Post by Astrid Vess on Jun 7, 2023 20:18:11 GMT -5
Technique Name: Osteomorph
Technique Class: 2
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Bone
Description:
Osteomorph is the next step for those who follow the path of Flesh Warping. Where the previous techniques have been dedicated to manipulating the flesh of the user this technique goes deeper and focuses on the skeleton of the individual. As HSR still targets the user's bones this allows for advanced applications of body warping that aren't normally possible. With this technique the user gains the means to grow bones out of their body or through it in order to produce weapons, attack, defend, etc. Effectively becoming what the technique is named after an "Osteomorph" or monster of bone. Each level of mastery with this technique allows for different aspects of the user to manifest. For learned the effects are fairly simple. The user can grow spikes of bones from within themselves and can even fire said spikes from themselves. These spikes can manifest from the arms and legs. Hands and feet included. These spikes can grow as big as 2 feet long and have no edges, simply pointed tips. Once produced these spikes cannot be moved or manipulated beyond moving the limb they are attached to with the exception of firing them off. Firing off the spikes is however crude and even the strongest individuals can only shoot them a maximum of 30 feet at a speed of 500. Spikes created have a strength and durability equal to the user's Strength stat and are considered class 4 in terms of clashing.
At Proficient is where this technique becomes more exciting. For one thing bones can be grown in any manner the user chooses. Curved, twisted, uniform, segmented, it's all up to the user. In addition, the bones can even be made brittle to allow them to shatter upon impact with an object and fire out bone shards akin to shrapnel. Bones produced can also be removed at will and qualify as weapons that use the Way of the Flesh Warper skill to determine one's capabilities with them. Lastly so long as a bone is segmented the user can flex the weapon around, so long as it's attached to their body. Fine movement cannot be achieved but simple motions are possible. Brittle bones have half the durability of standard bones. Bones created are considered class 3 at this level. Bone shards move at a speed of 400 upon impact and spikes fired out now move at 600 speed.
Finally, at Mastered the user becomes a true monster. Normal bones gain a 25% durability increase as well as can be shifted and manipulated around the body at will once produced. I.E. A user can create a spike from their chest and then shift said spike harmlessly to their backside. This occurs at the users base speed. The forms of all bones created are up to the user's discretion. Lastly for 50% the cost the user can create incredibly dense bones that have 2x the user's durability making them excellent shielding against attacks. Sadly, dense bones like these can only defend and thus cannot be made into offensive weapons in any capacity. These bones must remain attached to the user like armor or clothing and can cover up to two limbs per payment. They also cannot be moved once created. As for bone spikes and bone shrapnel they gain increased speeds at this stage. 700 speed for spikes and 500 for shrapnel. Bones are finally considered class 2.
How to Use:
Channel reiatsu into the bone desired. Direct its growth with a second path of reiatsu. Endure the pain of being impaled from the inside. Prosper.
Drawbacks:
Pain. There is always pain when using this technique. From growing bones to having them be manipulated through the user and tearing through flesh. A minimum of 2 in Pain Tolerance is necessary to use this technique at all.
Must have HSR active to use this technique. Must have Benign Growth at Learned for Learned and Proficient. Must have Benign Growth at Proficient to Master this technique. No fine control of bones attached to the user until Mastered. No bone "weapons" until Proficient. Bones produced by this technique do not benefit from HSR. Until mastered bones created by this technique are always a lower class.
Spikes cost 300 reiatsu per spike. Bone "weapons" cost 400 reiatsu. Shifting bones to other parts of the body costs 100 reiatsu. Creating Brittle Bones is 100 reiatsu cheaper. Shrapnel from the bones can injure the user. Dense bones are 50% more expensive and cannot be used for offense.
Made By: Astrid
Reserved?: Yes, but can be taught to others.
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Technique Name: Bloody Menace
Technique Class: 3
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Blood
Description:
The next tier of Way of the Flesh Warper techniques finally settles on something everyone knows of. Blood. The life water of an individual and usually pretty passive or otherwise forgotten about until it's too late. Flesh Warpers usually stray away from this as it can be incredibly taxiing when done improperly at best. And effectively a death sentence at worst. However, for those who dare to make use of their life water, they'll quickly see that within one's blood is a plethora of diverse abilities. One simply has to take the time to train themselves to utilize it. In this way one who learns "Bloody Menace" must train their body to be able to handle the effects of changing their bloods composition and thus changing the properties of it. The effects below must be chosen from below and depending on the user's mastery level depend on how many they can learn and use at a time. Learned and Proficient can use 1 property at a time. Mastered users can use 2. Meanwhile for the purposes of learning a Learned individual can only have one property. A proficient user can have 2 properties. A mastered user knows all properties.
Temperature:
If this property is chosen the user is able to change the temperature of their blood. Regulating it to become intensely hot or become akin to ice. Only one temperature can be chosen upon utilizing this property. Once chosen however the user need only bleed from some portion of their body to see the effects. For superheated blood it is akin to carrying boiling water within oneself. Everything that it touches is burned by the scalding liquid, it can eat melt metals and stone if they are not spiritually reinforced. As for super cooling one's blood the opposite is true. Upon contact the blood immediately vaporizes and rapidly cools what it came in contact with. So long as an object is not spiritually reinforced it will rapidly drop in temperature and subsequently freeze itself and the nearby area around it up to 3 inches from it. Blood that has left the body retains these temperature differences for two posts before cooling/warming to room temperature.
Pressure:
Upon choosing this property the user increases the pressure of that their blood remains at. This is mainly done by flexing the muscles and blood vessels within the body to ensure that a higher pressure can be achieved. To assist in the true goal of this property the blood is also changed to have an incredibly low boiling point. Upon the user creating or otherwise becoming injured in any capacity, the wound spurts out blood that immediately phase changes into a liquid-vapor mist. This mist blocks all from being able to see through it unless the individual has 300 or more senses. Smell however is blocked unless an individual has 400 or higher senses.
All those who enter the mist become coated in the blood-vapor and will retain the effects but at a reduced capacity. For sight, senses of 150 is needed to see through the blood coating an individual's eyes. Smelling anything but the blood requires 200 senses. There is one final effect of an individual being coated in blood. The blood for the next 2 posts makes the individual easier to find via smell due to how pungent the blood is. This reduces the individual's Stealth skill by 1 to a minimum of 0.
Chemical Make-up:
If this property is chosen the user gains the means to make their blood rapidly coagulate and, in the process, create blood "crystals". These crystals do a couple things. First and foremost, they are incredibly weighty causing someone who has been coated in blood to need 50 more strength for every half a limb coated in blood. Secondly while rapidly transforming into blood crystals the blood begins to dig and tear into an object/individual. This occurs over the course of a post. The blood can only crystalize a couple of inches at most, so the wounds at best are superficial and at worse moderately deep. These crystals have an OS and durability equal to half the user's Strength Stat. Crystals remain until destroyed.
Adhesion:
If this property is chosen the blood takes on a very curious change. Becoming semi-solid in a way, nearly jello like but without the solid form. In addition, it becomes incredibly sticky. Both to an individual other than the user as well as to everything they could come in contact with. Upon being released the blood will pool and adhere itself to whatever it comes in contact with. This lasts for 3 posts after leaving the body and requires a strength of 500 in order to pull the limb from an object. It should be noted that even if an individual manages to pull a connected limb away from an object or individual that the blood will still take some of the other with them. This can cause harm in another person or damage to an object.
How to Use:
Channel reiatsu into the user's blood and bone marrow. From there, the user effectively wills the change they desire to take place and waits a post before the changes take place.
Drawbacks:
All effects require a charge up post. Changing effects is possible but can only be done 3 posts after the user starts the technique or otherwise changes the property. To start up the technique requires 400 reiatsu. Then every 2 posts after the cost is 200 reiatsu.
The user must injure themselves or otherwise become injured for the effects to be useable. Must have Benign Growth at Proficient and Osteomorph at Learned before this technique can be learned.
Each property has its own drawback:
Temperature:
The user can only endure the increased or decreased blood temperature before they themselves will either cook internally or freeze. The number of posts possible is 1 + Points in Way of the Flesh Warper + Points in Heat Tolerance / Cold Tolerance. Only one temperature choice can be used at a time.
Blood takes an additional post to cool down/heat up back to normal body temperature and thus continue the users post count for "using this property. Every post after a user's threshold is hit the user suffers a first degree burn or mild frostbite that grows in severity every post. After 3 posts the user is considered cooked internally or frozen internally.
Pressure:
Users will lose more blood than they otherwise would from any wounds inflicted. Mechanically this is shown by having 1 point less in Bleeding Tolerance. For those without points in Bleeding Tolerance they will pass out more quickly. This is shown by users only having a number of wounds they can endure equal to their points in Way of the Flesh Warper. Points in SoW and the free post are ignored. Users will pass out if they open a number of wounds equal to 1 + Points in Way of the Flesh Warper within 3 posts. SoW assist this but only by a post for every 2 points in it. The user also suffers from the stealth and sensory drawbacks if they enter or are around the mist.
Chemical Make-up:
First and foremost is that inflicting this upon an individual gives them a limited form of armor. The more powerful the user, the more defensive the crystals are. This does not go away until destroyed. The user, if covered in their own blood, will also suffer the increased weight requirements. The bigger or more limbed a user is, the worse this gets. Wounds harm the user as they become crystalized as well making HSR take an additional post before it can heal wounds.
Adhesion:
The user must injure themselves once a post to help keep their blood moving. This is due to the semi-solid state of the blood. It makes it harder to pump and move around the body. If the user doesn't instigate harm to themselves or get harmed their limbs will slowly swell up and become discolored. If this occurs for two posts, the limb ruptures violently upon being injured increasing the size of the wound by 50% and while swelled up the limbs lost a point in all martial / body skills.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
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Technique Name: Shock Absorber
Technique Class: 2
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh - Electrical
Description:
Taking a page from Charlotte, Astrid has dedicated a significant amount of time to attempting to replicate the effects of her overall, I.E., generating electricity. Charlotte was one of the few individuals that made a significant impact to Astrid, namely in the fact that she was one of a few individuals who could seriously kill Astrid. Permanently. Or at least in her mind. As such Astrid seeks to reach that level of power and thus made a technique to crudely mimic the power she had witnessed. Functionally this technique changes the biology of Astrid's body to allow her to generate and hold onto the electrical charges she generates. Mechanically this is followed by how many "Charges" Astrid has at the current moment. The ways to generate charges are as follows:
1. Astrid moves at or above 400 speed and every 300 speed above that up to 1300. 400+ speed is 1 charge. 700+ speed is 2 charges. 1000+ speed is 3 charges. 1300+ speed is 4 charges. These charges are gained at the end of the post.
2. Astrid spends reiatsu directly from her pool that generates a charge at 75 reiatsu per 1 charge.
3. Passively gain a charge once per post.
While Astrid has charges, she gains the means to do a couple things. Firstly, Astrid can spend a single charge and extend her physical hitting range to 5 feet past the limb in question. This is shown in a burst of electricity that fires out of the attacking limb. The second is that Astrid can spend 2 charges and while generating a shockwave she can imbue it with electricity and cause the shockwave to electrocute enemies in addition to physical harm induced. The last is that Astrid can spend 3 charges and overload a limb of hers causing it to explode and release a burst of electricity in a cone directly in front of said limb. This cone reaches out 25 feet and increases in size from 3 feet to 15 feet wide and moves at a speed of 800. The OS of these electrical shocks are equal to the Strength of Astrid as it uses her nerves with reiatsu channeling through them to super charge them.
The worst part of this technique is if an individual comes in contact with the electricity, it slowly but surely begins to stun them. If a limb takes 3 hits within the span of 2 posts the limb in question begins contracting and convulsing excessively reducing the speed and power of said limb by 25%. If she hits a limb 5 times in 3 posts the limb in question is reduced to 50% of its strength and Speed.
How to Use:
Release reiatsu throughout the body, specifically into the nerves and increase the output of their electrical power.
Drawbacks:
First and foremost, while this is active Astrid is required to have 3 in SoW to learn. From there a 3 in Pain Tolerance is necessary to make the technique proficient. Finally, a 3 in Way of the Flesh Warper is necessary to Master.
Costs 500 reiatsu to activate and every 2 posts costs 200 reiatsu to maintain. Charges cap at 6.
Every instance of using any "charges" harms Astrid. Single charges induce burns on the limb in question. 2 charges cause charring of the skin and topmost layer of flesh, taking a post to heal via HSR. At 3 the limb is lost and takes a post to heal via HSR.
Electrical attacks can overload Astrid and for every class above 8 induce an additional "charge" on Astrid. If Astrid exceeds her cap of charges she will be shocked from the inside out at her OS.
Made By: Astrid
Reserved?: Yes, Astrid alone. Can be taught to others, however.
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Technique Name: Unending Flesh
Technique Class: 3
Technique Type: Flesh
Usable By: Astrid / Regeneration users
Technique Element: Flesh
Description:
Unending Flesh is a technique that aims to do one thing. Enhance the users already potent regenerative abilities. Whether temporary or permanent, if the user has a regenerative ability this technique enhances it so that you can recuperate from internal harm, specifically harm to one's organs. There are exceptions of course but that depends on Mastery level. At learned the user can regenerate the digestive system. At proficient the user can regenerate the kidneys and liver. At Mastered the user can regenerate all internal organs that are not the heart and brain.
All organs that are regenerated by this technique are not done instantaneously but instead occur over the course of a post. Assuming they are not damaged again. Additionally, this increases any form of regeneration that targets flesh, bone, and external organs. If any of these would be regenerated at a slower rate or over the course of a post the regeneration is instead completed nearly instantaneously.
How to Use:
Through understanding of one's body gain the means to extend the users regenerative capabilities to all internal organs.
Drawbacks:
Requires a 3 in Way of the Flesh Warper to learn. A 4 in Way of the Flesh Warper is required to master. Regenerating organs is akin to moving at speeds above 600 and successive organ trauma that is healed becomes progressively more tiring.
If one has temporary regenerative capabilities, these enhanced capabilities are lost until the user regains their regenerative abilities. Healing any organ requires time and is stopped upon being injured again. With regards to poisons/toxins/etc damage will not stop the regeneration but instead make it continuous until organ failure is reached.
Made By: Astrid
Reserved?: Yes, but can be taught.
Technique Class: 2
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Bone
Description:
Osteomorph is the next step for those who follow the path of Flesh Warping. Where the previous techniques have been dedicated to manipulating the flesh of the user this technique goes deeper and focuses on the skeleton of the individual. As HSR still targets the user's bones this allows for advanced applications of body warping that aren't normally possible. With this technique the user gains the means to grow bones out of their body or through it in order to produce weapons, attack, defend, etc. Effectively becoming what the technique is named after an "Osteomorph" or monster of bone. Each level of mastery with this technique allows for different aspects of the user to manifest. For learned the effects are fairly simple. The user can grow spikes of bones from within themselves and can even fire said spikes from themselves. These spikes can manifest from the arms and legs. Hands and feet included. These spikes can grow as big as 2 feet long and have no edges, simply pointed tips. Once produced these spikes cannot be moved or manipulated beyond moving the limb they are attached to with the exception of firing them off. Firing off the spikes is however crude and even the strongest individuals can only shoot them a maximum of 30 feet at a speed of 500. Spikes created have a strength and durability equal to the user's Strength stat and are considered class 4 in terms of clashing.
At Proficient is where this technique becomes more exciting. For one thing bones can be grown in any manner the user chooses. Curved, twisted, uniform, segmented, it's all up to the user. In addition, the bones can even be made brittle to allow them to shatter upon impact with an object and fire out bone shards akin to shrapnel. Bones produced can also be removed at will and qualify as weapons that use the Way of the Flesh Warper skill to determine one's capabilities with them. Lastly so long as a bone is segmented the user can flex the weapon around, so long as it's attached to their body. Fine movement cannot be achieved but simple motions are possible. Brittle bones have half the durability of standard bones. Bones created are considered class 3 at this level. Bone shards move at a speed of 400 upon impact and spikes fired out now move at 600 speed.
Finally, at Mastered the user becomes a true monster. Normal bones gain a 25% durability increase as well as can be shifted and manipulated around the body at will once produced. I.E. A user can create a spike from their chest and then shift said spike harmlessly to their backside. This occurs at the users base speed. The forms of all bones created are up to the user's discretion. Lastly for 50% the cost the user can create incredibly dense bones that have 2x the user's durability making them excellent shielding against attacks. Sadly, dense bones like these can only defend and thus cannot be made into offensive weapons in any capacity. These bones must remain attached to the user like armor or clothing and can cover up to two limbs per payment. They also cannot be moved once created. As for bone spikes and bone shrapnel they gain increased speeds at this stage. 700 speed for spikes and 500 for shrapnel. Bones are finally considered class 2.
How to Use:
Channel reiatsu into the bone desired. Direct its growth with a second path of reiatsu. Endure the pain of being impaled from the inside. Prosper.
Drawbacks:
Pain. There is always pain when using this technique. From growing bones to having them be manipulated through the user and tearing through flesh. A minimum of 2 in Pain Tolerance is necessary to use this technique at all.
Must have HSR active to use this technique. Must have Benign Growth at Learned for Learned and Proficient. Must have Benign Growth at Proficient to Master this technique. No fine control of bones attached to the user until Mastered. No bone "weapons" until Proficient. Bones produced by this technique do not benefit from HSR. Until mastered bones created by this technique are always a lower class.
Spikes cost 300 reiatsu per spike. Bone "weapons" cost 400 reiatsu. Shifting bones to other parts of the body costs 100 reiatsu. Creating Brittle Bones is 100 reiatsu cheaper. Shrapnel from the bones can injure the user. Dense bones are 50% more expensive and cannot be used for offense.
Made By: Astrid
Reserved?: Yes, but can be taught to others.
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Technique Name: Bloody Menace
Technique Class: 3
Technique Type: Physical
Usable By: Astrid / Regenerative users
Technique Element: Blood
Description:
The next tier of Way of the Flesh Warper techniques finally settles on something everyone knows of. Blood. The life water of an individual and usually pretty passive or otherwise forgotten about until it's too late. Flesh Warpers usually stray away from this as it can be incredibly taxiing when done improperly at best. And effectively a death sentence at worst. However, for those who dare to make use of their life water, they'll quickly see that within one's blood is a plethora of diverse abilities. One simply has to take the time to train themselves to utilize it. In this way one who learns "Bloody Menace" must train their body to be able to handle the effects of changing their bloods composition and thus changing the properties of it. The effects below must be chosen from below and depending on the user's mastery level depend on how many they can learn and use at a time. Learned and Proficient can use 1 property at a time. Mastered users can use 2. Meanwhile for the purposes of learning a Learned individual can only have one property. A proficient user can have 2 properties. A mastered user knows all properties.
Temperature:
If this property is chosen the user is able to change the temperature of their blood. Regulating it to become intensely hot or become akin to ice. Only one temperature can be chosen upon utilizing this property. Once chosen however the user need only bleed from some portion of their body to see the effects. For superheated blood it is akin to carrying boiling water within oneself. Everything that it touches is burned by the scalding liquid, it can eat melt metals and stone if they are not spiritually reinforced. As for super cooling one's blood the opposite is true. Upon contact the blood immediately vaporizes and rapidly cools what it came in contact with. So long as an object is not spiritually reinforced it will rapidly drop in temperature and subsequently freeze itself and the nearby area around it up to 3 inches from it. Blood that has left the body retains these temperature differences for two posts before cooling/warming to room temperature.
Pressure:
Upon choosing this property the user increases the pressure of that their blood remains at. This is mainly done by flexing the muscles and blood vessels within the body to ensure that a higher pressure can be achieved. To assist in the true goal of this property the blood is also changed to have an incredibly low boiling point. Upon the user creating or otherwise becoming injured in any capacity, the wound spurts out blood that immediately phase changes into a liquid-vapor mist. This mist blocks all from being able to see through it unless the individual has 300 or more senses. Smell however is blocked unless an individual has 400 or higher senses.
All those who enter the mist become coated in the blood-vapor and will retain the effects but at a reduced capacity. For sight, senses of 150 is needed to see through the blood coating an individual's eyes. Smelling anything but the blood requires 200 senses. There is one final effect of an individual being coated in blood. The blood for the next 2 posts makes the individual easier to find via smell due to how pungent the blood is. This reduces the individual's Stealth skill by 1 to a minimum of 0.
Chemical Make-up:
If this property is chosen the user gains the means to make their blood rapidly coagulate and, in the process, create blood "crystals". These crystals do a couple things. First and foremost, they are incredibly weighty causing someone who has been coated in blood to need 50 more strength for every half a limb coated in blood. Secondly while rapidly transforming into blood crystals the blood begins to dig and tear into an object/individual. This occurs over the course of a post. The blood can only crystalize a couple of inches at most, so the wounds at best are superficial and at worse moderately deep. These crystals have an OS and durability equal to half the user's Strength Stat. Crystals remain until destroyed.
Adhesion:
If this property is chosen the blood takes on a very curious change. Becoming semi-solid in a way, nearly jello like but without the solid form. In addition, it becomes incredibly sticky. Both to an individual other than the user as well as to everything they could come in contact with. Upon being released the blood will pool and adhere itself to whatever it comes in contact with. This lasts for 3 posts after leaving the body and requires a strength of 500 in order to pull the limb from an object. It should be noted that even if an individual manages to pull a connected limb away from an object or individual that the blood will still take some of the other with them. This can cause harm in another person or damage to an object.
How to Use:
Channel reiatsu into the user's blood and bone marrow. From there, the user effectively wills the change they desire to take place and waits a post before the changes take place.
Drawbacks:
All effects require a charge up post. Changing effects is possible but can only be done 3 posts after the user starts the technique or otherwise changes the property. To start up the technique requires 400 reiatsu. Then every 2 posts after the cost is 200 reiatsu.
The user must injure themselves or otherwise become injured for the effects to be useable. Must have Benign Growth at Proficient and Osteomorph at Learned before this technique can be learned.
Each property has its own drawback:
Temperature:
The user can only endure the increased or decreased blood temperature before they themselves will either cook internally or freeze. The number of posts possible is 1 + Points in Way of the Flesh Warper + Points in Heat Tolerance / Cold Tolerance. Only one temperature choice can be used at a time.
Blood takes an additional post to cool down/heat up back to normal body temperature and thus continue the users post count for "using this property. Every post after a user's threshold is hit the user suffers a first degree burn or mild frostbite that grows in severity every post. After 3 posts the user is considered cooked internally or frozen internally.
Pressure:
Users will lose more blood than they otherwise would from any wounds inflicted. Mechanically this is shown by having 1 point less in Bleeding Tolerance. For those without points in Bleeding Tolerance they will pass out more quickly. This is shown by users only having a number of wounds they can endure equal to their points in Way of the Flesh Warper. Points in SoW and the free post are ignored. Users will pass out if they open a number of wounds equal to 1 + Points in Way of the Flesh Warper within 3 posts. SoW assist this but only by a post for every 2 points in it. The user also suffers from the stealth and sensory drawbacks if they enter or are around the mist.
Chemical Make-up:
First and foremost is that inflicting this upon an individual gives them a limited form of armor. The more powerful the user, the more defensive the crystals are. This does not go away until destroyed. The user, if covered in their own blood, will also suffer the increased weight requirements. The bigger or more limbed a user is, the worse this gets. Wounds harm the user as they become crystalized as well making HSR take an additional post before it can heal wounds.
Adhesion:
The user must injure themselves once a post to help keep their blood moving. This is due to the semi-solid state of the blood. It makes it harder to pump and move around the body. If the user doesn't instigate harm to themselves or get harmed their limbs will slowly swell up and become discolored. If this occurs for two posts, the limb ruptures violently upon being injured increasing the size of the wound by 50% and while swelled up the limbs lost a point in all martial / body skills.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
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Technique Name: Shock Absorber
Technique Class: 2
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh - Electrical
Description:
Taking a page from Charlotte, Astrid has dedicated a significant amount of time to attempting to replicate the effects of her overall, I.E., generating electricity. Charlotte was one of the few individuals that made a significant impact to Astrid, namely in the fact that she was one of a few individuals who could seriously kill Astrid. Permanently. Or at least in her mind. As such Astrid seeks to reach that level of power and thus made a technique to crudely mimic the power she had witnessed. Functionally this technique changes the biology of Astrid's body to allow her to generate and hold onto the electrical charges she generates. Mechanically this is followed by how many "Charges" Astrid has at the current moment. The ways to generate charges are as follows:
1. Astrid moves at or above 400 speed and every 300 speed above that up to 1300. 400+ speed is 1 charge. 700+ speed is 2 charges. 1000+ speed is 3 charges. 1300+ speed is 4 charges. These charges are gained at the end of the post.
2. Astrid spends reiatsu directly from her pool that generates a charge at 75 reiatsu per 1 charge.
3. Passively gain a charge once per post.
While Astrid has charges, she gains the means to do a couple things. Firstly, Astrid can spend a single charge and extend her physical hitting range to 5 feet past the limb in question. This is shown in a burst of electricity that fires out of the attacking limb. The second is that Astrid can spend 2 charges and while generating a shockwave she can imbue it with electricity and cause the shockwave to electrocute enemies in addition to physical harm induced. The last is that Astrid can spend 3 charges and overload a limb of hers causing it to explode and release a burst of electricity in a cone directly in front of said limb. This cone reaches out 25 feet and increases in size from 3 feet to 15 feet wide and moves at a speed of 800. The OS of these electrical shocks are equal to the Strength of Astrid as it uses her nerves with reiatsu channeling through them to super charge them.
The worst part of this technique is if an individual comes in contact with the electricity, it slowly but surely begins to stun them. If a limb takes 3 hits within the span of 2 posts the limb in question begins contracting and convulsing excessively reducing the speed and power of said limb by 25%. If she hits a limb 5 times in 3 posts the limb in question is reduced to 50% of its strength and Speed.
How to Use:
Release reiatsu throughout the body, specifically into the nerves and increase the output of their electrical power.
Drawbacks:
First and foremost, while this is active Astrid is required to have 3 in SoW to learn. From there a 3 in Pain Tolerance is necessary to make the technique proficient. Finally, a 3 in Way of the Flesh Warper is necessary to Master.
Costs 500 reiatsu to activate and every 2 posts costs 200 reiatsu to maintain. Charges cap at 6.
Every instance of using any "charges" harms Astrid. Single charges induce burns on the limb in question. 2 charges cause charring of the skin and topmost layer of flesh, taking a post to heal via HSR. At 3 the limb is lost and takes a post to heal via HSR.
Electrical attacks can overload Astrid and for every class above 8 induce an additional "charge" on Astrid. If Astrid exceeds her cap of charges she will be shocked from the inside out at her OS.
Made By: Astrid
Reserved?: Yes, Astrid alone. Can be taught to others, however.
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Technique Name: Unending Flesh
Technique Class: 3
Technique Type: Flesh
Usable By: Astrid / Regeneration users
Technique Element: Flesh
Description:
Unending Flesh is a technique that aims to do one thing. Enhance the users already potent regenerative abilities. Whether temporary or permanent, if the user has a regenerative ability this technique enhances it so that you can recuperate from internal harm, specifically harm to one's organs. There are exceptions of course but that depends on Mastery level. At learned the user can regenerate the digestive system. At proficient the user can regenerate the kidneys and liver. At Mastered the user can regenerate all internal organs that are not the heart and brain.
All organs that are regenerated by this technique are not done instantaneously but instead occur over the course of a post. Assuming they are not damaged again. Additionally, this increases any form of regeneration that targets flesh, bone, and external organs. If any of these would be regenerated at a slower rate or over the course of a post the regeneration is instead completed nearly instantaneously.
How to Use:
Through understanding of one's body gain the means to extend the users regenerative capabilities to all internal organs.
Drawbacks:
Requires a 3 in Way of the Flesh Warper to learn. A 4 in Way of the Flesh Warper is required to master. Regenerating organs is akin to moving at speeds above 600 and successive organ trauma that is healed becomes progressively more tiring.
If one has temporary regenerative capabilities, these enhanced capabilities are lost until the user regains their regenerative abilities. Healing any organ requires time and is stopped upon being injured again. With regards to poisons/toxins/etc damage will not stop the regeneration but instead make it continuous until organ failure is reached.
Made By: Astrid
Reserved?: Yes, but can be taught.