Post by Ishikawa Seiji on Jan 29, 2023 23:59:32 GMT -5
{Bakudō #56: Acceleration Gate}
Technique Name: Bakudō #56: Acceleration Gate
Class: 3
Technique Type: Kido
Usable By: Shinigami
Technique Element: None
Technique Description and Effects: This technique serves a very simple function, yet one that if properly utilised can turn the tide in even the most hopeless battles. This technique operates by creating a 'gateway' that accelerates anything that passes through it. The appearance of the gateway is an ornate glowing magic circles. This can apply to projectiles such as arrows or even Kido techniques, but also to things such as hands, feet and anything else that can fit through the gate that has been created. The size of the gateway and the degree of acceleration is determined by the users level of mastery of the technique and their level of mastery with Kido as a whole.
At the Learned level, this technique can consist of a size [Height x Width] of up to [1m * Kido Mastery Level] and multiplies the speed of anything that can fit through the gateway in its entirety by [Kido Mastery Level * 2]. Anything that cannot fit within the dimensions of the gate will be unaffected by the technique. The acceleration affect will last until the object has travelled [5m * Kido Mastery Level] at which point it returns to its regular speed or until it connects with a solid object.
If an object would pass through the gate in the opposite direction to which the caster is facing then the speed of the object will be divided instead of multiplied (e.g. a bala travelling at 100 speed would be accelerated to 200 with a Kido Mastery Level of 1 or reduced to 50 if coming from the other direction)
At the Proficient level, this technique can consist of a size [Height x Width] of up to [2.5m * Kido Mastery Level] and multiplies the speed of anything that can fit through the gateway in its entirety by [Kido Mastery Level * 3]. Anything that cannot fit within the dimensions of the gate will be unaffected by the technique.
If an object would pass through the gate in the opposite direction to which the caster is facing then the speed of the object will be divided instead of multiplied (e.g. a bala travelling at 100 speed would be accelerated to 300 by a user with a Kido Mastery Level of 1 or reduced to 50 if coming from the other direction)
At the Mastered level, this technique can consist of a size [Height x Width] of up to [5m * Kido Mastery Level] and multiplies the speed of anything that can fit through the gateway in its entirety by [Kido Mastery Level * 4]. Anything that cannot fit within the dimensions of the gate will be unaffected by the technique.
If an object would pass through the gate in the opposite direction to which the caster is facing then the speed of the object will be divided instead of multiplied (e.g. a bala travelling at 100 speed would be accelerated to 400 by a user with a Kido Mastery Level of 1 or reduced to 50 if coming from the other direction)
How to use technique: Recite the incantation and create the gate in your desired location
Technique Drawbacks:
Each Gate costs 200 reiatsu to create and can accelerate/ decelerate one object before dissipating.
A maximum of [1 * Kido Mastery Level] gates can be created per post (e.g. Kido mastery level 3 allows 3 gates per post)
The effect of multiple gates do not stack
Gates can only be created within [10m * Kido Mastery Level] of the caster's location
Incantation and Effect: "Cast aside the shackles that bind you to this earthly realm and step through the gate and become as lightning on the wind".
When the technique is cast using the incantation, the users Kido Mastery level is treated as being +1.
Made By: Ranth Amanite. Edited by A Kido Idiot.
Reserved: Kido Corps
Technique Name: Bakudō #56: Acceleration Gate
Class: 3
Technique Type: Kido
Usable By: Shinigami
Technique Element: None
Technique Description and Effects: This technique serves a very simple function, yet one that if properly utilised can turn the tide in even the most hopeless battles. This technique operates by creating a 'gateway' that accelerates anything that passes through it. The appearance of the gateway is an ornate glowing magic circles. This can apply to projectiles such as arrows or even Kido techniques, but also to things such as hands, feet and anything else that can fit through the gate that has been created. The size of the gateway and the degree of acceleration is determined by the users level of mastery of the technique and their level of mastery with Kido as a whole.
At the Learned level, this technique can consist of a size [Height x Width] of up to [1m * Kido Mastery Level] and multiplies the speed of anything that can fit through the gateway in its entirety by [Kido Mastery Level * 2]. Anything that cannot fit within the dimensions of the gate will be unaffected by the technique. The acceleration affect will last until the object has travelled [5m * Kido Mastery Level] at which point it returns to its regular speed or until it connects with a solid object.
If an object would pass through the gate in the opposite direction to which the caster is facing then the speed of the object will be divided instead of multiplied (e.g. a bala travelling at 100 speed would be accelerated to 200 with a Kido Mastery Level of 1 or reduced to 50 if coming from the other direction)
At the Proficient level, this technique can consist of a size [Height x Width] of up to [2.5m * Kido Mastery Level] and multiplies the speed of anything that can fit through the gateway in its entirety by [Kido Mastery Level * 3]. Anything that cannot fit within the dimensions of the gate will be unaffected by the technique.
If an object would pass through the gate in the opposite direction to which the caster is facing then the speed of the object will be divided instead of multiplied (e.g. a bala travelling at 100 speed would be accelerated to 300 by a user with a Kido Mastery Level of 1 or reduced to 50 if coming from the other direction)
At the Mastered level, this technique can consist of a size [Height x Width] of up to [5m * Kido Mastery Level] and multiplies the speed of anything that can fit through the gateway in its entirety by [Kido Mastery Level * 4]. Anything that cannot fit within the dimensions of the gate will be unaffected by the technique.
If an object would pass through the gate in the opposite direction to which the caster is facing then the speed of the object will be divided instead of multiplied (e.g. a bala travelling at 100 speed would be accelerated to 400 by a user with a Kido Mastery Level of 1 or reduced to 50 if coming from the other direction)
How to use technique: Recite the incantation and create the gate in your desired location
Technique Drawbacks:
Each Gate costs 200 reiatsu to create and can accelerate/ decelerate one object before dissipating.
A maximum of [1 * Kido Mastery Level] gates can be created per post (e.g. Kido mastery level 3 allows 3 gates per post)
The effect of multiple gates do not stack
Gates can only be created within [10m * Kido Mastery Level] of the caster's location
Incantation and Effect: "Cast aside the shackles that bind you to this earthly realm and step through the gate and become as lightning on the wind".
When the technique is cast using the incantation, the users Kido Mastery level is treated as being +1.
Made By: Ranth Amanite. Edited by A Kido Idiot.
Reserved: Kido Corps
{Fū #77: Absolute Territory}
Technique Name: Fū #77: Absolute Territory
Class: 1
Technique Type: Kido
Usable By: Shinigami
Technique Element: None
Technique Description and Effects: One of the most fundamental tenants of battle is to be in control of your surroundings. If you can control the battlefield itself, then controlling the outcome of the battle itself becomes so much easier. Absolute territory creates an area of effect in which any and all techniques that distort the space between dimensions will cease to function correctly. This includes any and all forms of "teleportation" (which refers to blinking and instantaneous relocation) and inter dimensional transportation. As the user attains further mastery of the technique, the ways in which they can manipulate these techniques becomes more varied and gives rise to the saying "something not working the way you expect can be worse than it not working at all".
At the learned level, this technique covers an area of [50m * Kido Mastery Level] surroundings the caster and allows the user to prevent the activation of any of the aforementioned types of techniques, but also prevent anyone from creating an exit point within its radius. At this level, the technique lasts for [2 * Kido Mastery Level] posts.
At the Proficient level, this technique covers an area of [100m * Kido Mastery Level] and in addition to the the benefits of the previous level, the caster gains the option to allow teleportation techniques with the ability to freely offset the destination point in any direction by up to [1m* Kido Mastery Level]. Momentum and orientation are not affected by this technique at this level. For inter-dimnsional travel techniques, the user can displace the exit location by [10km * Kido Mastery Level]. At this level, the technique lasts for [4 * Kido Mastery Level] posts.
At the Mastered level, this technique covers an area of [150m* Kido Mastery Level] and and for teleportation techniques, allows the caster to freely manipulate the orientation of the target by up to [90 degrees * Kido Mastery Level on either the X or Y axis], the momentum of the target by [+/- 25% * Kido Mastery Level], the destination point by up to [2.5m* Kido Mastery Level]. For Interdimensional travel techniques, the target may be sent to any of the following dimensions in order according to Kido Mastery Level: Human World (1), Soul Society (2), Hueco Mundo (3), Hell (4). At this level, the technique lasts for [5 * Kido Mastery Level] posts.
In other words, a true master of this technique could make Person A, who was attempting to teleport behind the user travelling at 100 speed and facing towards their targets back instead arrive directly in front of their intended target (exit point displaced by 2-3 meters), facing away from their target (orientation adjusted by 180 degrees on the X axis) and with their momentum reduced to 0 (-100% speed).
In the case of that same master using this technique on Person B attempting to flee the from the human world using a Senkaimon/ Gargantua/ custom technique that serves the same function with the intention of arriving within Hueco Mundo, they could instead find themselves arriving in Hell, the Soul Society, or re-emerging from the same portal they just entered to find they were back to where they started.
How to use technique: Speak the incantation and clap your hand together as though in prayer to activate the technique. This posture does not to be maintained for the technique to work.
Technique Drawbacks:
In order to displace a teleportation/ inter-dimensional transportation technique, an additional cost equal to 50% of the technique cost must be paid
Once cast, the Area of Effect is stationary and cannot be relocated without recasting the technique
The caster must possess equal or greater RS to the target's RS in order to prevent/ manipulate their ability to use teleportiation/ inter-dimensional travel.
This technique cannot be cast without the incantation and in order to chant it mentally, the user requires at least a 2 in Mental Incantation and in Kido Mastery
This technique must be acquired through a dedicated training thread
Incantation and Effect: "O' divine ruler of the Cosmere, bestow upon me the power of divine providence. Upon this land upon which I now stake my claim, I beseech you to bend to my will those who would trespass within this realm which I hereby name my absolute domain".
Made By: Ranth Amanite. Edited by A Kido Idiot.
Reserved: Kido Corps
Technique Name: Fū #77: Absolute Territory
Class: 1
Technique Type: Kido
Usable By: Shinigami
Technique Element: None
Technique Description and Effects: One of the most fundamental tenants of battle is to be in control of your surroundings. If you can control the battlefield itself, then controlling the outcome of the battle itself becomes so much easier. Absolute territory creates an area of effect in which any and all techniques that distort the space between dimensions will cease to function correctly. This includes any and all forms of "teleportation" (which refers to blinking and instantaneous relocation) and inter dimensional transportation. As the user attains further mastery of the technique, the ways in which they can manipulate these techniques becomes more varied and gives rise to the saying "something not working the way you expect can be worse than it not working at all".
At the learned level, this technique covers an area of [50m * Kido Mastery Level] surroundings the caster and allows the user to prevent the activation of any of the aforementioned types of techniques, but also prevent anyone from creating an exit point within its radius. At this level, the technique lasts for [2 * Kido Mastery Level] posts.
At the Proficient level, this technique covers an area of [100m * Kido Mastery Level] and in addition to the the benefits of the previous level, the caster gains the option to allow teleportation techniques with the ability to freely offset the destination point in any direction by up to [1m* Kido Mastery Level]. Momentum and orientation are not affected by this technique at this level. For inter-dimnsional travel techniques, the user can displace the exit location by [10km * Kido Mastery Level]. At this level, the technique lasts for [4 * Kido Mastery Level] posts.
At the Mastered level, this technique covers an area of [150m* Kido Mastery Level] and and for teleportation techniques, allows the caster to freely manipulate the orientation of the target by up to [90 degrees * Kido Mastery Level on either the X or Y axis], the momentum of the target by [+/- 25% * Kido Mastery Level], the destination point by up to [2.5m* Kido Mastery Level]. For Interdimensional travel techniques, the target may be sent to any of the following dimensions in order according to Kido Mastery Level: Human World (1), Soul Society (2), Hueco Mundo (3), Hell (4). At this level, the technique lasts for [5 * Kido Mastery Level] posts.
In other words, a true master of this technique could make Person A, who was attempting to teleport behind the user travelling at 100 speed and facing towards their targets back instead arrive directly in front of their intended target (exit point displaced by 2-3 meters), facing away from their target (orientation adjusted by 180 degrees on the X axis) and with their momentum reduced to 0 (-100% speed).
In the case of that same master using this technique on Person B attempting to flee the from the human world using a Senkaimon/ Gargantua/ custom technique that serves the same function with the intention of arriving within Hueco Mundo, they could instead find themselves arriving in Hell, the Soul Society, or re-emerging from the same portal they just entered to find they were back to where they started.
How to use technique: Speak the incantation and clap your hand together as though in prayer to activate the technique. This posture does not to be maintained for the technique to work.
Technique Drawbacks:
In order to displace a teleportation/ inter-dimensional transportation technique, an additional cost equal to 50% of the technique cost must be paid
Once cast, the Area of Effect is stationary and cannot be relocated without recasting the technique
The caster must possess equal or greater RS to the target's RS in order to prevent/ manipulate their ability to use teleportiation/ inter-dimensional travel.
This technique cannot be cast without the incantation and in order to chant it mentally, the user requires at least a 2 in Mental Incantation and in Kido Mastery
This technique must be acquired through a dedicated training thread
Incantation and Effect: "O' divine ruler of the Cosmere, bestow upon me the power of divine providence. Upon this land upon which I now stake my claim, I beseech you to bend to my will those who would trespass within this realm which I hereby name my absolute domain".
Made By: Ranth Amanite. Edited by A Kido Idiot.
Reserved: Kido Corps
{Bakudō #128: Alternating Void}
Technique Name: Bakudo #128: Alternating Void
Class: 1
Technique Type: Kido
Usable By: Shinigami and Vizards
Technique Element: None
Technique Description and Effects:
After extensive study into the properties of Bakudo #68, #81 and #87, Ranth developed a more powerful technique that incorporates the core properties of all three to provide - in theory- the most adaptable form of defense provided by any Bakudo spell ever created. In a nutshell, this spell is designed to alternate between the function of protecting from reiatsu based attacks and physical attacks. This effect is achieved by creating a barrier of reiatsu that surrounded the user or target space with a barrier of reiatsu, but the way the reiatsu is woven together determines whether it is effective against reiatsu based attacks or physical attacks- but never both at the same time. it is important to note that this barrier prevents the passage of the designated type of attack from passing in either direction, so the user cannot fire through it in 'blue' mode and physical matter cannot pass through it in 'red mode'.
When this technique is cast with the intention of protecting against reiatsu based attacks, it will appear as blue in colour whereas when it is cast with the intention of protecting against physical attack it will appear as red. Once cast, the 'mode' can be changed once per post (not including the post that it's first cast) at half the cost that it takes to cast the spell in the first place. On top of that, the spell requires an upkeep cost of 50 reiatsu per post. Furthermore, the effectiveness of this spell scales according to the users level of mastery both over this particular spell, but also of Kido in general.
At the Learned level, the OS of this technique is equal to that of the users [RS + 5% per point in Kido)] and can be broken by a single attack or series of attacks whose total OS exceeds that value over the duration of the technique. At this rank, the maximum size of the barrier (from edge to edge) is [1m * Kido Mastery] and the maximum range that it can be cast on a chosen target / space is [2m * Kido mastery].
At the Proficient level, the OS of this technique is equal to that of the users [RS + 10% per point in Kido)] and can be broken by a single attack or series of attacks in the same post whose total OS exceeds that value over the duration of the technique. At this rank, the maximum size of the barrier (from edge to edge) is [5m * Kido Mastery] and the maximum range that it can be cast on a chosen target / space is [10m * Kido mastery].
At the Mastered level, the OS of this technique is equal to that of the users [RS + (20% per point in Kido] and can be broken by a single attack or series of attacks whose total OS exceeds that value over the duration of the technique. At this rank, the maximum size of the barrier (from edge to edge) is [10m * Kido Mastery] and the maximum range that it can be cast on a chosen target / space is [10m * Kido mastery]. In addition, at the mastered level the user has the option of paying the maintenance cost in advance for up to a maximum of 3 posts.
How to use technique: Recite the incantation and designate the origin point for the barrier to be created around.
Technique Drawbacks:
This barrier does not allow passage in either direction of the type of attack/ matter that the currently active mode is meant to protect against. Conversely, any and all attacks/ matter of the opposite type pass through without interference. This means that attack options can be restricted for the user
The mode of the technique can only change once per post
Provides no protection from attacks that don't match the current mode
The colour of the sphere telegraphs the type of protection being provided once an opponent gains an understanding of the technique's mechanics
Incantation and Effect: TBA.
Made By: Ranth. Edited by A Kido Idiot.
Reserved: Kido Corps
Technique Name: Bakudo #128: Alternating Void
Class: 1
Technique Type: Kido
Usable By: Shinigami and Vizards
Technique Element: None
Technique Description and Effects:
After extensive study into the properties of Bakudo #68, #81 and #87, Ranth developed a more powerful technique that incorporates the core properties of all three to provide - in theory- the most adaptable form of defense provided by any Bakudo spell ever created. In a nutshell, this spell is designed to alternate between the function of protecting from reiatsu based attacks and physical attacks. This effect is achieved by creating a barrier of reiatsu that surrounded the user or target space with a barrier of reiatsu, but the way the reiatsu is woven together determines whether it is effective against reiatsu based attacks or physical attacks- but never both at the same time. it is important to note that this barrier prevents the passage of the designated type of attack from passing in either direction, so the user cannot fire through it in 'blue' mode and physical matter cannot pass through it in 'red mode'.
When this technique is cast with the intention of protecting against reiatsu based attacks, it will appear as blue in colour whereas when it is cast with the intention of protecting against physical attack it will appear as red. Once cast, the 'mode' can be changed once per post (not including the post that it's first cast) at half the cost that it takes to cast the spell in the first place. On top of that, the spell requires an upkeep cost of 50 reiatsu per post. Furthermore, the effectiveness of this spell scales according to the users level of mastery both over this particular spell, but also of Kido in general.
At the Learned level, the OS of this technique is equal to that of the users [RS + 5% per point in Kido)] and can be broken by a single attack or series of attacks whose total OS exceeds that value over the duration of the technique. At this rank, the maximum size of the barrier (from edge to edge) is [1m * Kido Mastery] and the maximum range that it can be cast on a chosen target / space is [2m * Kido mastery].
At the Proficient level, the OS of this technique is equal to that of the users [RS + 10% per point in Kido)] and can be broken by a single attack or series of attacks in the same post whose total OS exceeds that value over the duration of the technique. At this rank, the maximum size of the barrier (from edge to edge) is [5m * Kido Mastery] and the maximum range that it can be cast on a chosen target / space is [10m * Kido mastery].
At the Mastered level, the OS of this technique is equal to that of the users [RS + (20% per point in Kido] and can be broken by a single attack or series of attacks whose total OS exceeds that value over the duration of the technique. At this rank, the maximum size of the barrier (from edge to edge) is [10m * Kido Mastery] and the maximum range that it can be cast on a chosen target / space is [10m * Kido mastery]. In addition, at the mastered level the user has the option of paying the maintenance cost in advance for up to a maximum of 3 posts.
How to use technique: Recite the incantation and designate the origin point for the barrier to be created around.
Technique Drawbacks:
This barrier does not allow passage in either direction of the type of attack/ matter that the currently active mode is meant to protect against. Conversely, any and all attacks/ matter of the opposite type pass through without interference. This means that attack options can be restricted for the user
The mode of the technique can only change once per post
Provides no protection from attacks that don't match the current mode
The colour of the sphere telegraphs the type of protection being provided once an opponent gains an understanding of the technique's mechanics
Incantation and Effect: TBA.
Made By: Ranth. Edited by A Kido Idiot.
Reserved: Kido Corps