Post by Koshka Volkov on Jan 29, 2023 23:57:51 GMT -5
Total Points
Class: 1 (Rank: 3)
CTP: 17,000 (28,000 until next Class-Up)
TTP: 70 (900 TTP spent total)
SP: 1,700 (700/700 Training SP) (1,000/1,500 Class SP)
SkP: 15 (0 available, 2/8 toward the next point.)
Ryo: 0 (30,000 Ryo spent)
Stats & Skills
Type: Shadow
Koshka's Stats:
Strength: 400 [640]
Speed: 400 [1,000]
Reiatsu Strength: 100 [50]
Spiritual Pressure: 400 [240]
Senses: 100 [75]
Instinct: 250 [375]
Energy Sensory: 50 [37]
Healing Expertise: 0 [0]
Light Aura: 0
Dark Aura: 100
----------
Stealth: 4
Bu Gei - Whispering Mononoke School: 3
Weapons - Serrated Daggers: 2
Strength of Will: 3
Toxicology: 2
Supports
Unredeemed, Redeemed
XXXX: XXXX
Items
Techniques
Learned, Proficient, Mastered, Release Abilities
Letz Stil
Physical Manifestation
Quincy Techniques
Vandenreich Techniques
Whispering Mononoke
Blessed Breath
Cinematic
Current Threads
XXXX
Completed Threads
XXXX
{Color Codes:}
Speaking: #2b565e
Thinking: #3f0f0f
Tricolor: #6d6862
Speaking: #2b565e
Thinking: #3f0f0f
Tricolor: #6d6862
Class: 1 (Rank: 3)
CTP: 17,000 (28,000 until next Class-Up)
TTP: 70 (900 TTP spent total)
SP: 1,700 (700/700 Training SP) (1,000/1,500 Class SP)
SkP: 15 (0 available, 2/8 toward the next point.)
Ryo: 0 (30,000 Ryo spent)
Stats & Skills
Type: Shadow
Koshka's Stats:
Strength: 400 [640]
Speed: 400 [1,000]
Reiatsu Strength: 100 [50]
Spiritual Pressure: 400 [240]
Senses: 100 [75]
Instinct: 250 [375]
Energy Sensory: 50 [37]
Healing Expertise: 0 [0]
Light Aura: 0
Dark Aura: 100
----------
Stealth: 4
Bu Gei - Whispering Mononoke School: 3
Weapons - Serrated Daggers: 2
Strength of Will: 3
Toxicology: 2
{Code for Stats}
[spoiler]{Koshka's Stats & Skills}
Type: [font color="#6d6862"]Shadow[/font]
[font color="2b565e"][b]Koshka's Stats:[/b][/font]
Strength: 400 [font color="2b565e"][640][/font]
Speed: 400 [font color="2b565e"][1,000][/font]
Reiatsu Strength: 100 [font color="2b565e"][50][/font]
Spiritual Pressure: 400 [font color="2b565e"][240][/font]
Senses: 100 [font color="2b565e"][75][/font]
Instinct: 250 [font color="2b565e"][375][/font]
Energy Sensory: 50 [font color="2b565e"][37][/font]
Healing Expertise: 0 [font color="2b565e"][0][/font]
Light Aura: [font color="2b565e"]0[/font]
Dark Aura: [font color="3f0f0f"]100[/font]
----------
Stealth: [font color="3f0f0f"]4[/font]
Bu Gei - Whispering Mononoke School: [font color="3f0f0f"]3[/font]
Weapons - Serrated Daggers: [font color="3f0f0f"]2[/font]
Strength of Will: [font color="3f0f0f"]3[/font]
Toxicology: [font color="3f0f0f"]2[/font][/spoiler]
Supports
Unredeemed, Redeemed
XXXX: XXXX
Items
{x1 Class 1 Black Satchel}
Name: Black Satchel
Description: A durable black suede bag that attaches to a belt or bandolier, and securely protects its contents from theft or intrusion. Its contents are in a shadowy state of flux.
Class: 7-1
Item Type: Utility
Item Power (IP): 100 at Class 7 + 100 per Class to Class 2. 1050 at Class 1.
Offense Type: None
Durability: x2 Item Power
Bonuses: Necessary to use the Whispering Mononoke School Bu Gei techniques, this satchel adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. The satchel contains an amount of waveform reishi, which converts into small projectiles of the same Class or less as the satchel when withdrawn from it. Withdrawing a projectile from the bag reduces its Item Power by item Item Power of the projectile withdrawn, until the end of the thread.
Drawbacks: Ryo cost. To benefit from a Black Satchel, the user must have the requisite number of skill points in the Whispering Mononoke School (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Types or races that cannot use spiritual techniques would still be unable to use them with this item.
Cost: 1000 Ryo for Class 7 + 1000 Ryo per Class, up to Class 2. Class 1 cost is 15,000.
Crafting Skills: Crafting 1-3 or Whispering Mononoke School 1-3
Donated to Urahara's: Yes
Name: Black Satchel
Description: A durable black suede bag that attaches to a belt or bandolier, and securely protects its contents from theft or intrusion. Its contents are in a shadowy state of flux.
Class: 7-1
Item Type: Utility
Item Power (IP): 100 at Class 7 + 100 per Class to Class 2. 1050 at Class 1.
Offense Type: None
Durability: x2 Item Power
Bonuses: Necessary to use the Whispering Mononoke School Bu Gei techniques, this satchel adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. The satchel contains an amount of waveform reishi, which converts into small projectiles of the same Class or less as the satchel when withdrawn from it. Withdrawing a projectile from the bag reduces its Item Power by item Item Power of the projectile withdrawn, until the end of the thread.
Drawbacks: Ryo cost. To benefit from a Black Satchel, the user must have the requisite number of skill points in the Whispering Mononoke School (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Types or races that cannot use spiritual techniques would still be unable to use them with this item.
Cost: 1000 Ryo for Class 7 + 1000 Ryo per Class, up to Class 2. Class 1 cost is 15,000.
Crafting Skills: Crafting 1-3 or Whispering Mononoke School 1-3
Donated to Urahara's: Yes
{Code for Item}
[spoiler]{x1 Class 1 Black Satchel}
[b]Name:[/b] Black Satchel
[b]Description:[/b] A durable black suede bag that attaches to a belt or bandolier, and securely protects its contents from theft or intrusion. Its contents are in a shadowy state of flux.
[b]Class:[/b] 7-1
[b]Item Type:[/b] Utility
[b]Item Power (IP):[/b] 100 at Class 7 + 100 per Class to Class 2. 1050 at Class 1.
[b]Offense Type:[/b] None
[b]Durability:[/b] x2 Item Power
[b]Bonuses:[/b] Necessary to use the Whispering Mononoke School Bu Gei techniques, this satchel adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. The satchel contains an amount of waveform reishi, which converts into small projectiles of the same Class or less as the satchel when withdrawn from it. Withdrawing a projectile from the bag reduces its Item Power by item Item Power of the projectile withdrawn, until the end of the thread.
[b]Drawbacks:[/b] Ryo cost. To benefit from a Black Satchel, the user must have the requisite number of skill points in the Whispering Mononoke School (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Types or races that cannot use spiritual techniques would still be unable to use them with this item.
[b]Cost:[/b] 1000 Ryo for Class 7 + 1000 Ryo per Class, up to Class 2. Class 1 cost is 15,000.
[b]Crafting Skills:[/b] Crafting 1-3 or Whispering Mononoke School 1-3
[b]Donated to Urahara's:[/b] Yes[/spoiler]
{x4 Lime Moon Jelly}
Name: Aurelia tilia (Lime Moon Jellyfish)
Description: This alien-looking creature is named for its translucent, moonlike bell and the bright green color of its body. Instead of long trailing tentacles, the lime moon jelly has short tentacles that sweep food toward the mucous layer on the edge of the bell. The average lime moon jellyfish has a bell that is 3 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The lime jelly flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the lime jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The lime jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The lime jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual presence for the explicit purpose of connecting the bearer with other fish items. For each lime jelly the user is connected to, their combined spiritual stats increase by half the jelly's Item Power for the purpose of connecting to fish items.
The lime jelly has 100 Instinct, Battle Analysis 1, and War Strategy 1 and communicates telepathically with its bearer. If the bearer has multiple lime jellies, they network their mental faculties together, increasing their group Instinct by 50 for each additional lime jelly present.
Drawbacks: A character can have no more than 6 lime moon jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Name: Aurelia tilia (Lime Moon Jellyfish)
Description: This alien-looking creature is named for its translucent, moonlike bell and the bright green color of its body. Instead of long trailing tentacles, the lime moon jelly has short tentacles that sweep food toward the mucous layer on the edge of the bell. The average lime moon jellyfish has a bell that is 3 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The lime jelly flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the lime jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The lime jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The lime jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual presence for the explicit purpose of connecting the bearer with other fish items. For each lime jelly the user is connected to, their combined spiritual stats increase by half the jelly's Item Power for the purpose of connecting to fish items.
The lime jelly has 100 Instinct, Battle Analysis 1, and War Strategy 1 and communicates telepathically with its bearer. If the bearer has multiple lime jellies, they network their mental faculties together, increasing their group Instinct by 50 for each additional lime jelly present.
Drawbacks: A character can have no more than 6 lime moon jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Code for Item}
Name: Aurelia tilia (Lime Moon Jellyfish)
Description: This alien-looking creature is named for its translucent, moonlike bell and the bright green color of its body. Instead of long trailing tentacles, the lime moon jelly has short tentacles that sweep food toward the mucous layer on the edge of the bell. The average lime moon jellyfish has a bell that is 3 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The lime jelly flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the lime jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The lime jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The lime jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual presence for the explicit purpose of connecting the bearer with other fish items. For each lime jelly the user is connected to, their combined spiritual stats increase by half the jelly's Item Power for the purpose of connecting to fish items.
The lime jelly has 100 Instinct, Battle Analysis 1, and War Strategy 1 and communicates telepathically with its bearer. If the bearer has multiple lime jellies, they network their mental faculties together, increasing their group Instinct by 50 for each additional lime jelly present.
Drawbacks: A character can have no more than 6 lime moon jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No[/spoiler]
Techniques
Learned, Proficient, Mastered, Release Abilities
Letz Stil
{Class 6 - Bow Form - The Depth Collector}
Through her Class 6 Form Property, Volkov transforms her bow into her signature serrated dagger. This dagger is quite large, and a rather thick rope remains tied around the handle attached to her wrist. As one can expect, her ability to use this weapon scales off of the woman's Strength. Instead of firing arrows, however, this dagger can be charged with reiatsu and thrown, flying at the speed of an arrow and being treated as a Class equal to the price of the arrow that had been paid for. Once this dagger finds itself embedded in a surface - be it biological or otherwise - the only individual that can remove the dagger without problem is Volkov. As one can expect, this makes the dagger exceptionally strong when it comes to pulling people back toward the Quincy, or pulling the Quincy to a new location.
Attacks dealt by Volkov's Bow will Mark For Death, putting this Mark on the target that was hit specifically. Trying to remove the dagger with less than 3 Ranks in Bleeding Tolerance and without help from Koshka will also Mark For Death. These Marks interact with the rest of Volkov's abilities, do not expire, and remain specific to each individual Marked. Being a weapon designed to quickly and efficiently kill those marked on Koshka's list, the OS of defensive properties, abilities, or items used by someone with at least one Mark For Death on them will be reduced by 150 for each individual Mark. Wounds left that Mark For Death will leave a black, necrotic mark on individuals based on the location struck.
Through her Class 6 Form Property, Volkov transforms her bow into her signature serrated dagger. This dagger is quite large, and a rather thick rope remains tied around the handle attached to her wrist. As one can expect, her ability to use this weapon scales off of the woman's Strength. Instead of firing arrows, however, this dagger can be charged with reiatsu and thrown, flying at the speed of an arrow and being treated as a Class equal to the price of the arrow that had been paid for. Once this dagger finds itself embedded in a surface - be it biological or otherwise - the only individual that can remove the dagger without problem is Volkov. As one can expect, this makes the dagger exceptionally strong when it comes to pulling people back toward the Quincy, or pulling the Quincy to a new location.
Attacks dealt by Volkov's Bow will Mark For Death, putting this Mark on the target that was hit specifically. Trying to remove the dagger with less than 3 Ranks in Bleeding Tolerance and without help from Koshka will also Mark For Death. These Marks interact with the rest of Volkov's abilities, do not expire, and remain specific to each individual Marked. Being a weapon designed to quickly and efficiently kill those marked on Koshka's list, the OS of defensive properties, abilities, or items used by someone with at least one Mark For Death on them will be reduced by 150 for each individual Mark. Wounds left that Mark For Death will leave a black, necrotic mark on individuals based on the location struck.
{Code for Property}
[spoiler]{Class 6 - Bow Form - The Depth Collector}
Through her Class 6 Form Property, Volkov transforms her bow into her signature serrated dagger. This dagger is quite large, and a rather thick rope remains tied around the handle attached to her wrist. As one can expect, her ability to use this weapon scales off of the woman's Strength. Instead of firing arrows, however, this dagger can be charged with reiatsu and thrown, flying at the speed of an arrow and being treated as a Class equal to the price of the arrow that had been paid for. Once this dagger finds itself embedded in a surface - be it biological or otherwise - the only individual that can remove the dagger without problem is Volkov. As one can expect, this makes the dagger exceptionally strong when it comes to pulling people back toward the Quincy, or pulling the Quincy to a new location.
Attacks dealt by Volkov's Bow will [b][font color="3f0f0f"]Mark For Death[/font][/b], putting this Mark on the target that was hit specifically. Trying to remove the dagger with less than 3 Ranks in Bleeding Tolerance and without help from Koshka will also [b][font color="3f0f0f"]Mark For Death[/font][/b]. These Marks interact with the rest of Volkov's abilities, do not expire, and remain specific to each individual Marked. Being a weapon designed to quickly and efficiently kill those marked on Koshka's list, the OS of defensive properties, abilities, or items used by someone with at least one [b][font color="3f0f0f"]Mark For Death[/font][/b] on them will be reduced by 150 for each individual Mark. Wounds left that [b][font color="3f0f0f"]Mark For Death[/font][/b] will leave a black, necrotic mark on individuals based on the location struck.[/spoiler]
{Class 5 - Firing - The Megalodon Loanshark}
Volkov's Firing Property allows her to fire her arrows as part of her Stepping Techniques. While utilizing any variety of Stepping Technique, Koshka is capable of firing any number of arrows from her starting location. The arrows she can fire must directly correlate with the cost of the Stepping technique (i.e. she can fire a single Class 3 arrow, up to five Class 7 arrows, or any combination in-between with base Hirenkyaku, provided the arrows' costs always equal 50 reiatsu). The arrows fired from her movements possess a homing property to them and will Mark For Death. This homing property is capable of making no tighter than 90 degree turns while following a target, and will simply fly straight after one post has passed.
Volkov's Firing Property allows her to fire her arrows as part of her Stepping Techniques. While utilizing any variety of Stepping Technique, Koshka is capable of firing any number of arrows from her starting location. The arrows she can fire must directly correlate with the cost of the Stepping technique (i.e. she can fire a single Class 3 arrow, up to five Class 7 arrows, or any combination in-between with base Hirenkyaku, provided the arrows' costs always equal 50 reiatsu). The arrows fired from her movements possess a homing property to them and will Mark For Death. This homing property is capable of making no tighter than 90 degree turns while following a target, and will simply fly straight after one post has passed.
{Code for Property}
[spoiler]{Class 5 - Firing - The Megalodon Loanshark}
Volkov's Firing Property allows her to fire her arrows as part of her Stepping Techniques. While utilizing any variety of Stepping Technique, Koshka is capable of firing any number of arrows from her starting location. The arrows she can fire must directly correlate with the cost of the Stepping technique (i.e. she can fire a single Class 3 arrow, up to five Class 7 arrows, or any combination in-between with base Hirenkyaku, provided the arrows' costs always equal 50 reiatsu). The arrows fired from her movements possess a homing property to them and will [b][font color="3f0f0f"]Mark For Death[/font][/b]. This homing property is capable of making no tighter than 90 degree turns while following a target, and will simply fly straight after one post has passed.[/spoiler]
{Class 4 - Power - The Queen of the Deep}
Koshka's Power Property allows her to do some rather interesting things with everything directly around her. By spending 50 reiatsu, Koshka can sink into a surface at her Speed, ripping through that surface like she were submerging herself in water. This Property allows Volkov to remain submerged within the surface itself as though it were a "pocket dimension". While inside of a surface, she is capable of moving to adjacent surfaces at her Speed in order to easily reposition herself. As one might be able to tell, detecting her while she's submerged can be quite difficult, requiring 200 Energy Sensory, and half of her Stealth Ranks in Anti-Stealth to track her. Ranks in Anti-Stealth will lower this requirement by 100 per Rank someone has, but this requirement will increase by 100 for each Rank in Stealth that Volkov has. If terrain that Koshka has submerged in is destroyed, she is no longer capable of reemerging from that location and thus needs a new spot to emerge from. The inside of this watery world appears as a complete opposite of the world Koshka currently inhabits, except completely submerged in deep, murky water.
While submerged, Volkov is incapable of striking at a target, and is required to resurface in order to attack; this can be a partial-resurfacing, but she's still required to make herself visible in this situation. While resurfacing however, she'll still remain difficult to detect until after making an attack. Resurfacing costs no reiatsu, but 50 Reiatsu can be spent in order to do so violently; in doing so, Volkov's next attack will Mark For Death twice as much as normal, but will reveal her position to even those with 0 Energy Sensory. By expending 100 reiatsu to do so, Koshka can pull individuals into surfaces to submerge with her, so long as her Strength is higher than their own (or if they're willing). Those that find themselves submerged will have two posts plus an additional post per Rank in Strength of Will they have before drowning; while this Property is active, Volkov is capable of breathing in any and all water. Forcibly resurfacing after being dragged into a surface in this fashion will Mark For Death, though can be done by anyone willing to spend 150 reiatsu to do so, provided something doesn't keep them within this watery world. Should someone need an "emergency escape" (i.e. while being held in the water), they can instead expend 300 reiatsu, plus an additional 100 reiatsu per Mark For Death on that target. Spending such will result in an immediate escape, regardless of circumstance. Dragging someone into the depths requires a violent emerge, meaning that an individual will be made immediately aware of an attempt to do so. Those that are submerged in addition to Koshka are similarly cloaked through the property, be it friend or foe, though Koshka is innately aware of all whom reside within the deep.
Koshka's Power Property allows her to do some rather interesting things with everything directly around her. By spending 50 reiatsu, Koshka can sink into a surface at her Speed, ripping through that surface like she were submerging herself in water. This Property allows Volkov to remain submerged within the surface itself as though it were a "pocket dimension". While inside of a surface, she is capable of moving to adjacent surfaces at her Speed in order to easily reposition herself. As one might be able to tell, detecting her while she's submerged can be quite difficult, requiring 200 Energy Sensory, and half of her Stealth Ranks in Anti-Stealth to track her. Ranks in Anti-Stealth will lower this requirement by 100 per Rank someone has, but this requirement will increase by 100 for each Rank in Stealth that Volkov has. If terrain that Koshka has submerged in is destroyed, she is no longer capable of reemerging from that location and thus needs a new spot to emerge from. The inside of this watery world appears as a complete opposite of the world Koshka currently inhabits, except completely submerged in deep, murky water.
While submerged, Volkov is incapable of striking at a target, and is required to resurface in order to attack; this can be a partial-resurfacing, but she's still required to make herself visible in this situation. While resurfacing however, she'll still remain difficult to detect until after making an attack. Resurfacing costs no reiatsu, but 50 Reiatsu can be spent in order to do so violently; in doing so, Volkov's next attack will Mark For Death twice as much as normal, but will reveal her position to even those with 0 Energy Sensory. By expending 100 reiatsu to do so, Koshka can pull individuals into surfaces to submerge with her, so long as her Strength is higher than their own (or if they're willing). Those that find themselves submerged will have two posts plus an additional post per Rank in Strength of Will they have before drowning; while this Property is active, Volkov is capable of breathing in any and all water. Forcibly resurfacing after being dragged into a surface in this fashion will Mark For Death, though can be done by anyone willing to spend 150 reiatsu to do so, provided something doesn't keep them within this watery world. Should someone need an "emergency escape" (i.e. while being held in the water), they can instead expend 300 reiatsu, plus an additional 100 reiatsu per Mark For Death on that target. Spending such will result in an immediate escape, regardless of circumstance. Dragging someone into the depths requires a violent emerge, meaning that an individual will be made immediately aware of an attempt to do so. Those that are submerged in addition to Koshka are similarly cloaked through the property, be it friend or foe, though Koshka is innately aware of all whom reside within the deep.
{Code for Property}
[spoiler]{Class 4 - Power - The Queen of the Deep}
Koshka's Power Property allows her to do some rather interesting things with everything directly around her. By spending 50 reiatsu, Koshka can sink into a surface at her Speed, ripping through that surface like she were submerging herself in water. This Property allows Volkov to remain submerged within the surface itself as though it were a "pocket dimension". While inside of a surface, she is capable of moving to adjacent surfaces at her Speed in order to easily reposition herself. As one might be able to tell, detecting her while she's submerged can be quite difficult, requiring 200 Energy Sensory, and half of her Stealth Ranks in Anti-Stealth to track her. Ranks in Anti-Stealth will lower this requirement by 100 per Rank someone has, but this requirement will increase by 100 for each Rank in Stealth that Volkov has. If terrain that Koshka has submerged in is destroyed, she is no longer capable of reemerging from that location and thus needs a new spot to emerge from. The inside of this watery world appears as a complete opposite of the world Koshka currently inhabits, except completely submerged in deep, murky water.
While submerged, Volkov is incapable of striking at a target, and is required to resurface in order to attack; this can be a partial-resurfacing, but she's still required to make herself visible in this situation. While resurfacing however, she'll still remain difficult to detect until after making an attack. Resurfacing costs no reiatsu, but 50 Reiatsu can be spent in order to do so violently; in doing so, Volkov's next attack will [b][font color="3f0f0f"]Mark For Death[/font][/b] twice as much as normal, but will reveal her position to even those with 0 Energy Sensory. By expending 100 reiatsu to do so, Koshka can pull individuals into surfaces to submerge with her, so long as her Strength is higher than their own (or if they're willing). Those that find themselves submerged will have two posts plus an additional post per Rank in Strength of Will they have before drowning; while this Property is active, Volkov is capable of breathing in any and all water. Forcibly resurfacing after being dragged into a surface in this fashion will [b][font color="3f0f0f"]Mark For Death[/font][/b], though can be done by anyone willing to spend 150 reiatsu to do so, provided something doesn't keep them within this watery world. Should someone need an "emergency escape" (i.e. while being held in the water), they can instead expend 300 reiatsu, plus an additional 100 reiatsu per [b][font color="3f0f0f"]Mark For Death[/font][/b] on that target. Spending such will result in an immediate escape, regardless of circumstance. Dragging someone into the depths requires a violent emerge, meaning that an individual will be made immediately aware of an attempt to do so. Those that are submerged in addition to Koshka are similarly cloaked through the property, be it friend or foe, though Koshka is innately aware of all whom reside within the deep.[/spoiler]
{Class 3 - Mass - The Dreadwater Harvester}
As they are, Volkov's Marks don't do anything to a target physically. Instead, they simply bestow an impending sense of dread upon an individual and nothing more. The Dreadwater Harvester aims to change that, inflicting very notable - very real conditions upon a target for simply being Marked. Every Mark For Death an individual possesses will reduce their Speed by 10%, rounded down, as the murkiness of the water she unleashes and the reiatsu she exudes pollutes their senses and ability to react. Every 3 Mark For Death will reduce a target's Lack of Fear & Strength of Will by 1 Rank for the remainder of the thread; reaching zero ranks in both will then begin to inflict a target with a severe sense of existential dread, reducing all of their Sensory stats by 10% per Mark For Death on them. Those with 100 Light Aura or Dark Aura are treated as though they have a 2 in Lack of Fear. For those without points in both Lack of Fear or Strength of Will, this drop will only kick in after 3 Mark For Death have been accumulated. All aforementioned debuffs cannot drop a stat more than 75% of its base.
As they are, Volkov's Marks don't do anything to a target physically. Instead, they simply bestow an impending sense of dread upon an individual and nothing more. The Dreadwater Harvester aims to change that, inflicting very notable - very real conditions upon a target for simply being Marked. Every Mark For Death an individual possesses will reduce their Speed by 10%, rounded down, as the murkiness of the water she unleashes and the reiatsu she exudes pollutes their senses and ability to react. Every 3 Mark For Death will reduce a target's Lack of Fear & Strength of Will by 1 Rank for the remainder of the thread; reaching zero ranks in both will then begin to inflict a target with a severe sense of existential dread, reducing all of their Sensory stats by 10% per Mark For Death on them. Those with 100 Light Aura or Dark Aura are treated as though they have a 2 in Lack of Fear. For those without points in both Lack of Fear or Strength of Will, this drop will only kick in after 3 Mark For Death have been accumulated. All aforementioned debuffs cannot drop a stat more than 75% of its base.
{Code for Property}
[spoiler]{Class 3 - Mass - The Dreadwater Harvester}
As they are, Volkov's Marks don't do anything to a target physically. Instead, they simply bestow an impending sense of dread upon an individual and nothing more. The Dreadwater Harvester aims to change that, inflicting very notable - very real conditions upon a target for simply being Marked. Every [b][font color="3f0f0f"]Mark For Death[/font][/b] an individual possesses will reduce their Speed by 10%, rounded down, as the murkiness of the water she unleashes and the reiatsu she exudes pollutes their senses and ability to react. Every 3 [b][font color="3f0f0f"]Mark For Death[/font][/b] will reduce a target's Lack of Fear & Strength of Will by 1 Rank for the remainder of the thread; reaching zero ranks in both will then begin to inflict a target with a severe sense of existential dread, reducing all of their Sensory stats by 10% per [b][font color="3f0f0f"]Mark For Death[/font][/b] on them. Those with 100 Light Aura or Dark Aura are treated as though they have a 2 in Lack of Fear. For those without points in both Lack of Fear or Strength of Will, this drop will only kick in after 3 [b][font color="3f0f0f"]Mark For Death[/font][/b] have been accumulated. All aforementioned debuffs cannot drop a stat more than 75% of its base.[/spoiler]
{Class 2 - Heart - Gray Ocean Revenant}
Gray Ocean Revenant is a Property that allows Koshka to return to a fight if necessary, after a brief period of respite. While either out of visual sight of an opponent, or submerged through Queen of the Deep, Volkov is capable of utilizing the otherwise toxic and suffocating properties of her murky oceans to instead do the opposite and restore herself. If an entire post is spent hidden, any wounds, effects, or otherwise negative conditions inflicted upon Koshka will have the damage they've since dealt reduced by her Offensive Stat, with her Offensive Stat being treated as 150 higher for each Mark For Death on the target that inflicted the wound. If reduced entirely, the damage and/or effects dealt to her will be negated. Until that happens however, the severity of said injuries will not be reduced. Immediately lethal injuries cannot be healed from. Should she spend that entire post hidden and not make any offensive action against any foe, she is also capable of taking a singular post of rest. This does not apply consecutively, meaning it can only be used to stave off the Stamina problems with her type, and cannot be used to actively recover from their hinderances, including the singular post of rest needed for Rank 4.
Gray Ocean Revenant is a Property that allows Koshka to return to a fight if necessary, after a brief period of respite. While either out of visual sight of an opponent, or submerged through Queen of the Deep, Volkov is capable of utilizing the otherwise toxic and suffocating properties of her murky oceans to instead do the opposite and restore herself. If an entire post is spent hidden, any wounds, effects, or otherwise negative conditions inflicted upon Koshka will have the damage they've since dealt reduced by her Offensive Stat, with her Offensive Stat being treated as 150 higher for each Mark For Death on the target that inflicted the wound. If reduced entirely, the damage and/or effects dealt to her will be negated. Until that happens however, the severity of said injuries will not be reduced. Immediately lethal injuries cannot be healed from. Should she spend that entire post hidden and not make any offensive action against any foe, she is also capable of taking a singular post of rest. This does not apply consecutively, meaning it can only be used to stave off the Stamina problems with her type, and cannot be used to actively recover from their hinderances, including the singular post of rest needed for Rank 4.
{Code for Property}
[spoiler]{Class 2 - Heart - Gray Ocean Revenant}
Gray Ocean Revenant is a Property that allows Koshka to return to a fight if necessary, after a brief period of respite. While either out of visual sight of an opponent, or submerged through Queen of the Deep, Volkov is capable of utilizing the otherwise toxic and suffocating properties of her murky oceans to instead do the opposite and restore herself. If an entire post is spent hidden, any wounds, effects, or otherwise negative conditions inflicted upon Koshka will have the damage they've since dealt reduced by her Offensive Stat, with her Offensive Stat being treated as 150 higher for each [b][font color="3f0f0f"]Mark For Death[/font][/b] on the target that inflicted the wound. If reduced entirely, the damage and/or effects dealt to her will be negated. Until that happens however, the severity of said injuries will not be reduced. Immediately lethal injuries cannot be healed from. Should she spend that entire post hidden and not make any offensive action against any foe, she is also capable of taking a singular post of rest. This does not apply consecutively, meaning it can only be used to stave off the Stamina problems with her type, and cannot be used to actively recover from their hinderances, including the singular post of rest needed for Rank 4.[/spoiler]
{Class 1 - Soul - The Dead Sea Scourge}
Living up to a title like the Dead Sea Scourge, Volkov's Soul Property serves as a sort of "ultimate ability" for the Quincy, that aims to kill the moment it's activated. While active, Volkov's arrows (or her Bow, should The Depth Collector be active) will cause all Mark For Death on a struck target to effectively "detonate". On a successful hit, all Mark For Death on a target will immediately be consumed to create an arrow inside of the target on the location that was marked. The shaft of these arrows will form partially outside of a target, whereas the heads of these arrows will immediately begin inside of said target. Terrain, techniques, and effects can be targets for Mark For Death in order to set up for this Property.
These arrows manifest instantaneously, and fire at 800 speed inside of the target in the direction they are pointed in until stopped by an opponent's skin or flex defense, or piercing through the target completely if possible. These arrows cannot be detonated until they are fully-outside of a target after having being formed, meaning that those with appropriate defensive opportunities will be able to prevent these arrows from passing through completely. Arrows that inflict damage from this property leave injuries that are incapable of being healed by anything of an equal or lower class than this Property, including High Speed Regeneration. Instead of expending the normal 500 reiatsu to activate this Property, Volkov is instead required to spend 70 reiatsu per Mark For Death, with a 500 reiatsu cost minimum.
Living up to a title like the Dead Sea Scourge, Volkov's Soul Property serves as a sort of "ultimate ability" for the Quincy, that aims to kill the moment it's activated. While active, Volkov's arrows (or her Bow, should The Depth Collector be active) will cause all Mark For Death on a struck target to effectively "detonate". On a successful hit, all Mark For Death on a target will immediately be consumed to create an arrow inside of the target on the location that was marked. The shaft of these arrows will form partially outside of a target, whereas the heads of these arrows will immediately begin inside of said target. Terrain, techniques, and effects can be targets for Mark For Death in order to set up for this Property.
These arrows manifest instantaneously, and fire at 800 speed inside of the target in the direction they are pointed in until stopped by an opponent's skin or flex defense, or piercing through the target completely if possible. These arrows cannot be detonated until they are fully-outside of a target after having being formed, meaning that those with appropriate defensive opportunities will be able to prevent these arrows from passing through completely. Arrows that inflict damage from this property leave injuries that are incapable of being healed by anything of an equal or lower class than this Property, including High Speed Regeneration. Instead of expending the normal 500 reiatsu to activate this Property, Volkov is instead required to spend 70 reiatsu per Mark For Death, with a 500 reiatsu cost minimum.
{Code for Property}
[spoiler]{Class 1 - Soul - The Dead Sea Scourge}
Living up to a title like the Dead Sea Scourge, Volkov's Soul Property serves as a sort of "ultimate ability" for the Quincy, that aims to kill the moment it's activated. While active, Volkov's arrows (or her Bow, should The Depth Collector be active) will cause all [b][font color="3f0f0f"]Mark For Death[/font][/b] on a struck target to effectively "detonate". On a successful hit, all [b][font color="3f0f0f"]Mark For Death[/font][/b] on a target will immediately be consumed to create an arrow inside of the target on the location that was marked. The shaft of these arrows will form partially outside of a target, whereas the heads of these arrows will immediately begin inside of said target. Terrain, techniques, and effects can be targets for [b][font color="3f0f0f"]Mark For Death[/font][/b] in order to set up for this Property.
These arrows manifest instantaneously, and fire at 800 speed inside of the target in the direction they are pointed in until stopped by an opponent's skin or flex defense, or piercing through the target completely if possible. These arrows cannot be detonated until they are fully-outside of a target after having being formed, meaning that those with appropriate defensive opportunities will be able to prevent these arrows from passing through completely. Arrows that inflict damage from this property leave injuries that are incapable of being healed by anything of an equal or lower class than this Property, including High Speed Regeneration. Instead of expending the normal 500 reiatsu to activate this Property, Volkov is instead required to spend 70 reiatsu per [b][font color="3f0f0f"]Mark For Death[/font][/b], with a 500 reiatsu cost minimum.[/spoiler]
Physical Manifestation
{Movement - Free}
Technique Name: Movement
Class: 4
Technique Type: Other
Technique Element: None
Description: This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to Use: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Drawback: None.
Technique Name: Movement
Class: 4
Technique Type: Other
Technique Element: None
Description: This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to Use: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Drawback: None.
{Code for Technique}
[spoiler]{Movement}
[b][u]Technique Name:[/u][/b] Movement
[b][u]Class:[/u][/b] 4
[b]Technique Type:[/b] Other
[b][u]Technique Element:[/u][/b] None
[b][u]Description:[/u][/b] This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
[b][u]How to Use:[/u][/b] Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
[b][u]Drawback:[/u][/b] None.[/spoiler]
{Willpower}
Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Description: Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawbacks: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Description: Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawbacks: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
{Code for Technique}
[spoiler]{Willpower}
[b][u]Technique Name:[/u][/b] Physical Manifestation: Willpower
[b]Class:[/b] 3
[b][u]Technique Type:[/u][/b] Other
[b][u]Technique Element:[/u][/b] None
[b][u]Description:[/u][/b] Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
[b][u]Drawbacks:[/u][/b] See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.[/spoiler]
{Output}
Technique Name: Output
Class: 2
Technique Type: Other
Technique Element: None
Description: This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength triples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 600 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
Drawbacks: See specific stages.
Technique Name: Output
Class: 2
Technique Type: Other
Technique Element: None
Description: This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength triples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 600 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
Drawbacks: See specific stages.
{Code for Ability}
[spoiler]{Output}
[b][u]Technique Name:[/u][/b] Output
[b][u]Class:[/u][/b] 2
[b][u]Technique Type:[/u][/b] Other
[b][u]Technique Element:[/u][/b] None
[b][u]Description:[/u][/b] This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength triples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 600 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
[b][u]Drawbacks:[/u][/b] See specific stages.[/spoiler]
{Hirenkyaku}
Technique Name: Hirenkyaku
Class: 4
Technique Type: Quincy Technique
Technique Element: None
Description: Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 400 Reiatsu allows for a constant movement over the duration of one post at 6x speed. Giving up 1000 Reiatsu allows constant movement over the duration of 3 posts of 4x speed.
How to Use: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawbacks: None.
Technique Name: Hirenkyaku
Class: 4
Technique Type: Quincy Technique
Technique Element: None
Description: Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 400 Reiatsu allows for a constant movement over the duration of one post at 6x speed. Giving up 1000 Reiatsu allows constant movement over the duration of 3 posts of 4x speed.
How to Use: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawbacks: None.
{Code for Technique}
[spoiler]{Hirenkyaku}
[b][u]Technique Name:[/u][/b] Hirenkyaku
[b][u]Class:[/u][/b] 4
[b][u]Technique Type:[/u][/b] Quincy Technique
[b][u]Technique Element:[/u][/b] None
[b][u]Description:[/u][/b] Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 400 Reiatsu allows for a constant movement over the duration of one post at 6x speed. Giving up 1000 Reiatsu allows constant movement over the duration of 3 posts of 4x speed.
[b]How to Use:[/b] To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
[b][u]Drawbacks:[/u][/b] None.[/spoiler]
Quincy Techniques
{Verfeinern}
Technique Name: Verfeinern (Refine)
Class: 7
Technique Type: Quincy Technique
Usable By: All Quincy
Technique Element: Spirit
Description: A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
How to Use: See drawback.
Drawbacks: Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.
Technique Name: Verfeinern (Refine)
Class: 7
Technique Type: Quincy Technique
Usable By: All Quincy
Technique Element: Spirit
Description: A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
How to Use: See drawback.
Drawbacks: Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.
{Code for Technique}
[spoiler]{Verfeinern}
[b][u]Technique Name:[/u][/b] Verfeinern (Refine)
[b][u]Class:[/u][/b] 7
[b][u]Technique Type:[/u][/b] Quincy Technique
[b][u]Usable By:[/u][/b] All Quincy
[b][u]Technique Element:[/u][/b] Spirit
[b]Description:[/b] A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
[b][u]How to Use:[/u][/b] See drawback.
[b][u]Drawbacks:[/u][/b] Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.[/spoiler]
Vandenreich Techniques
{Schneller Schatten}
Technique Name: Schneller Schatten (Swift Shadows)
Technique Class: 4 - 40 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 50 Reiatsu.
Description: Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
How to Use: Walk in the shadows of the Three Worlds, but at an accelerated pace.
Drawbacks: Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.
Technique Name: Schneller Schatten (Swift Shadows)
Technique Class: 4 - 40 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 50 Reiatsu.
Description: Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
How to Use: Walk in the shadows of the Three Worlds, but at an accelerated pace.
Drawbacks: Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.
{Code for Technique}
[spoiler]{Schneller Schatten}
[u][b]Technique Name:[/b][/u] Schneller Schatten (Swift Shadows)
[b][u]Technique Class:[/u][/b] 4 - 40 TTP
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Shadow.
[b][u]Technique Cost:[/u][/b] 50 Reiatsu.
[b][u]Description:[/u][/b] Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
[b][u]How to Use:[/u][/b] Walk in the shadows of the Three Worlds, but at an accelerated pace.
[b][u]Drawbacks:[/u][/b] Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.[/spoiler]
{Blutwächter}
Technique Name: Blutwächter (Blood Guard)
Technique Class: 5 - 20 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Blood.
Technique Cost: 150 Reiatsu/post.
Description: An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
How to Use: Pulse reiatsu through the user's veins.
Drawbacks: Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.
Technique Name: Blutwächter (Blood Guard)
Technique Class: 5 - 20 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Blood.
Technique Cost: 150 Reiatsu/post.
Description: An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
How to Use: Pulse reiatsu through the user's veins.
Drawbacks: Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.
{Code for Technique}
[spoiler]{Blutwächter}
[b][u]Technique Name:[/u][/b] Blutwächter (Blood Guard)
[b][u]Technique Class:[/u][/b] 5 - 20 TTP
[b][u]Technique Type:[/u][/b] Vandenreich.
[b]Usable By:[/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Blood.
[b][u]Technique Cost:[/u][/b] 150 Reiatsu/post.
[b][u]Description:[/u][/b] An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
[b][u]How to Use:[/u][/b] Pulse reiatsu through the user's veins.
[b][u]Drawbacks:[/u][/b] Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.[/spoiler]
{Blut}
Technique Name: Blut (Blood)
Technique Class: 3 - 80 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Spirit.
Technique Cost: 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
Description: Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to Use: Spend Reiatsu to draw out the latent power in the user's blood.
Drawbacks: The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
Technique Name: Blut (Blood)
Technique Class: 3 - 80 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Spirit.
Technique Cost: 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
Description: Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to Use: Spend Reiatsu to draw out the latent power in the user's blood.
Drawbacks: The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
{Code for Technique}
[b][u]Technique Name:[/u][/b] Blut (Blood)
[b][u]Technique Class:[/u][/b] 3 - 80 TTP
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Spirit.
[b][u]Technique Cost:[/u][/b] 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
[b][u]Description:[/u][/b] Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
[b][u]How to Use:[/u][/b] Spend Reiatsu to draw out the latent power in the user's blood.
[b][u]Drawbacks:[/u][/b] The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.[/spoiler]
Whispering Mononoke
{Fear Tactics}
Technique Name: Fear Tactics
Class: 7, 5, 3, 1
Technique Type: Passive Bu Gei, Base Tier
Usable By: Any type that boosts a Physical stat or does not boost a Spiritual stat.
Technique Element: Shadow
Technique Description and Effects: One time per use of another technique, whenever the user injures an opponent, no matter how little, that opponent gains 1 stack of Frightful Angst. For each stack of Frightful Angst a character is suffering from, they lose 3% of their post-type Instinct, up to a maximum debuff of 75%.
When this technique is Class 5, stacks of Frightful Angst also debuff their victim’s Strength; every stack after 25 reduces the victim’s post-type Strength by 2%, up to a maximum of 75% debuff. When this technique is Class 3, stacks of Frightful Angst after 25 additionally debuff post-type Spiritual Pressure by 1% each. Finally, when this technique is Class 1, every 10 stacks of Frightful Angst after 25 reduces the victim’s Mental skills by 1 point.
While this technique is Proficient, it triggers one extra time per use of a technique that injures an opponent. While this technique is Mastered, it triggers one more time per use of a qualifying technique (a total of 3 triggers per technique).
For every 2 ranks a character has in the Whispering Mononoke School skill, their opponents with at least 1 Frightful Angst stack on them have their Lack of Fear skill reduced by 1.
How to use technique: Study the tenets of the Whispering Mononoke School, apply those teachings in combat. Fear is the mind-killer. The mind is the Achilles heel of the soul.
Technique Drawbacks: For each rank a character has in Lack of Fear, they reduce the number of triggers of this technique that can be used against them by 1 per post. For each rank a character has in Calm Mind, they reduce the maximum debuffs from this technique by 10%.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Fear Tactics
Class: 7, 5, 3, 1
Technique Type: Passive Bu Gei, Base Tier
Usable By: Any type that boosts a Physical stat or does not boost a Spiritual stat.
Technique Element: Shadow
Technique Description and Effects: One time per use of another technique, whenever the user injures an opponent, no matter how little, that opponent gains 1 stack of Frightful Angst. For each stack of Frightful Angst a character is suffering from, they lose 3% of their post-type Instinct, up to a maximum debuff of 75%.
When this technique is Class 5, stacks of Frightful Angst also debuff their victim’s Strength; every stack after 25 reduces the victim’s post-type Strength by 2%, up to a maximum of 75% debuff. When this technique is Class 3, stacks of Frightful Angst after 25 additionally debuff post-type Spiritual Pressure by 1% each. Finally, when this technique is Class 1, every 10 stacks of Frightful Angst after 25 reduces the victim’s Mental skills by 1 point.
While this technique is Proficient, it triggers one extra time per use of a technique that injures an opponent. While this technique is Mastered, it triggers one more time per use of a qualifying technique (a total of 3 triggers per technique).
For every 2 ranks a character has in the Whispering Mononoke School skill, their opponents with at least 1 Frightful Angst stack on them have their Lack of Fear skill reduced by 1.
How to use technique: Study the tenets of the Whispering Mononoke School, apply those teachings in combat. Fear is the mind-killer. The mind is the Achilles heel of the soul.
Technique Drawbacks: For each rank a character has in Lack of Fear, they reduce the number of triggers of this technique that can be used against them by 1 per post. For each rank a character has in Calm Mind, they reduce the maximum debuffs from this technique by 10%.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Fear Tactics}
[u][b]Technique Name:[/b][/u] Fear Tactics
[u][b]Class:[/b][/u] 7, 5, 3, 1
[u][b]Technique Type:[/b][/u] Passive Bu Gei, Base Tier
[u][b]Usable By:[/b][/u] Any type that boosts a Physical stat or does not boost a Spiritual stat.
[u][b]Technique Element:[/b][/u] Shadow
[u][b]Technique Description and Effects:[/b][/u] One time per use of another technique, whenever the user injures an opponent, no matter how little, that opponent gains 1 stack of Frightful Angst. For each stack of Frightful Angst a character is suffering from, they lose 3% of their post-type Instinct, up to a maximum debuff of 75%.
When this technique is Class 5, stacks of Frightful Angst also debuff their victim’s Strength; every stack after 25 reduces the victim’s post-type Strength by 2%, up to a maximum of 75% debuff. When this technique is Class 3, stacks of Frightful Angst after 25 additionally debuff post-type Spiritual Pressure by 1% each. Finally, when this technique is Class 1, every 10 stacks of Frightful Angst after 25 reduces the victim’s Mental skills by 1 point.
While this technique is Proficient, it triggers one extra time per use of a technique that injures an opponent. While this technique is Mastered, it triggers one more time per use of a qualifying technique (a total of 3 triggers per technique).
For every 2 ranks a character has in the Whispering Mononoke School skill, their opponents with at least 1 Frightful Angst stack on them have their Lack of Fear skill reduced by 1.
[u][b]How to use technique:[/b][/u] Study the tenets of the Whispering Mononoke School, apply those teachings in combat. Fear is the mind-killer. The mind is the Achilles heel of the soul.
[u][b]Technique Drawbacks:[/b][/u] For each rank a character has in Lack of Fear, they reduce the number of triggers of this technique that can be used against them by 1 per post. For each rank a character has in Calm Mind, they reduce the maximum debuffs from this technique by 10%.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Breath of Ruin}Technique Name: Breath of Ruin
Class: 7
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Poison
Technique Description and Effects: The user safely releases a noxious cloud of poisonous gas from their mouth. The cloud has a fifteen-foot diameter through it upon fully releasing, and persists for a number of posts equal to the user’s ranks in the Whispering Mononoke School. While active, everyone except the user within the cloud is subject to either a dose of the poison used per post or instead to damage as though they had used their black satchel as an inhalation-based weapon. If utilized with a poison item, the Class of this cloud is equal to the Class of the poison used.
How to use technique: Either circulate reiatsu through the lungs, or empty a vial of poison into the mouth, and exhale as a cloud of toxins.
Technique Drawbacks: Reiatsu cost and low Class without poison items being used, whereas a poison item will be consumed upon the use of this technique. Diminishing effectiveness with declining black satchel Item Power. Each rank a character has in Poison Resist reduces the IP/OS of this technique by 15%.
Made By: Ammutseba & Paste
Reserved? No
Class: 7
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Poison
Technique Description and Effects: The user safely releases a noxious cloud of poisonous gas from their mouth. The cloud has a fifteen-foot diameter through it upon fully releasing, and persists for a number of posts equal to the user’s ranks in the Whispering Mononoke School. While active, everyone except the user within the cloud is subject to either a dose of the poison used per post or instead to damage as though they had used their black satchel as an inhalation-based weapon. If utilized with a poison item, the Class of this cloud is equal to the Class of the poison used.
How to use technique: Either circulate reiatsu through the lungs, or empty a vial of poison into the mouth, and exhale as a cloud of toxins.
Technique Drawbacks: Reiatsu cost and low Class without poison items being used, whereas a poison item will be consumed upon the use of this technique. Diminishing effectiveness with declining black satchel Item Power. Each rank a character has in Poison Resist reduces the IP/OS of this technique by 15%.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Breath of Ruin}
[u][b]Technique Name:[/b][/u] Breath of Ruin
[u][b]Class:[/b][/u] 7
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Tier 4
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Poison
[u][b]Technique Description and Effects:[/b][/u] The user safely releases a noxious cloud of poisonous gas from their mouth. The cloud has a fifteen-foot diameter through it upon fully releasing, and persists for a number of posts equal to the user’s ranks in the Whispering Mononoke School. While active, everyone except the user within the cloud is subject to either a dose of the poison used per post or instead to damage as though they had used their black satchel as an inhalation-based weapon. If utilized with a poison item, the Class of this cloud is equal to the Class of the poison used.
[u][b]How to use technique:[/b][/u] Either circulate reiatsu through the lungs, or empty a vial of poison into the mouth, and exhale as a cloud of toxins.
[u][b]Technique Drawbacks:[/b][/u] Reiatsu cost and low Class without poison items being used, whereas a poison item will be consumed upon the use of this technique. Diminishing effectiveness with declining black satchel Item Power. Each rank a character has in Poison Resist reduces the IP/OS of this technique by 15%.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Faerie Thorns}
Technique Name: Faerie Thorns
Class: 7, 2
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: When throwing a projectile with less than or equal to 50 IP, those with less than 50 Senses will be left unable to detect it with any of the five senses. This sensory requirement will increase by 25 for every Class of this technique utilized above 7. Upon gaining Proficiency with Faerie Thorns, this IP maximum is increased to 75, and again to 100 with Mastery.
How to use technique: Spin a projectile as it’s thrown, allowing it to make less noise as it flies, and strike with a less noticeable feeling.
Technique Drawbacks: Class 5 TTP cost for each Class to be learned. Low IP throwing weapons are required in order to make the most out of this technique. The version of this technique that’s utilized cannot be of a higher Class than the throwing item used.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Faerie Thorns
Class: 7, 2
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: When throwing a projectile with less than or equal to 50 IP, those with less than 50 Senses will be left unable to detect it with any of the five senses. This sensory requirement will increase by 25 for every Class of this technique utilized above 7. Upon gaining Proficiency with Faerie Thorns, this IP maximum is increased to 75, and again to 100 with Mastery.
How to use technique: Spin a projectile as it’s thrown, allowing it to make less noise as it flies, and strike with a less noticeable feeling.
Technique Drawbacks: Class 5 TTP cost for each Class to be learned. Low IP throwing weapons are required in order to make the most out of this technique. The version of this technique that’s utilized cannot be of a higher Class than the throwing item used.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Faerie Thorns}
[u][b]Technique Name:[/b][/u] Faerie Thorns
[u][b]Class:[/b][/u] 7, 2
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Tier 4
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Shadow
[u][b]Technique Description and Effects:[/b][/u] When throwing a projectile with less than or equal to 50 IP, those with less than 50 Senses will be left unable to detect it with any of the five senses. This sensory requirement will increase by 25 for every Class of this technique utilized above 7. Upon gaining Proficiency with Faerie Thorns, this IP maximum is increased to 75, and again to 100 with Mastery.
[u][b]How to use technique:[/b][/u] Spin a projectile as it’s thrown, allowing it to make less noise as it flies, and strike with a less noticeable feeling.
[u][b]Technique Drawbacks:[/b][/u] Class 5 TTP cost for each Class to be learned. Low IP throwing weapons are required in order to make the most out of this technique. The version of this technique that’s utilized cannot be of a higher Class than the throwing item used.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Flurry of Shadows}
Technique Name: Flurry of Shadows
Class: 6
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: By blending in with the shadows or creating them in their absence, the user is capable of hiding in plain sight, allowing them the opportunity to mask their presence and spiritual signature through their ranks in Stealth as normal, up to a number of posts equal to their Ranks in Whispering Mononoke School before requiring a refresh. Every post they remain hidden will give a target of their choice one stack of Frightful Angst. Taking any action other than moving or readying a throwing weapon will break this stealth early.
How to use technique: Channel reiatsu to meld the shadows around yourself, and walk amongst them for a time.
Technique Drawbacks: Reiatsu cost required per refresh. Acting during this stealthed period will immediately reveal the user. Requires a cooldown of one post after the current use of this technique ends.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Flurry of Shadows
Class: 6
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: By blending in with the shadows or creating them in their absence, the user is capable of hiding in plain sight, allowing them the opportunity to mask their presence and spiritual signature through their ranks in Stealth as normal, up to a number of posts equal to their Ranks in Whispering Mononoke School before requiring a refresh. Every post they remain hidden will give a target of their choice one stack of Frightful Angst. Taking any action other than moving or readying a throwing weapon will break this stealth early.
How to use technique: Channel reiatsu to meld the shadows around yourself, and walk amongst them for a time.
Technique Drawbacks: Reiatsu cost required per refresh. Acting during this stealthed period will immediately reveal the user. Requires a cooldown of one post after the current use of this technique ends.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Flurry of Shadows}
[u][b]Technique Name:[/b][/u] Flurry of Shadows
[u][b]Class:[/b][/u] 6
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Tier 4
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Shadow
[u][b]Technique Description and Effects:[/b][/u] By blending in with the shadows or creating them in their absence, the user is capable of hiding in plain sight, allowing them the opportunity to mask their presence and spiritual signature through their ranks in Stealth as normal, up to a number of posts equal to their Ranks in Whispering Mononoke School before requiring a refresh. Every post they remain hidden will give a target of their choice one stack of Frightful Angst. Taking any action other than moving or readying a throwing weapon will break this stealth early.
[u][b]How to use technique:[/b][/u] Channel reiatsu to meld the shadows around yourself, and walk amongst them for a time.
[u][b]Technique Drawbacks:[/b][/u] Reiatsu cost required per refresh. Acting during this stealthed period will immediately reveal the user. Requires a cooldown of one post after the current use of this technique ends.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Fear Factory}
Technique Name: Fear Factory
Class: 6
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Poison
Technique Description and Effects: By spending one stack of Frightful Angst from any target per 200 Ryo, the user is able to produce a poison item from the Black Satchel. This poison item lasts until the end of the thread, and cannot be taken into subsequent threads.
How to use technique: Meld the fears of others into toxins to be pulled from the Black Satchel.
Technique Drawbacks: Frightful Angst stack cost. Poison items produced in this way must be either readily-available for purchase by the user or must be craftable by the user. The Black Satchel's IP decreases by the IP of any poison produced with this technique.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Fear Factory
Class: 6
Technique Type: Physical Bu Gei, Tier 4
Usable By: Anyone who has learned Fear Tactics
Technique Element: Poison
Technique Description and Effects: By spending one stack of Frightful Angst from any target per 200 Ryo, the user is able to produce a poison item from the Black Satchel. This poison item lasts until the end of the thread, and cannot be taken into subsequent threads.
How to use technique: Meld the fears of others into toxins to be pulled from the Black Satchel.
Technique Drawbacks: Frightful Angst stack cost. Poison items produced in this way must be either readily-available for purchase by the user or must be craftable by the user. The Black Satchel's IP decreases by the IP of any poison produced with this technique.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Fear Factory}
[u][b]Technique Name:[/b][/u] Fear Factory
[u][b]Class:[/b][/u] 6
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Tier 4
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Poison
[u][b]Technique Description and Effects:[/b][/u] By spending one stack of Frightful Angst from any target per 200 Ryo, the user is able to produce a poison item from the Black Satchel. This poison item lasts until the end of the thread, and cannot be taken into subsequent threads.
[u][b]How to use technique:[/b][/u] Meld the fears of others into toxins to be pulled from the Black Satchel.
[u][b]Technique Drawbacks:[/b][/u] Frightful Angst stack cost. Poison items produced in this way must be either readily-available for purchase by the user or must be craftable by the user. The Black Satchel's IP decreases by the IP of any poison produced with this technique.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Devious Designs}
Technique Name: Devious Designs
Class: 5, 2
Technique Type: Passive Bu Gei, Tier 3
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: While this technique is known, items created from the Black Satchel will always deal 10% of their IP to a target, regardless of any defensive abilities, properties, techniques, or items they might have in place.
How to use technique: Simply utilize an item from the Black Satchel.
Technique Drawbacks: Class 3 TTP cost for each Class to be learned. The Class 5 version of this technique is only able to bypass abilities of Class 3 and lower. The Class 2 version can bypass abilities of Class 1 and lower. The damage from the items created in this way will be minuscule, given they’re dealing only 10% of their total Item Power.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Devious Designs
Class: 5, 2
Technique Type: Passive Bu Gei, Tier 3
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: While this technique is known, items created from the Black Satchel will always deal 10% of their IP to a target, regardless of any defensive abilities, properties, techniques, or items they might have in place.
How to use technique: Simply utilize an item from the Black Satchel.
Technique Drawbacks: Class 3 TTP cost for each Class to be learned. The Class 5 version of this technique is only able to bypass abilities of Class 3 and lower. The Class 2 version can bypass abilities of Class 1 and lower. The damage from the items created in this way will be minuscule, given they’re dealing only 10% of their total Item Power.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Devious Designs}
[u][b]Technique Name:[/b][/u] Devious Designs
[u][b]Class:[/b][/u] 5, 2
[u][b]Technique Type:[/b][/u] Passive Bu Gei, Tier 3
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Shadow
[u][b]Technique Description and Effects:[/b][/u] While this technique is known, items created from the Black Satchel will always deal 10% of their IP to a target, regardless of any defensive abilities, properties, techniques, or items they might have in place.
[u][b]How to use technique:[/b][/u] Simply utilize an item from the Black Satchel.
[u][b]Technique Drawbacks:[/b][/u] Class 3 TTP cost for each Class to be learned. The Class 5 version of this technique is only able to bypass abilities of Class 3 and lower. The Class 2 version can bypass abilities of Class 1 and lower. The damage from the items created in this way will be minuscule, given they’re dealing only 10% of their total Item Power.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Noxious Blast}
Technique Name: Noxious Blast
Class: 5
Technique Type: Physical Bu Gei, Tier 3
Usable By: Anyone who has learned Fear Tactics
Technique Element: Poison
Technique Description and Effects: By spending 5 stacks of Frightful Angst from a target, reduced by 1 for each Rank in Whispering Mononoke School the user has, they can cause all of the poisons currently in the target’s system to explode, dealing an amount of damage based on 50% of the IP/OS of the poison(s) utilized. At Proficient, this increases to 75%, and to 100% at Mastered.
How to use technique: Draw upon a target’s fear to activate the innate volatility within the poisons in their system.
Technique Drawbacks: Frightful Angst cost. Requires multiple successful attacks, and multiple successful applications of poisons in order to set up properly. Poisons that are detonated are immediately cleared from the target’s system. Skin-level defenses and other defensive abilities and items can protect from this explosion. Each rank the target has in Poison Resist reduces effectiveness by 10% and increases Frightful Angst cost by 1.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Noxious Blast
Class: 5
Technique Type: Physical Bu Gei, Tier 3
Usable By: Anyone who has learned Fear Tactics
Technique Element: Poison
Technique Description and Effects: By spending 5 stacks of Frightful Angst from a target, reduced by 1 for each Rank in Whispering Mononoke School the user has, they can cause all of the poisons currently in the target’s system to explode, dealing an amount of damage based on 50% of the IP/OS of the poison(s) utilized. At Proficient, this increases to 75%, and to 100% at Mastered.
How to use technique: Draw upon a target’s fear to activate the innate volatility within the poisons in their system.
Technique Drawbacks: Frightful Angst cost. Requires multiple successful attacks, and multiple successful applications of poisons in order to set up properly. Poisons that are detonated are immediately cleared from the target’s system. Skin-level defenses and other defensive abilities and items can protect from this explosion. Each rank the target has in Poison Resist reduces effectiveness by 10% and increases Frightful Angst cost by 1.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Noxious Blast}
[u][b]Technique Name:[/b][/u] Noxious Blast
[u][b]Class:[/b][/u] 5
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Tier 3
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Poison
[u][b]Technique Description and Effects:[/b][/u] By spending 5 stacks of Frightful Angst from a target, reduced by 1 for each Rank in Whispering Mononoke School the user has, they can cause all of the poisons currently in the target’s system to explode, dealing an amount of damage based on 50% of the IP/OS of the poison(s) utilized. At Proficient, this increases to 75%, and to 100% at Mastered.
[u][b]How to use technique:[/b][/u] Draw upon a target’s fear to activate the innate volatility within the poisons in their system.
[u][b]Technique Drawbacks:[/b][/u] Frightful Angst cost. Requires multiple successful attacks, and multiple successful applications of poisons in order to set up properly. Poisons that are detonated are immediately cleared from the target’s system. Skin-level defenses and other defensive abilities and items can protect from this explosion. Each rank the target has in Poison Resist reduces effectiveness by 10% and increases Frightful Angst cost by 1.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
{Void Eyes}
Technique Name: Void Eyes
Class: 4
Technique Type: Physical Bu Gei, Tier 3
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: For a number of posts up to the user’s Ranks in Whispering Mononoke School, they either gain the ability to see through darkness of normal and spiritual variety, or can instead gain a number of temporary Ranks in Focused Eye and Anti-Stealth; the number of total Ranks gained is equal to their amount in Whispering Mononoke School, and must be distributed as equally as possible amongst both Anti-Stealth and Focused Eye. Once per post, when a target makes eye contact with the user, that target gains one stack of Frightful Angst.
How to use technique: Channel reiatsu to the eyes, causing them to turn completely black.
Technique Drawbacks: Reiatsu cost per refresh. Requires a large number of Ranks in Whispering Mononoke School and Anti-Stealth to fully benefit from this technique, and requires eye contact to create a stack of Frightful Angst. After the current use ends, this technique has a cooldown of one post.
Made By: Ammutseba & Paste
Reserved? No
Technique Name: Void Eyes
Class: 4
Technique Type: Physical Bu Gei, Tier 3
Usable By: Anyone who has learned Fear Tactics
Technique Element: Shadow
Technique Description and Effects: For a number of posts up to the user’s Ranks in Whispering Mononoke School, they either gain the ability to see through darkness of normal and spiritual variety, or can instead gain a number of temporary Ranks in Focused Eye and Anti-Stealth; the number of total Ranks gained is equal to their amount in Whispering Mononoke School, and must be distributed as equally as possible amongst both Anti-Stealth and Focused Eye. Once per post, when a target makes eye contact with the user, that target gains one stack of Frightful Angst.
How to use technique: Channel reiatsu to the eyes, causing them to turn completely black.
Technique Drawbacks: Reiatsu cost per refresh. Requires a large number of Ranks in Whispering Mononoke School and Anti-Stealth to fully benefit from this technique, and requires eye contact to create a stack of Frightful Angst. After the current use ends, this technique has a cooldown of one post.
Made By: Ammutseba & Paste
Reserved? No
{Code for Tech}
[spoiler]{Void Eyes}
[u][b]Technique Name:[/b][/u] Void Eyes
[u][b]Class:[/b][/u] 4
[u][b]Technique Type:[/b][/u] Physical Bu Gei, Tier 3
[u][b]Usable By:[/b][/u] Anyone who has learned Fear Tactics
[u][b]Technique Element:[/b][/u] Shadow
[u][b]Technique Description and Effects:[/b][/u] For a number of posts up to the user’s Ranks in Whispering Mononoke School, they either gain the ability to see through darkness of normal and spiritual variety, or can instead gain a number of temporary Ranks in Focused Eye and Anti-Stealth; the number of total Ranks gained is equal to their amount in Whispering Mononoke School, and must be distributed as equally as possible amongst both Anti-Stealth and Focused Eye. Once per post, when a target makes eye contact with the user, that target gains one stack of Frightful Angst.
[u][b]How to use technique:[/b][/u] Channel reiatsu to the eyes, causing them to turn completely black.
[u][b]Technique Drawbacks:[/b][/u] Reiatsu cost per refresh. Requires a large number of Ranks in Whispering Mononoke School and Anti-Stealth to fully benefit from this technique, and requires eye contact to create a stack of Frightful Angst. After the current use ends, this technique has a cooldown of one post.
[u][b]Made By:[/b][/u] Ammutseba & Paste
[u][b]Reserved?[/b][/u] No[/spoiler]
Blessed Breath
{XXXX}
Cinematic
{Schatten}
Technique Name: Schatten (Shadow)
Technique Class: 4 - 20 TTP
Technique Type: Vandenreich - Cinematic.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 0 Reiatsu.
Description: Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
How to Use: Walk in the shade of the Three Worlds.
Drawbacks: While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.
Technique Name: Schatten (Shadow)
Technique Class: 4 - 20 TTP
Technique Type: Vandenreich - Cinematic.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 0 Reiatsu.
Description: Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
How to Use: Walk in the shade of the Three Worlds.
Drawbacks: While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.
{Code for Technique}
[spoiler]{Schatten}
[b][u]Technique Name:[/u][/b] Schatten (Shadow)
[b][u]Technique Class:[/u][/b] 4 - 20 TTP
[b][u]Technique Type:[/u][/b] Vandenreich - Cinematic.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Shadow.
[b][u]Technique Cost:[/u][/b] 0 Reiatsu.
[b][u]Description:[/u][/b] Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
[b][u]How to Use:[/u][/b] Walk in the shade of the Three Worlds.
[b][u]Drawbacks:[/u][/b] While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.[/spoiler]
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