Post by Nakajima Kimiko on Aug 4, 2022 13:31:36 GMT -5
The path of the swordsmen is a difficult one. Every day, wherever one goes, the wielder of blades encounters new foes, and upon every victory or defeat, they learn more about their limitations. Kimiko, of course, is not an exception to this rule. Though she is amongst the most powerful swordswoman in the Soul Society at this present time, even she realizes that her form is not perfect. There are personal mistakes within it that she must often correct over the course of time in order to not be taken down by the enemy, that is true, but there are also a few imperfections even within the base techniques of her school. Though she strives to promote imperfections within the styles that are to be birthed from her school in order for these styles to effectively become unique in time, there are a few which are arguably worse than others. This was why, upon having returned from her latest vacation to Karakura Town, the teacher has decided to work upon these imperfections to better the basics offered by her teachings.
Found below is a rectification of one of the pillars of the Nijū Kanmeki-ryu school, Soru Kanmeki. Another technique was also created during this rectification in order to allow Kimiko to fix another imperfection, though one that is more so temporal than technical.
Note: The following techniques each possess a GIF meant to be used as a visual reference. Please be aware that they may not be entirely representative of the technique's execution itself.
[ T E C H N I Q U E S ]
{Soru Kanmeki (剃るかんめき, "Shave Bolt")}
Technique Name: Soru Kanmeki (剃るかんめき, "Shave Bolt")
Technique Type: Zanjutsu - Hohō | Returnal
Technique Element: None
Usable by: Shinigami, Rogue, Vizard & Beast-Clansmen
Class: 2-4
Technique Reiatsu Cost: 150 (Kigai), 400 (Kega), 600 (Shikyo)
Technique Description and Effects
An alternate variant of the Kagami Kanmeki technique. The user awaits an incoming attack from an adversary with a hand placed on the scabbard of their weapon and the other onto its hilt before then dodging at the very last moment. Once done, they then hold their sheathed weapon next to the source of the attack - be it of physical or magical nature - before slowly unsheathing it from its scabbard against the attack, allowing it to "shave" the attack in question. This motion causes the weapon to absorb the speed of the attack, which in turn causes the absorbed speed to beam from the aforementioned weapon in the form of a glint of reishi. Although a proper name was not given to this gleam upon the creation of this technique, it was eventually decided by the vast majority of those which follow the Nijū Kanmeki-ryu to refer to it as Kyohi (拒否, "Rejections").
Soru Kanmeki can be used to acquire and then empower Kyohi through the following stages: Kigai (危害, "Harm"), Kega (怪我, "Injury") and Shikyo (死去, "Death"). After having successfully reached Kigai, the user can further empower Kyohi by successfully executing Soru Kanmeki again. However, the main goal of this technique is not simply to reach a higher stage of Kyohi, as to do so grants no particular advantage. Instead, what is to be sought by users of this technique is the eventual burst of spiritual energy collected within their blade. Much like Kyohi itself, this burst bore no name upon the creation of this technique. However, over the course of time, it began to be referred to as Modori (戻り, "Return").
To unleash Modori is to return what has been rejected from a target in the form of a single Iaijutsu strike. In so doing, the strength of Modori is determined by the stage of Kyohi that has been reached by the user before its execution. Most practitioners of this technique tend to refer to this process as the Path of Denial, which can be observed below:
Adepts of the Nijū Kanmeki-ryu often consider Soru Kanmeki to be a prime representative of what the school is all about. It is a direct deconstruction of the Iaijutsu technique's purpose into something more concrete and resolute for warriors who wish to sacrifice their defensive capabilities for pure power. Many followers of the school tend to covet it once they are capable of seeing it with their own eyes, as its execution is often considered to be both so graceful and violent that it can leave anything - even a Hollow - beyond impressed. As such, it is typical for many followers of the school to always attempt this technique once per battle in the vain hope of properly achieving it.
Drawbacks & Weaknesses
All deflections and pierces are delimited by both the user's Class and their Offensive Stat. If an attack to be deflected possesses a higher Offensive Stat in comparison to the user's, they will find themselves unable to properly change its direction and will thus find themselves wide open. As for defenses, if the user's Offensive Stat is inferior to their durability, they will only find themselves damaged rather than destroyed. Should the user's class instead be inferior to their target, then the user must abide to Clash of Abilities rules.
Moreover, the amount of warriors who are capable of properly using Soru Kanmeki at its full potential during combat is unfortunately quite pitiful. Despite looking simple both on paper and at a first glance, most of the followers of the school are only capable of using Kigai at best rather than the rest of the Kyohi stages, as it unfortunately is difficult for even decorated officers of Gotei 13 to maintain the absorbed speed within their blade up until Shikyo. To even maintain Kigai requires both a Iaijutsu skill and a Martial Art - Hohō skill of at least 2, which is considered to be difficult for many Unseated Officers. Seated Officers tend to be capable of reaching Kega with training once they are Proficient in its execution, while Vice-Captains and those of equal power are able to reach Shikyo upon complete Mastery of the technique; however, by that point, both require the previous skills to be at a minimum of 3. That is not even mentioning the fact that one must at least possess a Lack of Fear skill, a Strength of Will skill or a Calm Mind skill of 2 to do something as risky as purposefully shave an enemy's attack to boost your own.
Made by: Nakajima Kimiko
Reserved? : No
Technique Name: Soru Kanmeki (剃るかんめき, "Shave Bolt")
Technique Type: Zanjutsu - Hohō | Returnal
Technique Element: None
Usable by: Shinigami, Rogue, Vizard & Beast-Clansmen
Class: 2-4
Technique Reiatsu Cost: 150 (Kigai), 400 (Kega), 600 (Shikyo)
Technique Description and Effects
An alternate variant of the Kagami Kanmeki technique. The user awaits an incoming attack from an adversary with a hand placed on the scabbard of their weapon and the other onto its hilt before then dodging at the very last moment. Once done, they then hold their sheathed weapon next to the source of the attack - be it of physical or magical nature - before slowly unsheathing it from its scabbard against the attack, allowing it to "shave" the attack in question. This motion causes the weapon to absorb the speed of the attack, which in turn causes the absorbed speed to beam from the aforementioned weapon in the form of a glint of reishi. Although a proper name was not given to this gleam upon the creation of this technique, it was eventually decided by the vast majority of those which follow the Nijū Kanmeki-ryu to refer to it as Kyohi (拒否, "Rejections").
Soru Kanmeki can be used to acquire and then empower Kyohi through the following stages: Kigai (危害, "Harm"), Kega (怪我, "Injury") and Shikyo (死去, "Death"). After having successfully reached Kigai, the user can further empower Kyohi by successfully executing Soru Kanmeki again. However, the main goal of this technique is not simply to reach a higher stage of Kyohi, as to do so grants no particular advantage. Instead, what is to be sought by users of this technique is the eventual burst of spiritual energy collected within their blade. Much like Kyohi itself, this burst bore no name upon the creation of this technique. However, over the course of time, it began to be referred to as Modori (戻り, "Return").
To unleash Modori is to return what has been rejected from a target in the form of a single Iaijutsu strike. In so doing, the strength of Modori is determined by the stage of Kyohi that has been reached by the user before its execution. Most practitioners of this technique tend to refer to this process as the Path of Denial, which can be observed below:
- Modoru Shikyo (戻る死去, "Returning Death"): The user completely denies a target's maneuver in an attempt to obliterate it from this world. This can be used to reflect major attacks or pierce through major defenses that are often generated by a superior Release such as a Bankai, which are both typically invoked by Class 1 and Class 2 warriors.
- Modoru Kega (戻る怪我, "Returning Injury"): The user denies a target's maneuver more fervently. This can be used to reflect average attacks or pierce through average defenses that are often generated by common Releases such as a Shikai, which are both typically invoked by Class 3 and Class 4 warriors.
- Modoru Kigai (戻る危害, "Returning Harm"): The user denies a target's maneuver. This can be used to reflect minor attacks or pierce through minor defenses, which are typically invoked by Class 5 to Class 8 warriors.
Drawbacks & Weaknesses
All deflections and pierces are delimited by both the user's Class and their Offensive Stat. If an attack to be deflected possesses a higher Offensive Stat in comparison to the user's, they will find themselves unable to properly change its direction and will thus find themselves wide open. As for defenses, if the user's Offensive Stat is inferior to their durability, they will only find themselves damaged rather than destroyed. Should the user's class instead be inferior to their target, then the user must abide to Clash of Abilities rules.
Moreover, the amount of warriors who are capable of properly using Soru Kanmeki at its full potential during combat is unfortunately quite pitiful. Despite looking simple both on paper and at a first glance, most of the followers of the school are only capable of using Kigai at best rather than the rest of the Kyohi stages, as it unfortunately is difficult for even decorated officers of Gotei 13 to maintain the absorbed speed within their blade up until Shikyo. To even maintain Kigai requires both a Iaijutsu skill and a Martial Art - Hohō skill of at least 2, which is considered to be difficult for many Unseated Officers. Seated Officers tend to be capable of reaching Kega with training once they are Proficient in its execution, while Vice-Captains and those of equal power are able to reach Shikyo upon complete Mastery of the technique; however, by that point, both require the previous skills to be at a minimum of 3. That is not even mentioning the fact that one must at least possess a Lack of Fear skill, a Strength of Will skill or a Calm Mind skill of 2 to do something as risky as purposefully shave an enemy's attack to boost your own.
Made by: Nakajima Kimiko
Reserved? : No
{Sukima (隙間, "Interstice")}
Technique Name: Sukima (隙間, "Interstice")
Technique Type: Hohō | Displacement
Technique Element: None
Usable by: Shinigami, Rogue, Vizard & Beast-Clansmen
Class: 1
Technique Reiatsu Cost: 1000 (Dimensional), 2000 (Inter-Dimensional)
Technique Description and Effects
The transportation of an attack from a single point to another. The user begins to execute a melee attack of their choice, be it a simple punch or a more elaborate technique, before causing the spiritual energy within their body to vibrate intensely with great speed. Once this energy reaches a level that causes it to pour out of the user as a blurry aura that can be seen by all, it is then abruptly moved towards the point of impact of the aforementioned attack. This "slingshot' effect causes the energy to collide with the force of the attack with shocking power until the only thing that is able to link them to the user is but a small spiritual anchor that can only be sensed by those with an Energy Sensory stat of over 300. Almost entirely separated from their origin, the two spiritual entities find themselves combining into one anomalous mass of energy that should theoretically not exist due to its conflicting nature as a physical material. In response, the realm which the user is located within eventually rejects this energy by attempting to forcefully move it towards the Valley of Screams, the world between worlds. Given that the realm itself does not possess a consciousness or physical body, this causes the process to appear as though the energy has crashed into reality itself, leaving behind a crack exhuming the aura of the user that eventually repairs itself over the course of the next post.
Being energy that was not born within the Valley of Screams, the mass' presence within it is considered to be as anomalous as its presence within the previous realm. As such, the world between worlds seeks to immediately send it to another realm. The mass of energy thus finds itself crashing into reality yet again, causing yet another crack to appear before it finds itself expelled into one of the main realms which contains souls, such as the Living World. Since this process has been repeated and the spiritual walls of the Valley of Screams are itself more difficult to breach by nature, the spiritual energy that was generated by the user is naturally removed from the mass by the Valley of Screams, leaving behind only the force of the attack the user has executed. As such, shortly after this entire process is completed, the force is returned into the previous realm via another crack within reality.
Throughout this entire process, the user is connected to this force via the anchor that was created between themselves and the mass of energy. With the aid of this spiritual connection, they can manipulate where the mass is in the world between worlds and decide where the force of the attack they have just executed will find itself being expelled into. This can be exceptionally useful when used against ranged targets or targets that prefer to remain behind cover, so long as the user does not force the target to move away from their position during the execution of the technique. It can also allow the user to pursue targets who are using items or techniques that allow them to access the Valley of Screams at will, such as Garganta or Descorrer.
The user of this technique must be proficient with it before being able to execute it properly in combat. With that said, those who have begun to show utmost mastery of this technique will find themselves capable of guiding the mass of energy into any realms they wish at a greater reiatsu cost. For example, someone who is located within the Soul Society could use Sukima to direct one of their attacks towards an enemy who is located within Hueco Mundo.
Drawbacks & Weaknesses
This technique is extremely difficult to execute. It requires the user to be able to understand how quickly they can vibrate the spiritual energy contained within their body, as well as how much of this spiritual energy they require in order to be able to safely push away the force of their attack. Should one be unable to showcase such innate precision, the collision of their spiritual energy against the force of their attack will at best only lead to a simple burst of energy in front of the user, or at worse cause a blast that may injure or even kill the user. Though some may attempt to execute this technique regardless of the risks that comes with a lack of mastery and proper understanding, others will instead not bother executing it until they possess a Martial Art - Hohō skill of 3. Even then, to possess only such a level of mastery in Hohō is not sufficient to master this technique, as such a thing instead requires a Martial Art - Hohō skill of 4.
A few more details are also be noted in regards to the displacement of one's attack with the aid of Sukima:
Made by: Nakajima Kimiko
Reserved? : Yes
Technique Name: Sukima (隙間, "Interstice")
Technique Type: Hohō | Displacement
Technique Element: None
Usable by: Shinigami, Rogue, Vizard & Beast-Clansmen
Class: 1
Technique Reiatsu Cost: 1000 (Dimensional), 2000 (Inter-Dimensional)
Technique Description and Effects
The transportation of an attack from a single point to another. The user begins to execute a melee attack of their choice, be it a simple punch or a more elaborate technique, before causing the spiritual energy within their body to vibrate intensely with great speed. Once this energy reaches a level that causes it to pour out of the user as a blurry aura that can be seen by all, it is then abruptly moved towards the point of impact of the aforementioned attack. This "slingshot' effect causes the energy to collide with the force of the attack with shocking power until the only thing that is able to link them to the user is but a small spiritual anchor that can only be sensed by those with an Energy Sensory stat of over 300. Almost entirely separated from their origin, the two spiritual entities find themselves combining into one anomalous mass of energy that should theoretically not exist due to its conflicting nature as a physical material. In response, the realm which the user is located within eventually rejects this energy by attempting to forcefully move it towards the Valley of Screams, the world between worlds. Given that the realm itself does not possess a consciousness or physical body, this causes the process to appear as though the energy has crashed into reality itself, leaving behind a crack exhuming the aura of the user that eventually repairs itself over the course of the next post.
Being energy that was not born within the Valley of Screams, the mass' presence within it is considered to be as anomalous as its presence within the previous realm. As such, the world between worlds seeks to immediately send it to another realm. The mass of energy thus finds itself crashing into reality yet again, causing yet another crack to appear before it finds itself expelled into one of the main realms which contains souls, such as the Living World. Since this process has been repeated and the spiritual walls of the Valley of Screams are itself more difficult to breach by nature, the spiritual energy that was generated by the user is naturally removed from the mass by the Valley of Screams, leaving behind only the force of the attack the user has executed. As such, shortly after this entire process is completed, the force is returned into the previous realm via another crack within reality.
Throughout this entire process, the user is connected to this force via the anchor that was created between themselves and the mass of energy. With the aid of this spiritual connection, they can manipulate where the mass is in the world between worlds and decide where the force of the attack they have just executed will find itself being expelled into. This can be exceptionally useful when used against ranged targets or targets that prefer to remain behind cover, so long as the user does not force the target to move away from their position during the execution of the technique. It can also allow the user to pursue targets who are using items or techniques that allow them to access the Valley of Screams at will, such as Garganta or Descorrer.
The user of this technique must be proficient with it before being able to execute it properly in combat. With that said, those who have begun to show utmost mastery of this technique will find themselves capable of guiding the mass of energy into any realms they wish at a greater reiatsu cost. For example, someone who is located within the Soul Society could use Sukima to direct one of their attacks towards an enemy who is located within Hueco Mundo.
Drawbacks & Weaknesses
This technique is extremely difficult to execute. It requires the user to be able to understand how quickly they can vibrate the spiritual energy contained within their body, as well as how much of this spiritual energy they require in order to be able to safely push away the force of their attack. Should one be unable to showcase such innate precision, the collision of their spiritual energy against the force of their attack will at best only lead to a simple burst of energy in front of the user, or at worse cause a blast that may injure or even kill the user. Though some may attempt to execute this technique regardless of the risks that comes with a lack of mastery and proper understanding, others will instead not bother executing it until they possess a Martial Art - Hohō skill of 3. Even then, to possess only such a level of mastery in Hohō is not sufficient to master this technique, as such a thing instead requires a Martial Art - Hohō skill of 4.
A few more details are also be noted in regards to the displacement of one's attack with the aid of Sukima:
- If the user decides to displace one of their attacks towards a point of impact located within the realm they are located, this aforementioned point must be in their field of vision. Alternatively, if the user instead decides to displace one of their attacks towards another realm, the point of impact must have once been witnessed by the user, be it in-person or through other means such as a video recording.
- The user cannot hit both their attack's original point of impact and the new point of impact. In other words, if they punch a wall and decide to move the effect of the punch towards the ceiling, the wall will not be damaged.
- The user cannot know what is inside the Valley of Screams upon executing this technique. This means that they may accidentally hit someone or something that is inside of the world between worlds with the energy mass.
- The user cannot enter the Valley of Screams or move between realms with this technique. If they attempt to do so by forcing themselves into the crack left by the energy mass, their body will instantly be subjected to immeasurable levels of gravitational pressure that will most often kill them instantly.
Made by: Nakajima Kimiko
Reserved? : Yes