa. Feathers that are ricocheted off of will store [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] from the first feather, gaining 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] when its bounced off of. If the thrown Feather does not have enough to store in Feathers across the battlefield, it cannot bounce. Once the thrown feather either hits the limit of times it can bounce, or does not have 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] to store, it will fire in a straight line toward an opponent of Charlotte's choice.[/spoiler]
{Overdrive}
By taking her currently stored Electrical Charge and pulling it inward to fuel her own body, Charlotte is able to use this electricity in order to make high-speed movement temporarily easier on her body. By spending any amount of Electrical Charge in increments of 100, Charlotte can increase her "comfortable" movement speed. For every 100 Electrical Charge spent, this threshold is increased by 25 (i.e. if Charlotte spends 1,000 Electrical Charge, her comfortable movement speed will be increased by 250, meaning her new comfortable level will sit at 550 and the first stamina increases will begin around 650). This lasts for 2 posts. In Segunda Etapa, this grants 50 "comfortable" movement speed for every 100 Electrical Charge spent, and instead lasts for 5 posts.
By taking her currently stored Electrical Charge and pulling it inward to fuel her own body, Charlotte is able to use this electricity in order to make high-speed movement temporarily easier on her body. By spending any amount of Electrical Charge in increments of 100, Charlotte can increase her "comfortable" movement speed. For every 100 Electrical Charge spent, this threshold is increased by 25 (i.e. if Charlotte spends 1,000 Electrical Charge, her comfortable movement speed will be increased by 250, meaning her new comfortable level will sit at 550 and the first stamina increases will begin around 650). This lasts for 2 posts. In Segunda Etapa, this grants 50 "comfortable" movement speed for every 100 Electrical Charge spent, and instead lasts for 5 posts.
{Code for Tech}
[spoiler]{Overdrive}
By taking her currently stored [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] and pulling it inward to fuel her own body, Charlotte is able to use this electricity in order to make high-speed movement temporarily easier on her body. By spending any amount of [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] in increments of 100, Charlotte can increase her "comfortable" movement speed. For every 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] spent, this threshold is increased by 25 (i.e. if Charlotte spends 1,000 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b], her comfortable movement speed will be increased by 250, meaning her new comfortable level will sit at 550 and the first stamina increases will begin around 650). This lasts for 2 posts. In Segunda Etapa, this grants 50 "comfortable" movement speed for every 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] spent, and instead lasts for 5 posts.[/spoiler]
{Steel-Tipped Plumage}
Charlotte hardens her feathers for 2 posts, turning them into incredibly dense sheets of spiritual steel. Hardening her feathers doesn't cost Charlotte anything, but once hardened they remain that way until their duration expires. When her feathers are hardened, Charlotte is no longer able to fly, and her Piercing Feathers travel at half of their normal speed. While Steel-Tipped Plumage is active, though, Charlotte's Piercing Feathers have their Reiatsu Strength treated as 50% higher for the purpose of breaking through defensive techniques and abilities, and when using her wings and/or feathers to defend. In Segunda Etapa, their Reiatsu Strength is instead treated as Double, and Steel-Tipped Plumage lasts for 5 posts instead.
Charlotte hardens her feathers for 2 posts, turning them into incredibly dense sheets of spiritual steel. Hardening her feathers doesn't cost Charlotte anything, but once hardened they remain that way until their duration expires. When her feathers are hardened, Charlotte is no longer able to fly, and her Piercing Feathers travel at half of their normal speed. While Steel-Tipped Plumage is active, though, Charlotte's Piercing Feathers have their Reiatsu Strength treated as 50% higher for the purpose of breaking through defensive techniques and abilities, and when using her wings and/or feathers to defend. In Segunda Etapa, their Reiatsu Strength is instead treated as Double, and Steel-Tipped Plumage lasts for 5 posts instead.
{Code for Tech}
[spoiler]{Steel-Tipped Plumage}
Charlotte hardens her feathers for 2 posts, turning them into incredibly dense sheets of spiritual steel. Hardening her feathers doesn't cost Charlotte anything, but once hardened they remain that way until their duration expires. When her feathers are hardened, Charlotte is no longer able to fly, and her [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] travel at half of their normal speed. While Steel-Tipped Plumage is active, though, Charlotte's [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] have their Reiatsu Strength treated as 50% higher for the purpose of breaking through defensive techniques and abilities, and when using her wings and/or feathers to defend. In Segunda Etapa, their Reiatsu Strength is instead treated as Double, and Steel-Tipped Plumage lasts for 5 posts instead.[/spoiler]
{Volt Switch}
While a Charged Piercing Feather is somewhere on the battlefield, Charlotte is able to spend 300 Electrical Charge in order to swap places at 10x speed with that Piercing Feather. Said Piercing Feather loses any stored Electrical Charge it might have had, but in turn is fired off toward a target of Charlotte's choice. By spending additional Electrical Charge when using this technique, Charlotte can release a wave of electricity from her arrival point, electrocuting everything within a five-foot radius of her with a force equal to her Reiatsu Strength. For every 100 Electrical Charge spent, this radius increases by five feet, up to fifty total feet. If a Piercing Feather is within this area, Charlotte can choose to store all of the spent Electrical Charge from this technique inside of that Piercing Feather. This technique can be used once per post; thrice per post in Segunda Etapa.
While a Charged Piercing Feather is somewhere on the battlefield, Charlotte is able to spend 300 Electrical Charge in order to swap places at 10x speed with that Piercing Feather. Said Piercing Feather loses any stored Electrical Charge it might have had, but in turn is fired off toward a target of Charlotte's choice. By spending additional Electrical Charge when using this technique, Charlotte can release a wave of electricity from her arrival point, electrocuting everything within a five-foot radius of her with a force equal to her Reiatsu Strength. For every 100 Electrical Charge spent, this radius increases by five feet, up to fifty total feet. If a Piercing Feather is within this area, Charlotte can choose to store all of the spent Electrical Charge from this technique inside of that Piercing Feather. This technique can be used once per post; thrice per post in Segunda Etapa.
{Code for Tech}
[spoiler]{Volt Switch}
While a Charged [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b] is somewhere on the battlefield, Charlotte is able to spend 300 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] in order to swap places at 10x speed with that [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b]. Said [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b] loses any stored [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] it might have had, but in turn is fired off toward a target of Charlotte's choice. By spending additional [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] when using this technique, Charlotte can release a wave of electricity from her arrival point, electrocuting everything within a five-foot radius of her with a force equal to her Reiatsu Strength. For every 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] spent, this radius increases by five feet, up to fifty total feet. If a [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b] is within this area, Charlotte can choose to store all of the spent [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] from this technique inside of that [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b]. This technique can be used once per post; thrice per post in Segunda Etapa.[/spoiler]
{Rising Voltage}
Rising Voltage serves more as a passive technique than an active. While Segunda Etapa is active, Charlotte achieves a level of supremacy above any lightning-based abilities. Techniques that rely on lightning are no longer able to damage the girl. Other aspects of said technique will still be able to damage her; a lightning-charged sword strike will still have the sword strike, but the lightning aspects will simply not affect her; this includes drawbacks for techniques as well. Should an opponent have a higher OS than her own, or Class Superiority over her Segunda Etapa, though, these attacks will still go through. If a lightning attack does not work, Charlotte will gain an amount of Electrical Charge equal to the Offensive Stat of the attack that struck her, as she absorbs and repurposes any excess electricity.
Rising Voltage serves more as a passive technique than an active. While Segunda Etapa is active, Charlotte achieves a level of supremacy above any lightning-based abilities. Techniques that rely on lightning are no longer able to damage the girl. Other aspects of said technique will still be able to damage her; a lightning-charged sword strike will still have the sword strike, but the lightning aspects will simply not affect her; this includes drawbacks for techniques as well. Should an opponent have a higher OS than her own, or Class Superiority over her Segunda Etapa, though, these attacks will still go through. If a lightning attack does not work, Charlotte will gain an amount of Electrical Charge equal to the Offensive Stat of the attack that struck her, as she absorbs and repurposes any excess electricity.
{Code for Tech}
[spoiler]{Rising Voltage}
Rising Voltage serves more as a passive technique than an active. While Segunda Etapa is active, Charlotte achieves a level of supremacy above any lightning-based abilities. Techniques that rely on lightning are no longer able to damage the girl. Other aspects of said technique will still be able to damage her; a lightning-charged sword strike will still have the sword strike, but the lightning aspects will simply not affect her; this includes drawbacks for techniques as well. Should an opponent have a higher OS than her own, or Class Superiority over her Segunda Etapa, though, these attacks will still go through. If a lightning attack does not work, Charlotte will gain an amount of [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] equal to the Offensive Stat of the attack that struck her, as she absorbs and repurposes any excess electricity.[/spoiler]
{Feather Stream}
By spending any amount of Piercing Feathers, Charlotte is able to create a rotating field of feathers around her, that orbit a few inches away from her at their normal Speed. While these Feathers have the potential to cut those that enter its range, that's not what they're meant for. When a reiatsu-based technique is sent toward Charlotte while she has Feathers, she can direct these Feathers to intercept the attack for her, keeping her out of harm's way. Every Piercing Feather is capable of intercepting 100 OS; 200 with Steel-Tipped Plumage. In order for an attack to be intercepted, Charlotte has to have enough feathers to completely eclipse an attack. If she is able to sacrifice 1 feather per 100 OS to equal out the attack, the attack will not hit Charlotte. This technique consumes Charlotte's feathers, so making too much use of this technique could see her release being practically useless. Should Charlotte spend an amount of Electrical Charge equal to the Reiatsu cost of the technique nullified, Charlotte can elect to reflect said technique back to the attacker, instead of nullifying it completely. Such an application requires a Mastery of Redirection, but is even capable of reflecting Cero Garandou, so long as Charlotte has enough feathers to equal out to 3x of the attacker's Reiatsu Strength. One application defense cannot be larger than 3x Charlotte's Reiatsu Strength.
By spending any amount of Piercing Feathers, Charlotte is able to create a rotating field of feathers around her, that orbit a few inches away from her at their normal Speed. While these Feathers have the potential to cut those that enter its range, that's not what they're meant for. When a reiatsu-based technique is sent toward Charlotte while she has Feathers, she can direct these Feathers to intercept the attack for her, keeping her out of harm's way. Every Piercing Feather is capable of intercepting 100 OS; 200 with Steel-Tipped Plumage. In order for an attack to be intercepted, Charlotte has to have enough feathers to completely eclipse an attack. If she is able to sacrifice 1 feather per 100 OS to equal out the attack, the attack will not hit Charlotte. This technique consumes Charlotte's feathers, so making too much use of this technique could see her release being practically useless. Should Charlotte spend an amount of Electrical Charge equal to the Reiatsu cost of the technique nullified, Charlotte can elect to reflect said technique back to the attacker, instead of nullifying it completely. Such an application requires a Mastery of Redirection, but is even capable of reflecting Cero Garandou, so long as Charlotte has enough feathers to equal out to 3x of the attacker's Reiatsu Strength. One application defense cannot be larger than 3x Charlotte's Reiatsu Strength.
{Code for Tech}
[spoiler]{Feather Stream}
By spending any amount of [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b], Charlotte is able to create a rotating field of feathers around her, that orbit a few inches away from her at their normal Speed. While these Feathers have the potential to cut those that enter its range, that's not what they're meant for. When a reiatsu-based technique is sent toward Charlotte while she has Feathers, she can direct these Feathers to intercept the attack for her, keeping her out of harm's way. Every [b][u][font color="a0d6c6"]Piercing Feather[/font][/u][/b] is capable of intercepting 100 OS; 200 with Steel-Tipped Plumage. In order for an attack to be intercepted, Charlotte has to have enough feathers to completely eclipse an attack. If she is able to sacrifice 1 feather per 100 OS to equal out the attack, the attack will not hit Charlotte. This technique consumes Charlotte's feathers, so making too much use of this technique could see her release being practically useless. Should Charlotte spend an amount of [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] equal to the Reiatsu cost of the technique nullified, Charlotte can elect to reflect said technique back to the attacker, instead of nullifying it completely. Such an application requires a Mastery of Redirection, but is even capable of reflecting Cero Garandou, so long as Charlotte has enough feathers to equal out to 3x of the attacker's Reiatsu Strength. One application defense cannot be larger than 3x Charlotte's Reiatsu Strength.[/spoiler]
{Thousand Birds}
Activating Thousand Birds costs 100 Electrical Charge, and incurs the same cost for every post that it remains active, but increases by 50 each post. While active, Charlotte coats herself in raw electricity, not unlike what someone could expect from the Shinigami technique Shunko. In fact, if someone didn't know better, there's a very good chance it could be mistaken for that exactly. While active, Thousand Birds coats each and every one of Charlotte's Piercing Feathers in electricity, Charging each Feather with 10 Electrical Charge at all times. Withdrawing these feathers does not grant this Electrical Charge back, however.
Thousand Birds, however, offers quite an offensive option should Charlotte be able to keep her Electrical Charge high; after deducting this technique's cost every post, the remaining amount of Electrical Charge is added to her melee strikes as raw Offensive Strength. Any Piercing Feathers or techniques with Electrical Charge stored within them are treated as though their Charge is doubled for the purposes of calculating the additional damage they deal.
Activating Thousand Birds costs 100 Electrical Charge, and incurs the same cost for every post that it remains active, but increases by 50 each post. While active, Charlotte coats herself in raw electricity, not unlike what someone could expect from the Shinigami technique Shunko. In fact, if someone didn't know better, there's a very good chance it could be mistaken for that exactly. While active, Thousand Birds coats each and every one of Charlotte's Piercing Feathers in electricity, Charging each Feather with 10 Electrical Charge at all times. Withdrawing these feathers does not grant this Electrical Charge back, however.
Thousand Birds, however, offers quite an offensive option should Charlotte be able to keep her Electrical Charge high; after deducting this technique's cost every post, the remaining amount of Electrical Charge is added to her melee strikes as raw Offensive Strength. Any Piercing Feathers or techniques with Electrical Charge stored within them are treated as though their Charge is doubled for the purposes of calculating the additional damage they deal.
{Code for Tech}
[spoiler]{Thousand Birds}
Activating Thousand Birds costs 100 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b], and incurs the same cost for every post that it remains active, but increases by 50 each post. While active, Charlotte coats herself in raw electricity, not unlike what someone could expect from the Shinigami technique Shunko. In fact, if someone didn't know better, there's a very good chance it could be mistaken for that exactly. While active, Thousand Birds coats each and every one of Charlotte's [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] in electricity, Charging each Feather with 10 [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] at all times. Withdrawing these feathers does not grant this [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] back, however.
Thousand Birds, however, offers quite an offensive option should Charlotte be able to keep her [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] high; after deducting this technique's cost every post, the remaining amount of [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] is added to her melee strikes as raw Offensive Strength. Any [b][u][font color="a0d6c6"]Piercing Feathers[/font][/u][/b] or techniques with [b][u][font color="a0d6c6"]Electrical Charge[/font][/u][/b] stored within them are treated as though their Charge is doubled for the purposes of calculating the additional damage they deal.[/spoiler]
{Fractured Soul}
Technique Name: Fractured Soul
Class: 8-0 - Learned Automatically via Fractured Type.
Technique Type: Soul Fragmentation
Usable By: Shinigami, Vizard, Arrancar, Fullbringer.
Technique Element: N/A.
Technique Cost: N/A.
Description: Within the three realms, there are some who possess an unusually strong spirit. As a result, the user's soul is split in two; one vessel holding the original soul, and another holding the Fractured Spirit. This spirit, which fights alongside the user, possesses half of the users' total SP before type with a cap of 300 in any stat besides Spiritual Pressure. Type bonuses and penalties apply to the spirit just as they do to the user. Spiritual Pressure is determined by taking half of the users' Spiritual Pressure after type. The Fractured Spirit possesses a reiatsu pool based on its own spiritual pressure and may use any technique that the user possesses as long as they meet the requirements. The Fractured Spirit also serves as the vessel for the pairs' release. This Fractured Spirit takes the form of a younger girl that goes by the name of Serenity Buckner.
Drawbacks: Upon the split of the user and their Fractured Spirit, the one non-release tech slot is consumed by the companion. The user has their maximum reiatsu pool halved as long as they are split from their Fractured Spirit. During Release, maximum Reiatsu is restored, and any Reiatsu that the companion had upon activation is added to the user's current amount. Upon separation due to Release's end, Reiatsu is split evenly between the two. Projection techniques used by the Fractured Type can only last a maximum of five posts before needing to be refreshed, regardless of greater maximum duration normally. If the companion is incapacitated to the point of being unable to participate in battle, Release cannot be used. If the companion is injured at the point of Release, then injuries are carried over to the user and remain there even at the termination of Release. Finally, if the companion is killed, then the user is unable to use their Release without a significant rest period (NDE) or two completed threads aside from the one in which the companion was killed (DE).
Additionally, the two individuals must possess distinct and unique personalities, as they often develop their own nature as time goes on. The companion is often very aware of their status as a portion of something bigger, rather than a whole, and this tends to affect their personality. As the companion has their own personality and their own ideals, which may contrast with the user's own, they may refuse to aid their other half in certain situations.
Made By: An easygoing Primera Espada.
Reserved?: No.
Technique Name: Fractured Soul
Class: 8-0 - Learned Automatically via Fractured Type.
Technique Type: Soul Fragmentation
Usable By: Shinigami, Vizard, Arrancar, Fullbringer.
Technique Element: N/A.
Technique Cost: N/A.
Description: Within the three realms, there are some who possess an unusually strong spirit. As a result, the user's soul is split in two; one vessel holding the original soul, and another holding the Fractured Spirit. This spirit, which fights alongside the user, possesses half of the users' total SP before type with a cap of 300 in any stat besides Spiritual Pressure. Type bonuses and penalties apply to the spirit just as they do to the user. Spiritual Pressure is determined by taking half of the users' Spiritual Pressure after type. The Fractured Spirit possesses a reiatsu pool based on its own spiritual pressure and may use any technique that the user possesses as long as they meet the requirements. The Fractured Spirit also serves as the vessel for the pairs' release. This Fractured Spirit takes the form of a younger girl that goes by the name of Serenity Buckner.
Drawbacks: Upon the split of the user and their Fractured Spirit, the one non-release tech slot is consumed by the companion. The user has their maximum reiatsu pool halved as long as they are split from their Fractured Spirit. During Release, maximum Reiatsu is restored, and any Reiatsu that the companion had upon activation is added to the user's current amount. Upon separation due to Release's end, Reiatsu is split evenly between the two. Projection techniques used by the Fractured Type can only last a maximum of five posts before needing to be refreshed, regardless of greater maximum duration normally. If the companion is incapacitated to the point of being unable to participate in battle, Release cannot be used. If the companion is injured at the point of Release, then injuries are carried over to the user and remain there even at the termination of Release. Finally, if the companion is killed, then the user is unable to use their Release without a significant rest period (NDE) or two completed threads aside from the one in which the companion was killed (DE).
Additionally, the two individuals must possess distinct and unique personalities, as they often develop their own nature as time goes on. The companion is often very aware of their status as a portion of something bigger, rather than a whole, and this tends to affect their personality. As the companion has their own personality and their own ideals, which may contrast with the user's own, they may refuse to aid their other half in certain situations.
Made By: An easygoing Primera Espada.
Reserved?: No.
{Sonido}
Technique Name: Sonido (Lit. Sound Step)
Class: 4
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects:
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique:
Just use it and drain the Reiatsu.
Drawback:
Reiatsu cost.
Technique Name: Sonido (Lit. Sound Step)
Class: 4
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects:
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique:
Just use it and drain the Reiatsu.
Drawback:
Reiatsu cost.
{Code for Tech}
[spoiler]{Sonido}
[u][b]Technique Name:[/b][/u] Sonido (Lit. Sound Step)
[u][b]Class:[/b][/u] 4
[u][b]Technique Type:[/b][/u] Hollow Technique
[u][b]Technique Element:[/b][/u] None
[u][b]Technique Description and Effects:[/b][/u]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
[u][b]How to use technique:[/b][/u]
Just use it and drain the Reiatsu.
[u][b]Drawback:[/b][/u]
Reiatsu cost.[/spoiler]
{Aka no Kōkei (赤の光景 - 'Red Spectacle')}Technique Name: Aka no Kōkei (赤の光景 - 'Red Spectacle')
Class: 8-1
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: By focusing on the eyes, users of Aka no Kōkei are able to enhance their sensory capabilities by a small margin. This technique comes in two separate variants; one Spiritual, and one Physical, chosen upon learning the technique. Both function identically to one another, but come with different costs and drawbacks. When mastered, both variants of Aka no Kōkei are available for use interchangeably with one another as the user sees fit.
What Aka no Kōkei does is rather simple; it allows the user the ability to perceive the world around them in a different light; both literally and figuratively. While active, Aka no Kōkei tints the user's vision red as their eyes visibly change; the user's irises will turn a bright red, and sclera jet black. This change lasts for the full duration of this technique. During this technique's duration, provided the user has Skill Points currently unspent, they will be able to redeem a number of those points for temporary points in Battle Focus; up to one Rank for Classes 8-6, two Ranks for Classes 5-2, and three Ranks for Class 1. At any point, users of Aka no Kōkei can choose to activate in one or both eyes, and/or use this technique cinematically. With Mastery of this technique, users can opt into keeping their sclera white.
How to use technique: Either channel Reiatsu into the eyes for the Spiritual variant, or tense the muscles around the eyes for the Physical variant.
Technique Drawbacks: Given this technique puts such a strain on the user's vision, their Senses are treated as 10% lower than they normally are for the duration of this technique, when relying on sight. Attacks made against the eyes with this technique active are doubly as effective. The Spiritual variant of this technique costs 75 reiatsu per post to maintain, whereas the Physical variant will slowly eat away at the user's physical stamina, and requires 1 Rank in Bleeding Tolerance. When used cinematically, this technique has no cost nor drawbacks, but does not gain any of the benefits listed above and instead only changes the appearance of the user's eyes. Costs 75 TTP per stage to learn, and learning this technique teaches every Class.
Made By: Charlotte & Serenity Buckner
Reserved?: No
Class: 8-1
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: By focusing on the eyes, users of Aka no Kōkei are able to enhance their sensory capabilities by a small margin. This technique comes in two separate variants; one Spiritual, and one Physical, chosen upon learning the technique. Both function identically to one another, but come with different costs and drawbacks. When mastered, both variants of Aka no Kōkei are available for use interchangeably with one another as the user sees fit.
What Aka no Kōkei does is rather simple; it allows the user the ability to perceive the world around them in a different light; both literally and figuratively. While active, Aka no Kōkei tints the user's vision red as their eyes visibly change; the user's irises will turn a bright red, and sclera jet black. This change lasts for the full duration of this technique. During this technique's duration, provided the user has Skill Points currently unspent, they will be able to redeem a number of those points for temporary points in Battle Focus; up to one Rank for Classes 8-6, two Ranks for Classes 5-2, and three Ranks for Class 1. At any point, users of Aka no Kōkei can choose to activate in one or both eyes, and/or use this technique cinematically. With Mastery of this technique, users can opt into keeping their sclera white.
How to use technique: Either channel Reiatsu into the eyes for the Spiritual variant, or tense the muscles around the eyes for the Physical variant.
Technique Drawbacks: Given this technique puts such a strain on the user's vision, their Senses are treated as 10% lower than they normally are for the duration of this technique, when relying on sight. Attacks made against the eyes with this technique active are doubly as effective. The Spiritual variant of this technique costs 75 reiatsu per post to maintain, whereas the Physical variant will slowly eat away at the user's physical stamina, and requires 1 Rank in Bleeding Tolerance. When used cinematically, this technique has no cost nor drawbacks, but does not gain any of the benefits listed above and instead only changes the appearance of the user's eyes. Costs 75 TTP per stage to learn, and learning this technique teaches every Class.
Made By: Charlotte & Serenity Buckner
Reserved?: No
{Code for Tech}
[spoiler]{Aka no Kōkei (赤の光景 - 'Red Spectacle')}[u][b]Technique Name:[/b][/u] Aka no Kōkei (赤の光景 - 'Red Spectacle')
[u][b]Class:[/b][/u] 8-1
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] By focusing on the eyes, users of Aka no Kōkei are able to enhance their sensory capabilities by a small margin. This technique comes in two separate variants; one Spiritual, and one Physical, chosen upon learning the technique. Both function identically to one another, but come with different costs and drawbacks. When mastered, both variants of Aka no Kōkei are available for use interchangeably with one another as the user sees fit.
What Aka no Kōkei does is rather simple; it allows the user the ability to perceive the world around them in a different light; both literally and figuratively. While active, Aka no Kōkei tints the user's vision red as their eyes visibly change; the user's irises will turn a bright red, and sclera jet black. This change lasts for the full duration of this technique. During this technique's duration, provided the user has Skill Points currently unspent, they will be able to redeem a number of those points for temporary points in Battle Focus; up to one Rank for Classes 8-6, two Ranks for Classes 5-2, and three Ranks for Class 1. At any point, users of Aka no Kōkei can choose to activate in one or both eyes, and/or use this technique cinematically. With Mastery of this technique, users can opt into keeping their sclera white.
[u][b]How to use technique:[/b][/u] Either channel Reiatsu into the eyes for the Spiritual variant, or tense the muscles around the eyes for the Physical variant.
[u][b]Technique Drawbacks:[/b][/u] Given this technique puts such a strain on the user's vision, their Senses are treated as 10% lower than they normally are for the duration of this technique, when relying on sight. Attacks made against the eyes with this technique active are doubly as effective. The Spiritual variant of this technique costs 75 reiatsu per post to maintain, whereas the Physical variant will slowly eat away at the user's physical stamina, and requires 1 Rank in Bleeding Tolerance. When used cinematically, this technique has no cost nor drawbacks, but does not gain any of the benefits listed above and instead only changes the appearance of the user's eyes. Costs 75 TTP per stage to learn, and learning this technique teaches every Class.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] No[/spoiler]
{Aka no Buki (赤の武器 - 'Red Weapon')}Technique Name: Aka no Buki (赤の武器 - 'Red Weapon')
Class: 4
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: Aka no Buki acts as an extension of Aka no Kōkei, allowing a user to take greater control over their own body in order to create some form of natural weapon from their own blood. This can range from a set of pseudo-liquid wings, a set of bloodied tendrils, or really anything in between. Up to four of these weapons can be manifested at once, and cannot extend more than triple the user’s base arm-length. These weapons created have a durability and cutting ability equal to the user’s Strength or Reiatsu Strength (or Spiritual Pressure, when released).
When damaged, these weapons will take half the OS of the attack used against them toward their durability damage. For every point in Bleeding Tolerance that the user has, these weapons will restore 10%/20%/30%/50% of their maximum durability every post, as the user’s blood continues to spread throughout these weapons.
How to use technique: Either channel Reiatsu into the user’s back or shoulders for the Spiritual variant, or flex enough to pop blood vessels for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post to maintain said weapon, whereas the Physical variant costs stamina and requires 2 Ranks in Bleeding Tolerance. This weapon’s form is chosen on taking the tech, to be described in the user’s point bank, and cannot be changed. This weapon still has nerves from the user, so users will experience pain coming from the damage to said weapon; having an Aka no Buki weapon cut in half is akin to losing a limb, and will require pain-mitigatory skills appropriate to resisting that. Requires Aka no Kōkei at Learned at the minimum.
Made By: Charlotte & Serenity Buckner
Reserved?: No
Class: 4
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: Aka no Buki acts as an extension of Aka no Kōkei, allowing a user to take greater control over their own body in order to create some form of natural weapon from their own blood. This can range from a set of pseudo-liquid wings, a set of bloodied tendrils, or really anything in between. Up to four of these weapons can be manifested at once, and cannot extend more than triple the user’s base arm-length. These weapons created have a durability and cutting ability equal to the user’s Strength or Reiatsu Strength (or Spiritual Pressure, when released).
When damaged, these weapons will take half the OS of the attack used against them toward their durability damage. For every point in Bleeding Tolerance that the user has, these weapons will restore 10%/20%/30%/50% of their maximum durability every post, as the user’s blood continues to spread throughout these weapons.
How to use technique: Either channel Reiatsu into the user’s back or shoulders for the Spiritual variant, or flex enough to pop blood vessels for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post to maintain said weapon, whereas the Physical variant costs stamina and requires 2 Ranks in Bleeding Tolerance. This weapon’s form is chosen on taking the tech, to be described in the user’s point bank, and cannot be changed. This weapon still has nerves from the user, so users will experience pain coming from the damage to said weapon; having an Aka no Buki weapon cut in half is akin to losing a limb, and will require pain-mitigatory skills appropriate to resisting that. Requires Aka no Kōkei at Learned at the minimum.
Made By: Charlotte & Serenity Buckner
Reserved?: No
{Code for Tech}
[spoiler]{Aka no Buki (赤の武器 - 'Red Weapon')}[u][b]Technique Name:[/b][/u] Aka no Buki (赤の武器 - 'Red Weapon')
[u][b]Class:[/b][/u] 4
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] Aka no Buki acts as an extension of Aka no Kōkei, allowing a user to take greater control over their own body in order to create some form of natural weapon from their own blood. This can range from a set of pseudo-liquid wings, a set of bloodied tendrils, or really anything in between. Up to four of these weapons can be manifested at once, and cannot extend more than triple the user’s base arm-length. These weapons created have a durability and cutting ability equal to the user’s Strength or Reiatsu Strength (or Spiritual Pressure, when released).
When damaged, these weapons will take half the OS of the attack used against them toward their durability damage. For every point in Bleeding Tolerance that the user has, these weapons will restore 10%/20%/30%/50% of their maximum durability every post, as the user’s blood continues to spread throughout these weapons.
[u][b]How to use technique:[/b][/u] Either channel Reiatsu into the user’s back or shoulders for the Spiritual variant, or flex enough to pop blood vessels for the Physical variant.
[u][b]Technique Drawbacks:[/b][/u] Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post to maintain said weapon, whereas the Physical variant costs stamina and requires 2 Ranks in Bleeding Tolerance. This weapon’s form is chosen on taking the tech, to be described in the user’s point bank, and cannot be changed. This weapon still has nerves from the user, so users will experience pain coming from the damage to said weapon; having an Aka no Buki weapon cut in half is akin to losing a limb, and will require pain-mitigatory skills appropriate to resisting that. Requires Aka no Kōkei at Learned at the minimum.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] No[/spoiler]
{Aka no Dangan (赤の弾丸 - 'Red Bullet')}Technique Name: Aka no Dangan (赤の弾丸 - 'Red Bullet')
Class: 3-2
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: A further extension of Aka no Buki, this technique allows the user to sacrifice durability in order to fire off crystalline projectiles from the user’s natural weapon. This technique can either fire off a small number of these projectiles for a quick moment via the Class 3 variant, or can fire a rain of these crystals for multiple posts (minimum of 2) at a time via the Class 2 variant. These crystals have the same Offensive Strength as the natural weapons created from Aka no Buki, but possess 10% of the durability, and do not regenerate. Mastery of this technique increases that to 20%, and these projectiles last until the end of the post they’re fired in before dissolving into the blood used to create these.
How to use technique: Either channel Reiatsu into the user’s Aka no Buki for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 50 reiatsu and 10% of Aka no Buki’s maximum durability for the Class 3 version, and 150 reiatsu and 20% of Aka no Buki’s maximum durability every post for the Class 2 version. The Physical variant costs 30% of Aka no Buki’s maximum durability and stamina for the Class 3 version, and 40% of Aka no Buki’s maximum durability and stamina per post for the Class 2 version.
The Class 3 version of this technique can only be used 2 times in the span of 2 posts before the user succumbs to blood loss, with each Rank of Bleeding Tolerance the user has increasing the number of times it can be used by 1 per Rank. The Class 2 version of this technique can only be maintained for two consecutive posts before the user succumbs to blood loss, with each Rank of Bleeding Tolerance the user has increasing this amount by 1 additional post for every Rank after the second. Requires Aka no Buki at Learned at the minimum.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
Class: 3-2
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: A further extension of Aka no Buki, this technique allows the user to sacrifice durability in order to fire off crystalline projectiles from the user’s natural weapon. This technique can either fire off a small number of these projectiles for a quick moment via the Class 3 variant, or can fire a rain of these crystals for multiple posts (minimum of 2) at a time via the Class 2 variant. These crystals have the same Offensive Strength as the natural weapons created from Aka no Buki, but possess 10% of the durability, and do not regenerate. Mastery of this technique increases that to 20%, and these projectiles last until the end of the post they’re fired in before dissolving into the blood used to create these.
How to use technique: Either channel Reiatsu into the user’s Aka no Buki for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 50 reiatsu and 10% of Aka no Buki’s maximum durability for the Class 3 version, and 150 reiatsu and 20% of Aka no Buki’s maximum durability every post for the Class 2 version. The Physical variant costs 30% of Aka no Buki’s maximum durability and stamina for the Class 3 version, and 40% of Aka no Buki’s maximum durability and stamina per post for the Class 2 version.
The Class 3 version of this technique can only be used 2 times in the span of 2 posts before the user succumbs to blood loss, with each Rank of Bleeding Tolerance the user has increasing the number of times it can be used by 1 per Rank. The Class 2 version of this technique can only be maintained for two consecutive posts before the user succumbs to blood loss, with each Rank of Bleeding Tolerance the user has increasing this amount by 1 additional post for every Rank after the second. Requires Aka no Buki at Learned at the minimum.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
{Code for Tech}
[spoiler]{Aka no Dangan (赤の弾丸 - 'Red Bullet')}[u][b]Technique Name:[/b][/u] Aka no Dangan (赤の弾丸 - 'Red Bullet')
[u][b]Class:[/b][/u] 3-2
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] A further extension of Aka no Buki, this technique allows the user to sacrifice durability in order to fire off crystalline projectiles from the user’s natural weapon. This technique can either fire off a small number of these projectiles for a quick moment via the Class 3 variant, or can fire a rain of these crystals for multiple posts (minimum of 2) at a time via the Class 2 variant. These crystals have the same Offensive Strength as the natural weapons created from Aka no Buki, but possess 10% of the durability, and do not regenerate. Mastery of this technique increases that to 20%, and these projectiles last until the end of the post they’re fired in before dissolving into the blood used to create these.
[u][b]How to use technique:[/b][/u] Either channel Reiatsu into the user’s Aka no Buki for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
[u][b]Technique Drawbacks:[/b][/u] Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 50 reiatsu and 10% of Aka no Buki’s maximum durability for the Class 3 version, and 150 reiatsu and 20% of Aka no Buki’s maximum durability every post for the Class 2 version. The Physical variant costs 30% of Aka no Buki’s maximum durability and stamina for the Class 3 version, and 40% of Aka no Buki’s maximum durability and stamina per post for the Class 2 version.
The Class 3 version of this technique can only be used 2 times in the span of 2 posts before the user succumbs to blood loss, with each Rank of Bleeding Tolerance the user has increasing the number of times it can be used by 1 per Rank. The Class 2 version of this technique can only be maintained for two consecutive posts before the user succumbs to blood loss, with each Rank of Bleeding Tolerance the user has increasing this amount by 1 additional post for every Rank after the second. Requires Aka no Buki at Learned at the minimum.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] No.[/spoiler]
{Aka no Tate (赤の盾 - 'Red Shield')}Technique Name: Aka no Tate (赤の盾 - 'Red Shield')
Class: 3
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: A further extension of Aka no Buki, this technique allows the user to temporarily harden their natural weapon in order to form a more formidable defensive option for them. By activating Aka no Tate, the user focuses more of their own blood to circulate through their Aka no Buki, making it hyper-durable. When their Aka no Buki is struck by an incoming attack, that attack’s OS is reduced by half before calculating damage done to the Aka no Buki as normal. This technique lasts until deactivated.
How to use technique: Either channel Reiatsu into the user’s Aka no Buki for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post it remains active. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. While this technique is active, any other techniques in the Aka no Kōkei series require one additional Rank in Bleeding Tolerance to use, including the Spiritual variants. While the Aka no Buki used to defend may have an increase to durability, the blood being focused into it means the user’s body has less; wounds that break skin are twice as effective, bleed twice as badly, and push the user to suffering from blood loss twice as quickly while this technique is active. This technique cannot be maintained at the same time as Aka no Dangan’s Class 2 variant. Requires Aka no Buki at Learned at the minimum.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
Class: 3
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: A further extension of Aka no Buki, this technique allows the user to temporarily harden their natural weapon in order to form a more formidable defensive option for them. By activating Aka no Tate, the user focuses more of their own blood to circulate through their Aka no Buki, making it hyper-durable. When their Aka no Buki is struck by an incoming attack, that attack’s OS is reduced by half before calculating damage done to the Aka no Buki as normal. This technique lasts until deactivated.
How to use technique: Either channel Reiatsu into the user’s Aka no Buki for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post it remains active. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. While this technique is active, any other techniques in the Aka no Kōkei series require one additional Rank in Bleeding Tolerance to use, including the Spiritual variants. While the Aka no Buki used to defend may have an increase to durability, the blood being focused into it means the user’s body has less; wounds that break skin are twice as effective, bleed twice as badly, and push the user to suffering from blood loss twice as quickly while this technique is active. This technique cannot be maintained at the same time as Aka no Dangan’s Class 2 variant. Requires Aka no Buki at Learned at the minimum.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
{Code for Tech}
[spoiler]{Aka no Tate (赤の盾 - 'Red Shield')}[u][b]Technique Name:[/b][/u] Aka no Tate (赤の盾 - 'Red Shield')
[u][b]Class:[/b][/u] 3
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] A further extension of Aka no Buki, this technique allows the user to temporarily harden their natural weapon in order to form a more formidable defensive option for them. By activating Aka no Tate, the user focuses more of their own blood to circulate through their Aka no Buki, making it hyper-durable. When their Aka no Buki is struck by an incoming attack, that attack’s OS is reduced by half before calculating damage done to the Aka no Buki as normal. This technique lasts until deactivated.
[u][b]How to use technique:[/b][/u] Either channel Reiatsu into the user’s Aka no Buki for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
[u][b]Technique Drawbacks:[/b][/u] Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post it remains active. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. While this technique is active, any other techniques in the Aka no Kōkei series require one additional Rank in Bleeding Tolerance to use, including the Spiritual variants. While the Aka no Buki used to defend may have an increase to durability, the blood being focused into it means the user’s body has less; wounds that break skin are twice as effective, bleed twice as badly, and push the user to suffering from blood loss twice as quickly while this technique is active. This technique cannot be maintained at the same time as Aka no Dangan’s Class 2 variant. Requires Aka no Buki at Learned at the minimum.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] No.[/spoiler]
{Aka no Hōtai (赤の包帯 - 'Red Bandage')}Technique Name: Aka no Hōtai (赤の包帯 - 'Red Bandage')
Class: 8-1
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: An extension of Aka no Kōkei, this technique allows the user to circulate the blood that would be manipulated from Aka no Buki throughout their body for a temporary metabolic boost. While active, Aka no Hōtai will help the user shrug off light injury to keep them in the fight. Minor cuts and scrapes will passively heal themselves over the course of a post. Similarly to its parent technique, Aka no Hōtai also allows the user to spend unspent SkP in exactly the same fashion, with exactly the same limits, though on Damage Recovery instead of Battle Focus. One Rank for Classes 8-6, two Ranks for Classes 5-2, and three Ranks for Class 1.
How to use technique: Either channel Reiatsu into the user’s body for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post it remains active. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. While this technique is active, Aka no Kōkei cannot be used non-cinematically, and Aka no Buki’s Offensive capabilities are reduced by 50%. This technique requires Aka no Kōkei at Learned at minimum. Costs 80 TTP for each stage, and grants all Classes when learned.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
Class: 8-1
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: An extension of Aka no Kōkei, this technique allows the user to circulate the blood that would be manipulated from Aka no Buki throughout their body for a temporary metabolic boost. While active, Aka no Hōtai will help the user shrug off light injury to keep them in the fight. Minor cuts and scrapes will passively heal themselves over the course of a post. Similarly to its parent technique, Aka no Hōtai also allows the user to spend unspent SkP in exactly the same fashion, with exactly the same limits, though on Damage Recovery instead of Battle Focus. One Rank for Classes 8-6, two Ranks for Classes 5-2, and three Ranks for Class 1.
How to use technique: Either channel Reiatsu into the user’s body for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post it remains active. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. While this technique is active, Aka no Kōkei cannot be used non-cinematically, and Aka no Buki’s Offensive capabilities are reduced by 50%. This technique requires Aka no Kōkei at Learned at minimum. Costs 80 TTP for each stage, and grants all Classes when learned.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
{Code for Tech}
[spoiler]{Aka no Hōtai (赤の包帯 - 'Red Bandage')}[u][b]Technique Name:[/b][/u] Aka no Hōtai (赤の包帯 - 'Red Bandage')
[u][b]Class:[/b][/u] 8-1
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] An extension of Aka no Kōkei, this technique allows the user to circulate the blood that would be manipulated from Aka no Buki throughout their body for a temporary metabolic boost. While active, Aka no Hōtai will help the user shrug off light injury to keep them in the fight. Minor cuts and scrapes will passively heal themselves over the course of a post. Similarly to its parent technique, Aka no Hōtai also allows the user to spend unspent SkP in exactly the same fashion, with exactly the same limits, though on Damage Recovery instead of Battle Focus. One Rank for Classes 8-6, two Ranks for Classes 5-2, and three Ranks for Class 1.
[u][b]How to use technique:[/b][/u] Either channel Reiatsu into the user’s body for the Spiritual variant, or flex enough to pop blood vessels in the user’s Aka no Buki for the Physical variant.
[u][b]Technique Drawbacks:[/b][/u] Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 100 reiatsu every post it remains active. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. While this technique is active, Aka no Kōkei cannot be used non-cinematically, and Aka no Buki’s Offensive capabilities are reduced by 50%. This technique requires Aka no Kōkei at Learned at minimum. Costs 80 TTP for each stage, and grants all Classes when learned.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] No.[/spoiler]
{Aka no Kyōen (赤の包帯 - 'Red Feast')}Technique Name: Aka no Kyōen (赤の包帯 - 'Red Feast')
Class: 2
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: An extension of Aka no Hōtai, this technique takes the user’s regenerative capabilities and pushes them a step further, for a rather costly price. For those of Hollow lineage, this might prove easy, but for others? Such a technique might be too much for them to stomach. By actively consuming the flesh of another living, or recently deceased being, the user is able to give themselves a second wind, and patch up heavier injuries. Deeper cuts and lacerations will heal themselves over the course of a post, but things like limb-loss and organ damage will not be healed, but mutilated limbs can be fixed so long as they remain attached to the body.
How to use technique: Simply consume the flesh of another being.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 150 reiatsu to activate. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. This technique requires Aka no Hōtai at Proficient at minimum, and active when using Aka no Kyōen.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
Class: 2
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: An extension of Aka no Hōtai, this technique takes the user’s regenerative capabilities and pushes them a step further, for a rather costly price. For those of Hollow lineage, this might prove easy, but for others? Such a technique might be too much for them to stomach. By actively consuming the flesh of another living, or recently deceased being, the user is able to give themselves a second wind, and patch up heavier injuries. Deeper cuts and lacerations will heal themselves over the course of a post, but things like limb-loss and organ damage will not be healed, but mutilated limbs can be fixed so long as they remain attached to the body.
How to use technique: Simply consume the flesh of another being.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 150 reiatsu to activate. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. This technique requires Aka no Hōtai at Proficient at minimum, and active when using Aka no Kyōen.
Made By: Charlotte & Serenity Buckner
Reserved?: No.
{Code for Tech}
[spoiler]{Aka no Kyōen (赤の包帯 - 'Red Feast')}[u][b]Technique Name:[/b][/u] Aka no Kyōen (赤の包帯 - 'Red Feast')
[u][b]Class:[/b][/u] 2
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] An extension of Aka no Hōtai, this technique takes the user’s regenerative capabilities and pushes them a step further, for a rather costly price. For those of Hollow lineage, this might prove easy, but for others? Such a technique might be too much for them to stomach. By actively consuming the flesh of another living, or recently deceased being, the user is able to give themselves a second wind, and patch up heavier injuries. Deeper cuts and lacerations will heal themselves over the course of a post, but things like limb-loss and organ damage will not be healed, but mutilated limbs can be fixed so long as they remain attached to the body.
[u][b]How to use technique:[/b][/u] Simply consume the flesh of another being.
[u][b]Technique Drawbacks:[/b][/u] Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 150 reiatsu to activate. The Physical variant costs stamina every post it remains active, and requires 3 Ranks in Bleeding Tolerance. This technique requires Aka no Hōtai at Proficient at minimum, and active when using Aka no Kyōen.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] No.[/spoiler]
{Aka no Akuma (赤の悪魔 - 'Red Demon')}Technique Name: Aka no Akuma (赤の悪魔 - 'Red Demon')
Class: 2
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: More of an evolution than an extension of Aka no Buki, this technique allow the user to coat themselves in their Aka no Buki, making it much stronger, much more durable, and all-around much more effective in combat. Upon activation of Aka no Akuma, the user restructures their own blood and body to assume a new form; practically transcendent of the user's original form. While in Aka no Akuma, the user maintains all of the benefits from Aka no Buki, with a few changes. Instead of the limit on weapons, the user's body becomes their own natural weapon; it is something fully-encompassing, acting both as weapon and armor. This form is chosen upon taking the technique, and cannot be changed later.
While in Aka no Akuma, instead of Durability equaling the user's Offensive Stat of choice, it instead equals triple the Offensive Stat, making them far more durable than they'd otherwise have the option to be. Range on these weapons are doubled from what they'd be in Aka no Buki. This form can increase in size, up to double the user's normal height, and be maintained even if they don't meet the Strength requirements, as long as it remains less than 40 feet in height. While in this form, one technique in the Aka no Kōkei series can be maintained by the user, completely free of cost.
How to use technique: Activate Aka no Buki as normal, but take it a step further and encompass the body.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 200 reiatsu every post, and 3 Ranks in Bleeding Tolerance. The Physical variant costs stamina every post it remains active, and requires 4 Ranks in Bleeding Tolerance. This technique requires Aka no Buki & Aka no Kōkei, both at Mastered. Aka no Akuma cannot be used in conjunction with the user's release at all.
Made By: Charlotte & Serenity Buckner
Reserved?: Yes.
Class: 2
Technique Type: General Physical/General Spiritual
Usable By: All Races.
Technique Element: Blood/Body
Technique Description and Effects: More of an evolution than an extension of Aka no Buki, this technique allow the user to coat themselves in their Aka no Buki, making it much stronger, much more durable, and all-around much more effective in combat. Upon activation of Aka no Akuma, the user restructures their own blood and body to assume a new form; practically transcendent of the user's original form. While in Aka no Akuma, the user maintains all of the benefits from Aka no Buki, with a few changes. Instead of the limit on weapons, the user's body becomes their own natural weapon; it is something fully-encompassing, acting both as weapon and armor. This form is chosen upon taking the technique, and cannot be changed later.
While in Aka no Akuma, instead of Durability equaling the user's Offensive Stat of choice, it instead equals triple the Offensive Stat, making them far more durable than they'd otherwise have the option to be. Range on these weapons are doubled from what they'd be in Aka no Buki. This form can increase in size, up to double the user's normal height, and be maintained even if they don't meet the Strength requirements, as long as it remains less than 40 feet in height. While in this form, one technique in the Aka no Kōkei series can be maintained by the user, completely free of cost.
How to use technique: Activate Aka no Buki as normal, but take it a step further and encompass the body.
Technique Drawbacks: Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 200 reiatsu every post, and 3 Ranks in Bleeding Tolerance. The Physical variant costs stamina every post it remains active, and requires 4 Ranks in Bleeding Tolerance. This technique requires Aka no Buki & Aka no Kōkei, both at Mastered. Aka no Akuma cannot be used in conjunction with the user's release at all.
Made By: Charlotte & Serenity Buckner
Reserved?: Yes.
{Code for Tech}
[spoiler]{Aka no Akuma (赤の悪魔 - 'Red Demon')}[u][b]Technique Name:[/b][/u] Aka no Akuma (赤の悪魔 - 'Red Demon')
[u][b]Class:[/b][/u] 2
[u][b]Technique Type:[/b][/u] General Physical/General Spiritual
[u][b]Usable By:[/b][/u] All Races.
[u][b]Technique Element:[/b][/u] Blood/Body
[u][b]Technique Description and Effects:[/b][/u] More of an evolution than an extension of Aka no Buki, this technique allow the user to coat themselves in their Aka no Buki, making it much stronger, much more durable, and all-around much more effective in combat. Upon activation of Aka no Akuma, the user restructures their own blood and body to assume a new form; practically transcendent of the user's original form. While in Aka no Akuma, the user maintains all of the benefits from Aka no Buki, with a few changes. Instead of the limit on weapons, the user's body becomes their own natural weapon; it is something fully-encompassing, acting both as weapon and armor. This form is chosen upon taking the technique, and cannot be changed later.
While in Aka no Akuma, instead of Durability equaling the user's Offensive Stat of choice, it instead equals triple the Offensive Stat, making them far more durable than they'd otherwise have the option to be. Range on these weapons are doubled from what they'd be in Aka no Buki. This form can increase in size, up to double the user's normal height, and be maintained even if they don't meet the Strength requirements, as long as it remains less than 40 feet in height. While in this form, one technique in the Aka no Kōkei series can be maintained by the user, completely free of cost.
[u][b]How to use technique:[/b][/u] Activate Aka no Buki as normal, but take it a step further and encompass the body.
[u][b]Technique Drawbacks:[/b][/u] Like Aka no Kōkei, this technique has both a Physical and Spiritual variant, with one chosen on Learned and both gained on Mastered. The Spiritual variant costs 200 reiatsu every post, and 3 Ranks in Bleeding Tolerance. The Physical variant costs stamina every post it remains active, and requires 4 Ranks in Bleeding Tolerance. This technique requires Aka no Buki & Aka no Kōkei, both at Mastered. Aka no Akuma cannot be used in conjunction with the user's release at all.
[u][b]Made By:[/b][/u] Charlotte & Serenity Buckner
[u][b]Reserved?:[/b][/u] Yes.[/spoiler]
{Cavidad}
Technique Name: Cavidad
Class: 5
Technique Type: Garganta Technique
Usable By: Hollows
Technique Element: Space
Technique Description and Effects:
Essentially the lesser cousin of Garganta, this is a Garganta that goes nowhere. The user creates a small tear in spacetime, which extends into a pocket of the void that exists for up to five posts in duration. Slipping into this featureless space, the user excises their self and up to three other non-hostile targets from the physical reality they would normally be a part of. While within this void, the characters may interact with one another normally, as if they shared a large room and are difficult to perceive, requiring at least 100 Energy Sensory to detect them. The user is able to create an exit point from the cavity within as many feet of their location as their Reiatsu Strength, giving them enhanced mobility in using the cavity for escape or more clever uses.
How to use technique:
The cavity opens at the user's will, assisted by the dispersal of reiatsu into space.
Technique Drawbacks:
The user is fundamentally disconnected from reality, and cannot interact with the space around them except by spending reiatsu. They may move the location of the cavity only with stepping techniques. By knowing where the cavity is, any character may move into the space created by spending 50 reiatsu as a part of a movement. A character may resist being pulled into the cavity at will.
Technique Name: Cavidad
Class: 5
Technique Type: Garganta Technique
Usable By: Hollows
Technique Element: Space
Technique Description and Effects:
Essentially the lesser cousin of Garganta, this is a Garganta that goes nowhere. The user creates a small tear in spacetime, which extends into a pocket of the void that exists for up to five posts in duration. Slipping into this featureless space, the user excises their self and up to three other non-hostile targets from the physical reality they would normally be a part of. While within this void, the characters may interact with one another normally, as if they shared a large room and are difficult to perceive, requiring at least 100 Energy Sensory to detect them. The user is able to create an exit point from the cavity within as many feet of their location as their Reiatsu Strength, giving them enhanced mobility in using the cavity for escape or more clever uses.
How to use technique:
The cavity opens at the user's will, assisted by the dispersal of reiatsu into space.
Technique Drawbacks:
The user is fundamentally disconnected from reality, and cannot interact with the space around them except by spending reiatsu. They may move the location of the cavity only with stepping techniques. By knowing where the cavity is, any character may move into the space created by spending 50 reiatsu as a part of a movement. A character may resist being pulled into the cavity at will.
{Code for Tech}
[spoiler]{Cavidad}
[b][u]Technique Name:[/u][/b] Cavidad
[b][u]Class:[/u][/b] 5
[b][u]Technique Type:[/u][/b] Garganta Technique
[b][u]Usable By:[/u][/b] Hollows
[b][u]Technique Element:[/u][/b] Space
[b][u]Technique Description and Effects:[/u][/b]
Essentially the lesser cousin of Garganta, this is a Garganta that goes nowhere. The user creates a small tear in spacetime, which extends into a pocket of the void that exists for up to five posts in duration. Slipping into this featureless space, the user excises their self and up to three other non-hostile targets from the physical reality they would normally be a part of. While within this void, the characters may interact with one another normally, as if they shared a large room and are difficult to perceive, requiring at least 100 Energy Sensory to detect them. The user is able to create an exit point from the cavity within as many feet of their location as their Reiatsu Strength, giving them enhanced mobility in using the cavity for escape or more clever uses.
[b][u]How to use technique:[/u][/b]
The cavity opens at the user's will, assisted by the dispersal of reiatsu into space.
[b][u]Technique Drawbacks:[/u][/b]
The user is fundamentally disconnected from reality, and cannot interact with the space around them except by spending reiatsu. They may move the location of the cavity only with stepping techniques. By knowing where the cavity is, any character may move into the space created by spending 50 reiatsu as a part of a movement. A character may resist being pulled into the cavity at will.[/spoiler]
{Tsukarenai}
Technique Name: Tsukarenai (Tirelessly)
Class: 3
Technique Type: Other
Usable By: All
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
Technique Name: Tsukarenai (Tirelessly)
Class: 3
Technique Type: Other
Usable By: All
Technique Description and Effects: Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
How to use technique: Coat body in Reiatsu and use it to move.
Technique Drawbacks: There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.
{Code for Tech}
[spoiler]{Tsukarenai}
[b][u]Technique Name:[/u][/b] Tsukarenai (Tirelessly)
[b][u]Class:[/u][/b] 3
[b][u]Technique Type:[/u][/b] Other
[b][u]Usable By:[/u][/b] All
[b][u]Technique Description and Effects:[/u][/b] Tsukarenai is a technique that ties ones stamina into their Reiatsu reserves. By flowing Reiatsu over their entire body and creating a thick flexible coat of Reiatsu. Upon doing so, the user can continue to fight without putting a strain on themselves in combat. Depending solely on using their Reiatsu for any form of high speed movement. Any movement that drains stamina will instead tap into their Reiatsu reserves. Starting at 400, the user will be spending 50 Reiatsu per post, increasing by an additional 50 for every 100 in speed. Mastery makes it so the user is only spending 50% of the cost per additional 100 in speed. Step techniques that increase speed beyond 3x cost 25% more Reiatsu when used alongside this technique. Yet they don’t require the constant payment for the speed they give.
[b][u]How to use technique:[/u][/b] Coat body in Reiatsu and use it to move.
[b][u]Technique Drawbacks:[/u][/b] There aren’t many weaknesses for using Tsukarenai but moving at high speeds though not draining stamina can still cause muscle damage and using step techniques can quickly burn the user of their Reiatsu reserves. Types that have stamina drawbacks can't learn this technique at all.[/spoiler]
{Redirection}
Technique Name: Redirection
Class: 3, 2, 1
Technique Type: General Spiritual
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.
Drawbacks: This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Technique Name: Redirection
Class: 3, 2, 1
Technique Type: General Spiritual
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.
Drawbacks: 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.
{Code for Tech}
[spoiler]{Redirection}
[b][u]Technique Name:[/u][/b] Redirection
[b][u]Class:[/u][/b] 3, 2, 1
[b][u]Technique Type:[/u][/b] General Spiritual
[b][u]Technique Element:[/u][/b] None
[b][u]Technique Description and Effects:[/u][/b]
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.
[b][u]How to use technique:[/u][/b] Stated above.
[b][u]Drawbacks:[/u][/b] 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.[/spoiler]
{Cero}
Technique Name: Cero (Zero)
Class: 4
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects:
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique: Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks: Reiatsu cost of 200, despite being class 4.
Technique Name: Cero (Zero)
Class: 4
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects:
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique: Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks: Reiatsu cost of 200, despite being class 4.
{Code for Tech}
[spoiler]{Cero}
[b][u]Technique Name:[/u][/b] Cero (Zero)
[b][u]Class:[/u][/b] 4
[b][u]Technique Type:[/u][/b] Hollow Technique
[b][u]Technique Element:[/u][/b] None
[b][u]Technique Description and Effects:[/u][/b]
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
[b][u]How to use technique:[/u][/b] Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
[b][u]Technique Drawbacks:[/u][/b] Reiatsu cost of 200, despite being class 4.[/spoiler]
{Gran Rey Cero}
Technique Name: Gran Rey Cero (Grand King's Zero)
Class: 2
Technique Type: Hollow Technique
Technique Element: Lightning
Technique Description and Effects:
An Espada-exclusive Cero of such great might that its use is forbidden while under the dome of Las Noches. It requires the user's blood to be used as a sacrifice to activate, but when activated is charged at about the same speed as a regular Cero. It is always blue in color, and appears to have the shape of a razor with several prongs. When fired, it zig zags at the enemy instead of firing in a straight line. While charging speed is the same as Cero, firing speed is three times that of Cero, and the actual destruction potential is twice the user's reiatsu strength.
Furthermore, the explosive power is so high that not even several Cero put together can rival it. This technique also releases a large mass of lightning and electricity not only upon firing, but on impact as well. The ferocity of the Gran Rey Cero is nearly unrivaled.
How to use technique: Fire like a regular Cero, but only after also getting blood on the firing hand from its user. This is usable only by Espada. The secret to its use and why only Espada can use it are both unknown at this present time.
Technique Drawbacks: 400 reiatsu cost and blood sacrifice. Can only be fired once per post, up to four times a day.
Technique Name: Gran Rey Cero (Grand King's Zero)
Class: 2
Technique Type: Hollow Technique
Technique Element: Lightning
Technique Description and Effects:
An Espada-exclusive Cero of such great might that its use is forbidden while under the dome of Las Noches. It requires the user's blood to be used as a sacrifice to activate, but when activated is charged at about the same speed as a regular Cero. It is always blue in color, and appears to have the shape of a razor with several prongs. When fired, it zig zags at the enemy instead of firing in a straight line. While charging speed is the same as Cero, firing speed is three times that of Cero, and the actual destruction potential is twice the user's reiatsu strength.
Furthermore, the explosive power is so high that not even several Cero put together can rival it. This technique also releases a large mass of lightning and electricity not only upon firing, but on impact as well. The ferocity of the Gran Rey Cero is nearly unrivaled.
How to use technique: Fire like a regular Cero, but only after also getting blood on the firing hand from its user. This is usable only by Espada. The secret to its use and why only Espada can use it are both unknown at this present time.
Technique Drawbacks: 400 reiatsu cost and blood sacrifice. Can only be fired once per post, up to four times a day.
{Code for Tech}
[spoiler]{Gran Rey Cero}
[b][u]Technique Name:[/u][/b] Gran Rey Cero (Grand King's Zero)
[b][u]Class:[/u][/b] 2
[b][u]Technique Type:[/u][/b] Hollow Technique
[b][u]Technique Element:[/u][/b] Lightning
[b][u]Technique Description and Effects:[/u][/b]
An Espada-exclusive Cero of such great might that its use is forbidden while under the dome of Las Noches. It requires the user's blood to be used as a sacrifice to activate, but when activated is charged at about the same speed as a regular Cero. It is always blue in color, and appears to have the shape of a razor with several prongs. When fired, it zig zags at the enemy instead of firing in a straight line. While charging speed is the same as Cero, firing speed is three times that of Cero, and the actual destruction potential is twice the user's reiatsu strength.
Furthermore, the explosive power is so high that not even several Cero put together can rival it. This technique also releases a large mass of lightning and electricity not only upon firing, but on impact as well. The ferocity of the Gran Rey Cero is nearly unrivaled.
[b][u]How to use technique:[/u][/b] Fire like a regular Cero, but only after also getting blood on the firing hand from its user. This is usable only by Espada. The secret to its use and why only Espada can use it are both unknown at this present time.
[b][u]Technique Drawbacks:[/u][/b] 400 reiatsu cost and blood sacrifice. Can only be fired once per post, up to four times a day.[/spoiler]
{Cero Deslumbrante}
Technique Name: Cero Deslumbrante (Blinding White Cero)
Class: 2
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects:
This technique is usable only by Arrancar in their released form. It has the same speed, firing power, explosive potential, and charge time as a Cero Oscuras. The techniques are nearly identical, but this one is considered superior because it first blinds the opponent with a bright flash, and then as it approaches it strips away all darkness from their surroundings, instantly illuminating everything on its way.
How to use technique: Fire like a regular Cero.
Technique Drawbacks: 400 reiatsu cost.
Technique Name: Cero Deslumbrante (Blinding White Cero)
Class: 2
Technique Type: Hollow Technique
Technique Element: None
Technique Description and Effects:
This technique is usable only by Arrancar in their released form. It has the same speed, firing power, explosive potential, and charge time as a Cero Oscuras. The techniques are nearly identical, but this one is considered superior because it first blinds the opponent with a bright flash, and then as it approaches it strips away all darkness from their surroundings, instantly illuminating everything on its way.
How to use technique: Fire like a regular Cero.
Technique Drawbacks: 400 reiatsu cost.
{Code for Tech}
[spoiler]{Cero Deslumbrante}
[b][u]Technique Name:[/u][/b] Cero Deslumbrante (Blinding White Cero)
[b][u]Class:[/u][/b] 2
[b][u]Technique Type:[/u][/b] Hollow Technique
[b][u]Technique Element:[/u][/b] None
[b][u]Technique Description and Effects:[/u][/b]
This technique is usable only by Arrancar in their released form. It has the same speed, firing power, explosive potential, and charge time as a Cero Oscuras. The techniques are nearly identical, but this one is considered superior because it first blinds the opponent with a bright flash, and then as it approaches it strips away all darkness from their surroundings, instantly illuminating everything on its way.
[b][u]How to use technique:[/u][/b] Fire like a regular Cero.
[b][u]Technique Drawbacks:[/u][/b] 400 reiatsu cost.[/spoiler]
{Electrica}
Technique Name: Electrica
Class: 6,4,3
Technique Type: Hollow Technique
Technique Element: Lightning
Technique Description and Effects:
Adalo De-Mona created this technique for low level engagement. It turns either Bala, Cero, or Cero Deslumbrante into electricity on the arm or the sword. It can take the form of electricity sparking across either or both. This gives numbing capacity to all physical attacks, or electrocution of wet enemies. It can conduct lightning through water. It is most importantly known for creation of a shifting bolt of lightning as a blade from the hand or weapon. The blade has the electric properties and can cut reiatsu from the opponent. It is most important for being able to shoot out if it is Bala (only). If it is Cero Deslumbrante, doubling the cost will let it fire into the air (one hundred yards) and bring down a lightning bolt at Cero speed on an opponent as a guided attack.
How to use technique: It can instantly form from the reiatsu that is used to generate the other attacks. Another application is if the enemy's body is pierced by a hand coated in the lightning, the nerves can be electrocuted. (Cero only)
Drawbacks: It exists for 6 posts at a time, and is two yards long. It can burn the hand that uses it, and it has a drain of stamina and reiatsu.
Technique Name: Electrica
Class: 6,4,3
Technique Type: Hollow Technique
Technique Element: Lightning
Technique Description and Effects:
Adalo De-Mona created this technique for low level engagement. It turns either Bala, Cero, or Cero Deslumbrante into electricity on the arm or the sword. It can take the form of electricity sparking across either or both. This gives numbing capacity to all physical attacks, or electrocution of wet enemies. It can conduct lightning through water. It is most importantly known for creation of a shifting bolt of lightning as a blade from the hand or weapon. The blade has the electric properties and can cut reiatsu from the opponent. It is most important for being able to shoot out if it is Bala (only). If it is Cero Deslumbrante, doubling the cost will let it fire into the air (one hundred yards) and bring down a lightning bolt at Cero speed on an opponent as a guided attack.
How to use technique: It can instantly form from the reiatsu that is used to generate the other attacks. Another application is if the enemy's body is pierced by a hand coated in the lightning, the nerves can be electrocuted. (Cero only)
Drawbacks: It exists for 6 posts at a time, and is two yards long. It can burn the hand that uses it, and it has a drain of stamina and reiatsu.
{Code for Tech}
[spoiler]{Electrica}
[b][u]Technique Name:[/u][/b] Electrica
[b][u]Class:[/u][/b] 6,4,3
[b][u]Technique Type:[/u][/b] Hollow Technique
[b][u]Technique Element:[/u][/b] Lightning
[b][u]Technique Description and Effects:[/u][/b]
Adalo De-Mona created this technique for low level engagement. It turns either Bala, Cero, or Cero Deslumbrante into electricity on the arm or the sword. It can take the form of electricity sparking across either or both. This gives numbing capacity to all physical attacks, or electrocution of wet enemies. It can conduct lightning through water. It is most importantly known for creation of a shifting bolt of lightning as a blade from the hand or weapon. The blade has the electric properties and can cut reiatsu from the opponent. It is most important for being able to shoot out if it is Bala (only). If it is Cero Deslumbrante, doubling the cost will let it fire into the air (one hundred yards) and bring down a lightning bolt at Cero speed on an opponent as a guided attack.
[b][u]How to use technique:[/u][/b] It can instantly form from the reiatsu that is used to generate the other attacks. Another application is if the enemy's body is pierced by a hand coated in the lightning, the nerves can be electrocuted. (Cero only)
[b][u]Drawbacks:[/u][/b] It exists for 6 posts at a time, and is two yards long. It can burn the hand that uses it, and it has a drain of stamina and reiatsu.[/spoiler]
{Hierro}
Technique Name: Hierro (Harden)
Class: 3
Technique Type: Hollow Technique
Technique Element: Metal
Technique Description and Effects:
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique: Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks: Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
Technique Name: Hierro (Harden)
Class: 3
Technique Type: Hollow Technique
Technique Element: Metal
Technique Description and Effects:
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique: Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks: Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
{Code for Tech}
[spoiler]{Hierro}
[b][u]Technique Name:[/u][/b] Hierro (Harden)
[b][u]Class:[/u][/b] 3
[b][u]Technique Type:[/u][/b] Hollow Technique
[b][u]Technique Element:[/u][/b] Metal
[b][u]Technique Description and Effects:[/u][/b]
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
[b][u]How to use technique:[/u][/b] Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
[b][u]Technique Drawbacks:[/u][/b] Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.[/spoiler]
{Sonido Garra}
Technique Name: Sonido Garra
Class: 4
Technique Type: Arrancar Technique
Technique Element: None
Technique Description and Effects:
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
How to use technique: Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
Technique Drawbacks: Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.
Technique Name: Sonido Garra
Class: 4
Technique Type: Arrancar Technique
Technique Element: None
Technique Description and Effects:
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
How to use technique: Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
Technique Drawbacks: Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.
{Code for Tech}
[spoiler]{Sonido Garra}
[b][u]Technique Name:[/u][/b] Sonido Garra
[b][u]Class:[/u][/b] 4
[b][u]Technique Type:[/u][/b] Arrancar Technique
[b][u]Technique Element:[/u][/b] None
[b][u]Technique Description and Effects:[/u][/b]
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
[b][u]How to use technique:[/u][/b] Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
[b][u]Technique Drawbacks:[/u][/b] Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.[/spoiler]
{Prime Fragmentation}
Technique Name: Prime Fragmentation
Technique Class: 1 - 300 TTP for Learned & Proficient, 400 TTP for Mastered.
Technique Type: General Spiritual.
Usable By: Shinigami, Vizard, Fullbringers, or Arrancar of the Fractured Type.
Technique Element: N/A.
Technique Cost: Paid for alongside the cost to Release.
Description: Serving as the pinnacle of a Fractured's capabilities, Prime Fragmentation plays off of the concept of 'separate, but whole'. It's through this technique that a Fractured and their Fragment are able to actually release their abilities separate from one another. Depending on how far along this technique is in its stages of Mastery, the actual effects of this are going to vary rather notably. This technique, however, allows a Fracture to allow for one or both of the individuals to release either separate of one another, or together.
Learned: When Learned, Prime Fragmentation functions at a very minimal level, that ends up being ludicrously taxing for both parties involved. After paying double the normal reiatsu cost for release, a Fractured or Fragment are able to release separately from one another, and instead do not join together. Their reiatsu pools remain separate from one another, their release duration is halved, and they lose any extra benefits from being in Release (indefinite reiatsu from Resurrección, etc.). If both individuals release alongside one another, any per-post clauses are shared by both; if a Release technique is once-per-post, either one or the other are able to use the technique. With this technique, the Fractured's Stats (not the Fragment's) are halved if the Fragment decides to release, aside from their Reiatsu Pool which remains the same.
Proficient: When Proficient, Prime Fragmentation operates at what's considered to be its "base" level. It's a bit more taxing than a standard release, but isn't anything nearly as bad as the Learned variant. The cost to release is instead increased by 50% instead of a doubling cost, though reiatsu pools still remain separate. Both entities are still separate from one another while using this technique, as is the purpose. Release duration is reduced by 25%, and extra benefits are still lost. If both are released, any per-post clauses are shared by both, as described above. When the Fragment releases, the Fractured's stats are reduced by 25% instead of half. In turn, the Fragment's stats are increased by 50%, bringing them to about the same point as their Fractured in terms of general capability.
Mastered: When Mastered, Prime Fragmentation reaches its highest capabilities. At this stage, its as taxing as a standard release would normally be, without any increase there. Release costs, release duration, and extra benefits remain as they would normally, as though this technique was not being used. If they so desire, and both individuals are released, they can pool their reiatsu together instead of keeping their pools separate, but both must remain within 100 feet of one another for this to remain in effect. Both track per-post and per-thread cooldowns separately from one another. While this technique is active, the Fragment's stats are doubled so long as they're released, putting them on par with their Fractured, and the Fractured's stats are no longer cut.
How to Use: Simply Release.
Drawbacks: For a Class 1 technique, this technique costs notably more TTP than normal, reaching a final cost of 1,000 TTP for Mastery. Taking this technique requires Class 1 and cannot be done sooner, and learning this technique must always start from the Learned stage. For Vizards, neither are able to use their Mask. Shinigami and Vizard are unable to use the Soul Release techniques while this technique is active. Once this technique is active, both Fractured and Fragment are left unable to refresh their release, much like a Soul Specialist, Version 1. No matter the stage of Mastery, if both Fractured and Fragment are released at the same time, their release duration is halved, as power is split between the two.
Incantation: N/A.
Made By: A Pair of Primera Espada.
Reserved?: No.
Technique Name: Prime Fragmentation
Technique Class: 1 - 300 TTP for Learned & Proficient, 400 TTP for Mastered.
Technique Type: General Spiritual.
Usable By: Shinigami, Vizard, Fullbringers, or Arrancar of the Fractured Type.
Technique Element: N/A.
Technique Cost: Paid for alongside the cost to Release.
Description: Serving as the pinnacle of a Fractured's capabilities, Prime Fragmentation plays off of the concept of 'separate, but whole'. It's through this technique that a Fractured and their Fragment are able to actually release their abilities separate from one another. Depending on how far along this technique is in its stages of Mastery, the actual effects of this are going to vary rather notably. This technique, however, allows a Fracture to allow for one or both of the individuals to release either separate of one another, or together.
Learned: When Learned, Prime Fragmentation functions at a very minimal level, that ends up being ludicrously taxing for both parties involved. After paying double the normal reiatsu cost for release, a Fractured or Fragment are able to release separately from one another, and instead do not join together. Their reiatsu pools remain separate from one another, their release duration is halved, and they lose any extra benefits from being in Release (indefinite reiatsu from Resurrección, etc.). If both individuals release alongside one another, any per-post clauses are shared by both; if a Release technique is once-per-post, either one or the other are able to use the technique. With this technique, the Fractured's Stats (not the Fragment's) are halved if the Fragment decides to release, aside from their Reiatsu Pool which remains the same.
Proficient: When Proficient, Prime Fragmentation operates at what's considered to be its "base" level. It's a bit more taxing than a standard release, but isn't anything nearly as bad as the Learned variant. The cost to release is instead increased by 50% instead of a doubling cost, though reiatsu pools still remain separate. Both entities are still separate from one another while using this technique, as is the purpose. Release duration is reduced by 25%, and extra benefits are still lost. If both are released, any per-post clauses are shared by both, as described above. When the Fragment releases, the Fractured's stats are reduced by 25% instead of half. In turn, the Fragment's stats are increased by 50%, bringing them to about the same point as their Fractured in terms of general capability.
Mastered: When Mastered, Prime Fragmentation reaches its highest capabilities. At this stage, its as taxing as a standard release would normally be, without any increase there. Release costs, release duration, and extra benefits remain as they would normally, as though this technique was not being used. If they so desire, and both individuals are released, they can pool their reiatsu together instead of keeping their pools separate, but both must remain within 100 feet of one another for this to remain in effect. Both track per-post and per-thread cooldowns separately from one another. While this technique is active, the Fragment's stats are doubled so long as they're released, putting them on par with their Fractured, and the Fractured's stats are no longer cut.
How to Use: Simply Release.
Drawbacks: For a Class 1 technique, this technique costs notably more TTP than normal, reaching a final cost of 1,000 TTP for Mastery. Taking this technique requires Class 1 and cannot be done sooner, and learning this technique must always start from the Learned stage. For Vizards, neither are able to use their Mask. Shinigami and Vizard are unable to use the Soul Release techniques while this technique is active. Once this technique is active, both Fractured and Fragment are left unable to refresh their release, much like a Soul Specialist, Version 1. No matter the stage of Mastery, if both Fractured and Fragment are released at the same time, their release duration is halved, as power is split between the two.
Incantation: N/A.
Made By: A Pair of Primera Espada.
Reserved?: No.
{Code for Tech}
[spoiler]{Prime Fragmentation}
[u][b]Technique Name:[/b][/u] Prime Fragmentation
[u][b]Technique Class:[/b][/u] 1 - 300 TTP for Learned & Proficient, 400 TTP for Mastered.
[u][b]Technique Type:[/b][/u] General Spiritual.
[u][b]Usable By:[/b][/u] Shinigami, Vizard, Fullbringers, or Arrancar of the Fractured Type.
[u][b]Technique Element:[/b][/u] N/A.
[u][b]Technique Cost:[/b][/u] Paid for alongside the cost to Release.
[u][b]Description:[/b][/u] Serving as the pinnacle of a Fractured's capabilities, Prime Fragmentation plays off of the concept of 'separate, but whole'. It's through this technique that a Fractured and their Fragment are able to actually release their abilities separate from one another. Depending on how far along this technique is in its stages of Mastery, the actual effects of this are going to vary rather notably. This technique, however, allows a Fracture to allow for one or both of the individuals to release either separate of one another, or together.
[b]Learned:[/b] When Learned, Prime Fragmentation functions at a very minimal level, that ends up being ludicrously taxing for both parties involved. After paying double the normal reiatsu cost for release, a Fractured or Fragment are able to release separately from one another, and instead do not join together. Their reiatsu pools remain separate from one another, their release duration is halved, and they lose any extra benefits from being in Release (indefinite reiatsu from Resurrección, etc.). If both individuals release alongside one another, any per-post clauses are shared by both; if a Release technique is once-per-post, either one or the other are able to use the technique. With this technique, the Fractured's Stats (not the Fragment's) are halved if the Fragment decides to release, aside from their Reiatsu Pool which remains the same.
[b]Proficient:[/b] When Proficient, Prime Fragmentation operates at what's considered to be its "base" level. It's a bit more taxing than a standard release, but isn't anything nearly as bad as the Learned variant. The cost to release is instead increased by 50% instead of a doubling cost, though reiatsu pools still remain separate. Both entities are still separate from one another while using this technique, as is the purpose. Release duration is reduced by 25%, and extra benefits are still lost. If both are released, any per-post clauses are shared by both, as described above. When the Fragment releases, the Fractured's stats are reduced by 25% instead of half. In turn, the Fragment's stats are increased by 50%, bringing them to about the same point as their Fractured in terms of general capability.
[b]Mastered:[/b] When Mastered, Prime Fragmentation reaches its highest capabilities. At this stage, its as taxing as a standard release would normally be, without any increase there. Release costs, release duration, and extra benefits remain as they would normally, as though this technique was not being used. If they so desire, and both individuals are released, they can pool their reiatsu together instead of keeping their pools separate, but both must remain within 100 feet of one another for this to remain in effect. Both track per-post and per-thread cooldowns separately from one another. While this technique is active, the Fragment's stats are doubled so long as they're released, putting them on par with their Fractured, and the Fractured's stats are no longer cut.
[u][b]How to Use:[/b][/u] Simply Release.
[u][b]Drawbacks:[/b][/u] For a Class 1 technique, this technique costs notably more TTP than normal, reaching a final cost of 1,000 TTP for Mastery. Taking this technique requires Class 1 and cannot be done sooner, and learning this technique must always start from the Learned stage. For Vizards, neither are able to use their Mask. Shinigami and Vizard are unable to use the Soul Release techniques while this technique is active. Once this technique is active, both Fractured and Fragment are left unable to refresh their release, much like a Soul Specialist, Version 1. No matter the stage of Mastery, if both Fractured and Fragment are released at the same time, their release duration is halved, as power is split between the two.
[u][b]Incantation:[/b][/u] N/A.
[u][b]Made By:[/b][/u] A Pair of Primera Espada.
[u][b]Reserved?:[/b][/u] No.[/spoiler]
{Shattering Reversal - Cinematic}Technique Name: Shattering Reversal
Technique Class: 2 - 90 TTP.
Technique Type: General Spiritual - Cinematic.
Usable By: Fractured Arrancar.
Technique Element: N/A.
Technique Cost: 0 Reiatsu.
Description: Upon releasing Resurrección, two Arrancar of one spirit are joined together in order to create one cohesive being. The two share one state, as the Fragment disappears and rejoins with the Fractured. Due to this, the Fragment's own being is simply lost. For most Fractured spirits, this is something that cannot be rectified; the Fragment simply becomes a weapon for the user, utilized by the mightier of the two. Arrancar, however, are different. Due to Arrancar as a whole being the natural conglomeration of souls, and an Arrancar's Resurrección being bodily-focused, there remains a process quite easy for most to take advantage of in order to change things up.
Thus, we have Shattering Reversal. It's through this technique that a Fractured Arrancar is able to allow the Fragment to take control for the duration of the release. Upon releasing, the Arrancar in question is given a choice; either keep the status quo, and release as normal, or allow the Fragment to lead the charge in this released state. Should the latter be chosen, nothing mechanically changes; the Fragment will utilize the Fractured's released stats, and for all intents and purposes, will actively "function" as that individual. Their appearance, and in turn very specific reiatsu signature however, will alter to still represent the Fragment.
When the Fragment leads the Resurrección, the released appearance will remain mostly the same. General notes will not change; if the Resurrección has wings, the Fragment will be left with the same wings. Slight deviations may be made in order to accommodate for an inhuman Fragment, but these will ultimately be cinematic in nature. The only difference here will be that the Fractured Arrancar will remain "sealed" in the Fragment's subconscious, much like what would otherwise happen, but in reverse.
How to Use: Simply Release.
Drawbacks: Once the Fragment is given the opportunity to lead the Resurrección, this choice cannot be changed until the release ends. On the chance that a Fractured Arrancar possesses Segunda Etapa, the individual leading the Segunda Etapa must remain the same as the individual leading the Primera Etapa; switching cannot happen here.
Incantation: N/A.
Made By: A Pair of Primera Espada.
Reserved?: No.
Technique Class: 2 - 90 TTP.
Technique Type: General Spiritual - Cinematic.
Usable By: Fractured Arrancar.
Technique Element: N/A.
Technique Cost: 0 Reiatsu.
Description: Upon releasing Resurrección, two Arrancar of one spirit are joined together in order to create one cohesive being. The two share one state, as the Fragment disappears and rejoins with the Fractured. Due to this, the Fragment's own being is simply lost. For most Fractured spirits, this is something that cannot be rectified; the Fragment simply becomes a weapon for the user, utilized by the mightier of the two. Arrancar, however, are different. Due to Arrancar as a whole being the natural conglomeration of souls, and an Arrancar's Resurrección being bodily-focused, there remains a process quite easy for most to take advantage of in order to change things up.
Thus, we have Shattering Reversal. It's through this technique that a Fractured Arrancar is able to allow the Fragment to take control for the duration of the release. Upon releasing, the Arrancar in question is given a choice; either keep the status quo, and release as normal, or allow the Fragment to lead the charge in this released state. Should the latter be chosen, nothing mechanically changes; the Fragment will utilize the Fractured's released stats, and for all intents and purposes, will actively "function" as that individual. Their appearance, and in turn very specific reiatsu signature however, will alter to still represent the Fragment.
When the Fragment leads the Resurrección, the released appearance will remain mostly the same. General notes will not change; if the Resurrección has wings, the Fragment will be left with the same wings. Slight deviations may be made in order to accommodate for an inhuman Fragment, but these will ultimately be cinematic in nature. The only difference here will be that the Fractured Arrancar will remain "sealed" in the Fragment's subconscious, much like what would otherwise happen, but in reverse.
How to Use: Simply Release.
Drawbacks: Once the Fragment is given the opportunity to lead the Resurrección, this choice cannot be changed until the release ends. On the chance that a Fractured Arrancar possesses Segunda Etapa, the individual leading the Segunda Etapa must remain the same as the individual leading the Primera Etapa; switching cannot happen here.
Incantation: N/A.
Made By: A Pair of Primera Espada.
Reserved?: No.
{Code for Tech}
[spoiler]{Shattering Reversal - Cinematic}[u][b]Technique Name:[/b][/u] Shattering Reversal
[u][b]Technique Class:[/b][/u] 2 - 90 TTP.
[u][b]Technique Type:[/b][/u] General Spiritual - Cinematic.
[u][b]Usable By:[/b][/u] Fractured Arrancar.
[u][b]Technique Element:[/b][/u] N/A.
[u][b]Technique Cost:[/b][/u] 0 Reiatsu.
[u][b]Description:[/b][/u] Upon releasing Resurrección, two Arrancar of one spirit are joined together in order to create one cohesive being. The two share one state, as the Fragment disappears and rejoins with the Fractured. Due to this, the Fragment's own being is simply lost. For most Fractured spirits, this is something that cannot be rectified; the Fragment simply becomes a weapon for the user, utilized by the mightier of the two. Arrancar, however, are different. Due to Arrancar as a whole being the natural conglomeration of souls, and an Arrancar's Resurrección being bodily-focused, there remains a process quite easy for most to take advantage of in order to change things up.
Thus, we have Shattering Reversal. It's through this technique that a Fractured Arrancar is able to allow the Fragment to take control for the duration of the release. Upon releasing, the Arrancar in question is given a choice; either keep the status quo, and release as normal, or allow the Fragment to lead the charge in this released state. Should the latter be chosen, nothing mechanically changes; the Fragment will utilize the Fractured's released stats, and for all intents and purposes, will actively "function" as that individual. Their appearance, and in turn very specific reiatsu signature however, will alter to still represent the Fragment.
When the Fragment leads the Resurrección, the released appearance will remain mostly the same. General notes will not change; if the Resurrección has wings, the Fragment will be left with the same wings. Slight deviations may be made in order to accommodate for an inhuman Fragment, but these will ultimately be cinematic in nature. The only difference here will be that the Fractured Arrancar will remain "sealed" in the Fragment's subconscious, much like what would otherwise happen, but in reverse.
[u][b]How to Use:[/b][/u] Simply Release.
[u][b]Drawbacks:[/b][/u] Once the Fragment is given the opportunity to lead the Resurrección, this choice cannot be changed until the release ends. On the chance that a Fractured Arrancar possesses Segunda Etapa, the individual leading the Segunda Etapa must remain the same as the individual leading the Primera Etapa; switching cannot happen here.
[u][b]Incantation:[/b][/u] N/A.
[u][b]Made By:[/b][/u] A Pair of Primera Espada.
[u][b]Reserved?:[/b][/u] No.[/spoiler]
Completed Threads
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Kuusou Mesorogiwi [DE PvP] - 4/8 SkP
How About We Attack A Walmart? [Social] - 5/8 SkP