Post by Turushino Ronjiro on Jul 31, 2023 19:41:55 GMT -5
戦
士
の
詩
勇
敢
な
心
露
狡
猾
な
舞
Class SP: 350/350
Trained SP: 900/900
Total SP: 1250/1250
Skills
Sly dance of combat,
Brave heart shines like morning dew,
Warrior's song resounds.
Brave heart shines like morning dew,
Warrior's song resounds.
「The Tale of The Mischievous Turushino」
Profile
Class: Shinigami, Class 5
Rank: 1
Squad: 3
Profile
Class: Shinigami, Class 5
Rank: 1
Squad: 3
Type: Fighter II
Total TP: 2155
Total TP: 2155
Total CTP: 900
Stats
Stats
Physical | Spiritual | Sensory | Miscellaneous |
Strength: 181 [134] | Reiatsu Strength: 34 [25] | Instincts: 200 | Light Aura: 75 |
Speed: 400 [540] | Spiritual Pressure: 400 [540] | Senses: 100 | Dark Aura: 25 |
Energy Sensory: 25 | Healing Expertise: 0 |
Trained SP: 900/900
Total SP: 1250/1250
Skills
Mental | Battle | Body | Utility |
Strength of Will - 1 | Weapons (Swords) - 2 | Acrobatics - 2 | Dancing - 1 |
Weapons (Polearms) - 2 | |||
Bleeding Tolerance - 1 | |||
Pain Tolerance - 2 Martial Arts (Hoho) - 2 |
Total SkP: 13/15Points
「Techniques」
Learned | Proficient | Mastered
Current TTP: 318/355
Total Non-Release Techniques: 7/23
Total Reserved Techniques: 0/10
Learned | Proficient | Mastered
Current TTP: 318/355
Total Non-Release Techniques: 7/23
Total Reserved Techniques: 0/10
{Hohō}
{Spoiler}{Shunpo}Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
{Spoiler}{Advanced Air Ground}Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Element: None
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Class: 7
Technique Type: Spiritual Technique
Technique Element: None
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity were reversed. The air push makes the air ground very elastic so that the user can jump higher. It allows for slight movement even when restrained by a Bakudō.
For a cost of twenty-five Reiatsu, the user will be able to momentarily cast an "air ground" on areas such as in Soul Society and Hueco Mundo, allowing the user to "double jump" or cast Shunpo in mid-air. If this technique is mastered, the user will be able to create air grounds that last for as long as a single post. This can be used in creative ways to improve acrobatics and visual impressiveness.
{Spoiler}{Kagami Kanmeki (鏡かんめき, "Mirror Bolt")}Technique Name: Kagami Kanmeki (鏡かんめき, "Mirror Bolt")
Class: 4
Technique Type: Zanjutsu - Hohō | Counter-attack
Technique Element: None
Technique Reiatsu Cost: 150
Technique Description and Effects:
The employment of the classic Iaijutsu technique most often seen in popular Human media. The user bends their back in a crouching position before putting their foot forward and grabbing the scabbard of their weapon with one hand and the hilt with the other, fueling reiatsu into the aforementioned weapon in the process. Once this is done, the user then awaits the arrival of an incoming attack before then rapidly dodging at the very last moment and unsheathing their weapon from its scabbard to deliver a powerful counter-attack to the enemy. This attack is considered to be so powerful that it is difficult for one to see the attack coming the first time they see it unless they possess an Instinct or a Senses stat of more than 200, as the attack is three times as fast as the speed of the user. Additionally, although the technique's potential mainly relies upon speed and velocity, the employment of Strength as its Offensive Stat can turn this technique into a defense-breaking maneuver. A user with great Strength could leave a target's defense potentially broken through and shattered by the sheer momentum of the attack.
To the followers of the Nijū Kanmeki-ryu, this is a mandatory technique to learn, refine and eventually master, as it is the equivalent of a more powerful Iaijutsu strike to be used alongside lighter renditions of the same attack. Fortunately, it is not too difficult to comprehend as it only requires a basic understanding of both Zanjutsu and Hohō, and also decent Speed. At best, a beginner who has just started following the way of the Nijū Kanmeki-ryu will be able to learn this technique very quickly should they have easy access to a sparring partner. A warrior who is already experienced in the likes of Iaijutsu - whether by having already learned the base Iaijutsu technique or by possessing a Iaijutsu skill of at least 2 - could learn this technique fairly easily so long as they understand how to employ Hohō properly.
Drawbacks & Weaknesses: Though its effectiveness is not to be taken lightly, Kagami Kanmeki is not a technique that is frequently used in combat as it requires both preparation and focus like any other counterattacking maneuver. Said preparation can be very obvious to an experienced fighter with a Battle Analysis skill of 2 or above, and although this does not mean that said fighter may be able to properly act against this preparation in time, it can take long enough to render a practitioner of the technique very predictable should they dare use it too many times. Unfortunately, the notion is most often misunderstood by beginners and it is thus not uncommon to hear of the demise of many confident ones who relied upon the technique a bit too much.
Class: 4
Technique Type: Zanjutsu - Hohō | Counter-attack
Technique Element: None
Technique Reiatsu Cost: 150
Technique Description and Effects:
The employment of the classic Iaijutsu technique most often seen in popular Human media. The user bends their back in a crouching position before putting their foot forward and grabbing the scabbard of their weapon with one hand and the hilt with the other, fueling reiatsu into the aforementioned weapon in the process. Once this is done, the user then awaits the arrival of an incoming attack before then rapidly dodging at the very last moment and unsheathing their weapon from its scabbard to deliver a powerful counter-attack to the enemy. This attack is considered to be so powerful that it is difficult for one to see the attack coming the first time they see it unless they possess an Instinct or a Senses stat of more than 200, as the attack is three times as fast as the speed of the user. Additionally, although the technique's potential mainly relies upon speed and velocity, the employment of Strength as its Offensive Stat can turn this technique into a defense-breaking maneuver. A user with great Strength could leave a target's defense potentially broken through and shattered by the sheer momentum of the attack.
To the followers of the Nijū Kanmeki-ryu, this is a mandatory technique to learn, refine and eventually master, as it is the equivalent of a more powerful Iaijutsu strike to be used alongside lighter renditions of the same attack. Fortunately, it is not too difficult to comprehend as it only requires a basic understanding of both Zanjutsu and Hohō, and also decent Speed. At best, a beginner who has just started following the way of the Nijū Kanmeki-ryu will be able to learn this technique very quickly should they have easy access to a sparring partner. A warrior who is already experienced in the likes of Iaijutsu - whether by having already learned the base Iaijutsu technique or by possessing a Iaijutsu skill of at least 2 - could learn this technique fairly easily so long as they understand how to employ Hohō properly.
Drawbacks & Weaknesses: Though its effectiveness is not to be taken lightly, Kagami Kanmeki is not a technique that is frequently used in combat as it requires both preparation and focus like any other counterattacking maneuver. Said preparation can be very obvious to an experienced fighter with a Battle Analysis skill of 2 or above, and although this does not mean that said fighter may be able to properly act against this preparation in time, it can take long enough to render a practitioner of the technique very predictable should they dare use it too many times. Unfortunately, the notion is most often misunderstood by beginners and it is thus not uncommon to hear of the demise of many confident ones who relied upon the technique a bit too much.
{Spoiler}{Unmei Kanmeki (運命かんめき, "Fated Bolt")}Technique Name: Unmei Kanmeki (運命かんめき, "Fated Bolt")
Class: 4
Technique Type: Zanjutsu - Hohō | Counter-attack
Technique Element: None
Technique Reiatsu Cost: 150
Technique Description and Effects:
A modified variant of the classic Iaijutsu technique taking into account the predictable nature of its progenitor. The user bends their back in a crouching position before putting their foot forward and grabbing the scabbard of their weapon with one hand and the hilt with the other, slowly fueling reiatsu into the aforementioned weapon in the process. Once a sufficient amount of reiatsu has been transferred into the weapon, the user then rapidly unsheathes it from its scabbard, allowing its power to guide their arm towards the target as it attempts to cleave through the latter with a swing of unrelenting speed and power.
For all sense and purposes, the execution of this technique is very similar to a plain Kagami Kanmeki attack; in fact, it is heavily inspired by it. However, what differentiates it compared to the classic technique is the fact that the user of Unmei Kanmeki are allowed to move towards their target while charging their attack with the aid of Shunpo, thus benefiting from the x10 Speed boost the latter technique provides to deliver their attack, albeit with half their Offensive Stat. Indeed, although it would be quite easy for anyone familiar with the classic technique or possessing a Battle Analysis skill of 2 or above to identify it just by the user's pose alone, it would be difficult for them to properly escape it without good Speed, seeing as the user will simply continue to appear before the target until they release their attack.
To learn this technique, one must require a better understanding of both Zanjutsu and Hohō compared to Kagami Kanmeki, as both skills related to them would need to be of at least 1. However, a warrior who is already experienced in the likes of Iaijutsu - meaning, by possessing a Iaijutsu skill of at least 2 - could learn this technique fairly easily so long as they understand how to employ Hohō properly.
Drawbacks & Weaknesses: As to be expected, inexperienced followers of the Nijū Kanmeki-ryu will have a hard time managing their stamina while using this technique as it requires them to both have mastered the Shunpo technique and at least have learned how to use the base Iaijutsu technique. Furthermore, although a sufficient amount of reiatsu is to be transferred into the blade to allow for an increase in speed, it is also imperative that one also takes into account that each Shunpo jump counts towards the step technique limit per pest and that reiatsu that must also be used to allow for movement towards the target, which requires them to possess a Battle Analysis skill of 1 at worse. If improperly done, this can lead to increased exhaustion or, worse, a weaker execution of the attack referred to as Warui Kanmeki (悪いんめき, "Bad Bolt") which can only be executed if one attempts to use Unmei Kanmeki more than four times in the same thread. Should this be achieved, 25% of all of the following Unmei Kanmeki executions can instead result in a Warui Kanmeki. Should a follower of the school ever accidentally execute a Warui Kanmeki, they will lose control of their speed while heading towards their target, causing their Speed to be halved and their Offensive Stat to be reduced to 25% instead of the normal 50%.
Class: 4
Technique Type: Zanjutsu - Hohō | Counter-attack
Technique Element: None
Technique Reiatsu Cost: 150
Technique Description and Effects:
A modified variant of the classic Iaijutsu technique taking into account the predictable nature of its progenitor. The user bends their back in a crouching position before putting their foot forward and grabbing the scabbard of their weapon with one hand and the hilt with the other, slowly fueling reiatsu into the aforementioned weapon in the process. Once a sufficient amount of reiatsu has been transferred into the weapon, the user then rapidly unsheathes it from its scabbard, allowing its power to guide their arm towards the target as it attempts to cleave through the latter with a swing of unrelenting speed and power.
For all sense and purposes, the execution of this technique is very similar to a plain Kagami Kanmeki attack; in fact, it is heavily inspired by it. However, what differentiates it compared to the classic technique is the fact that the user of Unmei Kanmeki are allowed to move towards their target while charging their attack with the aid of Shunpo, thus benefiting from the x10 Speed boost the latter technique provides to deliver their attack, albeit with half their Offensive Stat. Indeed, although it would be quite easy for anyone familiar with the classic technique or possessing a Battle Analysis skill of 2 or above to identify it just by the user's pose alone, it would be difficult for them to properly escape it without good Speed, seeing as the user will simply continue to appear before the target until they release their attack.
To learn this technique, one must require a better understanding of both Zanjutsu and Hohō compared to Kagami Kanmeki, as both skills related to them would need to be of at least 1. However, a warrior who is already experienced in the likes of Iaijutsu - meaning, by possessing a Iaijutsu skill of at least 2 - could learn this technique fairly easily so long as they understand how to employ Hohō properly.
Drawbacks & Weaknesses: As to be expected, inexperienced followers of the Nijū Kanmeki-ryu will have a hard time managing their stamina while using this technique as it requires them to both have mastered the Shunpo technique and at least have learned how to use the base Iaijutsu technique. Furthermore, although a sufficient amount of reiatsu is to be transferred into the blade to allow for an increase in speed, it is also imperative that one also takes into account that each Shunpo jump counts towards the step technique limit per pest and that reiatsu that must also be used to allow for movement towards the target, which requires them to possess a Battle Analysis skill of 1 at worse. If improperly done, this can lead to increased exhaustion or, worse, a weaker execution of the attack referred to as Warui Kanmeki (悪いんめき, "Bad Bolt") which can only be executed if one attempts to use Unmei Kanmeki more than four times in the same thread. Should this be achieved, 25% of all of the following Unmei Kanmeki executions can instead result in a Warui Kanmeki. Should a follower of the school ever accidentally execute a Warui Kanmeki, they will lose control of their speed while heading towards their target, causing their Speed to be halved and their Offensive Stat to be reduced to 25% instead of the normal 50%.
{Spoiler}{Soru Kanmeki (剃るかんめき, "Shave Bolt")}Technique Name: Soru Kanmeki (剃るかんめき, "Shave Bolt")
Class: 4-2
Technique Type: Zanjutsu - Hohō | Counter-attack
Technique Element: None
Technique Reiatsu Cost: 150 (Kigai), 400 (Kega), 600 (Shikyo)
Technique Description and Effects:
An alternate variant of the Kagami Kanmeki technique. The user awaits an incoming attack from an adversary with a hand placed on the scabbard of their weapon and the other onto its hilt before then dodging at the very last moment. Once done, they then hold their sheathed weapon next to the source of the attack - be it of physical or magical nature - before slowly unsheathing it from its scabbard against the attack, allowing it to "shave" the attack in question. This motion causes the weapon to absorb the speed of the attack, which in turn causes the absorbed speed to beam from the aforementioned weapon in the form of a glint of reishi. Although a proper name was not given to this gleam upon the creation of this technique, it was eventually decided by the vast majority of those which follow the Nijū Kanmeki-ryu to refer to it as Kyohi (拒否, "Rejections").
Soru Kanmeki can be used to acquire and then empower Kyohi through the following stages: Kigai (危害, "Harm"), Kega (怪我, "Injury") and Shikyo (死去, "Death"). After having successfully reached Kigai, the user can further empower Kyohi by successfully executing Soru Kanmeki again. However, the main goal of this technique is not simply to reach a higher stage of Kyohi, as to do so grants no particular advantage. Instead, what is to be sought by users of this technique is the eventual burst of spiritual energy collected within their blade. Much like Kyohi itself, this burst bore no name upon the creation of this technique. However, over the course of time, it began to be referred to as Modori (戻り, "Return").
To unleash Modori is to return what has been rejected from a target in the form of a single Iaijutsu strike. In so doing, the strength of Modori is determined by the stage of Kyohi that has been reached by the user before its execution. Most practitioners of this technique tend to refer to this process as the Path of Denial, which can be observed below:
Modoru Shikyo (戻る死去, "Returning Death"): The user completely denies a target's maneuver in an attempt to obliterate it from this world. This can be used to reflect major attacks or pierce through major defenses that are often generated by a superior Release such as a Bankai, which are both typically invoked by Class 1 and Class 2 warriors.
Modoru Kega (戻る怪我, "Returning Injury"): The user denies a target's maneuver more fervently. This can be used to reflect average attacks or pierce through average defenses that are often generated by common Releases such as a Shikai, which are both typically invoked by Class 3 and Class 4 warriors.
Modoru Kigai (戻る危害, "Returning Harm"): The user denies a target's maneuver. This can be used to reflect minor attacks or pierce through minor defenses, which are typically invoked by Class 5 to Class 8 warriors.
Adepts of the Nijū Kanmeki-ryu often consider Soru Kanmeki to be a prime representative of what the school is all about. It is a direct deconstruction of the Iaijutsu technique's purpose into something more concrete and resolute for warriors who wish to sacrifice their defensive capabilities for pure power. Many followers of the school tend to covet it once they are capable of seeing it with their own eyes, as its execution is often considered to be both so graceful and violent that it can leave anything - even a Hollow - beyond impressed. As such, it is typical for many followers of the school to always attempt this technique once per battle in the vain hope of properly achieving it.
Drawbacks & Weaknesses: All deflections and pierces are delimited by both the user's Class and their Offensive Stat. If an attack to be deflected possesses a higher Offensive Stat in comparison to the user's, they will find themselves unable to properly change its direction and will thus find themselves wide open. As for defenses, if the user's Offensive Stat is inferior to their durability, they will only find themselves damaged rather than destroyed. Should the user's class instead be inferior to their target, then the user must abide to Clash of Abilities rules.
Moreover, the amount of warriors who are capable of properly using Soru Kanmeki at its full potential during combat is unfortunately quite pitiful. Despite looking simple both on paper and at a first glance, most of the followers of the school are only capable of using Kigai at best rather than the rest of the Kyohi stages, as it unfortunately is difficult for even decorated officers of Gotei 13 to maintain the absorbed speed within their blade up until Shikyo. To even maintain Kigai requires both a Iaijutsu skill and a Martial Art - Hohō skill of at least 2, which is considered to be difficult for many Unseated Officers. Seated Officers tend to be capable of reaching Kega with training once they are Proficient in its execution, while Vice-Captains and those of equal power are able to reach Shikyo upon complete Mastery of the technique; however, by that point, both require the previous skills to be at a minimum of 3. That is not even mentioning the fact that one must at least possess a Lack of Fear skill, a Strength of Will skill or a Calm Mind skill of 2 to do something as risky as purposefully shave an enemy's attack to boost your own.
Class: 4-2
Technique Type: Zanjutsu - Hohō | Counter-attack
Technique Element: None
Technique Reiatsu Cost: 150 (Kigai), 400 (Kega), 600 (Shikyo)
Technique Description and Effects:
An alternate variant of the Kagami Kanmeki technique. The user awaits an incoming attack from an adversary with a hand placed on the scabbard of their weapon and the other onto its hilt before then dodging at the very last moment. Once done, they then hold their sheathed weapon next to the source of the attack - be it of physical or magical nature - before slowly unsheathing it from its scabbard against the attack, allowing it to "shave" the attack in question. This motion causes the weapon to absorb the speed of the attack, which in turn causes the absorbed speed to beam from the aforementioned weapon in the form of a glint of reishi. Although a proper name was not given to this gleam upon the creation of this technique, it was eventually decided by the vast majority of those which follow the Nijū Kanmeki-ryu to refer to it as Kyohi (拒否, "Rejections").
Soru Kanmeki can be used to acquire and then empower Kyohi through the following stages: Kigai (危害, "Harm"), Kega (怪我, "Injury") and Shikyo (死去, "Death"). After having successfully reached Kigai, the user can further empower Kyohi by successfully executing Soru Kanmeki again. However, the main goal of this technique is not simply to reach a higher stage of Kyohi, as to do so grants no particular advantage. Instead, what is to be sought by users of this technique is the eventual burst of spiritual energy collected within their blade. Much like Kyohi itself, this burst bore no name upon the creation of this technique. However, over the course of time, it began to be referred to as Modori (戻り, "Return").
To unleash Modori is to return what has been rejected from a target in the form of a single Iaijutsu strike. In so doing, the strength of Modori is determined by the stage of Kyohi that has been reached by the user before its execution. Most practitioners of this technique tend to refer to this process as the Path of Denial, which can be observed below:
Modoru Shikyo (戻る死去, "Returning Death"): The user completely denies a target's maneuver in an attempt to obliterate it from this world. This can be used to reflect major attacks or pierce through major defenses that are often generated by a superior Release such as a Bankai, which are both typically invoked by Class 1 and Class 2 warriors.
Modoru Kega (戻る怪我, "Returning Injury"): The user denies a target's maneuver more fervently. This can be used to reflect average attacks or pierce through average defenses that are often generated by common Releases such as a Shikai, which are both typically invoked by Class 3 and Class 4 warriors.
Modoru Kigai (戻る危害, "Returning Harm"): The user denies a target's maneuver. This can be used to reflect minor attacks or pierce through minor defenses, which are typically invoked by Class 5 to Class 8 warriors.
Adepts of the Nijū Kanmeki-ryu often consider Soru Kanmeki to be a prime representative of what the school is all about. It is a direct deconstruction of the Iaijutsu technique's purpose into something more concrete and resolute for warriors who wish to sacrifice their defensive capabilities for pure power. Many followers of the school tend to covet it once they are capable of seeing it with their own eyes, as its execution is often considered to be both so graceful and violent that it can leave anything - even a Hollow - beyond impressed. As such, it is typical for many followers of the school to always attempt this technique once per battle in the vain hope of properly achieving it.
Drawbacks & Weaknesses: All deflections and pierces are delimited by both the user's Class and their Offensive Stat. If an attack to be deflected possesses a higher Offensive Stat in comparison to the user's, they will find themselves unable to properly change its direction and will thus find themselves wide open. As for defenses, if the user's Offensive Stat is inferior to their durability, they will only find themselves damaged rather than destroyed. Should the user's class instead be inferior to their target, then the user must abide to Clash of Abilities rules.
Moreover, the amount of warriors who are capable of properly using Soru Kanmeki at its full potential during combat is unfortunately quite pitiful. Despite looking simple both on paper and at a first glance, most of the followers of the school are only capable of using Kigai at best rather than the rest of the Kyohi stages, as it unfortunately is difficult for even decorated officers of Gotei 13 to maintain the absorbed speed within their blade up until Shikyo. To even maintain Kigai requires both a Iaijutsu skill and a Martial Art - Hohō skill of at least 2, which is considered to be difficult for many Unseated Officers. Seated Officers tend to be capable of reaching Kega with training once they are Proficient in its execution, while Vice-Captains and those of equal power are able to reach Shikyo upon complete Mastery of the technique; however, by that point, both require the previous skills to be at a minimum of 3. That is not even mentioning the fact that one must at least possess a Lack of Fear skill, a Strength of Will skill or a Calm Mind skill of 2 to do something as risky as purposefully shave an enemy's attack to boost your own.
{General}
{Spoiler}{Sakugen}Technique Name: Sakugen (Cut)
Class: 7 - 10 TTP
Technique Type: General Shinigami.
Technique Element: None
Technique Description and Effects:
The user pours Reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of Reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses the cutback effect, as well as comes with the user's weight. It feels like it hits the enemy with the user's body weight, on top of cutting into them or their tools.
How to Use: Charge and slash in an instant.
Class: 7 - 10 TTP
Technique Type: General Shinigami.
Technique Element: None
Technique Description and Effects:
The user pours Reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of Reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses the cutback effect, as well as comes with the user's weight. It feels like it hits the enemy with the user's body weight, on top of cutting into them or their tools.
How to Use: Charge and slash in an instant.
{Hakuda}
{Spoiler}{Rhythm Beat}Technique Name: Rhythm Beat
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique:
Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks:
Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved: No
Class: 6
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
A stance-type technique, this one requires the user to slip into a state of automatic combat. Automatic combat is a mental state in which the user continues at the exact same pacing of their previous blows, creating a rhythmic pattern that allows them to fight without focusing on it. During this, the user becomes accustomed to their own movements, flowing into the same speed and rhythm of attacks until it's no longer required to think about it. That's when this technique truly begins to shine; upon that point, the user can speed up or slow down that rhythm suddenly, creating a pattern of attacks that suddenly alters in speed. Slowing in speed takes no effort, merely the conscious decision to hold back a blow, but speeding up is another story.
When speeding up, the user must do so gradually; as they become accustomed to their movements at a set pace beyond their normal limit, they can slowly push themselves further and further. With each post of consecutive rhythmic attacks, the user can adapt and push their muscles so that they move an additional 50 speed faster with their consistent attacks. This can be continued up until the maximum of the 3x limit on speed boosts. However, if speed is dropped at all, it caps at the speed dropped to or the user's maximum speed, whichever is higher, and can only regain 50 speed per post. Example, if the user has 300 Speed, after one post they can have 350, and after two their attacks come at 400 speed. However, if they drop down to 300 for a slowed move to surprise a foe, they cannot just go back up to 400 speed, and instead have to work up at 50 per post again. If they dropped down to 200, however, they could immediately make the next blow 300, as that is their natural cap.
How to use technique:
Begin striking in a consistent, consecutive rhythm of blows, adapting to it over time and adjusting speed as able.
Technique Drawbacks:
Stamina. Aside from that, the biggest drawback to this technique is its predictability; the user does have to build up a rhythm of strikes, and because they are fighting almost off-handedly, even if they have control over how they strike, there is a pattern in the motions that can be countered by an analytical foe. Note that this counts as a long-term buff if used for more than two posts (i.e. after the first post of increased speed); otherwise, it is counted as a short-term buff. Requires at least a 1 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved: No
「Inventory」
Ryo Wallet: 4000 Ryo
- x1 Amnesia Pill
( x1 Amnesia Pill used on Mastered Sho > 22 TTP refund)
「Books of Turushino」