Post by Rizer, Tile on Jun 11, 2022 11:51:41 GMT -5
LOADING....File-RJT
LOADING...DOCU...Complete
Rizer J. Title
Status:Rogue
Bio:Rizer
Class:1
Type: Soul Specialist V1
Skill Points:17
0 available, 0/8 toward the next point.)
~PVP Record~
|W:1|L:2|D:2|
Rank:
Ryo: 00,000 Ryo
Total Ctp: 16,065(28,935 until Class 0)
Total TTP: 115/0,000
Total Training Sp: 00 / 00
Bakkuto Benkei Data
Bakkuto Benkei Powers
Analyzing: 3
Weapon - Zanjutsu: 3
Kido: 3
Pain Tolerance: 3
Mental Incantations: 3
Damage Recovery: 2
Complete Threads
*JT{Rizer & Marik}*
*Fight| Rizer Vs Primera Espada Charlotte* {Completed}*
|NDE PVP|District 80#|D|{complete)
|* Solo Training| Rizer Intense Training *|*{Completed}*
|*Myza Vs Rizer *| {Completed}*
*|Social| Rizer & Marik the Belt {Complete}*
*|Lord Rizer & Rio Talks|*{Completed}*
|Fight| Rizer vs Charlotte's pet Astrid |{Complete}
|Social| Rizer Kidnapp Scandal|{Complete}
*|Fight|Rizer vs Marik Part 1|L|{Complete}*
*|Social |Straighten {Complete}*
*|Social| Rizer & King Kouhai Invasion talks{Complete}*
|Job|Rizer & Alancran hiest{Complete}
Training Threads
LOADING...DOCU...Complete
Rizer J. Title
Status:Rogue
Bio:Rizer
Class:1
Type: Soul Specialist V1
Skill Points:17
0 available, 0/8 toward the next point.)
~PVP Record~
|W:1|L:2|D:2|
Rank:
Ryo: 00,000 Ryo
Total Ctp: 16,065(28,935 until Class 0)
Total TTP: 115/0,000
Total Training Sp: 00 / 00
Bakkuto Benkei Data
{Spoiler}{Spoiler}{Spoiler}{Overall}Rizer Bakkoto is known as a parasite. Therefore they have a nature leveling ability that grows as stages increase. Rizer's Bakkuto follows a very simple, and unique theme. Rizer Bakkuto is name Benkei . One of Rizer Bakkuto grants the user the power of Blade Manipulation at lower stages. Then in the mid to higher stage, it offers the user Blade Construction and Size Manipulation. Blade Construction and Size Manipulation allows the user to create, big, small, bigger, and smaller weapons. He can even shape, manipulate blades, combine, expand, and manipulate their dimensions to whatever the user wants as needed{Ex. In stages}.
It also allows the user the small passive ability to control several blades up to a specific distance using telekinesis. Control over these weapons is given by either hand gestures or telepathy commands. His final ability allow him to channel techniques through his swords (or mass of swords) Rizer Bakkuto has the durability of his Offensive Stat they also gets additional durability for every sword used, 10 - 20%. The speed of each blade usually follows the user or the stage of the ability at less spell boosts the level of speed in which these blades move.)
Items Dimension List
*Long European Swords: each sword has a cruciform hilt with a grip for two-handed use (11 inches), a straight double-edged blade that is 110 cm long (or 43 inches), and weighing approximately 1.5 kg ( which is 3 oz to 5 oz).
*Dagger: The weighs a little over 1 pound, and the blade is 6 inches long
*Dinner Knives:The Dinner Knife weighs a little over 0.22 pounds with a blade length of 3 inches and a 4-inch handle.)
*Sewing Pin: The Sewing pins weighs 0.21/5.5mm pounds with a the length of 13mm/(1/2.)
*Massive Long Sword{Class 3}: The blade is 98 feet long , and 48 feet wide, the hilt of the blade is 16 feet It weigh it weigh 125,000 tons.
*Massive Long Sword{Class 2}: The blade is 131 feet long , and 65 feet wide, the hilt of the blade is 19 feet. It weigh it weigh 135,000 tons.
*Massive Long Sword{Class 1}: The blade is 164 feet long , and 82 feet wide, the hilt of the blade is 20 feet. It weigh it weigh 215,000 tons.
It also allows the user the small passive ability to control several blades up to a specific distance using telekinesis. Control over these weapons is given by either hand gestures or telepathy commands. His final ability allow him to channel techniques through his swords (or mass of swords) Rizer Bakkuto has the durability of his Offensive Stat they also gets additional durability for every sword used, 10 - 20%. The speed of each blade usually follows the user or the stage of the ability at less spell boosts the level of speed in which these blades move.)
Items Dimension List
*Long European Swords: each sword has a cruciform hilt with a grip for two-handed use (11 inches), a straight double-edged blade that is 110 cm long (or 43 inches), and weighing approximately 1.5 kg ( which is 3 oz to 5 oz).
*Dagger: The weighs a little over 1 pound, and the blade is 6 inches long
*Dinner Knives:The Dinner Knife weighs a little over 0.22 pounds with a blade length of 3 inches and a 4-inch handle.)
*Sewing Pin: The Sewing pins weighs 0.21/5.5mm pounds with a the length of 13mm/(1/2.)
*Massive Long Sword{Class 3}: The blade is 98 feet long , and 48 feet wide, the hilt of the blade is 16 feet It weigh it weigh 125,000 tons.
*Massive Long Sword{Class 2}: The blade is 131 feet long , and 65 feet wide, the hilt of the blade is 19 feet. It weigh it weigh 135,000 tons.
*Massive Long Sword{Class 1}: The blade is 164 feet long , and 82 feet wide, the hilt of the blade is 20 feet. It weigh it weigh 215,000 tons.
Bakkuto Benkei Powers
{Spoiler}{Spoiler}{Spoiler}{Powers Info}|Class:7-5 = 14 Posts|Class: 4-3 = 10 post |Class: 2-1 = 6 post|
Class 7: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 7 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 7 grants the ability to conjure up to a maximum of 5 Long European Swords. However, the user only can start with 5. However the user can to pay 50 LF per additional sword that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 65 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Class Seven moves at 100 speed however this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user is unable to conjure up swords within his hurtless area {3 foot} . This stage lasts for the duration of 7 posts before it concludes or needed to be refreshed.
Class 6: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 6 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 6 grants the ability to either conjure up to a maximum of 10 Long European Swords or shape them into a dagger. However, the user only can start with 10. However the user can to pay 50 LF per 2 additional sword that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 131 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class Six, it can move at 200 speed, however, this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user is unable to conjure up swords within his hurtless area {3 foot} . This stage lasts for the duration of 7 posts before it concludes or needed to be refreshed.
Class 5: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 5 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 5 grants the ability to either conjure up to a maximum of 15 Long European Swords or shape them into Dinner Knives. However, the user can pay 50 LF per 4 additional swords that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 262 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 5, it can move at 300 speed, however, this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. Now the user can conjure up 1 sword within his hurtless area {3 feet} . This stage lasts for the duration of 7 posts before it concludes or needed to be refreshed.
___________________
Class 4 & 3
Class 4: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 4 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 4 grants the ability to either conjure up to a maximum of 20 Long European Swords or shape them into Sewing Pins. However, the user can pay 50 LF per 4 additional swords that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 295 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 4, it can move at 400 speed, however, this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 2 swords within his hurtless area {3 foot} . This stage lasts for the duration of 5 posts before it concludes or needed to be refreshed.
Class 3: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 3 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Now Class 3 further increases the number of blades he can conjure up to the maximum of 30 Long European Swords. However, he can only start with 30. However, the user can pay 50 LF per 5 additional swords that have been destroyed or need repair. Class 3 grants the user the power to control these blades for up to 328 Feet. This is done by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 3, it can move at 500 speed, however, this is only if the user used them telepathically. Now due to being in a much more mature stage Class 3 offer the user. The ability to channel a technique through your swords (or mass of swords). Now at this point due to evolving nature of Bakkuto, it does not have to be bladed form but you can still have bladed edges on it. By either sacrificing 5 blades or 15 blades. He can conjure up either full suit blade armor to protect themselves or single 98 Feet long sword by paying a combination fee of 100 reiastu per construction. However, when creating armor it takes up one slot for your hurtless area. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. It also has a durability increase of 1% per sword{This is capped at 15 blades, and 20%}. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks:However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 3 swords within his hurtless area {3 foot}. But it must be in contact with you. This stage lasts for the duration of 5 posts before it concludes or needed to be refreshed. To channel a technique the user must pay 50% of the cost of the technique in question cost. The user is to combine 15 swords into 1 massive blade at this level, and 1 full suit of armor at this level as well which last for up to 3 post before having to be refresh again. The last drawback is whenever the user forge an massive sword due to it massive size it is it receive a small reduction in speed by - 100 points. This can be counter if the user pay additional cost of 100 LF to have it move at it regular speed.
___________________
Class 2-1
Class 2: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 2 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Now Class 2 further increases the number of blades he can conjure up to the maximum of 40 Long European Swords. However, he can only start with 35. However, the user can pay 50 LF per 5 additional swords that have been destroyed or need repair. Class 2 grants the user the power to control these blades for up to 450 Feet. This is done by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 2, it can move at 600 speed, however, this is only if the user used them telepathically. Now due to being in a much more mature stage Class 2 offer the user the ability to channel a technique through your swords (or mass of swords). Now at this point due to evolving nature of Bakkuto, it does not have to be bladed form but you can still have bladed edges on it. By sacrificing either 5 blades or 20 blades. He can conjure up either full suit blade armor to protect themselves or two 131 Feet long swords by paying a combination fee of 100 reiastu per construction. However, when creating armor it takes up one slot for your hurtless area. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. It also has a durability increase of 20% per sword. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 4 swords within his hurtless area {3 foot} . This stage lasts for the duration of 3 posts before it concludes or needed to be refreshed. To channel a technique the user must pay 25% of the cost of the technique in question cost. The user is capped at 2 Massive Long Swords which is 131 feet sword at this level, and as many as 2 full armor blade armor which last for 2 post before having to be refresh again. The last drawback is whenever the user forge an massive sword due to it massive size it is it receive a small reduction in speed by - 100 points. This can be counter if the user pay additional cost of 50 LF to have it move at it regular speed.
Class 1: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 1 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Now Class 1 further increases the number of blades he can conjure up to the maximum of 50 Long European Swords. However, he can only start with 45. However, the user can pay 50 LF per 10 additional swords that have been destroyed or need repair. Class 1 grants the user the power to control these blades for up to 450 Feet. This is done by either hand gestures{by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 1, it can move at 700 speed, however, this is only if the user used them telepathically. Now due to being in a much more mature stage Class 1 offer the user the ability to channel a technique through your swords (or mass of swords). Now at this point due to evolving nature of Bakkuto, it does not have to be bladed form but you can still have bladed edges on it. By sacrificing either 5 blades or 25 blades. He can conjure up either full suit blade armor to protect themselves or single 164 Feet long swords by paying a combination fee of 100 reiastu per construction. However, when creating armor it takes up one slot for your hurtless area. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. It also has a durability increase of 20% per sword. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 5 swords within his hurtless area {3 foot}. This stage lasts for the duration of 3 posts before it concludes or needed to be refreshed. To channel a technique the user must pay 25% of the cost of the technique in question cost. The user is capped at 2 Massive Long Swords which is 164 feet sword at this level, and as many as 3 full armor blade armor which last for 2 post before having to be refresh again. The last drawback is whenever the user forge an massive sword due to it massive size it receive a small reduction in speed by - 100 points. This can be counter if the user pay additional cost of 50 LF to have it move at it regular speed.
Bakkoto Zero Stage:
Zero Stage: All of his hair turn gray on his body that is the only noticeable change in his body. For the duration of three turns, Rizer called upon the full powers of his Bakkuto. After paying the necessary cost in Reiatsu Strength, Spiritual Pressure, Life Force, and Reiatsu. Now at the final stage of his Bakkuto, his final stage is rather simple.
It allows the user to mimic his all Stage One abilities, and triple the amount of blade it can make. Now for the duration of 3 turns until after his Zero Stage ended. The user attempt to overwhelm the enemy with 150 blades.
Drawback: Death after 3 the three turn duration is ended. Bakkōtō also have one final stage beyond Class 1, but Rogues are able to use this power once they reach Class 1. It is called "Zero Stage" and it is a final attack that uses all of the Bakkōtō's power. By combining the user's Reiatsu Strength, Spiritual Pressure, Life Force, and Reiatsu, an enormous attack that can bypass the three-times limit may be unleashed. With such strength comes a major catch, though. Once this attack has been used, all of their Life Force goes to 0 and the Rogue is doomed to die shortly after annihilating their foe. This sacrifice is a difficult decision to make and should never be taken lightly.
StatsClass 7: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 7 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 7 grants the ability to conjure up to a maximum of 5 Long European Swords. However, the user only can start with 5. However the user can to pay 50 LF per additional sword that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 65 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Class Seven moves at 100 speed however this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user is unable to conjure up swords within his hurtless area {3 foot} . This stage lasts for the duration of 7 posts before it concludes or needed to be refreshed.
Class 6: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 6 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 6 grants the ability to either conjure up to a maximum of 10 Long European Swords or shape them into a dagger. However, the user only can start with 10. However the user can to pay 50 LF per 2 additional sword that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 131 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class Six, it can move at 200 speed, however, this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user is unable to conjure up swords within his hurtless area {3 foot} . This stage lasts for the duration of 7 posts before it concludes or needed to be refreshed.
Class 5: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 5 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 5 grants the ability to either conjure up to a maximum of 15 Long European Swords or shape them into Dinner Knives. However, the user can pay 50 LF per 4 additional swords that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 262 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 5, it can move at 300 speed, however, this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. Now the user can conjure up 1 sword within his hurtless area {3 feet} . This stage lasts for the duration of 7 posts before it concludes or needed to be refreshed.
___________________
Class 4 & 3
Class 4: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 4 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Benkei Class 4 grants the ability to either conjure up to a maximum of 20 Long European Swords or shape them into Sewing Pins. However, the user can pay 50 LF per 4 additional swords that have been destroyed or need repair. Benkei grants the user the power to control these blades for up to 295 Feet. The user does this by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 4, it can move at 400 speed, however, this is only if the user used them telepathically. If he should use them with his hands physically it will follow the user speed stat. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 2 swords within his hurtless area {3 foot} . This stage lasts for the duration of 5 posts before it concludes or needed to be refreshed.
Class 3: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 3 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Now Class 3 further increases the number of blades he can conjure up to the maximum of 30 Long European Swords. However, he can only start with 30. However, the user can pay 50 LF per 5 additional swords that have been destroyed or need repair. Class 3 grants the user the power to control these blades for up to 328 Feet. This is done by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 3, it can move at 500 speed, however, this is only if the user used them telepathically. Now due to being in a much more mature stage Class 3 offer the user. The ability to channel a technique through your swords (or mass of swords). Now at this point due to evolving nature of Bakkuto, it does not have to be bladed form but you can still have bladed edges on it. By either sacrificing 5 blades or 15 blades. He can conjure up either full suit blade armor to protect themselves or single 98 Feet long sword by paying a combination fee of 100 reiastu per construction. However, when creating armor it takes up one slot for your hurtless area. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. It also has a durability increase of 1% per sword{This is capped at 15 blades, and 20%}. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks:However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 3 swords within his hurtless area {3 foot}. But it must be in contact with you. This stage lasts for the duration of 5 posts before it concludes or needed to be refreshed. To channel a technique the user must pay 50% of the cost of the technique in question cost. The user is to combine 15 swords into 1 massive blade at this level, and 1 full suit of armor at this level as well which last for up to 3 post before having to be refresh again. The last drawback is whenever the user forge an massive sword due to it massive size it is it receive a small reduction in speed by - 100 points. This can be counter if the user pay additional cost of 100 LF to have it move at it regular speed.
___________________
Class 2-1
Class 2: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 2 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Now Class 2 further increases the number of blades he can conjure up to the maximum of 40 Long European Swords. However, he can only start with 35. However, the user can pay 50 LF per 5 additional swords that have been destroyed or need repair. Class 2 grants the user the power to control these blades for up to 450 Feet. This is done by either hand gestures {by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 2, it can move at 600 speed, however, this is only if the user used them telepathically. Now due to being in a much more mature stage Class 2 offer the user the ability to channel a technique through your swords (or mass of swords). Now at this point due to evolving nature of Bakkuto, it does not have to be bladed form but you can still have bladed edges on it. By sacrificing either 5 blades or 20 blades. He can conjure up either full suit blade armor to protect themselves or two 131 Feet long swords by paying a combination fee of 100 reiastu per construction. However, when creating armor it takes up one slot for your hurtless area. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. It also has a durability increase of 20% per sword. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 4 swords within his hurtless area {3 foot} . This stage lasts for the duration of 3 posts before it concludes or needed to be refreshed. To channel a technique the user must pay 25% of the cost of the technique in question cost. The user is capped at 2 Massive Long Swords which is 131 feet sword at this level, and as many as 2 full armor blade armor which last for 2 post before having to be refresh again. The last drawback is whenever the user forge an massive sword due to it massive size it is it receive a small reduction in speed by - 100 points. This can be counter if the user pay additional cost of 50 LF to have it move at it regular speed.
Class 1: Benkei is the name of Rizer's Bakkuto which takes the appearance of a pair of white gloves. The signal for the release of Benkei is when the user called upon its name though this doesn't have to be done to activate this ability. The user must pay 200 Reiastu costs, and Life Force costs to activate Benkei Class 1 ability. Upon Benkei being activated the only signal aka warning is the momentary insignia appearing directly at the center of each palm (This symbol is upside-down horseshoes that are blue). Now Class 1 further increases the number of blades he can conjure up to the maximum of 50 Long European Swords. However, he can only start with 45. However, the user can pay 50 LF per 10 additional swords that have been destroyed or need repair. Class 1 grants the user the power to control these blades for up to 450 Feet. This is done by either hand gestures{by stat} or mental commands. Utilizing the power to use Telekinesis. Now at Class 1, it can move at 700 speed, however, this is only if the user used them telepathically. Now due to being in a much more mature stage Class 1 offer the user the ability to channel a technique through your swords (or mass of swords). Now at this point due to evolving nature of Bakkuto, it does not have to be bladed form but you can still have bladed edges on it. By sacrificing either 5 blades or 25 blades. He can conjure up either full suit blade armor to protect themselves or single 164 Feet long swords by paying a combination fee of 100 reiastu per construction. However, when creating armor it takes up one slot for your hurtless area. These swords are spiritual weapons with the durability of the user Offensive Stat, and sharpness determines by his Offensive Stat. It also has a durability increase of 20% per sword. The user has a choice to control either his swords in singular motion or several at one time it all depends on the user's interest. The evolving nature of the Bakkuto allows Rizer to layer/ stack with other active classes.
Drawbacks: However, Benkei isn't without restriction the user must be consciously aware to use this ability. The user can conjure up 5 swords within his hurtless area {3 foot}. This stage lasts for the duration of 3 posts before it concludes or needed to be refreshed. To channel a technique the user must pay 25% of the cost of the technique in question cost. The user is capped at 2 Massive Long Swords which is 164 feet sword at this level, and as many as 3 full armor blade armor which last for 2 post before having to be refresh again. The last drawback is whenever the user forge an massive sword due to it massive size it receive a small reduction in speed by - 100 points. This can be counter if the user pay additional cost of 50 LF to have it move at it regular speed.
Bakkoto Zero Stage:
Zero Stage: All of his hair turn gray on his body that is the only noticeable change in his body. For the duration of three turns, Rizer called upon the full powers of his Bakkuto. After paying the necessary cost in Reiatsu Strength, Spiritual Pressure, Life Force, and Reiatsu. Now at the final stage of his Bakkuto, his final stage is rather simple.
It allows the user to mimic his all Stage One abilities, and triple the amount of blade it can make. Now for the duration of 3 turns until after his Zero Stage ended. The user attempt to overwhelm the enemy with 150 blades.
Drawback: Death after 3 the three turn duration is ended. Bakkōtō also have one final stage beyond Class 1, but Rogues are able to use this power once they reach Class 1. It is called "Zero Stage" and it is a final attack that uses all of the Bakkōtō's power. By combining the user's Reiatsu Strength, Spiritual Pressure, Life Force, and Reiatsu, an enormous attack that can bypass the three-times limit may be unleashed. With such strength comes a major catch, though. Once this attack has been used, all of their Life Force goes to 0 and the Rogue is doomed to die shortly after annihilating their foe. This sacrifice is a difficult decision to make and should never be taken lightly.
{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}
Released
_____
Sealed
Normal - Sealed - Released
Strength: 100 [25] [100]
Speed: 400 [100] [400]
Spiritual Pressure: 500 [500] [1,750]
Reiatsu Strength: 400 [400] [1,400]
Instinct: 150 [150] [300]
Senses: 250 [62] [250]
Energy Sensory: 0 [0] [0]
Healing Expertise: 0 [0] [0]
SkillsReleased
_____
Sealed
Normal - Sealed - Released
Strength: 100 [25] [100]
Speed: 400 [100] [400]
Spiritual Pressure: 500 [500] [1,750]
Reiatsu Strength: 400 [400] [1,400]
Instinct: 150 [150] [300]
Senses: 250 [62] [250]
Energy Sensory: 0 [0] [0]
Healing Expertise: 0 [0] [0]
Analyzing: 3
Weapon - Zanjutsu: 3
Kido: 3
Pain Tolerance: 3
Mental Incantations: 3
Damage Recovery: 2
Complete Threads
*JT{Rizer & Marik}*
*Fight| Rizer Vs Primera Espada Charlotte* {Completed}*
|NDE PVP|District 80#|D|{complete)
|* Solo Training| Rizer Intense Training *|*{Completed}*
|*Myza Vs Rizer *| {Completed}*
*|Social| Rizer & Marik the Belt {Complete}*
*|Lord Rizer & Rio Talks|*{Completed}*
|Fight| Rizer vs Charlotte's pet Astrid |{Complete}
|Social| Rizer Kidnapp Scandal|{Complete}
*|Fight|Rizer vs Marik Part 1|L|{Complete}*
*|Social |Straighten {Complete}*
*|Social| Rizer & King Kouhai Invasion talks{Complete}*
|Job|Rizer & Alancran hiest{Complete}
Training Threads
*|JT| Rizer & Marik{Completed}*
* |JT| Rizer meet Kane|*{Complete}
*|Training Rizer Mental Training|* {Ongoing}
Jobs Threads
PVP Threads
*Left Hand Vs Primera Espada|L|{Completed}*
*|Myza Vs Rizer*|W|
*|DP-PVP Rizer Vs The Pet : Astrid|*|D|{Completed}*
*|Fight|Rizer vs Marik Part 1|L|{Complete}*
|* DP Equal Opportunity| |??|{Ongoing}*
|NDE|District 80# |D|{complete)
Adventure Threads
*Noch The Ancient Dragon DP{RT}*
*|Infestation Adv|* |{Ongoing}*
Social Threads
*|Lord Rizer & Rio Talks|*{Completed}*
|*Lord Rizer & King Kouhai Talks Pre Invasion*||{Completed}*
*|Social| Rizer & Marik the Belt {Complete}*
*|Social Meeting with the Espada|* |{Ongoing}*
*|Invasion Meeting |* |{Complete}*
Ongoing Threads
*Anomalous Adjucha Met Rizer*
*Noch The Ancient Dragon DP{R & T}*
|*Social| The Meeting {Important Plot}*
*|JT| Rizer meet Kane|*
*|Adventure| Rizer fight off Kitai allied forces|*
Equipment
* Name:The Unbreakable Phone
Class: 7
Item Type: Tool
Item Power (IP): 300
Offense Type: Mental
Durability: 10,000
Bonuses: It holds a total of ten reiatsu signatures.
Drawbacks: It's not a smart phone. Cannot use its IP for combat reasons.
Cost: 1,000
Name: Energy ShellItem Type: Tool
Item Power (IP): 300
Offense Type: Mental
Durability: 10,000
Bonuses: It holds a total of ten reiatsu signatures.
Drawbacks: It's not a smart phone. Cannot use its IP for combat reasons.
Cost: 1,000
Class: 3
Item Type: Armor
Item Power (IP): 700
Offense Type: Spiritual
Durability: 3,000
Bonuses: Shockwaves that do no break the Shell cannot forcibly move the user.
Drawbacks: Does not stack with other Shell items. One will be used before the other, and the order cannot be changed before the other item breaks. Attacks that do not surpass the item's IP will degrade the IP by 25% of the attack for the remainder of the thread, or for the next two hours in adventures.
Cost: 20,000
Name:Perfect Sheathe
Class: 4
Item Type: Tool
Item Power (IP): 600
Offense Type: Physical
Durability: 2x
Bonuses: This item can perfectly contain any sword that the owner wishes to sheath. Regardless of the size or shape, this can hold any sword. For 25 reiatsu, the user can make the sheath intangible in order to draw their sword.
Drawbacks: N/A
Cost: 5,000
Name: Steel Silk
Class: 1
Item Type: Armor
Item Power (IP): 500+100 per class(800 max)
Offense Type: Physical
Durability: Double Ip
Bonuses: N/a
Drawbacks: Cannot wear more than one layer of Steel Silk.
Cost: 5,000+3,000 per class
Name:Life Force Battery
Class: 3
Item Type: Utility
Item Power (IP): 800
Offense Type: N/A
Durability: 2x
Bonuses: When activated, the user may place a quarter of their max Lifeforce into the crystal. This will store the Lifeforce, and grow it every post. At the start of every post after the post this item was used, the total Lifeforce inside the crystal will grow by 25% of the Lifeforce first put in it. Once the user has decided that the Lifeforce has grown enough, the user stabs the crystal into their body, and the user then has access to the stored Lifeforce.
Drawbacks: One use per thread. The item cannot be used in the same thread that Zero Stage is used. If this item is used, Zero stage cannot be activated for the remainder of the thread. The crystal is a weak point for the user. Should the crystal be damaged, a percentage of the stored Lifeforce will leak out of it, equal to 10% per 160 durability lost. All reiatsu and Lifeforce costs are increased by 25% once stabbed into the user's body.
Cost: 25,000*
Techniques
Red = Masterd
White = Learned
Blue = Proficient
Technique Name: Vita Sollertia: Integumentum
Class: 1
Technique Type: Vita Sollertia
Usable By (Technique is available to which races?): [Rogues]
Technique Element: [Metal]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
The bakkoto is a parasite that feeds off of its host. While it harms the rogue, it also needs to keep the rogue alive so that it may continue to live off them. This technique is one in which the bakkoto expands to create a defensive layer over the host, much like an armor. Wherever the bakkoto lays within the user, it will begin to expand. By paying 100 reiatsu and life force, the user may have the bakkoto form a partial armor of spiritual steel over the nearest region of the body. For example, if the bakkoto resides in the user’s arm, the armor will only stretch up to the user’s shoulder, protecting the full arm. If the bakkoto is in the user’s chest or abdomen, it will protect the user’s front and back, but not their head or limbs. And so on. However, if the user pays 300 reiatsu and life force, the armor will cover their entire body. It will move with the user so as not to inhibit them, creating a very flexible yet sturdy defense. Its durability is equal to that of the user's release weapon.
Despite being composed of spiritual steel, the armor is very in-tune with the user, almost like an exoskeleton of their body. It can even trigger cutback if a susceptible target strikes it. But that’s not its only special property. If the user anticipates a heavy impact, they may pay an additional cost of 200 reiatsu and life force to completely negate the force of that impact. This is only effective if the impact is not strong enough to break the armor. The purpose of property is for the armor to not only withstand the force of a punch but also prevent the user from being knocked into the air by that force.
How to use technique (How is it activated?):
Pay the cost an activate.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
This defense is anything but perfect. Firstly, the only gap in the armor are slots for the eyes. Still, with the user’s ears and nose covered, all their senses except for vision will be reduced to 50. Also, the armor greatly increases the stamina drain of fast-paced movement due to its extra weight. Without the armor, individuals could move at 300 speed without fatiguing, but now, that cap is reduced to just 200 speed. More so, it is still made of spiritual steel, so the armor as the same weaknesses as metal. It prone to overheating, so cooking the user within the armor is twice as easy. Furthermore, the conductive nature of the metal makes electricity or lightning-based attacks twice as effective against the target. Because the armor is an extension of the bakkoto, if it is broken, the user’s release will automatically end and they will not be able to release for another 3 posts. The armor lasts 5 posts before the user must refresh the cost.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No] [No]
Technique Name: [Cutback: Assault]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Cutback]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Traditional cutback is triggered by a physical strike from a spiritually inferior source. Among those with immense spiritual pressure it is a useful defense. This technique converts that same cutback into an offense. The user gathers all of their spiritual energy at their core before releasing it outward with a burst. An invisible wave bursts outward with a speed and force of 600, pushing back everything in its path. It functions like a larger Martial Discipline: Ken to all those around. The user may choose to spend an additional reiatsu to increase the range of the wave. At its lowest range, the wave will travel 200 meters in every direction. If the user doubles the cost, this range will also double to 400 meters in every direction. But get this. If the cost is TRIPLED, the radius will also triple to a whopping 800 meters.
However, the real effect of the technique only kicks in when the wave makes contact with any individual. If the difference in spiritual pressure between the user and target is great enough, this technique will automatically inflict the same damage they would face had they triggered cutback. This property is what makes Cutback: Assault truly deadly.
How to use technique (How is it activated?): [Insert Below]
Charge reiatsu and release it.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
This technique costs 300 reiatsu to use, and it must be mastered before employed in battle. It may only be activated once every 3 posts, and while it’s on cooldown, the user loses access to natural cutback. However, that is hardly the most serious drawback. As this technique causes the sudden output of such a large amount of energy, it puts a heavy strain on the body, worsening all injuries the user suffered prior to activation. When used the first time, if the user has any deep lacerations or stab injuries, they will begin to bleed profusely, giving them 5 posts before they lose consciousness. When used the second time, even if the user only had thin cuts, these will widen and deepen as blood rapidly escapes them, giving the user 5 posts before they pass out from blood loss. After employed a third time, even if the user is completely unharmed, their nose and eyes will begin bleeding. In fact, their internal organs would be struggling to function as the strain of a third Cutback: Assault also caused them hemorrhage. The internal bleeding would cause the user to pass out in 5 posts after activating the technique.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Vita Sollertia: Acceleration
Class: 3
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other):
Vita Sollertia
Usable By (Technique is available to which races?): Rogues
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): An ability that all Rogues possess is the ability to convert their own Life Force into additional Reiatsu Strength in order to increase the power of an attack. Acceleration is a technique that follows the same principles, but is not used to increase the Rogues Reiatsu Strength but rather to increase their Speed. However, it is not the actual users speed that is increased, but it is used to increase the users speed when a Step Technique is used. For example, say the user has a Speed of 300 and they use this technique to trade 300 Life Force for 300 Speed, then they can use a Step Technique with a base Speed of 600. The conversion ratio is 1:1.
How to use technique (How is it activated?): Activate and convert.
Technique Drawbacks (Limitations, repercussions for use, etc) Same drawbacks as the Reiatsu Strength conversion. Cannot be used to exceed the 3x stat rule. Counts as a short term stat bonus. Additionally, due to this being a unnatural increase of speed there is a risk of muscle damage based on the percentage of increase. A 25% increase will produce soreness in the limb(s) increased, a 50% increase will cause serious pain in the legs but still make it usable. A 100% increase will cause serious muscle damage, making standing incredibly difficult. 200% increase will render the legs useless due the breaking of bones and tearing of muscles.
Made By: Garret
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Iaijutsu (Sudden Strike Technique)
Class: 4
Technique Type: General Physical Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique (How is it activated?): Simply draw your weapon and strike in a single fluid motion.
Technique Drawbacks (Limitations, repercussions for use, etc) This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SKP in Weapons (Sword) in order to be used, and 3 SKP to be mastered.
Made By: Kerrigan
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Vita Sollertia: Life Drain
Class: 3
Technique Type: Vita Sollertia
Usable By: Rogues
Technique Element: None
Technique Description and Effects: It is common knowledge the difference between the Shinigami and the Rogue. A Shinigami power comes from within their own soul. They must make bargains with their soul until the inevitable day comes that they must conquer it to achieve Bankai. The Rogue, however, does not acquire his power from the inside, rather from the outside. The Bakkoto is a parasite, feeding off the reiatsu and life of its wielder in exchange for great power.
The purpose of this technique was to change what it was the Bakkoto fed upon. The Bakkoto is a parasite, a symbiote of sorts, seeking nourishment above all else. All it cares about, all it needs, is life force and reiatsu. The art of Life Drain uses these basic motivations of the Bakkoto and turns it against his opponent. When the adversary of the Rogue comes into contact with the Bakkoto, whether it be weapon or attire, the parasite will begin to rapidly feed upon its new source. A powerful technique, for every post that the Bakkoto remains in contact with its new source of food, 500 reiatsu will be stolen from them.
This reiatsu allows for two options by the Rogue. First, the Rogue is able to take that stolen Reiatsu and give it to themselves, replenishing their own reserves with their enemies. Many races and factions have tried to create techniques designed to steal the reiatsu of an enemy, but only the Rogues are capable of this. The second option is to convert the reiatsu into what a Rogue truly needs, into what allows the Rogue to continue fighting; Life Force. The main function of this technique is not to regain reiatsu, but is to in fact regain Life Force. When used against fellow Rogues, the user of this technique can rob Life Force rather than just reiatsu, same amount and can only be given to the users Life Force pool.
How to use technique (How is it activated?): The Rogue must have his Bakkoto come into contact with the targets body. This can be done by simply having the Bakkoto touch them, impale them upon the weapon that is the Bakkoto, or any other method of getting the parasite onto the target. They must then activate the technique.
Technique Drawbacks: This technique, despite its strength, does have a few drawbacks. Firstly, on the matter of draining reiatsu. If the stolen energy surpasses the amount that the Rogue has (SpPr stat), then the Rogue must use that reiatsu within two posts or the extra amount will deal sudden Life Force damage, equal to the extra unused amount of reiatsu. For every post that this technique is used, a Rogue will take 1.5x extra Life Drain depletion for attacks, except for any damage taken by too much reiatsu absorption. This technique has the cost of a Class 3 technique as well, and can only be used if it has been Mastered.
Made By: Garret the Wanderer
Reserved? (Yes/No): No
Technique Name: Vita Sollertia: Soul Steps
Class: 5
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): Vita Sollertia
Usable By (Technique is available to which races?): Rogues
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect):
Perhaps one of the more frivolous Vita Sollertia techniques, and one of the more questionable usages of ones own Life Force, Soul Steps modifies Hoho, augmenting it with one’s own life energy. The particular Hoho augmented this way is the one that all Rogues know from their Shinigami days: Shunpo. Soul Steps is a stance technique, which lasts for four posts or until ended early. While in that stance, anytime the individual uses Shunpo, they may spend 100 Life Force in order to augment that Shunpo. If they do so, they leave behind an after image, infused with their own life force. This afterimage can do one simple action, such as clap, either once or on loop. If someone interacts with the afterimage in any direct way, or ten seconds pass, the afterimage disappears.
How to use technique (How is it activated?): Activate the technique to enter the stance, then use Shunpo normally, except also draw your own Life Force to your feet in addition to reitsu.
Technique Drawbacks (Limitations, repercussions for use, etc)
Entering the stance costs as much as a normal Class 4 technique, and lasts for four posts. It can only be used twice a thread, and there must be at least three posts in-between each stance usage. The afterimages can be detected as anomalous with either a 200 energy sensory, or a 250 senses, or a 3 in Analysis. Soul Steps augmented Shunpos eat up double the number of step techniques per post.
Made By: Tsubaki Shiba
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Vita Sollertia: Soul Burn
Class: 5-2
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): Vita Sollertia
Usable By (Technique is available to which races?): Rogues
Technique Element: Fire
Technique Description and Effects (Explain appearance, powers, and effect):
This technique is one of the most directly offensive Vita Sollertia. The soul has incredibly potent energy in it, and the usage of Life Force techniques allows someone to tap directly into that energy. This specific one converts the a Rogues Life Force into a burning force that surrounds either the Rogue’s hand, or weapon (which can be any object that the Rogue picks up, it doesn't need to be a specifically spiritual weapon). The burning force doesn’t produce light, although its strange reiatsu is detectable via 100 Energy Sensory, and the heat it creates doesn’t extend far off the affected area. However, Soul Burn produces incredible amounts of heat that only effects organic matter.
A single touch of a hand that is utilizing Soul Burn can cause degree burns the instant of contact, which suffice it to say, makes this technique horrifying in usage. This technique can be used at any class as low as five and as high as two. Class 5 usage causes first degree burns upon contact, and second degree burns upon repeated contact or extended contact. Class 4 does the same, but of course beats more things in clash. Class 3 usage allows for the creation of second degree burns on contact, and three degree burns through extended or repeated contact. The Class 2 version causes instantaneous third degree burns, and fourth degree burns (burns that penetrate the muscles) upon extended or repeated contact.
How to use technique (How is it activated?):
Focus on the body part or weapon you want to use in conjunction with the technique, and expend the necessary Life Force.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique costs 100 Life Force for each class of it (Class 5 is 100, Class 4 is 200, etc) per post. It also causes subtle muscle damage to whichever arm is holding the weapon that the technique is being used on, or whichever arm is using the technique. This muscle damage means that using this technique for more than four posts per thread will render that arm useless.
Made By: Tsubaki Shiba
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Secret Art: Kido Fusion
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: Varies.
Technique Cost: Varies.
Description: This Technique allows the user to fuse two or more kido together before they are fired, making their arsenal more varied and creative for what spell they need at a given moment. This is the ultimate mastery of kido, and thus needs one of two requirements. Either the user must be a Technique Master and have 4 SKP in kido skills, or they must have spent 7 SKP in kido skills, such as kido itself and Mental Incantation. The Analysis Skill also adds to that SKP amount, since the user is able to analyze and deconstruct kido at a conceptual level. If they are not a Technique Master, who inherently have the ability to replicate techniques they see and understand, they must also be trained by someone who knows this technique.
But what exactly -is- kido Fusion? Put simply, it is the ability to borrow parts of two kido in order to mash them together in the way that the user needs. This is done by a system of "Form" and "Effect". All kido can be broken down into those two categories. They have physical shapes, and they have effects. For example, Hado #4: Byakurai has the Form of a Beam and the Effect of the Electrical element. Some kido can have more than one effect, since some are complicated, and the user can borrow which ones they need. Elements are always an option for the user to borrow.
But what do you mean borrow? Mash them together? Put simply, the user takes a Form, and at least one Effect, and combines them. Byakurai + Sho could make an electrical projectile. It could not make an electrical projectile that pushes, since Sho is donating its form. Exceptions will be included later when costs are described. Basically, Sho donates its Form, which is a small projectile, and takes on the element from Byakurai. It could also create a piercing projectile, since Byakurai do pierce. The flexibility is what makes this technique versatile and strong. When figuring out Class for clash purposes, the user may choose which class is dominant. So if you fuse a Class 5 and a Class 7, the result may be Class 7 or Class 5.
If this technique is Mastered, then the user can combine more than two kido together. This is done by multiple kido contributing Effects to one Form. So a Fusion of Sho (Form), Byakurai, and Shakkaho could be a small electrical projectile that explodes on contact with something. Or a Fusion of Sho, Byakurai, Shakkaho, and Tsuzuri Raiden (Form) could be a wave of electrical force that pushes things away and explodes. The combinations become much crazier when the technique is mastered.
But what about crazy high leveled kido that become so ridiculously overpowered when they are fused? Can you just imagine Sharknado being fused with Soukahou to fire infinite tornados of sharks?? That is a serious possibility, but there are limitations to this technique that avoid that amount of overpowered techniques being fused. Every Class of kido has a point value. For Class 8 it is 0, all the way up to Class 0 which is 8 points. The User's Class is what determines how many points they have to use. A class 1 character can't fuse anything into a Class 1 kido that isn't a Class 8 kido, for example. A class 1 character could, however, fuse 7 Class 7 techniques into one mega attack, though it would still be Class 7 for clash purposes. Mastering this technique grants one extra point, however Class 0 kido can still not be fused with anything else. Due to giving up release in order to master techniques, Technique Masters inherently have 1 more point to work with for their fusions.
Class 7 Technique: 1 Point
Class 6 Technique: 2 Points
Class 5 Technique: 3 Points
Class 4 Technique: 4 Points
Class 3 Technique: 5 Points
Class 2 Technique: 6 points
Class 1 Technique: 7 points
Class 0 Technique: Cannot be fused
Class 7 Character: 1 Point
Class 6 Character: 2 Points
Class 5 Character: 3 Points
Class 4 Character: 4 Points
Class 3 Character: 5 Points
Class 2 Character: 6 points
Class 1 Character: 7 points
Class 0 Character: 8 points
Mastered Technique: + 1 points
Technique Master: +1 points
How to Use: Mentally command it to happen.
Incantation: N/A.
Drawbacks: Obviously there are Drawbacks to using so many kido like this in ways they were not designed to be used. The first Drawback is simple. Any and all drawbacks that are associated with the technique are inflicted on the user, no matter how small a part of the kido is used. If you fuse Sharknado into something in order to do nothing more than give it the joke element of Shark, then the limb that fires that technique will receive cuts. If the effect of a kido is caused by an action, such as Baundo Zetsumei's effect of multiplying -when- it changes direction, then the effect of multiplying cannot be added unless it comes with the added "when it changes direction". The -only- exception to this is situational drawbacks. Situational Drawbacks are more like limitations. For example, "Kiss of New Breath" is a Kaido that cannot be used on yourself because you cannot kiss yourself. This is a limitation, not a drawback. By fusing this kido into another medium, you would be able to administer it to yourself at possibly reduced efficiency.
Now for Cost. The cost of using this technique is equivalent to each part of the technique. So fusing two Class 7 techniques will put you down 25 reiatsu each, for a total of 50 reiatsu lost. It is also physically and spiritually demanding to fuse techniques. While Technique Masters and those with a 4 in kido might be able to fuse much more, even they will start to become weary and fatigued by fusing to their max amount of points frequently. For kido, Bakudo in particular, that are considered "auto-hits", like Haihin, when fused into anything the auto-hit property is considered neither an Effect nor part of the Form, and is simply lost in the fusion.
Made By: Unknown.
Reserved?: No -
Technique Name: [Kagura Shingan]
Class: [3]
Technique Type: [Kidou / Other]
Technique Element: [Non-elemental]
Technique Description and Effects: [This technique increases the users Energy Sensing by 50 by focusing in on one target rather than a wide area. This technique also allows the wielder to be capable of predicted the way a person will move by the flow of their reiatsu, as well as Kido preparation or other reiatsu based techniques, by focusing specifically on the targets reiatsu. Reiatsu is the energy that flows through all things and just like brain signals the reiatsu will flow differently when a limb begins to move. This technique lets the user detect these subtle changes and when a high level of skill with the technique is acquired the user can predict how a opponent will move. This technique visualizes the reiatsu in a persons body in a sort of "minds eye".
Level 1: Allows the user to predict how the opponent will move. Like, the movement of a arm or the charging of a powerful Kido. Subtle movements like blinking, finger twitches, or other smaller things are next to impossible for this level to detect. Max distance is 500 feet.
Level 2: The user can more easily predict how the opponent will move. Expands the radius of the technique to 1000 feet. Also capable of being used through solid objects now. Detection increases to the point more subtle movements can be detected, as well as weaker Kido being prepared.
Level 3: Can use this technique to its max power and detect someone at 2000 feet. Mastered increases Energy Sensing by another 25 points. Instinct and Senses allowed the user could predict just about any form of movement the opponent will do, even a nose twitch. It would be near impossible for Kido preparation to be missed.]
How to use technique: [Simply cast the technique. This technique is mental in nature, sorta like long range Spider-senses.]
Drawback: [First drawback is the cost. Second drawback is the constant cost. The technique requires 100 reiatsu a post to remain active. Reactivating the technique is half the cost. Third drawback is increased sensitivity to reiatsu pressure. What this means is if the enemy suddenly explodes with a drastic increase in reiatsu the user will be extra sensitive to this. This could cause the person to pass out. What this means is that the enemy would have to at least to increase his RS by double of the users. Fourth drawback is that this technique does not mean "lolicanpredictyousoidodgeyou". No, the user would have to have enough Instinct to be able to react in time to attacks. Just because you can tell how a opponent will move doesn't mean you are smart or fast enough to react in time. One more drawback of course, in order to use this technique the person needs to have over 50 points in Energy Sensing. Since this ability is mental in nature it can put a strain on the mind. If used for five posts straight then headaches will begin to form. After ten posts migraines will begin to form. After the tenth post the user will begin to have nosebleeds. But if the technique is used for 15 consecutive posts the user will pass out. ]
Made by: [Raygin Kawada]
Technique Name: Vita Sollerita: Dimension Stalk
Technique Class: 7
Technique Type: Cinematic
Usable By: Rogues
Technique Element: Bakkoto
Description:
Given a Bakkoto’s need to consume life force it’s no surprise that the best source is someone other than the user. Namely to ensure the user can survive long enough to see the peak power of their bakkoto. However, the issue at hand lies with the fact that only the weak souls of the plus are usually available to a Rogue and their Bakkoto. That’s where this technique’s creation comes from. In order to give a Bakkoto the necessary sustenance to reach their peak capabilities, varied and better sources of life force must be fed to the Bakkoto. This technique is an augment to the Bakkoto themselves and allows the Bakkoto to open a small gateway to alternate worlds. The gate’s form and nature shift depending on the Bakkoto’s powers, but its effect is always constant. For example, a Bakkoto with storm powers could create a storm cloud that upon entering, brings the user to a cloud in the human world after walking a short distance. The flavor texting is endless.
How to Use:
Channel reiatsu into the bakkoto and then allow it to manifest a pathway to another world. The world must be specified prior to. Specific locations can be chosen but if none are, the pathway is to a random point in the chosen world.
Drawbacks:
Non-combat entirely. I.E. It can only be used to enter and exit threads. Hueco Mundo cannot be chosen as a world until Mastered. Hell, or the Silbern also cannot be chosen.
Made By: Some Bakkoto user
Reserved?: No
_________
{Spoiler}{Spoiler}{Spoiler}{Spoiler}
Technique Name: Shindōyoku (Vibrating Blade)
Class: 3
Technique Type: Zanjutsu
Usable By: Shinigami, Vizard and Rogue
Technique Description and Effects: User coats their weapon of choice with Reiatsu causing the weapon to glow the same color of the users natural Reiatsu. The Reiatsu resonates at extremely high frequencies when attacking allowing ones bladed weapon to weaken the molecular bonds of whatever the user is cutting into for one single strike. In turn increasing the weapon of choices cutting ability and lowering the strength of an opposing technique if it comes into contact with another source of Reiatsu by 25%. If mastered it's 30%. This Allows it to cut through nearly everything in the users path with seamless ease. The cutting power of this technique relies completely on the users highest offensive stat (Spiritual Pressure excluded unless in release) allowing it to cut through Reiatsu based techniques as long as the users highest offensive stat is higher than the opposing technique.
How to use technique: Coat blade in Reiatsu and use.
Drawback: This technique counts as a short term stat boost. You need at least a 2 in a Sword Skill and the right amount of Reiatsu to use this technique. This technique puts a short term strain on the users arm due to the high vibration of the weapon playing part in this technique and needs a total of two of the users posts, one if mastered to rest for each individual arm that is used. This strain will cause the user some minor pain but consistent uses of the technique before the two post wait period will put a higher strain on the users weapon arm for each use, tearing muscle, breaking bones, etc.
Made by: Aevus
Reserved?: No
{Bakudo}
Technique Name: Bakudō #69: Enerugīrīchi (Energy Leech)
Technique Class: 3 - 80 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 300 Reiatsu/post.
Description: This technique is designed to wear out both the user and his opponents in the process, easily shortening the duration of what could have been a drawn-out fight. What this technique does is create a clear, glass-like barrier in the form of a dome with a radius of 200 meters, the center being the user. All those confined in this glass dome would be forced to pay twice the usual reiatsu cost for any and all techniques. This technique is exempt from that effect, though all other techniques activated by the user cost double the reiatsu as well. The user may end the technique at will, and the glass dome will fade into the air.
How to Use: Pay reiatsu cost and activate.
Incantation: Incantation doubles the size of the dome, giving it a radius of 400 meters ("Stamina trumps strength. Stamina trumps speed. Stamina trumps force. Let us take the punches until our foes cannot throw anymore, and only when they are breathless at our feet will we vanquish them.”)
Drawbacks: The largest drawback of this technique is its drain on the user’s reiatsu over time. Each post, including the post that is activated, the user must pay 300 reiatsu to maintain the technique. Another weakness in it is that the glass dome is easy to penetrate, and requires an offensive stat of half the user’s reiatsu strength to beat. However, anyone who breaks the barrier, including the user, would immediately lose 500 reiatsu. Lastly, the technique is draining to the user’s physical stamina. Moving at a speed over 300, rather than the 400, now fatigues the user.
Made By: Kagami Murai.
Reserved?: No.
Technique Name: Bakudo #61: Rikujokoro (Six Rods Prison of Light)
Class: [4]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Summons six thin, wide beams of light that slam into a target's midsection from all sides, holding them in place. This technique also results in total paralysis, and can even suspend targets in mid air.
How to use technique:
This requires the user's eyes to be focused on the target, and their casting hand to be aimed at the target as well. The six beams will then close in, but those who are quick enough or instinctive enough will be able to dodge.
Incantation and Effect:
The incantation increases the reiatsu strength of this technique by 25%. (I.E. Reiatsu strength of 100 is instead worth 125.) ("Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!")
Technique Name: Bakudō #55: Mutsohoyo (Painless Embrace)
Technique Class: 4 - 40 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 150 Reiatsu.
Description: This is a sealing technique. It is used not to seal the enemy however, but to seal another Kido. This has two distinct effects. The first is that it can be used to seal a Kido inside of an object, which for the next hour can instantly activate that Kido at any time at will of the user, even if left behind somewhere. It costs the cost of this technique and the cost of the Kido in question. That is one way of using it. The second is more effective. This can seal a technique inside of an enemy or an ally. The technique in question has its reiatsu broken down by the enemy or ally, who then gains extra reiatsu to use. The full reiatsu put into the technique, except for this Bakudo, goes into the enemy. Therefore, if Hado #88 was sealed in the enemy or ally, all of that reiatsu simply converts into 600 reiatsu for the enemy to use.
The trouble comes there. If the enemy or ally is given reiatsu that causes them to go over their current cap, they must spend all excess in their next post, or their body will explode from the excess and they will die. This can be used at the start of the fight as a bomb technique on suspecting enemies.
How to Use: To seal a technique inside of the enemy, the user needs to have physical contact with the part of the body that they will be sealing the technique into. They then activate this technique and pay the cost for it and the technique they wish to seal within the foe. Alternatively, the same is said of an object. Seal this into an object with physical contact with the object, and then use the object as one sees fit. The object automatically releases the Kido if the user gets up to a mile away from it. The object also cannot exceed the user in size.
Incantation: The incantation causes the class of the Kido imbued to go up by one, resulting in a higher class Kido for the cost of one class lower. For example, if a class 5 Kido is imbued, the incantation causes it to be valued at class 4 instead. It uses the same cost as a class 5 Kido however, the only extra cost being that of this technique. ("A dream within a dream, a heart within a soul, a core within a nucleus which in turn is within an atom. Within all there is still more. And within thee, I place this seal!")
Drawbacks: This technique leaves behind physical remnants of techniques. This means that if one were to use a stone based Kido that made stone, while the reiatsu would go into an ally, the stones would still form and remain behind. The same is true of an object, which would become filled by stones. This makes it highly implausible to use elemental Kido on objects or allies. Things such as fire, wind, or lightning, which are only temporary elements that cannot be long lasting can still be used, and they will have no remnants, and instead will just convert directly into reiatsu.
Made By: Sozen Kuchiki.
[Technique Name: [Bakudo #63: Sajosabaku (Locking Bondage Stripes)]
Class: [4]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
This is a much stronger version of Bakudo #4, one which does the same thing, but creates a gray cloth around the victim to indicate use of a different technique. Unlike #4, this requires a 50% reiatsu strength advantage to break.
How to use technique:
Unlike the original, this can be cast from a long distance, though in this case it can also be dodged. The casting hand must be aimed at the target.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength valued at 100 is instead valued at 125.) Incantation unknown.
Technique Name: Bakudo #64: Tousei Takai [Intoxication High]
Class: 4
Technique Type: Kido
Usable By: Kido-Using Races
Technique Element: Air
Technique Description and Effects:
Tousei Takai is a flexible Bakudo, one that is used to ensnare and warp the mental abilities of the target that is caught within it. When used, this technique allows the user to release a constant fog of a red-tinted gas from their mouth until this Kido ends, which is two posts after its initial use. This fog will constantly spread wherever they go, leaving a trail behind them that will hover low to the ground, flying no higher than thirty feet above the ground at its peak. However, this cloud will remain for an extended period of time, namely a full five posts once the initial duration of this technique ends. The fact that this technique remains for such a long time, and can cover a fair area depending on how much the user moves around, makes this a very versatile and broad-spreading technique.
But what exactly does this cloud do? It fogs the mind. The victim has a hard time focusing once they are within this cloud, their vision blurring and their head spinning. This is just from the first breath, causing a fair amount of disorientation right away. But it gets worse the longer one is exposed to the cloud. After the second post of exposure, the victim loses their balance, causing them to stumble and easily collapse, making step techniques risky to use. Additionally, their vision begins to fade slightly, tinting everything a faded gray-red to further add to their blurred sight. A third post makes the victim unable to stand between the dizzying spinning sensation, their balance completely vanishing, and a sudden lack of focus that causes their mind to flit from one subject to another. Four posts, and the victim is practically a zombie, eyes drawn to the nearest shiny or pretty-colored object while they stumble around, unable to even walk thanks to their inability to balance. Battle Focus and Strength of Will can delay the effects of these symptoms, adding a single post per symptom for every 2 combined ranks in these skills (i.e. a 1 in both would cause the initial disorientation at post 2, balance and faded vision at post 3, and loss of balance at post 4, as the combined total is two ranks.)
The user is immune to this technique, as it is infused with their Reiatsu, and it can be blown away with a technique with a superiority of two classes or 25% higher Reiatsu Strength than the user's. Wind-based attacks, however, can blow this away with some ease, though the smoke is constantly being emitted, which can neutralize a single wind attack.
How to use technique (How is it activated?):
Speak the incantation, and cast the spell. As long as the mouth remains open, smoke will continue to pour from it. Move around to spread the smoke over a large area.
Technique Drawbacks (Limitations, repercussions for use, etc)
Reiatsu cost. Besides that, there are a few other drawbacks. First off, this technique is ineffective against opponents who can get above it, having a maximum height limit of thirty feet above a solid surface. Additionally, it can affect allies who are caught in the cloud, making this a double-edged sword. Finally, it takes a while for the strongest effects to kick in, meaning that the victims must be contained within the technique constantly to make full use of the effects.
Incantation and Effect (If Kido only): The smoke can be spread for an additional two posts upon use of the incantation, and the cloud's duration is doubled to ten posts after the spreading ends. (“Breathe in the mists of ambrosia, feel the mists fill your mind. Know the world, let it know you; spin to the ground like a dandelion tuft, stare at the sky and truly wonder at the nature of the stars.”)
Made By: Z-Wolf
Reserved?: No
Technique Name: [Bakudo #77: Tenteikura (Heavenly Rickshaws in Silken Air)]
Class: [3]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster.
How to use technique:
Markings must be written out on the caster's arms while speaking or thinking the message.
Incantation and Effect:
This technique can be used on anyone within two miles of the caster if used with incantation. ("Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens.")
echnique Name: [Bakudo #68: Ganoretto (Gauntlet)]
Class: 3
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Gantoretto is a Bakudo used to protect oneself. It allows the user to form a barrier of super condensed reiatsu around selected limbs protecting them from harm. Gantoretto has the same Reiatsu strength as the user, 150% if used with the incantation, and can protect one limb, two if mastered. Any attack with a reiatsu strength equal to or lower than it will not be able to cut it. This Bakudo lasts for ten posts before the reiatsu cost must be expended again to refresh it.
How to use technique:
The user draws their fingers over the selected limbs and speaks the name or incantation.
Technique Drawbacks
The first drawback to this Bakudo is the size. It can only cover limbs, and two at most per use of it. Secondly, it only protects one side of that limb. For instance, if used on the legs it would either protect the shins and thighs or the calves and hamstrings. Also, this Bakudo has no offensive ability. It cannot be used against an opponent in any way except to guard against an attack.
Incantation and Effect:
Incantation effect stated above. ("Winds rage and tempests blow, but rock stands and castles know that true strength is in solid defense.")
Made By: [Kyomei Kuchiki]
Technique Name: [Bakudo #75: Gochutekan (Quintet of Iron Pillars)]
Class: [3]
Technique Type: Kido
Technique Element: [Metal]
Technique Description and Effects:
Summons five incredibly tall and thick pillars which are chained together. These fall from the sky and slam at great speeds into a target, pinning them to the ground as well as causing physical damage to the body.
How to use technique:
State the name of the technique while the casting hand is aimed at the target.
Incantation and Effect:
The incantation causes the speed of the pillars to double, while also causing immobility in targets trapped by this technique. ("Walls of ironsand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end.")
Technique Name: Bakudō #88: Isshuin Kaze (Shadow Ties)
Technique Class: 2 - 180 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Shadow.
Technique Cost: 600 Reiatsu.
Description: Several tendril-like shadows form from either the shadow of the target or the shadow of the caster. The shadows then coil around the target and constrict them in place, causing them to be immobile. The tendrils are very flexible and are difficult to pierce. Can be destroyed only by superior reiatsu strength or superior class technique. Cannot be destroyed by physical means.
How to Use: Speak the Kidō’s name then press hands on shadow on the ground. Also to make the tendrils form from the opponent's shadow, he must touch their shadow first.
Incantation: Reiatsu strength of the technique increases by 40% during use of incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140.) ("Trap ye black dog, dark tower in the south. Floodgates of darkness, corrupted despair runs through the veins of the land. Colossus of clouds, smirking sins, eye of the tempest beast. Ruler of the land of darkness and bearer of the name of Obelisk! Bind thy enemy before me and halt their movement to the fullest!")
Drawbacks: Reiatsu cost. Requires focus, and leaves the user vulnerable during continued use.
Technique Name: [Bakudo #99 Part 1: Kin (Seal)]
Class: [2]
Technique Type: Kido
Technique Element: [Metal]
Technique Description and Effects:
Binds the arms of a target to their back like Bakudo #1: Sai, but does so with spiritual fabric and iron shafts. The fabric wraps around the body and then pins it to the ground while the iron shafts pin it even more in several overlaying X patterns on top of the body. Those caught in this technique are completely immobilized,
How to use technique:
This can be done by aiming the casting hand at the target, but if it is done this way then the bindings fall from the sky, allowing the technique to be dodged. If this is done through physical contact, it is impossible to dodge, and the bindings appear instantly.
Incantation and Effect:
This spell can be broken with reiatsu strength advantage of 50%, but the incantation makes it unbreakable. ""Gods, I forsake thee. God of War, your wrath consumes all. God of Chains, your bindings snap under pressure. God of Peace, your power is not found here. God of Mercy, you have left this world. I take it upon myself to be the Might of the God of War, the Bindings of the God of Chains, the Peacemaker when the God of Peace cannot, and the Hand of Justice when the God of Mercy will not. With power above the gods, I call upon my own strength to bind you and cease your evil. Be still!"
Technique Name: [Bakudo #99 Part 2: Bankin]
Class: [2]
Technique Type: Kido
Technique Element: [Metal]
Technique Description and Effects:
This spell first covers the target from head to toe with a thick fabric (first song), and follows up by stabbing them with numerous metal bolts (second song). It finalizes by smashing them with an immense metal cube (final song). This Bakudo is unbreakable when it has been completed, regardless of reiatsu strength. It can be broken only through its casters death or willing release. Reiatsu cannot be used and is completely sealed if this technique is complete. For every song that is allowed to land on the user, 1/3 of their reiatsu strength and remaining reiatsu is removed.
How to use technique:
This can only be used if Kin has already been cast, and is done through aiming the casting hand at the incarcerated victim. The first and second songs can both be broken by double and triple the caster's reiatsu strength respectively being flexed, but final song is unbreakable.
Incantation and Effect:
All three songs have different incantations. If the incantation is used for first song, then first song's reiatsu strength doubles. If the incantation is used for second song, then second song's reiatsu strength triples. If incantation is used for final song, then all of the victim's stats will be burned away to 10 instantly while the victim is caught. Incantations unknown.
______
{Hado}
Technique Name: [Hado #97: Same no Tatsumaki]
Class: [2]
Technique Type (Kido)
Technique Element: [Shark. Apparently.]
Technique Description and Effects: [This is one of the most cruel, unusual, and devastating Hadou to ever exist, a pure incarnation of Destruction. It starts out simple enough though. After saying the name, the user projects a gigantic, blood red tornado like blast from the palm of their hand. It has the same effect a regular tornado would have, picking stuff up and throwing it around. It's quite powerful.
However, it's the second part of it that makes it so fearsome and revered as one of the most cruel Kidou ever. What does it do? As long as the tornado exists, it generates SHARKS MADE OF REIATSU! AND THEY'RE ALL BLOOD RED AS WELL! AHHHH! These sharks go flying around everywhere, biting things, smashing into them, all that stuff. Oh, and they can explode as well. Isn't that nice? Needless to say, this is an exceptionally cruel and powerful use of Kidou.
This can last for up to four posts if uninterrupted, and the sharks gain ten feet in length for every hundred Reiatsu Strength the user has.]
How to use technique: [State the name and fire SHARKS EVERYWHERE! Not much more than that.
Technique Drawbacks: (Using this Kidou requires a blood sacrifice on the part of the user. Cutting their hand and sacrificing the blood will activate this technique. On top of that, it's a very, very tempermental Kidou. The user has to have complete concentration on maintaining it, so it leaves them open to attack. This counts as a "Channeling" spell, so the full effect can not be achieved unless it lasts for the entirety of the four posts. Additionally, this spell has absolutely no way to tell between friend and foe. So yeah. Reiatsu Cost as well, and a Physical Cost that gets worse as the posts maintaining it go up. This manifests as shark bites along the users arm.)
Incantation and Effect: "I invoke the fury of the God of Air and Sea! Ye that bows down to the earth shall feel the sting of the teeth! For ye that stands before I will be pulled by the wind and tooth to the churning depths! Scourge of land and sea, terror of the skies, untie your powers to bring absolute despair and ruin to those foolish enough to stand against you!"
Made By: Taien Hadohou
Technique Name: [Hado #53: Surasorutoiera (Area Thrust)]
Class: 4
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Surasutoeria is much like an advanced form of Hado # 1, Sho. However, instead of being a directional thrust in the direction indicated, it is an area thrust, pushing away from all directions out from the user. When learned, this Hado pushes objects away at a speed equal to the user’s reiatsu strength. When it is mastered, the speed is double that of the user’s reiatsu strength.
How to use technique:
The user need only state the name and push outwards with their hands.
Technique Drawbacks
Because this Hado pushes things in all directions, the user will be forced upwards by the opposite force of the Hado hitting the ground beneath them and being reflected back. It isn’t possible to avoid this because the reiatsu strength needed to push the entirety of the world would be in the millions. Also, if an object has a greater reiatsu strength or a greater strength than that of the user's reiatsu strength then the object will not be affected.
Incantation and Effect:
Increases reiatsu strength of the push by 25%. (I.E. Reiatsu strength worth 100 is worth 125 instead.) ("Gods of Balance, Gods of Change, I summon thee. Under my feet do I place your tennants and in my hands to I place your might. With thy power do I smite my enemies!")
Made By: Kyomei
Technique Name: [Hado #86: Soukahou (Eternal Flare)]
Class: 2
Technique Type: Kido
Technique Element: Fire
Technique Description and Effects:
Soukahou (蒼火砲, Blue Fire Cannon) is an advanced hadou based off of "Sokatsui" that requires a blood sacrifice to activate. Just like how the Kuchiki is well versed in Sokatsui, the Kanzaki specializes in this kidou. Instead of firing one single burst of blue fire at the opponent, it creates a concentrated mass of blue flames around the user's hand that can burn or incinerate anything that fire touches. This can be used for enhanced melee as a flaming fist but that is not its main function. The main ability of this hadou is automatic firing of blue flares, similar to a blue fire machine gun.
Once this is activated, the user can fire blasts of "Sokatsui" out of the hand engulfed in blue flames as many times as the user wishes. In other words, infinite ammunition. The fastest firing rate of this technique is about 600 blasts per minute. When this technique is mastered, the user can use this in many creative ways such as applying the concentration of blue flames to a weapon, fire multiple blasts simultaneously like a shotgun, creating explosive blasts out of the user's hand, or even change the color of the flames to the user's preference. Once this technique is activated, it doesn't end until the user dies or wills its end.
How to use technique:
Activate the technique. From there, aiming and firing is all that is required.
Technique Drawbacks
400 reiatsu is consumed upon activation. The blue flames are extremely hot and it will cause slight burns to the user's hand for every post this is active. Generally, the user will have first degree burns by first the 5 posts. If the arm is severed, the blue flames will go out of control and will engulf the user whole if the one fails to defend against it.
Incantation and Effect:
Reiatsu strength increases by 35% for use of incantation. (I.E. Reiatsu strength of 100 is instead worth 135.) ("An eye for an eye, A tooth for a tooth. Evil to fight evil. Fire to fight fire.
Hath withstood pain to create many flames of vengeance. And yet, those ephemeral works of art will never be remembered.
I hearby offer my blood in an indestructible contract with the flame of atonement.")
Made By: [Shiki Kanzaki]
Technique Name: Hado #90: Kurohitsugi (Black Coffin)
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects: A brutal spell, this Kido forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe. Its appearance and function is reminiscent of a common magician's trick, as well as certain torture devices used during the Spanish Inquisition. Escape from within is nearly impossible, causing those trapped by it to face certain doom. It is virtually unbreakable from the inside, except by a vastly superior spiritual strength, and with a technique class 2 or above. This is also considered impossible to dodge at point blank range.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!” With the incantation, this spell gets a 40% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 140 with incantation).
{Spoiler}{Spoiler}{Spoiler}{Spoiler}
{Hoho}
Technique Name: Shunpo Karin
Class: 5
TTP:20
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
Made by: Admin
Technique Name: Shunpo (瞬歩, Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Reiatsu Cost: 50/step
Technique Description and Effects
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Technique Name: Shunkassou (Flash Glide)
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is yet another variation of the Shinigami stepping technique, Shunpo. Shunkassou gathers two pools of Reiatsu beneath the users feet and lets them float around on them. This technique was designed to be more maneuverable and combat-effective than the original Shunpo. It does not instantly take the user to the destination of their choice, but lets you move around freely. The Reiatsu creates a sort of friction between it and the object you're "gliding" on. This prevents you from falling off.
How to use technique:
Pool Reiatsu beneath your feet and move.
Drawback:
While this does allow continuous movement, its also one of the slowest variations of Shunpo. It only increases speed by 2.5x while using this technique. On top of that, it costs Reiatsu equal to 3/4s of the original technique cost, meaning it costs 300 Reiatsu each post to keep active.
Made by: Taien Hadohou
Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
White = Learned
Blue = Proficient
Technique Name: Vita Sollertia: Integumentum
Class: 1
Technique Type: Vita Sollertia
Usable By (Technique is available to which races?): [Rogues]
Technique Element: [Metal]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
The bakkoto is a parasite that feeds off of its host. While it harms the rogue, it also needs to keep the rogue alive so that it may continue to live off them. This technique is one in which the bakkoto expands to create a defensive layer over the host, much like an armor. Wherever the bakkoto lays within the user, it will begin to expand. By paying 100 reiatsu and life force, the user may have the bakkoto form a partial armor of spiritual steel over the nearest region of the body. For example, if the bakkoto resides in the user’s arm, the armor will only stretch up to the user’s shoulder, protecting the full arm. If the bakkoto is in the user’s chest or abdomen, it will protect the user’s front and back, but not their head or limbs. And so on. However, if the user pays 300 reiatsu and life force, the armor will cover their entire body. It will move with the user so as not to inhibit them, creating a very flexible yet sturdy defense. Its durability is equal to that of the user's release weapon.
Despite being composed of spiritual steel, the armor is very in-tune with the user, almost like an exoskeleton of their body. It can even trigger cutback if a susceptible target strikes it. But that’s not its only special property. If the user anticipates a heavy impact, they may pay an additional cost of 200 reiatsu and life force to completely negate the force of that impact. This is only effective if the impact is not strong enough to break the armor. The purpose of property is for the armor to not only withstand the force of a punch but also prevent the user from being knocked into the air by that force.
How to use technique (How is it activated?):
Pay the cost an activate.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
This defense is anything but perfect. Firstly, the only gap in the armor are slots for the eyes. Still, with the user’s ears and nose covered, all their senses except for vision will be reduced to 50. Also, the armor greatly increases the stamina drain of fast-paced movement due to its extra weight. Without the armor, individuals could move at 300 speed without fatiguing, but now, that cap is reduced to just 200 speed. More so, it is still made of spiritual steel, so the armor as the same weaknesses as metal. It prone to overheating, so cooking the user within the armor is twice as easy. Furthermore, the conductive nature of the metal makes electricity or lightning-based attacks twice as effective against the target. Because the armor is an extension of the bakkoto, if it is broken, the user’s release will automatically end and they will not be able to release for another 3 posts. The armor lasts 5 posts before the user must refresh the cost.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No] [No]
Technique Name: [Cutback: Assault]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Cutback]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Traditional cutback is triggered by a physical strike from a spiritually inferior source. Among those with immense spiritual pressure it is a useful defense. This technique converts that same cutback into an offense. The user gathers all of their spiritual energy at their core before releasing it outward with a burst. An invisible wave bursts outward with a speed and force of 600, pushing back everything in its path. It functions like a larger Martial Discipline: Ken to all those around. The user may choose to spend an additional reiatsu to increase the range of the wave. At its lowest range, the wave will travel 200 meters in every direction. If the user doubles the cost, this range will also double to 400 meters in every direction. But get this. If the cost is TRIPLED, the radius will also triple to a whopping 800 meters.
However, the real effect of the technique only kicks in when the wave makes contact with any individual. If the difference in spiritual pressure between the user and target is great enough, this technique will automatically inflict the same damage they would face had they triggered cutback. This property is what makes Cutback: Assault truly deadly.
How to use technique (How is it activated?): [Insert Below]
Charge reiatsu and release it.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
This technique costs 300 reiatsu to use, and it must be mastered before employed in battle. It may only be activated once every 3 posts, and while it’s on cooldown, the user loses access to natural cutback. However, that is hardly the most serious drawback. As this technique causes the sudden output of such a large amount of energy, it puts a heavy strain on the body, worsening all injuries the user suffered prior to activation. When used the first time, if the user has any deep lacerations or stab injuries, they will begin to bleed profusely, giving them 5 posts before they lose consciousness. When used the second time, even if the user only had thin cuts, these will widen and deepen as blood rapidly escapes them, giving the user 5 posts before they pass out from blood loss. After employed a third time, even if the user is completely unharmed, their nose and eyes will begin bleeding. In fact, their internal organs would be struggling to function as the strain of a third Cutback: Assault also caused them hemorrhage. The internal bleeding would cause the user to pass out in 5 posts after activating the technique.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Vita Sollertia: Acceleration
Class: 3
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other):
Vita Sollertia
Usable By (Technique is available to which races?): Rogues
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): An ability that all Rogues possess is the ability to convert their own Life Force into additional Reiatsu Strength in order to increase the power of an attack. Acceleration is a technique that follows the same principles, but is not used to increase the Rogues Reiatsu Strength but rather to increase their Speed. However, it is not the actual users speed that is increased, but it is used to increase the users speed when a Step Technique is used. For example, say the user has a Speed of 300 and they use this technique to trade 300 Life Force for 300 Speed, then they can use a Step Technique with a base Speed of 600. The conversion ratio is 1:1.
How to use technique (How is it activated?): Activate and convert.
Technique Drawbacks (Limitations, repercussions for use, etc) Same drawbacks as the Reiatsu Strength conversion. Cannot be used to exceed the 3x stat rule. Counts as a short term stat bonus. Additionally, due to this being a unnatural increase of speed there is a risk of muscle damage based on the percentage of increase. A 25% increase will produce soreness in the limb(s) increased, a 50% increase will cause serious pain in the legs but still make it usable. A 100% increase will cause serious muscle damage, making standing incredibly difficult. 200% increase will render the legs useless due the breaking of bones and tearing of muscles.
Made By: Garret
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Iaijutsu (Sudden Strike Technique)
Class: 4
Technique Type: General Physical Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique (How is it activated?): Simply draw your weapon and strike in a single fluid motion.
Technique Drawbacks (Limitations, repercussions for use, etc) This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SKP in Weapons (Sword) in order to be used, and 3 SKP to be mastered.
Made By: Kerrigan
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Vita Sollertia: Life Drain
Class: 3
Technique Type: Vita Sollertia
Usable By: Rogues
Technique Element: None
Technique Description and Effects: It is common knowledge the difference between the Shinigami and the Rogue. A Shinigami power comes from within their own soul. They must make bargains with their soul until the inevitable day comes that they must conquer it to achieve Bankai. The Rogue, however, does not acquire his power from the inside, rather from the outside. The Bakkoto is a parasite, feeding off the reiatsu and life of its wielder in exchange for great power.
The purpose of this technique was to change what it was the Bakkoto fed upon. The Bakkoto is a parasite, a symbiote of sorts, seeking nourishment above all else. All it cares about, all it needs, is life force and reiatsu. The art of Life Drain uses these basic motivations of the Bakkoto and turns it against his opponent. When the adversary of the Rogue comes into contact with the Bakkoto, whether it be weapon or attire, the parasite will begin to rapidly feed upon its new source. A powerful technique, for every post that the Bakkoto remains in contact with its new source of food, 500 reiatsu will be stolen from them.
This reiatsu allows for two options by the Rogue. First, the Rogue is able to take that stolen Reiatsu and give it to themselves, replenishing their own reserves with their enemies. Many races and factions have tried to create techniques designed to steal the reiatsu of an enemy, but only the Rogues are capable of this. The second option is to convert the reiatsu into what a Rogue truly needs, into what allows the Rogue to continue fighting; Life Force. The main function of this technique is not to regain reiatsu, but is to in fact regain Life Force. When used against fellow Rogues, the user of this technique can rob Life Force rather than just reiatsu, same amount and can only be given to the users Life Force pool.
How to use technique (How is it activated?): The Rogue must have his Bakkoto come into contact with the targets body. This can be done by simply having the Bakkoto touch them, impale them upon the weapon that is the Bakkoto, or any other method of getting the parasite onto the target. They must then activate the technique.
Technique Drawbacks: This technique, despite its strength, does have a few drawbacks. Firstly, on the matter of draining reiatsu. If the stolen energy surpasses the amount that the Rogue has (SpPr stat), then the Rogue must use that reiatsu within two posts or the extra amount will deal sudden Life Force damage, equal to the extra unused amount of reiatsu. For every post that this technique is used, a Rogue will take 1.5x extra Life Drain depletion for attacks, except for any damage taken by too much reiatsu absorption. This technique has the cost of a Class 3 technique as well, and can only be used if it has been Mastered.
Made By: Garret the Wanderer
Reserved? (Yes/No): No
Technique Name: Vita Sollertia: Soul Steps
Class: 5
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): Vita Sollertia
Usable By (Technique is available to which races?): Rogues
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect):
Perhaps one of the more frivolous Vita Sollertia techniques, and one of the more questionable usages of ones own Life Force, Soul Steps modifies Hoho, augmenting it with one’s own life energy. The particular Hoho augmented this way is the one that all Rogues know from their Shinigami days: Shunpo. Soul Steps is a stance technique, which lasts for four posts or until ended early. While in that stance, anytime the individual uses Shunpo, they may spend 100 Life Force in order to augment that Shunpo. If they do so, they leave behind an after image, infused with their own life force. This afterimage can do one simple action, such as clap, either once or on loop. If someone interacts with the afterimage in any direct way, or ten seconds pass, the afterimage disappears.
How to use technique (How is it activated?): Activate the technique to enter the stance, then use Shunpo normally, except also draw your own Life Force to your feet in addition to reitsu.
Technique Drawbacks (Limitations, repercussions for use, etc)
Entering the stance costs as much as a normal Class 4 technique, and lasts for four posts. It can only be used twice a thread, and there must be at least three posts in-between each stance usage. The afterimages can be detected as anomalous with either a 200 energy sensory, or a 250 senses, or a 3 in Analysis. Soul Steps augmented Shunpos eat up double the number of step techniques per post.
Made By: Tsubaki Shiba
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Vita Sollertia: Soul Burn
Class: 5-2
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): Vita Sollertia
Usable By (Technique is available to which races?): Rogues
Technique Element: Fire
Technique Description and Effects (Explain appearance, powers, and effect):
This technique is one of the most directly offensive Vita Sollertia. The soul has incredibly potent energy in it, and the usage of Life Force techniques allows someone to tap directly into that energy. This specific one converts the a Rogues Life Force into a burning force that surrounds either the Rogue’s hand, or weapon (which can be any object that the Rogue picks up, it doesn't need to be a specifically spiritual weapon). The burning force doesn’t produce light, although its strange reiatsu is detectable via 100 Energy Sensory, and the heat it creates doesn’t extend far off the affected area. However, Soul Burn produces incredible amounts of heat that only effects organic matter.
A single touch of a hand that is utilizing Soul Burn can cause degree burns the instant of contact, which suffice it to say, makes this technique horrifying in usage. This technique can be used at any class as low as five and as high as two. Class 5 usage causes first degree burns upon contact, and second degree burns upon repeated contact or extended contact. Class 4 does the same, but of course beats more things in clash. Class 3 usage allows for the creation of second degree burns on contact, and three degree burns through extended or repeated contact. The Class 2 version causes instantaneous third degree burns, and fourth degree burns (burns that penetrate the muscles) upon extended or repeated contact.
How to use technique (How is it activated?):
Focus on the body part or weapon you want to use in conjunction with the technique, and expend the necessary Life Force.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique costs 100 Life Force for each class of it (Class 5 is 100, Class 4 is 200, etc) per post. It also causes subtle muscle damage to whichever arm is holding the weapon that the technique is being used on, or whichever arm is using the technique. This muscle damage means that using this technique for more than four posts per thread will render that arm useless.
Made By: Tsubaki Shiba
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Secret Art: Kido Fusion
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: Varies.
Technique Cost: Varies.
Description: This Technique allows the user to fuse two or more kido together before they are fired, making their arsenal more varied and creative for what spell they need at a given moment. This is the ultimate mastery of kido, and thus needs one of two requirements. Either the user must be a Technique Master and have 4 SKP in kido skills, or they must have spent 7 SKP in kido skills, such as kido itself and Mental Incantation. The Analysis Skill also adds to that SKP amount, since the user is able to analyze and deconstruct kido at a conceptual level. If they are not a Technique Master, who inherently have the ability to replicate techniques they see and understand, they must also be trained by someone who knows this technique.
But what exactly -is- kido Fusion? Put simply, it is the ability to borrow parts of two kido in order to mash them together in the way that the user needs. This is done by a system of "Form" and "Effect". All kido can be broken down into those two categories. They have physical shapes, and they have effects. For example, Hado #4: Byakurai has the Form of a Beam and the Effect of the Electrical element. Some kido can have more than one effect, since some are complicated, and the user can borrow which ones they need. Elements are always an option for the user to borrow.
But what do you mean borrow? Mash them together? Put simply, the user takes a Form, and at least one Effect, and combines them. Byakurai + Sho could make an electrical projectile. It could not make an electrical projectile that pushes, since Sho is donating its form. Exceptions will be included later when costs are described. Basically, Sho donates its Form, which is a small projectile, and takes on the element from Byakurai. It could also create a piercing projectile, since Byakurai do pierce. The flexibility is what makes this technique versatile and strong. When figuring out Class for clash purposes, the user may choose which class is dominant. So if you fuse a Class 5 and a Class 7, the result may be Class 7 or Class 5.
If this technique is Mastered, then the user can combine more than two kido together. This is done by multiple kido contributing Effects to one Form. So a Fusion of Sho (Form), Byakurai, and Shakkaho could be a small electrical projectile that explodes on contact with something. Or a Fusion of Sho, Byakurai, Shakkaho, and Tsuzuri Raiden (Form) could be a wave of electrical force that pushes things away and explodes. The combinations become much crazier when the technique is mastered.
But what about crazy high leveled kido that become so ridiculously overpowered when they are fused? Can you just imagine Sharknado being fused with Soukahou to fire infinite tornados of sharks?? That is a serious possibility, but there are limitations to this technique that avoid that amount of overpowered techniques being fused. Every Class of kido has a point value. For Class 8 it is 0, all the way up to Class 0 which is 8 points. The User's Class is what determines how many points they have to use. A class 1 character can't fuse anything into a Class 1 kido that isn't a Class 8 kido, for example. A class 1 character could, however, fuse 7 Class 7 techniques into one mega attack, though it would still be Class 7 for clash purposes. Mastering this technique grants one extra point, however Class 0 kido can still not be fused with anything else. Due to giving up release in order to master techniques, Technique Masters inherently have 1 more point to work with for their fusions.
Class 7 Technique: 1 Point
Class 6 Technique: 2 Points
Class 5 Technique: 3 Points
Class 4 Technique: 4 Points
Class 3 Technique: 5 Points
Class 2 Technique: 6 points
Class 1 Technique: 7 points
Class 0 Technique: Cannot be fused
Class 7 Character: 1 Point
Class 6 Character: 2 Points
Class 5 Character: 3 Points
Class 4 Character: 4 Points
Class 3 Character: 5 Points
Class 2 Character: 6 points
Class 1 Character: 7 points
Class 0 Character: 8 points
Mastered Technique: + 1 points
Technique Master: +1 points
How to Use: Mentally command it to happen.
Incantation: N/A.
Drawbacks: Obviously there are Drawbacks to using so many kido like this in ways they were not designed to be used. The first Drawback is simple. Any and all drawbacks that are associated with the technique are inflicted on the user, no matter how small a part of the kido is used. If you fuse Sharknado into something in order to do nothing more than give it the joke element of Shark, then the limb that fires that technique will receive cuts. If the effect of a kido is caused by an action, such as Baundo Zetsumei's effect of multiplying -when- it changes direction, then the effect of multiplying cannot be added unless it comes with the added "when it changes direction". The -only- exception to this is situational drawbacks. Situational Drawbacks are more like limitations. For example, "Kiss of New Breath" is a Kaido that cannot be used on yourself because you cannot kiss yourself. This is a limitation, not a drawback. By fusing this kido into another medium, you would be able to administer it to yourself at possibly reduced efficiency.
Now for Cost. The cost of using this technique is equivalent to each part of the technique. So fusing two Class 7 techniques will put you down 25 reiatsu each, for a total of 50 reiatsu lost. It is also physically and spiritually demanding to fuse techniques. While Technique Masters and those with a 4 in kido might be able to fuse much more, even they will start to become weary and fatigued by fusing to their max amount of points frequently. For kido, Bakudo in particular, that are considered "auto-hits", like Haihin, when fused into anything the auto-hit property is considered neither an Effect nor part of the Form, and is simply lost in the fusion.
Made By: Unknown.
Reserved?: No -
Technique Name: [Kagura Shingan]
Class: [3]
Technique Type: [Kidou / Other]
Technique Element: [Non-elemental]
Technique Description and Effects: [This technique increases the users Energy Sensing by 50 by focusing in on one target rather than a wide area. This technique also allows the wielder to be capable of predicted the way a person will move by the flow of their reiatsu, as well as Kido preparation or other reiatsu based techniques, by focusing specifically on the targets reiatsu. Reiatsu is the energy that flows through all things and just like brain signals the reiatsu will flow differently when a limb begins to move. This technique lets the user detect these subtle changes and when a high level of skill with the technique is acquired the user can predict how a opponent will move. This technique visualizes the reiatsu in a persons body in a sort of "minds eye".
Level 1: Allows the user to predict how the opponent will move. Like, the movement of a arm or the charging of a powerful Kido. Subtle movements like blinking, finger twitches, or other smaller things are next to impossible for this level to detect. Max distance is 500 feet.
Level 2: The user can more easily predict how the opponent will move. Expands the radius of the technique to 1000 feet. Also capable of being used through solid objects now. Detection increases to the point more subtle movements can be detected, as well as weaker Kido being prepared.
Level 3: Can use this technique to its max power and detect someone at 2000 feet. Mastered increases Energy Sensing by another 25 points. Instinct and Senses allowed the user could predict just about any form of movement the opponent will do, even a nose twitch. It would be near impossible for Kido preparation to be missed.]
How to use technique: [Simply cast the technique. This technique is mental in nature, sorta like long range Spider-senses.]
Drawback: [First drawback is the cost. Second drawback is the constant cost. The technique requires 100 reiatsu a post to remain active. Reactivating the technique is half the cost. Third drawback is increased sensitivity to reiatsu pressure. What this means is if the enemy suddenly explodes with a drastic increase in reiatsu the user will be extra sensitive to this. This could cause the person to pass out. What this means is that the enemy would have to at least to increase his RS by double of the users. Fourth drawback is that this technique does not mean "lolicanpredictyousoidodgeyou". No, the user would have to have enough Instinct to be able to react in time to attacks. Just because you can tell how a opponent will move doesn't mean you are smart or fast enough to react in time. One more drawback of course, in order to use this technique the person needs to have over 50 points in Energy Sensing. Since this ability is mental in nature it can put a strain on the mind. If used for five posts straight then headaches will begin to form. After ten posts migraines will begin to form. After the tenth post the user will begin to have nosebleeds. But if the technique is used for 15 consecutive posts the user will pass out. ]
Made by: [Raygin Kawada]
Technique Name: Vita Sollerita: Dimension Stalk
Technique Class: 7
Technique Type: Cinematic
Usable By: Rogues
Technique Element: Bakkoto
Description:
Given a Bakkoto’s need to consume life force it’s no surprise that the best source is someone other than the user. Namely to ensure the user can survive long enough to see the peak power of their bakkoto. However, the issue at hand lies with the fact that only the weak souls of the plus are usually available to a Rogue and their Bakkoto. That’s where this technique’s creation comes from. In order to give a Bakkoto the necessary sustenance to reach their peak capabilities, varied and better sources of life force must be fed to the Bakkoto. This technique is an augment to the Bakkoto themselves and allows the Bakkoto to open a small gateway to alternate worlds. The gate’s form and nature shift depending on the Bakkoto’s powers, but its effect is always constant. For example, a Bakkoto with storm powers could create a storm cloud that upon entering, brings the user to a cloud in the human world after walking a short distance. The flavor texting is endless.
How to Use:
Channel reiatsu into the bakkoto and then allow it to manifest a pathway to another world. The world must be specified prior to. Specific locations can be chosen but if none are, the pathway is to a random point in the chosen world.
Drawbacks:
Non-combat entirely. I.E. It can only be used to enter and exit threads. Hueco Mundo cannot be chosen as a world until Mastered. Hell, or the Silbern also cannot be chosen.
Made By: Some Bakkoto user
Reserved?: No
_________
{Spoiler}{Spoiler}{Spoiler}{Spoiler}
Technique Name: Shindōyoku (Vibrating Blade)
Class: 3
Technique Type: Zanjutsu
Usable By: Shinigami, Vizard and Rogue
Technique Description and Effects: User coats their weapon of choice with Reiatsu causing the weapon to glow the same color of the users natural Reiatsu. The Reiatsu resonates at extremely high frequencies when attacking allowing ones bladed weapon to weaken the molecular bonds of whatever the user is cutting into for one single strike. In turn increasing the weapon of choices cutting ability and lowering the strength of an opposing technique if it comes into contact with another source of Reiatsu by 25%. If mastered it's 30%. This Allows it to cut through nearly everything in the users path with seamless ease. The cutting power of this technique relies completely on the users highest offensive stat (Spiritual Pressure excluded unless in release) allowing it to cut through Reiatsu based techniques as long as the users highest offensive stat is higher than the opposing technique.
How to use technique: Coat blade in Reiatsu and use.
Drawback: This technique counts as a short term stat boost. You need at least a 2 in a Sword Skill and the right amount of Reiatsu to use this technique. This technique puts a short term strain on the users arm due to the high vibration of the weapon playing part in this technique and needs a total of two of the users posts, one if mastered to rest for each individual arm that is used. This strain will cause the user some minor pain but consistent uses of the technique before the two post wait period will put a higher strain on the users weapon arm for each use, tearing muscle, breaking bones, etc.
Made by: Aevus
Reserved?: No
{Bakudo}
Technique Name: Bakudō #69: Enerugīrīchi (Energy Leech)
Technique Class: 3 - 80 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 300 Reiatsu/post.
Description: This technique is designed to wear out both the user and his opponents in the process, easily shortening the duration of what could have been a drawn-out fight. What this technique does is create a clear, glass-like barrier in the form of a dome with a radius of 200 meters, the center being the user. All those confined in this glass dome would be forced to pay twice the usual reiatsu cost for any and all techniques. This technique is exempt from that effect, though all other techniques activated by the user cost double the reiatsu as well. The user may end the technique at will, and the glass dome will fade into the air.
How to Use: Pay reiatsu cost and activate.
Incantation: Incantation doubles the size of the dome, giving it a radius of 400 meters ("Stamina trumps strength. Stamina trumps speed. Stamina trumps force. Let us take the punches until our foes cannot throw anymore, and only when they are breathless at our feet will we vanquish them.”)
Drawbacks: The largest drawback of this technique is its drain on the user’s reiatsu over time. Each post, including the post that is activated, the user must pay 300 reiatsu to maintain the technique. Another weakness in it is that the glass dome is easy to penetrate, and requires an offensive stat of half the user’s reiatsu strength to beat. However, anyone who breaks the barrier, including the user, would immediately lose 500 reiatsu. Lastly, the technique is draining to the user’s physical stamina. Moving at a speed over 300, rather than the 400, now fatigues the user.
Made By: Kagami Murai.
Reserved?: No.
Technique Name: Bakudo #61: Rikujokoro (Six Rods Prison of Light)
Class: [4]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Summons six thin, wide beams of light that slam into a target's midsection from all sides, holding them in place. This technique also results in total paralysis, and can even suspend targets in mid air.
How to use technique:
This requires the user's eyes to be focused on the target, and their casting hand to be aimed at the target as well. The six beams will then close in, but those who are quick enough or instinctive enough will be able to dodge.
Incantation and Effect:
The incantation increases the reiatsu strength of this technique by 25%. (I.E. Reiatsu strength of 100 is instead worth 125.) ("Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!")
Technique Name: Bakudō #55: Mutsohoyo (Painless Embrace)
Technique Class: 4 - 40 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 150 Reiatsu.
Description: This is a sealing technique. It is used not to seal the enemy however, but to seal another Kido. This has two distinct effects. The first is that it can be used to seal a Kido inside of an object, which for the next hour can instantly activate that Kido at any time at will of the user, even if left behind somewhere. It costs the cost of this technique and the cost of the Kido in question. That is one way of using it. The second is more effective. This can seal a technique inside of an enemy or an ally. The technique in question has its reiatsu broken down by the enemy or ally, who then gains extra reiatsu to use. The full reiatsu put into the technique, except for this Bakudo, goes into the enemy. Therefore, if Hado #88 was sealed in the enemy or ally, all of that reiatsu simply converts into 600 reiatsu for the enemy to use.
The trouble comes there. If the enemy or ally is given reiatsu that causes them to go over their current cap, they must spend all excess in their next post, or their body will explode from the excess and they will die. This can be used at the start of the fight as a bomb technique on suspecting enemies.
How to Use: To seal a technique inside of the enemy, the user needs to have physical contact with the part of the body that they will be sealing the technique into. They then activate this technique and pay the cost for it and the technique they wish to seal within the foe. Alternatively, the same is said of an object. Seal this into an object with physical contact with the object, and then use the object as one sees fit. The object automatically releases the Kido if the user gets up to a mile away from it. The object also cannot exceed the user in size.
Incantation: The incantation causes the class of the Kido imbued to go up by one, resulting in a higher class Kido for the cost of one class lower. For example, if a class 5 Kido is imbued, the incantation causes it to be valued at class 4 instead. It uses the same cost as a class 5 Kido however, the only extra cost being that of this technique. ("A dream within a dream, a heart within a soul, a core within a nucleus which in turn is within an atom. Within all there is still more. And within thee, I place this seal!")
Drawbacks: This technique leaves behind physical remnants of techniques. This means that if one were to use a stone based Kido that made stone, while the reiatsu would go into an ally, the stones would still form and remain behind. The same is true of an object, which would become filled by stones. This makes it highly implausible to use elemental Kido on objects or allies. Things such as fire, wind, or lightning, which are only temporary elements that cannot be long lasting can still be used, and they will have no remnants, and instead will just convert directly into reiatsu.
Made By: Sozen Kuchiki.
[Technique Name: [Bakudo #63: Sajosabaku (Locking Bondage Stripes)]
Class: [4]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
This is a much stronger version of Bakudo #4, one which does the same thing, but creates a gray cloth around the victim to indicate use of a different technique. Unlike #4, this requires a 50% reiatsu strength advantage to break.
How to use technique:
Unlike the original, this can be cast from a long distance, though in this case it can also be dodged. The casting hand must be aimed at the target.
Incantation and Effect:
Incantation increases reiatsu strength by 25%. (I.E. Reiatsu strength valued at 100 is instead valued at 125.) Incantation unknown.
Technique Name: Bakudo #64: Tousei Takai [Intoxication High]
Class: 4
Technique Type: Kido
Usable By: Kido-Using Races
Technique Element: Air
Technique Description and Effects:
Tousei Takai is a flexible Bakudo, one that is used to ensnare and warp the mental abilities of the target that is caught within it. When used, this technique allows the user to release a constant fog of a red-tinted gas from their mouth until this Kido ends, which is two posts after its initial use. This fog will constantly spread wherever they go, leaving a trail behind them that will hover low to the ground, flying no higher than thirty feet above the ground at its peak. However, this cloud will remain for an extended period of time, namely a full five posts once the initial duration of this technique ends. The fact that this technique remains for such a long time, and can cover a fair area depending on how much the user moves around, makes this a very versatile and broad-spreading technique.
But what exactly does this cloud do? It fogs the mind. The victim has a hard time focusing once they are within this cloud, their vision blurring and their head spinning. This is just from the first breath, causing a fair amount of disorientation right away. But it gets worse the longer one is exposed to the cloud. After the second post of exposure, the victim loses their balance, causing them to stumble and easily collapse, making step techniques risky to use. Additionally, their vision begins to fade slightly, tinting everything a faded gray-red to further add to their blurred sight. A third post makes the victim unable to stand between the dizzying spinning sensation, their balance completely vanishing, and a sudden lack of focus that causes their mind to flit from one subject to another. Four posts, and the victim is practically a zombie, eyes drawn to the nearest shiny or pretty-colored object while they stumble around, unable to even walk thanks to their inability to balance. Battle Focus and Strength of Will can delay the effects of these symptoms, adding a single post per symptom for every 2 combined ranks in these skills (i.e. a 1 in both would cause the initial disorientation at post 2, balance and faded vision at post 3, and loss of balance at post 4, as the combined total is two ranks.)
The user is immune to this technique, as it is infused with their Reiatsu, and it can be blown away with a technique with a superiority of two classes or 25% higher Reiatsu Strength than the user's. Wind-based attacks, however, can blow this away with some ease, though the smoke is constantly being emitted, which can neutralize a single wind attack.
How to use technique (How is it activated?):
Speak the incantation, and cast the spell. As long as the mouth remains open, smoke will continue to pour from it. Move around to spread the smoke over a large area.
Technique Drawbacks (Limitations, repercussions for use, etc)
Reiatsu cost. Besides that, there are a few other drawbacks. First off, this technique is ineffective against opponents who can get above it, having a maximum height limit of thirty feet above a solid surface. Additionally, it can affect allies who are caught in the cloud, making this a double-edged sword. Finally, it takes a while for the strongest effects to kick in, meaning that the victims must be contained within the technique constantly to make full use of the effects.
Incantation and Effect (If Kido only): The smoke can be spread for an additional two posts upon use of the incantation, and the cloud's duration is doubled to ten posts after the spreading ends. (“Breathe in the mists of ambrosia, feel the mists fill your mind. Know the world, let it know you; spin to the ground like a dandelion tuft, stare at the sky and truly wonder at the nature of the stars.”)
Made By: Z-Wolf
Reserved?: No
Technique Name: [Bakudo #77: Tenteikura (Heavenly Rickshaws in Silken Air)]
Class: [3]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster.
How to use technique:
Markings must be written out on the caster's arms while speaking or thinking the message.
Incantation and Effect:
This technique can be used on anyone within two miles of the caster if used with incantation. ("Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens.")
echnique Name: [Bakudo #68: Ganoretto (Gauntlet)]
Class: 3
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Gantoretto is a Bakudo used to protect oneself. It allows the user to form a barrier of super condensed reiatsu around selected limbs protecting them from harm. Gantoretto has the same Reiatsu strength as the user, 150% if used with the incantation, and can protect one limb, two if mastered. Any attack with a reiatsu strength equal to or lower than it will not be able to cut it. This Bakudo lasts for ten posts before the reiatsu cost must be expended again to refresh it.
How to use technique:
The user draws their fingers over the selected limbs and speaks the name or incantation.
Technique Drawbacks
The first drawback to this Bakudo is the size. It can only cover limbs, and two at most per use of it. Secondly, it only protects one side of that limb. For instance, if used on the legs it would either protect the shins and thighs or the calves and hamstrings. Also, this Bakudo has no offensive ability. It cannot be used against an opponent in any way except to guard against an attack.
Incantation and Effect:
Incantation effect stated above. ("Winds rage and tempests blow, but rock stands and castles know that true strength is in solid defense.")
Made By: [Kyomei Kuchiki]
Technique Name: [Bakudo #75: Gochutekan (Quintet of Iron Pillars)]
Class: [3]
Technique Type: Kido
Technique Element: [Metal]
Technique Description and Effects:
Summons five incredibly tall and thick pillars which are chained together. These fall from the sky and slam at great speeds into a target, pinning them to the ground as well as causing physical damage to the body.
How to use technique:
State the name of the technique while the casting hand is aimed at the target.
Incantation and Effect:
The incantation causes the speed of the pillars to double, while also causing immobility in targets trapped by this technique. ("Walls of ironsand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end.")
Technique Name: Bakudō #88: Isshuin Kaze (Shadow Ties)
Technique Class: 2 - 180 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Shadow.
Technique Cost: 600 Reiatsu.
Description: Several tendril-like shadows form from either the shadow of the target or the shadow of the caster. The shadows then coil around the target and constrict them in place, causing them to be immobile. The tendrils are very flexible and are difficult to pierce. Can be destroyed only by superior reiatsu strength or superior class technique. Cannot be destroyed by physical means.
How to Use: Speak the Kidō’s name then press hands on shadow on the ground. Also to make the tendrils form from the opponent's shadow, he must touch their shadow first.
Incantation: Reiatsu strength of the technique increases by 40% during use of incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140.) ("Trap ye black dog, dark tower in the south. Floodgates of darkness, corrupted despair runs through the veins of the land. Colossus of clouds, smirking sins, eye of the tempest beast. Ruler of the land of darkness and bearer of the name of Obelisk! Bind thy enemy before me and halt their movement to the fullest!")
Drawbacks: Reiatsu cost. Requires focus, and leaves the user vulnerable during continued use.
Technique Name: [Bakudo #99 Part 1: Kin (Seal)]
Class: [2]
Technique Type: Kido
Technique Element: [Metal]
Technique Description and Effects:
Binds the arms of a target to their back like Bakudo #1: Sai, but does so with spiritual fabric and iron shafts. The fabric wraps around the body and then pins it to the ground while the iron shafts pin it even more in several overlaying X patterns on top of the body. Those caught in this technique are completely immobilized,
How to use technique:
This can be done by aiming the casting hand at the target, but if it is done this way then the bindings fall from the sky, allowing the technique to be dodged. If this is done through physical contact, it is impossible to dodge, and the bindings appear instantly.
Incantation and Effect:
This spell can be broken with reiatsu strength advantage of 50%, but the incantation makes it unbreakable. ""Gods, I forsake thee. God of War, your wrath consumes all. God of Chains, your bindings snap under pressure. God of Peace, your power is not found here. God of Mercy, you have left this world. I take it upon myself to be the Might of the God of War, the Bindings of the God of Chains, the Peacemaker when the God of Peace cannot, and the Hand of Justice when the God of Mercy will not. With power above the gods, I call upon my own strength to bind you and cease your evil. Be still!"
Technique Name: [Bakudo #99 Part 2: Bankin]
Class: [2]
Technique Type: Kido
Technique Element: [Metal]
Technique Description and Effects:
This spell first covers the target from head to toe with a thick fabric (first song), and follows up by stabbing them with numerous metal bolts (second song). It finalizes by smashing them with an immense metal cube (final song). This Bakudo is unbreakable when it has been completed, regardless of reiatsu strength. It can be broken only through its casters death or willing release. Reiatsu cannot be used and is completely sealed if this technique is complete. For every song that is allowed to land on the user, 1/3 of their reiatsu strength and remaining reiatsu is removed.
How to use technique:
This can only be used if Kin has already been cast, and is done through aiming the casting hand at the incarcerated victim. The first and second songs can both be broken by double and triple the caster's reiatsu strength respectively being flexed, but final song is unbreakable.
Incantation and Effect:
All three songs have different incantations. If the incantation is used for first song, then first song's reiatsu strength doubles. If the incantation is used for second song, then second song's reiatsu strength triples. If incantation is used for final song, then all of the victim's stats will be burned away to 10 instantly while the victim is caught. Incantations unknown.
______
{Hado}
Technique Name: [Hado #97: Same no Tatsumaki]
Class: [2]
Technique Type (Kido)
Technique Element: [Shark. Apparently.]
Technique Description and Effects: [This is one of the most cruel, unusual, and devastating Hadou to ever exist, a pure incarnation of Destruction. It starts out simple enough though. After saying the name, the user projects a gigantic, blood red tornado like blast from the palm of their hand. It has the same effect a regular tornado would have, picking stuff up and throwing it around. It's quite powerful.
However, it's the second part of it that makes it so fearsome and revered as one of the most cruel Kidou ever. What does it do? As long as the tornado exists, it generates SHARKS MADE OF REIATSU! AND THEY'RE ALL BLOOD RED AS WELL! AHHHH! These sharks go flying around everywhere, biting things, smashing into them, all that stuff. Oh, and they can explode as well. Isn't that nice? Needless to say, this is an exceptionally cruel and powerful use of Kidou.
This can last for up to four posts if uninterrupted, and the sharks gain ten feet in length for every hundred Reiatsu Strength the user has.]
How to use technique: [State the name and fire SHARKS EVERYWHERE! Not much more than that.
Technique Drawbacks: (Using this Kidou requires a blood sacrifice on the part of the user. Cutting their hand and sacrificing the blood will activate this technique. On top of that, it's a very, very tempermental Kidou. The user has to have complete concentration on maintaining it, so it leaves them open to attack. This counts as a "Channeling" spell, so the full effect can not be achieved unless it lasts for the entirety of the four posts. Additionally, this spell has absolutely no way to tell between friend and foe. So yeah. Reiatsu Cost as well, and a Physical Cost that gets worse as the posts maintaining it go up. This manifests as shark bites along the users arm.)
Incantation and Effect: "I invoke the fury of the God of Air and Sea! Ye that bows down to the earth shall feel the sting of the teeth! For ye that stands before I will be pulled by the wind and tooth to the churning depths! Scourge of land and sea, terror of the skies, untie your powers to bring absolute despair and ruin to those foolish enough to stand against you!"
Made By: Taien Hadohou
Technique Name: [Hado #53: Surasorutoiera (Area Thrust)]
Class: 4
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Surasutoeria is much like an advanced form of Hado # 1, Sho. However, instead of being a directional thrust in the direction indicated, it is an area thrust, pushing away from all directions out from the user. When learned, this Hado pushes objects away at a speed equal to the user’s reiatsu strength. When it is mastered, the speed is double that of the user’s reiatsu strength.
How to use technique:
The user need only state the name and push outwards with their hands.
Technique Drawbacks
Because this Hado pushes things in all directions, the user will be forced upwards by the opposite force of the Hado hitting the ground beneath them and being reflected back. It isn’t possible to avoid this because the reiatsu strength needed to push the entirety of the world would be in the millions. Also, if an object has a greater reiatsu strength or a greater strength than that of the user's reiatsu strength then the object will not be affected.
Incantation and Effect:
Increases reiatsu strength of the push by 25%. (I.E. Reiatsu strength worth 100 is worth 125 instead.) ("Gods of Balance, Gods of Change, I summon thee. Under my feet do I place your tennants and in my hands to I place your might. With thy power do I smite my enemies!")
Made By: Kyomei
Technique Name: [Hado #86: Soukahou (Eternal Flare)]
Class: 2
Technique Type: Kido
Technique Element: Fire
Technique Description and Effects:
Soukahou (蒼火砲, Blue Fire Cannon) is an advanced hadou based off of "Sokatsui" that requires a blood sacrifice to activate. Just like how the Kuchiki is well versed in Sokatsui, the Kanzaki specializes in this kidou. Instead of firing one single burst of blue fire at the opponent, it creates a concentrated mass of blue flames around the user's hand that can burn or incinerate anything that fire touches. This can be used for enhanced melee as a flaming fist but that is not its main function. The main ability of this hadou is automatic firing of blue flares, similar to a blue fire machine gun.
Once this is activated, the user can fire blasts of "Sokatsui" out of the hand engulfed in blue flames as many times as the user wishes. In other words, infinite ammunition. The fastest firing rate of this technique is about 600 blasts per minute. When this technique is mastered, the user can use this in many creative ways such as applying the concentration of blue flames to a weapon, fire multiple blasts simultaneously like a shotgun, creating explosive blasts out of the user's hand, or even change the color of the flames to the user's preference. Once this technique is activated, it doesn't end until the user dies or wills its end.
How to use technique:
Activate the technique. From there, aiming and firing is all that is required.
Technique Drawbacks
400 reiatsu is consumed upon activation. The blue flames are extremely hot and it will cause slight burns to the user's hand for every post this is active. Generally, the user will have first degree burns by first the 5 posts. If the arm is severed, the blue flames will go out of control and will engulf the user whole if the one fails to defend against it.
Incantation and Effect:
Reiatsu strength increases by 35% for use of incantation. (I.E. Reiatsu strength of 100 is instead worth 135.) ("An eye for an eye, A tooth for a tooth. Evil to fight evil. Fire to fight fire.
Hath withstood pain to create many flames of vengeance. And yet, those ephemeral works of art will never be remembered.
I hearby offer my blood in an indestructible contract with the flame of atonement.")
Made By: [Shiki Kanzaki]
Technique Name: Hado #90: Kurohitsugi (Black Coffin)
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects: A brutal spell, this Kido forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe. Its appearance and function is reminiscent of a common magician's trick, as well as certain torture devices used during the Spanish Inquisition. Escape from within is nearly impossible, causing those trapped by it to face certain doom. It is virtually unbreakable from the inside, except by a vastly superior spiritual strength, and with a technique class 2 or above. This is also considered impossible to dodge at point blank range.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!” With the incantation, this spell gets a 40% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 140 with incantation).
{Spoiler}{Spoiler}{Spoiler}{Spoiler}
{Hoho}
Technique Name: Shunpo Karin
Class: 5
TTP:20
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher Reiatsu cost than normal Shunpo. Limit is once per post. More taxing on stamina than regular Shunpo.
Made by: Admin
Technique Name: Shunpo (瞬歩, Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Reiatsu Cost: 50/step
Technique Description and Effects
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Technique Name: Shunkassou (Flash Glide)
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is yet another variation of the Shinigami stepping technique, Shunpo. Shunkassou gathers two pools of Reiatsu beneath the users feet and lets them float around on them. This technique was designed to be more maneuverable and combat-effective than the original Shunpo. It does not instantly take the user to the destination of their choice, but lets you move around freely. The Reiatsu creates a sort of friction between it and the object you're "gliding" on. This prevents you from falling off.
How to use technique:
Pool Reiatsu beneath your feet and move.
Drawback:
While this does allow continuous movement, its also one of the slowest variations of Shunpo. It only increases speed by 2.5x while using this technique. On top of that, it costs Reiatsu equal to 3/4s of the original technique cost, meaning it costs 300 Reiatsu each post to keep active.
Made by: Taien Hadohou
Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No