Post by Satoshi Kazuhiko on Nov 11, 2022 17:23:49 GMT -5
This is a placeholder for what will eventually be a rad point bank. But for now, it is this:
Total TP: 6060
Total SP: 920
Banked TTP:710
Total CTP:4000
Total Training SP: 700
Total Ryo: 5000
Class: 3
Rank: 2
Total TP: 6060
Total SP: 920
Banked TTP:710
Total CTP:4000
Total Training SP: 700
Total Ryo: 5000
Completed Threads
{Search and Rescue}Search and Rescue|Job/Training|500 TP->1000TP due to:
{TYWB Double TP Coupon (Click Here)}
Name: TYBW Double TP Coupon
Effect: Made to celebrate the continuation of the Bleach anime with the TYBW arc, this coupon can be used on any thread started on or after October 10th, 2022, and is valid until January 1st, 2023. When used, it will double the TP reward of the thread, up until the most recent completed page (adventures/quests) or post (other) if the thread is not finished by January 1st. This is a one-time item.
Name: TYBW Double TP Coupon
Effect: Made to celebrate the continuation of the Bleach anime with the TYBW arc, this coupon can be used on any thread started on or after October 10th, 2022, and is valid until January 1st, 2023. When used, it will double the TP reward of the thread, up until the most recent completed page (adventures/quests) or post (other) if the thread is not finished by January 1st. This is a one-time item.
{Can We Talk For A Minute}Can We Talk For A Minute|Social|20%->Rizer
{Pushing and Pulling, Kicking and Screaming}Pushing and Pulling, Kicking and Screaming|Job/Training|TP 460|
{Smile In The Dark}Smile In The DarkJob/Training|440TP
{Soothing Rage}Soothing RagePVP|440 TP|
{Sweet Release}Sweet ReleasePVP|Loss|620TP
{Bound By The Chains of Fate}Bound By The Chains of FateJT|250 TP
{The Monster Beneath the Mask}The Monster Beneath the MaskJT|450 TP
{The Way The World Works}The Way The World WorksSpecial Fight|750 TP
{Sinister Reign: Seireitei Slam}Seireitei SlamInvasion 380 + win (100)=480 TP
{An Innocent Visitor}An Innocent Visitor 240 tp
{Shadows of A Luminous Beyond}Shadows of a Luminous Beyond 1650 tp
TYPE:
{Perma-Release}Description: This type is similar to the Soul Specialist in that the individual focuses most of their power into their Release. Unlike the Soul Specialists, though, this manifestation of power represents itself in a permanent Release. This direct focus on their Release makes it difficult to learn and master many techniques. In exchange, their spiritual weapon tends to be more potent than others of its level.
Advantage: Advantage for All Ranks: The individual possessing this Type is always in their first stage of Release or simply pays no Reiatsu to enter their first stage of Release. This means that they can start a battle already in their first stage, or simply enter it whenever they want. This comes with all the normal advantages of being Released. First stage also refers to only the Primary Fullbring.
Rank 1: 50% increase to Spiritual Pressure (100 would be 150).
Rank 2: Double Spiritual Pressure (100 would be 200). The Class of all Releases is increased by 1 up to a maximum of Class 1.
Rank 3: 150% boost to Spiritual Pressure (100 would be 250). The Class of all Releases is increased by 2 up to a maximum of Class 1.
Rank 4: Triple Spiritual Pressure (100 would be 300). The Class of all Releases is increased by 3 up to a maximum of Class 1.
Disadvantage: This Type must spend 50% extra TTP to learn any extra techniques outside of their Release. This Type is limited on what techniques it can actually learn. For Shinigami, all Kidō techniques that are Class 2 or higher are unable to be learned. Fullbringers of this Type can learn Willpower, but cannot learn the “Gate” portion of it. For both, a character is limited to a maximum of ten non-Release techniques. This applies to ALL non-Release techniques except for the racial step technique that does not take a slot. Concealing Reiatsu is impossible for those who possess this Type due to their innate inability to contain the massive amount of Reiatsu they expel. Shinigami Permanent Releases are limited to four techniques split between Shikai and Bankai rather than the normal six. Those who have this Type are typically unable to control their Reiatsu very well.
Race Restrictions: Available to only Shinigami and Fullbringers. Only five Perma-Release Types can exist at a single time.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Advantage: Advantage for All Ranks: The individual possessing this Type is always in their first stage of Release or simply pays no Reiatsu to enter their first stage of Release. This means that they can start a battle already in their first stage, or simply enter it whenever they want. This comes with all the normal advantages of being Released. First stage also refers to only the Primary Fullbring.
Rank 1: 50% increase to Spiritual Pressure (100 would be 150).
Rank 2: Double Spiritual Pressure (100 would be 200). The Class of all Releases is increased by 1 up to a maximum of Class 1.
Rank 3: 150% boost to Spiritual Pressure (100 would be 250). The Class of all Releases is increased by 2 up to a maximum of Class 1.
Rank 4: Triple Spiritual Pressure (100 would be 300). The Class of all Releases is increased by 3 up to a maximum of Class 1.
Disadvantage: This Type must spend 50% extra TTP to learn any extra techniques outside of their Release. This Type is limited on what techniques it can actually learn. For Shinigami, all Kidō techniques that are Class 2 or higher are unable to be learned. Fullbringers of this Type can learn Willpower, but cannot learn the “Gate” portion of it. For both, a character is limited to a maximum of ten non-Release techniques. This applies to ALL non-Release techniques except for the racial step technique that does not take a slot. Concealing Reiatsu is impossible for those who possess this Type due to their innate inability to contain the massive amount of Reiatsu they expel. Shinigami Permanent Releases are limited to four techniques split between Shikai and Bankai rather than the normal six. Those who have this Type are typically unable to control their Reiatsu very well.
Race Restrictions: Available to only Shinigami and Fullbringers. Only five Perma-Release Types can exist at a single time.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Stats
Class: 3
Rank: 2
{stats}Stats: Before Type|After Type
Strength: 100
Speed: 275
Riatsu Strength: 25
Spiritual Pressure: 400/800
Instinct: 300
Senses: 50
Energy Sense: 50
Light Aura: 100
Dark Aura: 0
Healing Expertise: 0
Skills 16/16
Abilities
Strength of Will: 2
Lack of Fear: 1
Battle Analysis: 2
Martial Arts: Boxing: 2
Pain Tolerence: 1
Bleeding Tolerence: 1
Damage Recovery: 2
Charisma/Leadership: 2
Hoho: 2
Cinematic Skills:
Knowledge: Medicine
Knowledge: Survival
Strength: 100
Speed: 275
Riatsu Strength: 25
Spiritual Pressure: 400/800
Instinct: 300
Senses: 50
Energy Sense: 50
Light Aura: 100
Dark Aura: 0
Healing Expertise: 0
Skills 16/16
Abilities
Strength of Will: 2
Lack of Fear: 1
Battle Analysis: 2
Martial Arts: Boxing: 2
Pain Tolerence: 1
Bleeding Tolerence: 1
Damage Recovery: 2
Charisma/Leadership: 2
Hoho: 2
Cinematic Skills:
Knowledge: Medicine
Knowledge: Survival
Techniques
{Release Techniques}
{Hyakujuunoou Kousou (Beast King's Bite)} - Kazuhiko causes a brief build-up of Reiatsu in his Shikai before firing it out in a burst of pure Reiatsu infused with Hyakujuunoou's effects. Those struck by it are put under the effect of Hyukujuunoou, which is to say their Reiatsu is sapped/diffused. Being hit by it feels like being hit by a strong gust of freezing cold wind. This can clash with techniques and moves at a speed of 800. This technique costs 100 reiatsu to use. However, Kazuhiko can double the cost to 200 in order to either increase the speed of the attack to 1000. Kazuhiko can spend up to 1000 Reiatsu to increase the potency of the reiatsu cap reduction by the same amount. This effect applies after the initial drain, so if the victim is afflicted by the percentage drain, it will be a percentage + the amount extra invested in the attack, up to 1000.
This attack can clash with techniques that involve Reiatsu. In the event of a clash, the defender must utilize a technique that spends more than the amount of Reiatsu invested by Kazuhiko to neutralize it. However, any amount of Reiatsu spent against the tech reduces the potency of the Reiatsu Cap Reduction by the same amount. Further, if the user is released, then it will be reduced by the upkeep of that release unless the cost of the technique is higher. If Beast King's Roar is clashing with multiple Reiatsu abilities, then this is additive. Meaning if there is a series of shields in the way, it will have to be reduced by each successive shield it clashes with until running out of force.
This attack can clash with techniques that involve Reiatsu. In the event of a clash, the defender must utilize a technique that spends more than the amount of Reiatsu invested by Kazuhiko to neutralize it. However, any amount of Reiatsu spent against the tech reduces the potency of the Reiatsu Cap Reduction by the same amount. Further, if the user is released, then it will be reduced by the upkeep of that release unless the cost of the technique is higher. If Beast King's Roar is clashing with multiple Reiatsu abilities, then this is additive. Meaning if there is a series of shields in the way, it will have to be reduced by each successive shield it clashes with until running out of force.
{Hyakujuunou Kyogou (Beast King's Pride)}
The unique nature of Kazuhiko's overwhelming spiritual pressure allows him to interact with the "Cutback Effect" differently from most. As long as Kazuhiko's release is of the same class or higher, this unique form of cutback is effective.
This technique is similar to cutback, but is not permanently active but is instead a reaction. It can only be activated for one post. By focusing his reiatsu, Kazuhiko is able to allow cutback to apply to an incoming attack, regardless of immunities.
This can affect ranged attacks -if- the attack has a physical component. For instance, if Reiatsu is used to manipulate shurikens, the cutback will resonate along that connection and affect the user. Or if it is a Reiatsu-infused arrow. However, if the attack does not have a component for Kazuhiko's attack to make contact with, such as fire, it will not work. The exception to this rule is if that "Fire" is somehow an extension of the user's soul. If the effect can travel down the length of the attack and reach the soul of the user, then it can still strike them. This is a very edge-case scenario but is thematically worth noting.
This does not work if Kazuhiko's OS is not greater than the opponent's by at least 100.
If the technique is successful, it does not deal any physical damage. Instead, the opponent suffers the effect of a strike from Hyyakujuunou.
The cost to use this defensive technique is 300 Reiatsu. Further, this effect only works if the offense in question makes contact with Kazuhiko's release. The opponent is able to see when this technique is active, as the channels within Hyyakujuunou radiate and surge with white reiatsu.
The unique nature of Kazuhiko's overwhelming spiritual pressure allows him to interact with the "Cutback Effect" differently from most. As long as Kazuhiko's release is of the same class or higher, this unique form of cutback is effective.
This technique is similar to cutback, but is not permanently active but is instead a reaction. It can only be activated for one post. By focusing his reiatsu, Kazuhiko is able to allow cutback to apply to an incoming attack, regardless of immunities.
This can affect ranged attacks -if- the attack has a physical component. For instance, if Reiatsu is used to manipulate shurikens, the cutback will resonate along that connection and affect the user. Or if it is a Reiatsu-infused arrow. However, if the attack does not have a component for Kazuhiko's attack to make contact with, such as fire, it will not work. The exception to this rule is if that "Fire" is somehow an extension of the user's soul. If the effect can travel down the length of the attack and reach the soul of the user, then it can still strike them. This is a very edge-case scenario but is thematically worth noting.
This does not work if Kazuhiko's OS is not greater than the opponent's by at least 100.
If the technique is successful, it does not deal any physical damage. Instead, the opponent suffers the effect of a strike from Hyyakujuunou.
The cost to use this defensive technique is 300 Reiatsu. Further, this effect only works if the offense in question makes contact with Kazuhiko's release. The opponent is able to see when this technique is active, as the channels within Hyyakujuunou radiate and surge with white reiatsu.
{Hyakujuunoou Houkou (Beast King's Roar)}
Kazuhiko gathers up his reiatsu, compressing it and welling it up! Before unleashing it in a silent roar of invisible reiatsu! The wave erupts from Kazuhiko with a speed of 800, but disrupts nothing! This wave has a radius of 100 meters per class of release (100 at 4, 200 at 3. Etc.).
Being caught within this wave causes the effect of Hyakujuunoou. This technique costs 300 Reiatsu to utilize.
Kazuhiko gathers up his reiatsu, compressing it and welling it up! Before unleashing it in a silent roar of invisible reiatsu! The wave erupts from Kazuhiko with a speed of 800, but disrupts nothing! This wave has a radius of 100 meters per class of release (100 at 4, 200 at 3. Etc.).
Being caught within this wave causes the effect of Hyakujuunoou. This technique costs 300 Reiatsu to utilize.
{Jikei (Mercy/Love)} - This ability is available only in Bankai. Kazuhiko's Hyakujuunou Honnou Reiatsu aura gains the effect of healing. This effect is universal, it does not distinguish between ally and enemy, including Kazuhiko himself. Because of the exertion, this technique utilizes it costs 200 reiatsu per post. This Aura is stronger than High-Speed Regeneration, able even to heal organ damage.
{Hoho}-Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determine 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: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determine 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: 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
{Kaido}Technique Name: [Kaido #1: Shindan Suru (Diagnose)]
Class: 7
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Shindan Suru is a moderately weak kidou that is only good for diagnosing a persons injuries. The range at which you can use this kidou is as far as you can stretch your arms. To use this kidou you must be able to touch the person you are using it on.
How to use technique:
To use this kidou you must be touching the person you are using it on as before mentioned. First you place both your hands over the sternum of the person's chest from either the left or right of the body. Your hands will be placed side by side on the sternum. Then the user gathers reiatsu to their palms and focuses. They then send the reiatsu through the person's body like tendrils to search for any injuries both external and internal.
Technique Drawbacks
The drawbacks of this kidou are that you leave yourself completely vulnerable, because you have to focus on maintaining the reiatsu tendrils. Also this technique has absolutely no battle capabilities.
Incantation and Effect:
Extends the range at which this technique can be used by five meters. ("I see your Achilles heel, your tie to the realm of nether! I see it, and I know how to cut it away!")
Made By: [Ryoga Karibe]
Class: 7
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Shindan Suru is a moderately weak kidou that is only good for diagnosing a persons injuries. The range at which you can use this kidou is as far as you can stretch your arms. To use this kidou you must be able to touch the person you are using it on.
How to use technique:
To use this kidou you must be touching the person you are using it on as before mentioned. First you place both your hands over the sternum of the person's chest from either the left or right of the body. Your hands will be placed side by side on the sternum. Then the user gathers reiatsu to their palms and focuses. They then send the reiatsu through the person's body like tendrils to search for any injuries both external and internal.
Technique Drawbacks
The drawbacks of this kidou are that you leave yourself completely vulnerable, because you have to focus on maintaining the reiatsu tendrils. Also this technique has absolutely no battle capabilities.
Incantation and Effect:
Extends the range at which this technique can be used by five meters. ("I see your Achilles heel, your tie to the realm of nether! I see it, and I know how to cut it away!")
Made By: [Ryoga Karibe]
{Bakudo}Technique Name: Bakudō #1: Sai (Restrain)
Technique Class: 7 - 10 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 25 Reiatsu.
Description: Causes the target's arms to lock in place behind their back.
How to Use: Physical contact is required from the hand of the caster to any part of the body of the target.
Incantation: Incantation increases the strength behind the technique by 10%. (I.E. A reiatsu strength of 100 would instead be valued at 110 for this technique.) ("Man, shaped by Divine hands, revert to the form before limbs, clutch at your own throat and be afraid!")
Drawbacks: Reiatsu cost.
Made By: Unknown.
Reserved?: No.
____
Technique Name: Bakudō #3: Sazanami (Ripple)
Technique Class: 7 - 10 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Spirit.
Technique Cost: 25 Reiatsu.
Description: Sazanami is a particularly simplistic and straightforward Bakudō that at first seems to have no actual ability about it. When activated, this Bakudō sends a pulse of Reiatsu out in a spherical ripple from the user’s palm. This Reiatsu has no actual effect on anything, traveling until it reaches another object with some form of spiritual energy. Once it has done so, it bounces in the direction of its origin, giving an idea of the direction of any nearby active spiritual objects. This excludes environmental objects such as buildings within Soul Society, which do not possess an active spiritual energy. Such objects simply cause the rippling Reiatsu to stop without rebounding. When mastered, this technique can also be sent through objects, such as the ground or a building, rather than stopping upon impacting them. Additionally, mastery allows a constant ripple effect for the duration of a single post, regardless of incantation, that originates from its casting point. The range of this technique varies by the Reiatsu Strength of the user; for every 50 Reiatsu Strength the user has, this technique has a range of one hundred feet in radius. The ripples themselves travel at an astounding 4000 Speed. Due to its incredible speed and the thinned-out nature of the Reiatsu, the technique is undetectable to any but the user unless one actively knows that it is there.
How to Use: The technique’s user simply raises their hand and releases a pulse of Reiatsu. The incantation can be spoken before or after to release it.
Incantation: When the incantation is used, the Bakudo creates a continuous ripple effect for three posts using its initial casting point as an origin. The user can intercept reverberations from the technique even if they have moved, giving a continuous feed of the directions of active spiritual energy. (“Throw the pebble in the pond; ripple across the still waters, trace the boundaries, return.”)
Drawbacks: Despite its speed, this technique’s effects are minimal. The pulse of Reiatsu is useful for tracking a target’s position or revealing cloaked targets, but unless the incantation is used, the cost of repeated use adds up.
Made By: Zeich Yajuu.
Reserved?: No.
_____
Technique Name: Bakudō #9: Geki (Strike)
Technique Class: 7 - 10 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Light.
Technique Cost: 25 Reiatsu.
Description: Fires a red light from the caster's fingertips, not unlike a Hollow's Cero, though far smaller and weaker. Anyone caught in the red light will be paralyzed for one post. The paralysis can be shrugged off with equal reiatsu strength, but this takes a few seconds. Superior reiatsu strength of 25% or higher will allow a very fast removal of Geki's effects. 50% or higher makes it instantaneous.
How to Use: Requires the caster to aim, not unlike use of any Hado technique.
Incantation: Incantation causes technique's size to double, but does not include any reiatsu strength bonuses. ("Disintegrate, you black dog of Rondanini! Look upon yourself with horror and then claw out your own throat!")
Drawbacks: Reiatsu cost.
Made By: Unknown.
Reserved?: No.
Technique Class: 7 - 10 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: N/A.
Technique Cost: 25 Reiatsu.
Description: Causes the target's arms to lock in place behind their back.
How to Use: Physical contact is required from the hand of the caster to any part of the body of the target.
Incantation: Incantation increases the strength behind the technique by 10%. (I.E. A reiatsu strength of 100 would instead be valued at 110 for this technique.) ("Man, shaped by Divine hands, revert to the form before limbs, clutch at your own throat and be afraid!")
Drawbacks: Reiatsu cost.
Made By: Unknown.
Reserved?: No.
____
Technique Name: Bakudō #3: Sazanami (Ripple)
Technique Class: 7 - 10 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Spirit.
Technique Cost: 25 Reiatsu.
Description: Sazanami is a particularly simplistic and straightforward Bakudō that at first seems to have no actual ability about it. When activated, this Bakudō sends a pulse of Reiatsu out in a spherical ripple from the user’s palm. This Reiatsu has no actual effect on anything, traveling until it reaches another object with some form of spiritual energy. Once it has done so, it bounces in the direction of its origin, giving an idea of the direction of any nearby active spiritual objects. This excludes environmental objects such as buildings within Soul Society, which do not possess an active spiritual energy. Such objects simply cause the rippling Reiatsu to stop without rebounding. When mastered, this technique can also be sent through objects, such as the ground or a building, rather than stopping upon impacting them. Additionally, mastery allows a constant ripple effect for the duration of a single post, regardless of incantation, that originates from its casting point. The range of this technique varies by the Reiatsu Strength of the user; for every 50 Reiatsu Strength the user has, this technique has a range of one hundred feet in radius. The ripples themselves travel at an astounding 4000 Speed. Due to its incredible speed and the thinned-out nature of the Reiatsu, the technique is undetectable to any but the user unless one actively knows that it is there.
How to Use: The technique’s user simply raises their hand and releases a pulse of Reiatsu. The incantation can be spoken before or after to release it.
Incantation: When the incantation is used, the Bakudo creates a continuous ripple effect for three posts using its initial casting point as an origin. The user can intercept reverberations from the technique even if they have moved, giving a continuous feed of the directions of active spiritual energy. (“Throw the pebble in the pond; ripple across the still waters, trace the boundaries, return.”)
Drawbacks: Despite its speed, this technique’s effects are minimal. The pulse of Reiatsu is useful for tracking a target’s position or revealing cloaked targets, but unless the incantation is used, the cost of repeated use adds up.
Made By: Zeich Yajuu.
Reserved?: No.
_____
Technique Name: Bakudō #9: Geki (Strike)
Technique Class: 7 - 10 TTP
Technique Type: Kidō - Bakudō.
Usable By: Kidō-users.
Technique Element: Light.
Technique Cost: 25 Reiatsu.
Description: Fires a red light from the caster's fingertips, not unlike a Hollow's Cero, though far smaller and weaker. Anyone caught in the red light will be paralyzed for one post. The paralysis can be shrugged off with equal reiatsu strength, but this takes a few seconds. Superior reiatsu strength of 25% or higher will allow a very fast removal of Geki's effects. 50% or higher makes it instantaneous.
How to Use: Requires the caster to aim, not unlike use of any Hado technique.
Incantation: Incantation causes technique's size to double, but does not include any reiatsu strength bonuses. ("Disintegrate, you black dog of Rondanini! Look upon yourself with horror and then claw out your own throat!")
Drawbacks: Reiatsu cost.
Made By: Unknown.
Reserved?: No.
{Beast King Boxing}
{Beast King Boxing - Mirrored Phone Booth}Technique Name: Beast King Boxing - Mirrored Phone Booth
Technique Class: 4->2
Technique Type: General Physical, Step Tech Modifier
Usable By: Shinigami
Technique Element: N/A
Technique Cost: If Step Tech is Used: Two Step Tech Slots, Double Reiatsu Cost of Step Tech Utilized. If not, no cost.
Description: In order to use this technique you must first meet the following qualifications at time of use:
Sensory: >450
Instinct: >300
Hoho: 2
As long as the user meets these requirements, they are able to react to an opponent's evasive movement with their own.
Further, this keeps the user at -exactly- the same distance away from the opponent that they were before activating the tech. This means that if the user is 2 meters away from the opponent before the tech, they will be 2 meters away after the use of the tech. They do not necessarily need to match the precise speed of the opponent, as this is not a matter of speed, but reaction. However, a step tech must be used in conjunction with this technique if the opponent uses one.
The Class 2 Variant of this technique allows the user to make a melee attack mid pursuit. If the defender chooses to forfeit their step, this attack misses.
How to Use: This technique allows a user who is already in close range to maintain their distance, even when a faster opponent is trying to retreat! This technique is a modifier used in conjunction with another step tech. It utilizes a combination of ho-oh skill, sensory, and instincts to predict the backward movement of an opponent and arrive there before they do. It gives the illusion of the user being faster, but in reality, they are simply acting first.
Drawbacks: Double the cost of the step tech, if a step tech is necessary. And this step costs two slots to simulate the preemptive nature of the technique.
Reserved?: Yes, Satoshi Kazuhiko.
Made By: Sucker Punch
Technique Class: 4->2
Technique Type: General Physical, Step Tech Modifier
Usable By: Shinigami
Technique Element: N/A
Technique Cost: If Step Tech is Used: Two Step Tech Slots, Double Reiatsu Cost of Step Tech Utilized. If not, no cost.
Description: In order to use this technique you must first meet the following qualifications at time of use:
Sensory: >450
Instinct: >300
Hoho: 2
As long as the user meets these requirements, they are able to react to an opponent's evasive movement with their own.
Further, this keeps the user at -exactly- the same distance away from the opponent that they were before activating the tech. This means that if the user is 2 meters away from the opponent before the tech, they will be 2 meters away after the use of the tech. They do not necessarily need to match the precise speed of the opponent, as this is not a matter of speed, but reaction. However, a step tech must be used in conjunction with this technique if the opponent uses one.
The Class 2 Variant of this technique allows the user to make a melee attack mid pursuit. If the defender chooses to forfeit their step, this attack misses.
How to Use: This technique allows a user who is already in close range to maintain their distance, even when a faster opponent is trying to retreat! This technique is a modifier used in conjunction with another step tech. It utilizes a combination of ho-oh skill, sensory, and instincts to predict the backward movement of an opponent and arrive there before they do. It gives the illusion of the user being faster, but in reality, they are simply acting first.
Drawbacks: Double the cost of the step tech, if a step tech is necessary. And this step costs two slots to simulate the preemptive nature of the technique.
Reserved?: Yes, Satoshi Kazuhiko.
Made By: Sucker Punch
{Beast King Boxing - The Rukongai Roll}Technique Name: Beast King Boxing - The Rukongai Roll
Technique Class: 3
Technique Type: General Physical, Sensory
Usable By: All
Technique Element: N/A
Technique Cost: 100 Reiatsu a post.
Description: In order to use the Rukongai Roll the user must meet these qualifications at time of implementation:
Martial Skill >2
Sensory >450
Instinct >300
The user closes their eyes, blocking out this very important sense in order to harmonize with the opponent. Because of this, the technique can only be used when the opponent is within 10 meters. This is expanded to 20 meters at 600 Sensory, 30 meters at 900 sensory, and 50 meters at 1200 sensory.
The user focuses on their senses and reads their opponent's movements in advance. The sound of their heartbeat. The contracting of their muscles. The subtle changes in their body chemistry are all notes used to predict the opponent's attacks. And the longer the user is in combat with their opponent, the more they begin to understand them.
While active, the user is able to replace their Speed with their Sensory stat for the purposes of dodging attacks by opponents within their range. In the event that they are unable to dodge, they are able to add their instinct to their strength for the purpose of suffering the hit. This is because they are slipping the attack and moving with it, rather than against it.
The Rukongai Roll utilizes 75% of the user's Senses. This increases by 5% per post of combat within the same instance of combat, up to a maximum of 125% as the user becomes more accustomed to their opponent's movements.
How to Use: The Rukongai Roll is a defensive form that utilizes advanced sensory and instinct to allow the user to defend themself against an opponent once in close. This technique utilizes footwork and body movement to steal the momentum and threat away from an opponent's attacks by harmonizing with them.
In order to use the Rukongai Roll, the user must close off one of their most important senses. Their eyes. However, with enough sensory and fighting knowledge, they are able to read their opponent and react before their opponent strikes. This form is not the same as dodging, but rather slipping attacks. An attack that lands can be rendered completely harmless. But in the event that it isn't, its impact is mitigated by going with the flow of the attack and potentially leaving the opponent open for a bad trade!
This stance is very specific and identifiable. The user stands with their lead arm in front of their torso, in the center of their abdomen. Their off-hand stays up by their face. And lastly, their lead shoulder is tucked with a lean, serving as another barrier point.
Drawbacks: The user must close their eyes to avoid sensory overload. The user must pay 100 Reiatsu a post. This technique also has an identifiable stance.
Reserved?: Yes, Satoshi Kazuhiko.
Made By: Sucker Punch
Technique Class: 3
Technique Type: General Physical, Sensory
Usable By: All
Technique Element: N/A
Technique Cost: 100 Reiatsu a post.
Description: In order to use the Rukongai Roll the user must meet these qualifications at time of implementation:
Martial Skill >2
Sensory >450
Instinct >300
The user closes their eyes, blocking out this very important sense in order to harmonize with the opponent. Because of this, the technique can only be used when the opponent is within 10 meters. This is expanded to 20 meters at 600 Sensory, 30 meters at 900 sensory, and 50 meters at 1200 sensory.
The user focuses on their senses and reads their opponent's movements in advance. The sound of their heartbeat. The contracting of their muscles. The subtle changes in their body chemistry are all notes used to predict the opponent's attacks. And the longer the user is in combat with their opponent, the more they begin to understand them.
While active, the user is able to replace their Speed with their Sensory stat for the purposes of dodging attacks by opponents within their range. In the event that they are unable to dodge, they are able to add their instinct to their strength for the purpose of suffering the hit. This is because they are slipping the attack and moving with it, rather than against it.
The Rukongai Roll utilizes 75% of the user's Senses. This increases by 5% per post of combat within the same instance of combat, up to a maximum of 125% as the user becomes more accustomed to their opponent's movements.
How to Use: The Rukongai Roll is a defensive form that utilizes advanced sensory and instinct to allow the user to defend themself against an opponent once in close. This technique utilizes footwork and body movement to steal the momentum and threat away from an opponent's attacks by harmonizing with them.
In order to use the Rukongai Roll, the user must close off one of their most important senses. Their eyes. However, with enough sensory and fighting knowledge, they are able to read their opponent and react before their opponent strikes. This form is not the same as dodging, but rather slipping attacks. An attack that lands can be rendered completely harmless. But in the event that it isn't, its impact is mitigated by going with the flow of the attack and potentially leaving the opponent open for a bad trade!
This stance is very specific and identifiable. The user stands with their lead arm in front of their torso, in the center of their abdomen. Their off-hand stays up by their face. And lastly, their lead shoulder is tucked with a lean, serving as another barrier point.
Drawbacks: The user must close their eyes to avoid sensory overload. The user must pay 100 Reiatsu a post. This technique also has an identifiable stance.
Reserved?: Yes, Satoshi Kazuhiko.
Made By: Sucker Punch
{Beast King Boxing - The Sucker Punch}Technique Name: Beast King Boxing - The Sucker Punch
Technique Class: 4-1
Technique Type: General Physical, Sensory
Usable By: All
Technique Element: N/A
Technique Cost: Variable based on class.
Description: In order to use The Sucker Punch the user must meet these qualifications at the time of implementation:
Battle Analysis >2
Martial Skill >2
Sensory >450
Instinct >300
This technique is a punch using the intense predictive capabilities of high sensory and to preempt an opponent's dodge and throw an attack right in the path of the opponent's intended escape route, even before they've made it! If an opponent attempts to step tech, they will be surprised to find, after they have escaped, that the technique has still landed, as it occurred before the step was taken! This attack takes advantage of the predictive nature of step techs. If the opponent attempts to dodge, weave, or otherwise redirect the punch without a step tech, their speed is calculated as such based on class that the tech is used at:
Class 4, treated as 25% lower; Cost 150 Reiatsu.
Class 3, treated as 33% lower; Cost 200 Reiatsu.
Class 2, treated as 50% lower; Cost 300 Reiatsu.
Class 1, treated as 75% lower; Cost 400 Reiatsu.
This punch is thrown at the user's normal speed. It is not enhanced in any meaningful way. It is a punch made with the foresight gleaned from the advanced application of information gained from high-end sensory combined with the high-end deductive power of instinct.
How to Use: The Sucker Punch is a whip-like flicker jab thrown from the lead fist of the user. The odd-angled nature of the punch enables the user to curve it into the path of an opponent who is intent on swaying out of the way. This makes the blow more difficult to dodge, as it is aiming to land in a spot that the user's deductive reasoning knew the opponent would be in, rather than the spot they were in when the attack was thrown! This level of deductive prediction can appear to others as clairvoyance. But the reality is... He simply -knew- you would step to the right based on the tension in your muscles and the changes in your internal chemistry.
Drawbacks: This technique requires heavy stat and skill investment to pull off. Beyond that, a reiatsu cost is imposed on the punch to account for supernatural foresight. Lastly, this punch has no additional properties other than striking preemptive to step-techs and being difficult to dodge naturally. It does not have any additional power. And it may be blocked as normal.
This technique is also unable to be combined with other techniques at this stage. It requires intense focus to pull off.
Reserved?: Yes, Satoshi Kazuhiko.
Made By: Sucker Punch
Technique Class: 4-1
Technique Type: General Physical, Sensory
Usable By: All
Technique Element: N/A
Technique Cost: Variable based on class.
Description: In order to use The Sucker Punch the user must meet these qualifications at the time of implementation:
Battle Analysis >2
Martial Skill >2
Sensory >450
Instinct >300
This technique is a punch using the intense predictive capabilities of high sensory and to preempt an opponent's dodge and throw an attack right in the path of the opponent's intended escape route, even before they've made it! If an opponent attempts to step tech, they will be surprised to find, after they have escaped, that the technique has still landed, as it occurred before the step was taken! This attack takes advantage of the predictive nature of step techs. If the opponent attempts to dodge, weave, or otherwise redirect the punch without a step tech, their speed is calculated as such based on class that the tech is used at:
Class 4, treated as 25% lower; Cost 150 Reiatsu.
Class 3, treated as 33% lower; Cost 200 Reiatsu.
Class 2, treated as 50% lower; Cost 300 Reiatsu.
Class 1, treated as 75% lower; Cost 400 Reiatsu.
This punch is thrown at the user's normal speed. It is not enhanced in any meaningful way. It is a punch made with the foresight gleaned from the advanced application of information gained from high-end sensory combined with the high-end deductive power of instinct.
How to Use: The Sucker Punch is a whip-like flicker jab thrown from the lead fist of the user. The odd-angled nature of the punch enables the user to curve it into the path of an opponent who is intent on swaying out of the way. This makes the blow more difficult to dodge, as it is aiming to land in a spot that the user's deductive reasoning knew the opponent would be in, rather than the spot they were in when the attack was thrown! This level of deductive prediction can appear to others as clairvoyance. But the reality is... He simply -knew- you would step to the right based on the tension in your muscles and the changes in your internal chemistry.
Drawbacks: This technique requires heavy stat and skill investment to pull off. Beyond that, a reiatsu cost is imposed on the punch to account for supernatural foresight. Lastly, this punch has no additional properties other than striking preemptive to step-techs and being difficult to dodge naturally. It does not have any additional power. And it may be blocked as normal.
This technique is also unable to be combined with other techniques at this stage. It requires intense focus to pull off.
Reserved?: Yes, Satoshi Kazuhiko.
Made By: Sucker Punch
Release
{Overall Ability}
Kazuhiko has a permanent release due to his overwhelming spiritual pressure. He is unable to return his Shikai to Asauchi once it has been released. Kazuhiko's Shikai is constantly expelling reiatsu. This reiatsu is positive in nature and has a -very- slight healing effect. It very slightly makes those around him feel better. A crick in the neck stops bothering you. An ache doesn't throb. And your day seems just a bit brighter. All of Kazuhiko's Zanpaktou abilities involve his unusual amount of Spiritual Pressure and expulsion.
Kazuhiko has a permanent release due to his overwhelming spiritual pressure. He is unable to return his Shikai to Asauchi once it has been released. Kazuhiko's Shikai is constantly expelling reiatsu. This reiatsu is positive in nature and has a -very- slight healing effect. It very slightly makes those around him feel better. A crick in the neck stops bothering you. An ache doesn't throb. And your day seems just a bit brighter. All of Kazuhiko's Zanpaktou abilities involve his unusual amount of Spiritual Pressure and expulsion.
{Shikai; Hyakujuunoou (Beast King)}Hyakujuunoou acts as Kazuhiko's missing arm. Being that it is a part of his soul, it reacts as fast (or faster) than his normal mortal arm. Hyakujuunoou has the ability to expel raw positive reiatsu into the world. Much like the Sanrei Glove which can expel a soul from a body, Hyakujuunoou can expel Reiatsu from those it strikes. But in exchange, it cannot inflict wounds. A blow from Hyakujuunoou deals no material or physical damage. Instead, it strikes at the opponent's reiatsu!
This ability reduces the opponent's ability to hold reiatsu. Should their capacity become 0, they are knocked unconscious. The components within the fist and channels along the arm glow with radiant white Reiatsu. Contact does not necessarily need to be made with a person's body for this effect to occur. All that need happen is that the Hyakujuunoou connect with something attached to their soul. Instances such as striking a Zanpaktou, which is an extension of the user's soul. For instance, a thrown weapon that is still connected by Reiatsu strings can channel this effect back to the user.
By the same principle, it can also potentially defuse the abilities of their reiatsu-based properties. For instance, successful implementation would cause a Reiatsu-infused slash would lose the properties that the reiatsu gave it, normalizing it. Whereas a blast of cutting reiatsu would clash and be dispersed provided its class is not of the appropriate level to overpower it.
Lastly, Kazuhiko's Reiatsu is impossible to keep inside his body, becoming a sphere of influence equal to a 50 foot radius centered upon himself. This is the same leak of reiatsu that makes it impossible for him to hide his presence. Kazuhiko is in tune with this zone of spiritual pressure, allowing him to sense disturbances within it. This utilizes his Spiritual Pressure stat as Sensory when something exists within this field.
Mechanics: Touches from Kazuhiko's Shikai reduce the target's reiatsu capacity based on the class of his release. At class 4 it deals 15% or a flat 300, whichever is higher(this effect is limited to once per post). At class 3 it becomes 20%/350. At 2 25%/400. And At Class 1 it becomes 30%/500.
Further, striking a Reiatsu-based ability can nullify it if the cost paid is less than the flat amount drained by his shikai. Double that if weaker, or half of it if higher. If the attack is not completely nullified, it is weakened instead. This does not effect the physical component of the attack. For instance, if a rock is fired with Reiatsu, touching it will not suddenly undo the kinetic force generated by Reiatsu.
This ability reduces the opponent's ability to hold reiatsu. Should their capacity become 0, they are knocked unconscious. The components within the fist and channels along the arm glow with radiant white Reiatsu. Contact does not necessarily need to be made with a person's body for this effect to occur. All that need happen is that the Hyakujuunoou connect with something attached to their soul. Instances such as striking a Zanpaktou, which is an extension of the user's soul. For instance, a thrown weapon that is still connected by Reiatsu strings can channel this effect back to the user.
By the same principle, it can also potentially defuse the abilities of their reiatsu-based properties. For instance, successful implementation would cause a Reiatsu-infused slash would lose the properties that the reiatsu gave it, normalizing it. Whereas a blast of cutting reiatsu would clash and be dispersed provided its class is not of the appropriate level to overpower it.
Lastly, Kazuhiko's Reiatsu is impossible to keep inside his body, becoming a sphere of influence equal to a 50 foot radius centered upon himself. This is the same leak of reiatsu that makes it impossible for him to hide his presence. Kazuhiko is in tune with this zone of spiritual pressure, allowing him to sense disturbances within it. This utilizes his Spiritual Pressure stat as Sensory when something exists within this field.
Mechanics: Touches from Kazuhiko's Shikai reduce the target's reiatsu capacity based on the class of his release. At class 4 it deals 15% or a flat 300, whichever is higher(this effect is limited to once per post). At class 3 it becomes 20%/350. At 2 25%/400. And At Class 1 it becomes 30%/500.
Further, striking a Reiatsu-based ability can nullify it if the cost paid is less than the flat amount drained by his shikai. Double that if weaker, or half of it if higher. If the attack is not completely nullified, it is weakened instead. This does not effect the physical component of the attack. For instance, if a rock is fired with Reiatsu, touching it will not suddenly undo the kinetic force generated by Reiatsu.
{Appearance}
Kazuhiko's Shikai is a golden arm that takes the place of his missing arm. The ornate metal is full of veins through which his reiatsu can flow, illuminating it with a brilliant, almost heavenly white light. When it strikes a target it roars, like a sonic boom, as his Reiatsu explodes out of the four vents upon his knuckles.
Kazuhiko's Shikai is a golden arm that takes the place of his missing arm. The ornate metal is full of veins through which his reiatsu can flow, illuminating it with a brilliant, almost heavenly white light. When it strikes a target it roars, like a sonic boom, as his Reiatsu explodes out of the four vents upon his knuckles.