Post by Leonie Dallmann on Aug 20, 2023 3:41:37 GMT -5
Total Points
Class: 3 (Rank: 2)
CTP: 4,500 (4,500 until next Class-Up)
TTP: 850 (1,140 TTP spent total)
SP: 1,500 (700/700 Training SP) (800/1,600 Class SP)
SkP: 15 (3 available, 3/8 toward the next point.)
Ryo: 21,000 (5,000 Ryo spent)
Stats & Skills
Type: Cunning
Leonie's Stats:
Strength: 200 [140]
Speed: 200 [200]
Reiatsu Strength: 100 [70]
Spiritual Pressure: 400 [600]
Senses: 100 [100]
Instinct: 400 [700]
Energy Sensory: 100 [100]
Healing Expertise: 0 [0]
Light Aura: 0
Dark Aura: 100
----------
Analyzing: 2 [Free]
Battle Analysis: 2
Calm Mind: 2
Strength of Will: 2
Pain Tolerance: 2
Learning: 2
Memory: 2
Items
Supports
Unredeemed, Redeemed
XXXX: XXXX
Techniques
Learned, Proficient, Mastered, Release Abilities
Vandenreich Techniques
Quincy Techniques
Quincy Techniques
Current Threads
XXXX
Completed Threads
Not Photogenic [NDE PvP] - 1/8 SkP
Queenmaker [Adventure] - 2/8 SkP
A Leon and Hunter [Joint Training] - 3/8 SkP
{Color Codes:}
Speaking: #c8bbff
Thinking: #57b5ff
Speaking: #c8bbff
Thinking: #57b5ff
Class: 3 (Rank: 2)
CTP: 4,500 (4,500 until next Class-Up)
TTP: 850 (1,140 TTP spent total)
SP: 1,500 (700/700 Training SP) (800/1,600 Class SP)
SkP: 15 (3 available, 3/8 toward the next point.)
Ryo: 21,000 (5,000 Ryo spent)
Stats & Skills
Type: Cunning
Leonie's Stats:
Strength: 200 [140]
Speed: 200 [200]
Reiatsu Strength: 100 [70]
Spiritual Pressure: 400 [600]
Senses: 100 [100]
Instinct: 400 [700]
Energy Sensory: 100 [100]
Healing Expertise: 0 [0]
Light Aura: 0
Dark Aura: 100
----------
Analyzing: 2 [Free]
Battle Analysis: 2
Calm Mind: 2
Strength of Will: 2
Pain Tolerance: 2
Learning: 2
Memory: 2
{Code for Stats}
[spoiler]{Leonie's Stats & Skills}
Type: [font color="#189bcc"]Cunning[/font]
[font color="c8bbff"][b]Leonie's Stats:[/b][/font]
Strength: 200 [font color="c8bbff"][140][/font]
Speed: 200 [font color="c8bbff"][200][/font]
Reiatsu Strength: 100 [font color="c8bbff"][70][/font]
Spiritual Pressure: 400 [font color="c8bbff"][600][/font]
Senses: 100 [font color="c8bbff"][100][/font]
Instinct: 400 [font color="c8bbff"][700][/font]
Energy Sensory: 100 [font color="c8bbff"][100][/font]
Healing Expertise: 0 [font color="c8bbff"][0][/font]
Light Aura: [font color="c8bbff"]0[/font]
Dark Aura: [font color="57b5ff"]100[/font]
----------
Analyzing: [font color="57b5ff"]2 [Free][/font]
Battle Analysis: [font color="57b5ff"]2[/font]
Calm Mind: [font color="57b5ff"]2[/font]
Strength of Will: [font color="57b5ff"]2[/font]
Pain Tolerance: [font color="57b5ff"]2[/font]
Learning: [font color="57b5ff"]2[/font]
Memory: [font color="57b5ff"]2[/font][/spoiler]
Items
{x2 Seele Schneider - Class 8}
Name: Seele Schneider
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
Type of Item: Tool/Weapon
Class: 8
Item Power (IP): Varies.
Offense Type: Spiritual.
Durability: 500
Bonuses: When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
Drawbacks: The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
Name: Seele Schneider
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
Type of Item: Tool/Weapon
Class: 8
Item Power (IP): Varies.
Offense Type: Spiritual.
Durability: 500
Bonuses: When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
Drawbacks: The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
{Code for Item}
[spoiler]{x2 Class 8 Selee Schneider}
[b][font color="c8bbff"]Name:[/font][/b] Seele Schneider
[b][font color="c8bbff"]Description:[/font][/b] A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
[b][font color="c8bbff"]Type of Item:[/font][/b] Tool/Weapon
[b][font color="c8bbff"]Class:[/font][/b] 8
[b][font color="c8bbff"]Item Power (IP):[/font][/b] Varies.
[b][font color="c8bbff"]Offense Type:[/font][/b] Spiritual.
[b][font color="c8bbff"]Durability:[/font][/b] 500
[b][font color="c8bbff"]Bonuses:[/font][/b] When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
[b][font color="c8bbff"]Drawbacks:[/font][/b] The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.[/spoiler]
{x3 Seele Schneider - Class 4}
Name: Seele Schneider
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
Type of Item: Tool/Weapon
Class: 8-1
Item Power (IP): Varies.
Offense Type: Spiritual.
Durability: 500 + 500/Class (4,000 at Class 1).
Bonuses: When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
Drawbacks: The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
Costs: 1,000 Ryo + 1,000 Ryo/Class (8,000 at Class 1).
Name: Seele Schneider
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
Type of Item: Tool/Weapon
Class: 8-1
Item Power (IP): Varies.
Offense Type: Spiritual.
Durability: 500 + 500/Class (4,000 at Class 1).
Bonuses: When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
Drawbacks: The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
Costs: 1,000 Ryo + 1,000 Ryo/Class (8,000 at Class 1).
{Code for Item}
[spoiler]{Seele Schneider}
[b][font color="c8bbff"]Name:[/font][/b] Seele Schneider
[b][font color="c8bbff"]Description:[/font][/b] A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
[b][font color="c8bbff"]Type of Item:[/font][/b] Tool/Weapon
[b][font color="c8bbff"]Class:[/font][/b] 8-1
[b][font color="c8bbff"]Item Power (IP):[/font][/b] Varies.
[b][font color="c8bbff"]Offense Type:[/font][/b] Spiritual.
[b][font color="c8bbff"]Durability:[/font][/b] 500 + 500/Class (4,000 at Class 1).
[b][font color="c8bbff"]Bonuses:[/font][/b] When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
[b][font color="c8bbff"]Drawbacks:[/font][/b] The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
[b][font color="c8bbff"]Costs:[/font][/b] 1,000 Ryo + 1,000 Ryo/Class (8,000 at Class 1).[/spoiler]
Supports
Unredeemed, Redeemed
XXXX: XXXX
Techniques
Learned, Proficient, Mastered, Release Abilities
{Class 6 Form - Weltraumfelsen (lit. ‘Space Rock’)}
Activation Cost: 100 Reiatsu.
Starting off Leonie’s abilities, Weltraumfelsen augments the shape of the girl’s arrows. Upon activation of this property, Leonie chooses either comets or meteorites. While active, this property will turn the girl’s arrows into either comets or meteorites, either applying severe frostbite or third degree burns to areas struck, respectively, depending on which “stance” the girl is in. These comets and meteorites start small, with a three-inch radius at Class 6, and gain one foot per Class, capping at an eight-inch radius with Class 1 arrows. Spending 50 reiatsu allows the girl to swap to the other “stance” when she likes. Class 6 and 5 arrows require 1 Rank in Cold/Heat Tolerance to resist the frostbite and burns, respectively. This goes up to 2 Ranks with Class 4 and 3 arrows, and 3 Ranks with Class 2 and 1 arrows.
Activation Cost: 100 Reiatsu.
Starting off Leonie’s abilities, Weltraumfelsen augments the shape of the girl’s arrows. Upon activation of this property, Leonie chooses either comets or meteorites. While active, this property will turn the girl’s arrows into either comets or meteorites, either applying severe frostbite or third degree burns to areas struck, respectively, depending on which “stance” the girl is in. These comets and meteorites start small, with a three-inch radius at Class 6, and gain one foot per Class, capping at an eight-inch radius with Class 1 arrows. Spending 50 reiatsu allows the girl to swap to the other “stance” when she likes. Class 6 and 5 arrows require 1 Rank in Cold/Heat Tolerance to resist the frostbite and burns, respectively. This goes up to 2 Ranks with Class 4 and 3 arrows, and 3 Ranks with Class 2 and 1 arrows.
{Code for Property}
[spoiler]{Class 6 Form - Weltraumfelsen (lit. ‘Space Rock’)}
[b][u]Activation Cost:[/u][/b] 100 Reiatsu.
Starting off Leonie’s abilities, Weltraumfelsen augments the shape of the girl’s arrows. Upon activation of this property, Leonie chooses either comets or meteorites. While active, this property will turn the girl’s arrows into either comets or meteorites, either applying severe frostbite or third degree burns to areas struck, respectively, depending on which “stance” the girl is in. These comets and meteorites start small, with a three-inch radius at Class 6, and gain one foot per Class, capping at an eight-inch radius with Class 1 arrows. Spending 50 reiatsu allows the girl to swap to the other “stance” when she likes. Class 6 and 5 arrows require 1 Rank in Cold/Heat Tolerance to resist the frostbite and burns, respectively. This goes up to 2 Ranks with Class 4 and 3 arrows, and 3 Ranks with Class 2 and 1 arrows.[/spoiler]
{Class 5 Firing - Meteorregen (lit. ‘Meteor Shower’)}
Activation Cost: 150 Reiatsu.
Instead of firing from her bow, Meteorregen allows Leonie to instead fire her arrows from the sky. By paying the normal Reiatsu cost, Leonie’s arrows manifest ten feet above the location she’s looking to hit, before pelting down. In buildings or areas where the ceiling is below 10 feet, it instead manifests at the ceiling. In order for her to pick an area to pelt, either the area she’s looking to strike needs to be within her sight, or the area in which she wants to create the arrows needs to be within her sight. Arrows can only be fired downward from this effect.
Activation Cost: 150 Reiatsu.
Instead of firing from her bow, Meteorregen allows Leonie to instead fire her arrows from the sky. By paying the normal Reiatsu cost, Leonie’s arrows manifest ten feet above the location she’s looking to hit, before pelting down. In buildings or areas where the ceiling is below 10 feet, it instead manifests at the ceiling. In order for her to pick an area to pelt, either the area she’s looking to strike needs to be within her sight, or the area in which she wants to create the arrows needs to be within her sight. Arrows can only be fired downward from this effect.
{Code for Property}
[spoiler]{Class 5 Firing - Meteorregen (lit. ‘Meteor Shower’)}
[b][u]Activation Cost:[/u][/b] 150 Reiatsu.
Instead of firing from her bow, Meteorregen allows Leonie to instead fire her arrows from the sky. By paying the normal Reiatsu cost, Leonie’s arrows manifest ten feet above the location she’s looking to hit, before pelting down. In buildings or areas where the ceiling is below 10 feet, it instead manifests at the ceiling. In order for her to pick an area to pelt, either the area she’s looking to strike needs to be within her sight, or the area in which she wants to create the arrows needs to be within her sight. Arrows can only be fired downward from this effect.[/spoiler]
{Class 4 Power - Pfad (lit. ‘Trail’)}
Activation Cost: 200 Reiatsu.
Bringing to light the fiery or icy tails that comets and meteorites have while they fly through the sky, Pfad creates a twenty-foot trail of gas behind Leonie’s arrows that will linger for two posts before dispersing into the air. Before dispersing, these trails can be detonated through the normal arrow detonation process and cost, causing an explosion of force along this path and immediately dispersing this gas. If Weltraumfelsen is active, these trails can either be fiery or icy, depending on which type of projectile the girl is firing at the moment. Leonie is immune to these explosions.
Activation Cost: 200 Reiatsu.
Bringing to light the fiery or icy tails that comets and meteorites have while they fly through the sky, Pfad creates a twenty-foot trail of gas behind Leonie’s arrows that will linger for two posts before dispersing into the air. Before dispersing, these trails can be detonated through the normal arrow detonation process and cost, causing an explosion of force along this path and immediately dispersing this gas. If Weltraumfelsen is active, these trails can either be fiery or icy, depending on which type of projectile the girl is firing at the moment. Leonie is immune to these explosions.
{Code for Property}
[spoiler]{Class 4 Power - Pfad (lit. ‘Trail’)}
[b][u]Activation Cost:[/u][/b] 200 Reiatsu.
Bringing to light the fiery or icy tails that comets and meteorites have while they fly through the sky, Pfad creates a twenty-foot trail of gas behind Leonie’s arrows that will linger for two posts before dispersing into the air. Before dispersing, these trails can be detonated through the normal arrow detonation process and cost, causing an explosion of force along this path and immediately dispersing this gas. If Weltraumfelsen is active, these trails can either be fiery or icy, depending on which type of projectile the girl is firing at the moment. Leonie is immune to these explosions.[/spoiler]
{Class 3 Mass - Luftstoß (lit. Airburst’)}
Activation Cost: 250 Reiatsu.
Leonie’s Mass property aims to imitate a meteorite airburst with her arrows, though resulting in a shower instead of her arrows simply fragmenting and burning up in the atmosphere. While this property is active, each of Leonie’s arrows can split into five separate arrows during their flight at no cost, instead of the Reiatsu normally needed to be paid to do so. Splitting arrows after this point is 50% cheaper than normal, instead costing only 25% the cost of the arrow to split.
Activation Cost: 250 Reiatsu.
Leonie’s Mass property aims to imitate a meteorite airburst with her arrows, though resulting in a shower instead of her arrows simply fragmenting and burning up in the atmosphere. While this property is active, each of Leonie’s arrows can split into five separate arrows during their flight at no cost, instead of the Reiatsu normally needed to be paid to do so. Splitting arrows after this point is 50% cheaper than normal, instead costing only 25% the cost of the arrow to split.
{Code for Property}
[spoiler]{Class 3 Mass - Luftstoß (lit. Airburst’)}
[b][u]Activation Cost:[/u][/b] 250 Reiatsu.
Leonie’s Mass property aims to imitate a meteorite airburst with her arrows, though resulting in a shower instead of her arrows simply fragmenting and burning up in the atmosphere. While this property is active, each of Leonie’s arrows can split into five separate arrows during their flight at no cost, instead of the Reiatsu normally needed to be paid to do so. Splitting arrows after this point is 50% cheaper than normal, instead costing only 25% the cost of the arrow to split.[/spoiler]
{Class 2 Heart - Planetenumlaufbahn (lit. ‘Planetary Orbit’)}
Activation Cost: 400 Reiatsu.
Planetenumlaufbahn turns Leonie into a pseudo-celestial body. What this means is that, while this property is active, she will give off her own gravitational pull when it comes to her arrows. As she desires, Leonie is capable of having her arrows orbit around her at a distance of her choice, reaching locations as close as one foot away from her, or up to thirty feet from her. These arrows will orbit around her at that distance until they strike something, or until their distance is changed with a cost of 50 reiatsu. When this property is deactivated, arrows will fly straight from wherever they were originally, veering off toward a specific location.
Activation Cost: 400 Reiatsu.
Planetenumlaufbahn turns Leonie into a pseudo-celestial body. What this means is that, while this property is active, she will give off her own gravitational pull when it comes to her arrows. As she desires, Leonie is capable of having her arrows orbit around her at a distance of her choice, reaching locations as close as one foot away from her, or up to thirty feet from her. These arrows will orbit around her at that distance until they strike something, or until their distance is changed with a cost of 50 reiatsu. When this property is deactivated, arrows will fly straight from wherever they were originally, veering off toward a specific location.
{Code for Property}
[spoiler]{Class 2 Heart - Planetenumlaufbahn (lit. ‘Planetary Orbit’)}
[b][u]Activation Cost:[/u][/b] 400 Reiatsu.
Planetenumlaufbahn turns Leonie into a pseudo-celestial body. What this means is that, while this property is active, she will give off her own gravitational pull when it comes to her arrows. As she desires, Leonie is capable of having her arrows orbit around her at a distance of her choice, reaching locations as close as one foot away from her, or up to thirty feet from her. These arrows will orbit around her at that distance until they strike something, or until their distance is changed with a cost of 50 reiatsu. When this property is deactivated, arrows will fly straight from wherever they were originally, veering off toward a specific location.[/spoiler]
{Class 1 Mass - Aufprallereignis (lit. ‘Impact Event’)}
Activation Cost: 500 Reiatsu.
Serving as the pinnacle of Leonie’s Bow Release, Aufprallereignis massively increases the size of one of her arrows to imitate that of an impact event on a large scale. Conjuring forth an arrow (or Comet/Meteorite, should Weltraumfelsen be active) with a one-hundred foot diameter in size, Leonie fires this shot off with twice her Spiritual Pressure in striking power behind it. Upon collision with the ground, this projectile releases a shockwave across the ground like that of a localized magnitude 8.0 earthquake, damaging with Leonie’s Spiritual Pressure, reaching thrice as far as the projectile itself. Only one arrow of this size can be fired off per post, and costs five times that of a normal arrow at the Class of choice.
If Weltraumfelsen is active, destroying the projectile in question requires thrice Leonie's Spiritual Pressure. If Meteorregen is active at time of firing, this projectile begins two-hundred feet in the air, and will fall through buildings and the like in order to reach its target instead of simply being created at the ceiling. If Luftstoß is active, this projectile can be split as per the property, but in doing so each projectile loses half its size for each split, and instead functions at the girl’s Spiritual Pressure, instead of double. These projectiles cannot orbit around Leonie via Planetenumlaufbahn, and only one can be launched per post. Leonie is immune to the shockwave this projectile causes, but not the projectile’s damage itself should it hit her.
Activation Cost: 500 Reiatsu.
Serving as the pinnacle of Leonie’s Bow Release, Aufprallereignis massively increases the size of one of her arrows to imitate that of an impact event on a large scale. Conjuring forth an arrow (or Comet/Meteorite, should Weltraumfelsen be active) with a one-hundred foot diameter in size, Leonie fires this shot off with twice her Spiritual Pressure in striking power behind it. Upon collision with the ground, this projectile releases a shockwave across the ground like that of a localized magnitude 8.0 earthquake, damaging with Leonie’s Spiritual Pressure, reaching thrice as far as the projectile itself. Only one arrow of this size can be fired off per post, and costs five times that of a normal arrow at the Class of choice.
If Weltraumfelsen is active, destroying the projectile in question requires thrice Leonie's Spiritual Pressure. If Meteorregen is active at time of firing, this projectile begins two-hundred feet in the air, and will fall through buildings and the like in order to reach its target instead of simply being created at the ceiling. If Luftstoß is active, this projectile can be split as per the property, but in doing so each projectile loses half its size for each split, and instead functions at the girl’s Spiritual Pressure, instead of double. These projectiles cannot orbit around Leonie via Planetenumlaufbahn, and only one can be launched per post. Leonie is immune to the shockwave this projectile causes, but not the projectile’s damage itself should it hit her.
{Code for Property}
[spoiler]{Class 1 Mass - Aufprallereignis (lit. ‘Impact Event’)}
[b][u]Activation Cost:[/u][/b] 500 Reiatsu.
Serving as the pinnacle of Leonie’s Bow Release, Aufprallereignis massively increases the size of one of her arrows to imitate that of an impact event on a large scale. Conjuring forth an arrow (or Comet/Meteorite, should Weltraumfelsen be active) with a one-hundred foot diameter in size, Leonie fires this shot off with twice her Spiritual Pressure in striking power behind it. Upon collision with the ground, this projectile releases a shockwave across the ground like that of a localized magnitude 8.0 earthquake, damaging with Leonie’s Spiritual Pressure, reaching thrice as far as the projectile itself. Only one arrow of this size can be fired off per post, and costs five times that of a normal arrow at the Class of choice.
If Weltraumfelsen is active, destroying the projectile in question requires thrice Leonie's Spiritual Pressure. If Meteorregen is active at time of firing, this projectile begins two-hundred feet in the air, and will fall through buildings and the like in order to reach its target instead of simply being created at the ceiling. If Luftstoß is active, this projectile can be split as per the property, but in doing so each projectile loses half its size for each split, and instead functions at the girl’s Spiritual Pressure, instead of double. These projectiles cannot orbit around Leonie via Planetenumlaufbahn, and only one can be launched per post. Leonie is immune to the shockwave this projectile causes, but not the projectile’s damage itself should it hit her.[/spoiler]
{Divine Form - Königin des Weltraums (lit. ‘Queen of Space’)}
Activation Cost: 500 Reiatsu.
Upon activation of her Divine Form, Leonie is granted the standard halo and wings, as is common with most Vollständig. Starry in appearance, with each wing being as long as Leonie is tall, they allow the girl to fly, as one would expect, while also being usable in a defensive situation, intercepting attacks as a shield would. In addition, three arrows perpetually orbit the girl in the shape of small moons, much like her Bow allowed her to do. These function as normal arrows of the same Class as her Vollstandig, with new ones being created at a cost of 50 Reiatsu per. Within this orbital range, moons can be telepathically controlled. These function at standard arrow speed.
Activation Cost: 500 Reiatsu.
Upon activation of her Divine Form, Leonie is granted the standard halo and wings, as is common with most Vollständig. Starry in appearance, with each wing being as long as Leonie is tall, they allow the girl to fly, as one would expect, while also being usable in a defensive situation, intercepting attacks as a shield would. In addition, three arrows perpetually orbit the girl in the shape of small moons, much like her Bow allowed her to do. These function as normal arrows of the same Class as her Vollstandig, with new ones being created at a cost of 50 Reiatsu per. Within this orbital range, moons can be telepathically controlled. These function at standard arrow speed.
{Code for Property}
[spoiler]{Divine Form - Königin des Weltraums (lit. ‘Queen of Space’)}
[b][u]Activation Cost:[/u][/b] 500 Reiatsu.
Upon activation of her Divine Form, Leonie is granted the standard halo and wings, as is common with most Vollständig. Starry in appearance, with each wing being as long as Leonie is tall, they allow the girl to fly, as one would expect, while also being usable in a defensive situation, intercepting attacks as a shield would. In addition, three arrows perpetually orbit the girl in the shape of small moons, much like her Bow allowed her to do. These function as normal arrows of the same Class as her Vollstandig, with new ones being created at a cost of 50 Reiatsu per. Within this orbital range, moons can be telepathically controlled. These function at standard arrow speed.[/spoiler]
{Divine Power - Sterbensternen (lit. ‘Dying Stars’)}
Activation Cost: 1,000 Reiatsu.
Sterbensternen changes Leonie’s otherwise simple moons into orbs of pure destruction. By spending 25 Reiatsu per moon, the girl is capable of forcing these moons to detonate in a twenty-foot radius that is both fiery and icy, dealing quite a significant amount of damage to most everything caught within its blast and sending shrapnel from her moons into those caught in the blast. Leonie herself is immune to these explosions.
Activation Cost: 1,000 Reiatsu.
Sterbensternen changes Leonie’s otherwise simple moons into orbs of pure destruction. By spending 25 Reiatsu per moon, the girl is capable of forcing these moons to detonate in a twenty-foot radius that is both fiery and icy, dealing quite a significant amount of damage to most everything caught within its blast and sending shrapnel from her moons into those caught in the blast. Leonie herself is immune to these explosions.
{Code for Property}
[spoiler]{Divine Power - Sterbensternen (lit. ‘Dying Stars’)}
[b][u]Activation Cost:[/u][/b] 1,000 Reiatsu.
Sterbensternen changes Leonie’s otherwise simple moons into orbs of pure destruction. By spending 25 Reiatsu per moon, the girl is capable of forcing these moons to detonate in a twenty-foot radius that is both fiery and icy, dealing quite a significant amount of damage to most everything caught within its blast and sending shrapnel from her moons into those caught in the blast. Leonie herself is immune to these explosions.[/spoiler]
{Divine Soul - Makrokosmos (lit. ‘Macrocosmos’)}
Activation Cost: 1,500 Reiatsu.
Tapping into the infinite expanse of the universe, Makrokosmos immediately shapes the world around Leonie into looking identical to that of space as a whole. Galaxies can be seen from a distance, and all around is an endless starry expanse. Even in place of the ground, this can be seen, which is where this property gets its power from. While Makrokosmos persists, any ground, and with it any sense of direction is no longer present. While those caught in the area are capable of breathing in this space, and will not immediately burn to a crisp or freeze to death, those without some form of flight will be left suspended in this expanse.
Those that don’t have a form of true flight (I.e. wings or something similar, not propulsion via a technique) can utilize their abilities in order to move. By firing a ranged attack or technique (Cero, shockwaves, etc.), combatants can propel themselves at 25% the speed of the attack they fired, albeit clumsily. Each Rank of Acrobatics or Analyzing someone has increases this speed by 15% per Rank. Changing direction without firing a technique twice is not possible, and precise steering cannot be done. Both enemies and allies alike are subject to this.
Activation Cost: 1,500 Reiatsu.
Tapping into the infinite expanse of the universe, Makrokosmos immediately shapes the world around Leonie into looking identical to that of space as a whole. Galaxies can be seen from a distance, and all around is an endless starry expanse. Even in place of the ground, this can be seen, which is where this property gets its power from. While Makrokosmos persists, any ground, and with it any sense of direction is no longer present. While those caught in the area are capable of breathing in this space, and will not immediately burn to a crisp or freeze to death, those without some form of flight will be left suspended in this expanse.
Those that don’t have a form of true flight (I.e. wings or something similar, not propulsion via a technique) can utilize their abilities in order to move. By firing a ranged attack or technique (Cero, shockwaves, etc.), combatants can propel themselves at 25% the speed of the attack they fired, albeit clumsily. Each Rank of Acrobatics or Analyzing someone has increases this speed by 15% per Rank. Changing direction without firing a technique twice is not possible, and precise steering cannot be done. Both enemies and allies alike are subject to this.
{Code for Property}
[spoiler]{Divine Soul - Makrokosmos (lit. ‘Macrocosmos’)}
[b][u]Activation Cost:[/u][/b] 1,500 Reiatsu.
Tapping into the infinite expanse of the universe, Makrokosmos immediately shapes the world around Leonie into looking identical to that of space as a whole. Galaxies can be seen from a distance, and all around is an endless starry expanse. Even in place of the ground, this can be seen, which is where this property gets its power from. While Makrokosmos persists, any ground, and with it any sense of direction is no longer present. While those caught in the area are capable of breathing in this space, and will not immediately burn to a crisp or freeze to death, those without some form of flight will be left suspended in this expanse.
Those that don’t have a form of true flight (I.e. wings or something similar, not propulsion via a technique) can utilize their abilities in order to move. By firing a ranged attack or technique (Cero, shockwaves, etc.), combatants can propel themselves at 25% the speed of the attack they fired, albeit clumsily. Each Rank of Acrobatics or Analyzing someone has increases this speed by 15% per Rank. Changing direction without firing a technique twice is not possible, and precise steering cannot be done. Both enemies and allies alike are subject to this.[/spoiler]
Vandenreich Techniques
{Weg der Pfeile: Anhalten}
Technique Name: Weg der Pfeile: Anhalten
Technique Class: 7-1 - 20 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 25% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Anhalten, or 'halting' allows a Quincy to stop the flight of their arrow mid-path. By paying the specified cost, the Quincy's fired arrow(s) will simply stop moving, holding their place in space until the Quincy decides to continue their movement. This can be done at no cost, and treats the arrow as though it had been in motion the whole time. The Class of this technique shares the same Class of the arrow fired. Those of Class 4 and above start with this technique at Proficient, as it utilizes Class 5 TTP costs.
How to Use: Fire an arrow, and have it stop.
Drawbacks: Reiatsu cost.
Technique Name: Weg der Pfeile: Anhalten
Technique Class: 7-1 - 20 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 25% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Anhalten, or 'halting' allows a Quincy to stop the flight of their arrow mid-path. By paying the specified cost, the Quincy's fired arrow(s) will simply stop moving, holding their place in space until the Quincy decides to continue their movement. This can be done at no cost, and treats the arrow as though it had been in motion the whole time. The Class of this technique shares the same Class of the arrow fired. Those of Class 4 and above start with this technique at Proficient, as it utilizes Class 5 TTP costs.
How to Use: Fire an arrow, and have it stop.
Drawbacks: Reiatsu cost.
{Code for Technique}
[spoiler]{Weg der Pfeile: Anhalten}
[b][u]Technique Name:[/u][/b] Weg der Pfeile: Anhalten
[b][u]Technique Class:[/u][/b] 7-1 - 20 TTP.
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 25% the cost of the fired arrow.
[b][u]Description:[/u][/b] The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Anhalten, or 'halting' allows a Quincy to stop the flight of their arrow mid-path. By paying the specified cost, the Quincy's fired arrow(s) will simply stop moving, holding their place in space until the Quincy decides to continue their movement. This can be done at no cost, and treats the arrow as though it had been in motion the whole time. The Class of this technique shares the same Class of the arrow fired. Those of Class 4 and above start with this technique at Proficient, as it utilizes Class 5 TTP costs.
[b][u]How to Use:[/u][/b] Fire an arrow, and have it stop.
[b][u]Drawbacks:[/u][/b] Reiatsu cost.[/spoiler]
{Weg der Pfeile: Drehen}
Technique Name: Weg der Pfeile: Drehen
Technique Class: 7-1 - 20 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 25% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Drehen, or 'turning' allows a Quincy to turn the direction their arrow is firing mid-flight, allowing it to better maneuver around tight locations. At Learned, arrows can be turned no more than 15° in any direction. Proficient increases this to 45°, and Mastered further increases this to 90°. Alongside Anhalten, if the arrow is stopped beforehand, this can allow for an arrow to turn up to 360°. The Class of this technique shares the same Class of the arrow fired. Those of Class 4 and above start with this technique at Proficient, as it utilizes Class 5 TTP costs.
How to Use: Fire an arrow, and have it turn.
Drawbacks: Reiatsu cost.
Technique Name: Weg der Pfeile: Drehen
Technique Class: 7-1 - 20 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 25% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Drehen, or 'turning' allows a Quincy to turn the direction their arrow is firing mid-flight, allowing it to better maneuver around tight locations. At Learned, arrows can be turned no more than 15° in any direction. Proficient increases this to 45°, and Mastered further increases this to 90°. Alongside Anhalten, if the arrow is stopped beforehand, this can allow for an arrow to turn up to 360°. The Class of this technique shares the same Class of the arrow fired. Those of Class 4 and above start with this technique at Proficient, as it utilizes Class 5 TTP costs.
How to Use: Fire an arrow, and have it turn.
Drawbacks: Reiatsu cost.
{Code for Technique}
[spoiler]{Weg der Pfeile: Drehen}
[b][u]Technique Name:[/u][/b] Weg der Pfeile: Drehen
[b][u]Technique Class:[/u][/b] 7-1 - 20 TTP.
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 25% the cost of the fired arrow.
[b][u]Description:[/u][/b] The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Drehen, or 'turning' allows a Quincy to turn the direction their arrow is firing mid-flight, allowing it to better maneuver around tight locations. At [b]Learned[/b], arrows can be turned no more than 15° in any direction. [b]Proficient[/b] increases this to 45°, and [b]Mastered[/b] further increases this to 90°. Alongside Anhalten, if the arrow is stopped beforehand, this can allow for an arrow to turn up to 360°. The Class of this technique shares the same Class of the arrow fired. Those of Class 4 and above start with this technique at Proficient, as it utilizes Class 5 TTP costs.
[b][u]How to Use:[/u][/b] Fire an arrow, and have it turn.
[b][u]Drawbacks:[/u][/b] Reiatsu cost.[/spoiler]
{Weg der Pfeile: Phaseneinstellung}
Technique Name: Weg der Pfeile: Phaseneinstellung
Technique Class: 7-1 - 40 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 100% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Phaseneinstellung, or 'phasing' allows a Quincy to cause their arrows to phase through material. Material that isn't spiritually durable can be done with ease, but for spiritually durable material and barriers, the Class of the technique needs to exceed the Class of the material or barrier. The Class of this technique shares the same Class of the arrow fired. Those of Class 3 and above start with this technique at Proficient, as it utilizes Class 4 TTP costs.
How to Use: Fire an arrow, and have it slip through.
Drawbacks: Reiatsu cost. At Learned, this technique can phase through one barrier before the cost must be paid again. At Proficient, this increases to two. At Mastered, three.
Technique Name: Weg der Pfeile: Phaseneinstellung
Technique Class: 7-1 - 40 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 100% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Phaseneinstellung, or 'phasing' allows a Quincy to cause their arrows to phase through material. Material that isn't spiritually durable can be done with ease, but for spiritually durable material and barriers, the Class of the technique needs to exceed the Class of the material or barrier. The Class of this technique shares the same Class of the arrow fired. Those of Class 3 and above start with this technique at Proficient, as it utilizes Class 4 TTP costs.
How to Use: Fire an arrow, and have it slip through.
Drawbacks: Reiatsu cost. At Learned, this technique can phase through one barrier before the cost must be paid again. At Proficient, this increases to two. At Mastered, three.
{Code for Technique}
[spoiler]{Weg der Pfeile: Phaseneinstellung}
[b][u]Technique Name:[/u][/b] Weg der Pfeile: Phaseneinstellung
[b][u]Technique Class:[/u][/b] 7-1 - 40 TTP.
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 100% the cost of the fired arrow.
[b][u]Description:[/u][/b] The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Phaseneinstellung, or 'phasing' allows a Quincy to cause their arrows to phase through material. Material that isn't spiritually durable can be done with ease, but for spiritually durable material and barriers, the Class of the technique needs to exceed the Class of the material or barrier. The Class of this technique shares the same Class of the arrow fired. Those of Class 3 and above start with this technique at Proficient, as it utilizes Class 4 TTP costs.
[b][u]How to Use:[/u][/b] Fire an arrow, and have it slip through.
[b][u]Drawbacks:[/u][/b] Reiatsu cost. At [b]Learned[/b], this technique can phase through one barrier before the cost must be paid again. At [b]Proficient[/b], this increases to two. At [b]Mastered[/b], three.[/spoiler]
{Weg der Pfeile: Abschirmung}
Technique Name: Weg der Pfeile: Abschirmung
Technique Class: 7-1 - 40 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 100% the cost of the fired arrow, per ally protected.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Abschirmung, or 'shielding' allows a Quincy to minimize the damage they would cause from their arrows. Particularly useful for Quincy with massive arrows or those with large effects, Abschirmung lets that Quincy protect one individual from that arrow's detrimental effects. This increases to three individuals at Proficient, and five at Mastered. The Class of this technique shares the same Class of the arrow fired. Those of Class 3 and above start with this technique at Proficient, as it utilizes Class 4 TTP costs.
How to Use: Fire an arrow, and have it alter to keep allies safe.
Drawbacks: Reiatsu cost. Cost must be paid per individual protected, regardless of mastery level. One casting cannot protect against more than the specified number of allies per mastery level.
Technique Name: Weg der Pfeile: Abschirmung
Technique Class: 7-1 - 40 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 100% the cost of the fired arrow, per ally protected.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Abschirmung, or 'shielding' allows a Quincy to minimize the damage they would cause from their arrows. Particularly useful for Quincy with massive arrows or those with large effects, Abschirmung lets that Quincy protect one individual from that arrow's detrimental effects. This increases to three individuals at Proficient, and five at Mastered. The Class of this technique shares the same Class of the arrow fired. Those of Class 3 and above start with this technique at Proficient, as it utilizes Class 4 TTP costs.
How to Use: Fire an arrow, and have it alter to keep allies safe.
Drawbacks: Reiatsu cost. Cost must be paid per individual protected, regardless of mastery level. One casting cannot protect against more than the specified number of allies per mastery level.
{Code for Technique}
[spoiler]{Weg der Pfeile: Abschirmung}
[b][u]Technique Name:[/u][/b] Weg der Pfeile: Abschirmung
[b][u]Technique Class:[/u][/b] 7-1 - 40 TTP.
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 100% the cost of the fired arrow, per ally protected.
[b][u]Description:[/u][/b] The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Abschirmung, or 'shielding' allows a Quincy to minimize the damage they would cause from their arrows. Particularly useful for Quincy with massive arrows or those with large effects, Abschirmung lets that Quincy protect one individual from that arrow's detrimental effects. This increases to three individuals at Proficient, and five at Mastered. The Class of this technique shares the same Class of the arrow fired. Those of Class 3 and above start with this technique at Proficient, as it utilizes Class 4 TTP costs.
[b][u]How to Use:[/u][/b] Fire an arrow, and have it alter to keep allies safe.
[b][u]Drawbacks:[/u][/b] Reiatsu cost. Cost must be paid per individual protected, regardless of mastery level. One casting cannot protect against more than the specified number of allies per mastery level.[/spoiler]
{Weg der Pfeile: Reinigung}
Technique Name: Weg der Pfeile: Reinigung
Technique Class: 7-1 - 80 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 150% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Reinigung, or 'cleansing' allows a Quincy to inflict a corrosive amount of damage to beings with Hollow reiatsu. Hollows, Arrancar, Vizards, and Hollow Wraiths, when struck with an arrow by this Quincy, will be subject to the same effects of Hollow Poisoning that the Quincy would otherwise endure, resulting in their demise once a number of posts pass, as described below. The Class of this technique shares the same Class of the arrow fired. Those of Class 2 and above start with this technique at Proficient, as it utilizes Class 3 TTP costs.
Target is 2 or more Classes below user: 8-post duration.
Target is 1 Class below user: 12-post duration.
Target is equivalent in Class to user: 16-post duration.
Target is 1 Class above user: 24-post duration.
Target is 2 or more Classes above user: Target is immune.
How to Use: Fire an arrow, and have it cleanse.
Drawbacks: High Reiatsu cost. In addition to another individual spending the standard 800 Reiatsu to purge this technique, single individuals can spend 25 Reiatsu/post per Class of the user in order to suppress the effects of this technique. After three total suppressions of this technique have occurred, it is cleared from someone's system. Once purged, individuals are immune to this technique for five posts. This technique scales off the Class of the Quincy, as opposed to the Class of the technique.
Technique Name: Weg der Pfeile: Reinigung
Technique Class: 7-1 - 80 TTP.
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: N/A.
Technique Cost: 150% the cost of the fired arrow.
Description: The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Reinigung, or 'cleansing' allows a Quincy to inflict a corrosive amount of damage to beings with Hollow reiatsu. Hollows, Arrancar, Vizards, and Hollow Wraiths, when struck with an arrow by this Quincy, will be subject to the same effects of Hollow Poisoning that the Quincy would otherwise endure, resulting in their demise once a number of posts pass, as described below. The Class of this technique shares the same Class of the arrow fired. Those of Class 2 and above start with this technique at Proficient, as it utilizes Class 3 TTP costs.
Target is 2 or more Classes below user: 8-post duration.
Target is 1 Class below user: 12-post duration.
Target is equivalent in Class to user: 16-post duration.
Target is 1 Class above user: 24-post duration.
Target is 2 or more Classes above user: Target is immune.
How to Use: Fire an arrow, and have it cleanse.
Drawbacks: High Reiatsu cost. In addition to another individual spending the standard 800 Reiatsu to purge this technique, single individuals can spend 25 Reiatsu/post per Class of the user in order to suppress the effects of this technique. After three total suppressions of this technique have occurred, it is cleared from someone's system. Once purged, individuals are immune to this technique for five posts. This technique scales off the Class of the Quincy, as opposed to the Class of the technique.
{Code for Technique}
[spoiler]{Weg der Pfeile: Reinigung}
[b][u]Technique Name:[/u][/b] Weg der Pfeile: Reinigung
[b][u]Technique Class:[/u][/b] 7-1 - 80 TTP.
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 150% the cost of the fired arrow.
[b][u]Description:[/u][/b] The Weg der Pfeile technique series aims to augment a Vandenreich Quincy's arrows in unique and interesting ways. Reinigung, or 'cleansing' allows a Quincy to inflict a corrosive amount of damage to beings with Hollow reiatsu. Hollows, Arrancar, Vizards, and Hollow Wraiths, when struck with an arrow by this Quincy, will be subject to the same effects of Hollow Poisoning that the Quincy would otherwise endure, resulting in their demise once a number of posts pass, as described below. The Class of this technique shares the same Class of the arrow fired. Those of Class 2 and above start with this technique at Proficient, as it utilizes Class 3 TTP costs.
[b]Target is 2 or more Classes below user:[/b] 8-post duration.
[b]Target is 1 Class below user:[/b] 12-post duration.
[b]Target is equivalent in Class to user:[/b] 16-post duration.
[b]Target is 1 Class above user:[/b] 24-post duration.
[b]Target is 2 or more Classes above user:[/b] Target is immune.
[b][u]How to Use:[/u][/b] Fire an arrow, and have it cleanse.
[b][u]Drawbacks:[/u][/b] High Reiatsu cost. In addition to another individual spending the standard 800 Reiatsu to purge this technique, single individuals can spend 25 Reiatsu/post per Class of the user in order to suppress the effects of this technique. After three total suppressions of this technique have occurred, it is cleared from someone's system. Once purged, individuals are immune to this technique for five posts. This technique scales off the Class of the Quincy, as opposed to the Class of the technique.[/spoiler]
{Blut}
Technique Name: Blut (Blood)
Technique Class: 3 - 80 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Spirit.
Technique Cost: 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
Description: Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to Use: Spend Reiatsu to draw out the latent power in the user's blood.
Incantation: N/A.
Drawbacks: The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
Technique Name: Blut (Blood)
Technique Class: 3 - 80 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Spirit.
Technique Cost: 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
Description: Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to Use: Spend Reiatsu to draw out the latent power in the user's blood.
Incantation: N/A.
Drawbacks: The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
{Code for Technique}
[spoiler]{Blut}
[b][u]Technique Name:[/u][/b] Blut (Blood)
[b][u]Technique Class:[/u][/b] 3 - 80 TTP
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Spirit.
[b][u]Technique Cost:[/u][/b] 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
[b][u]Description:[/u][/b] Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
[b][u]How to Use:[/u][/b] Spend Reiatsu to draw out the latent power in the user's blood.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.[/spoiler]
{Blutwächter}
Technique Name: Blutwächter (Blood Guard)
Technique Class: 5 - 20 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Blood.
Technique Cost: 150 Reiatsu/post.
Description: An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
How to Use: Pulse reiatsu through the user's veins.
Incantation: N/A.
Drawbacks: Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.
Technique Name: Blutwächter (Blood Guard)
Technique Class: 5 - 20 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Blood.
Technique Cost: 150 Reiatsu/post.
Description: An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
How to Use: Pulse reiatsu through the user's veins.
Incantation: N/A.
Drawbacks: Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.
{Code for Technique}
[spoiler]{Blutwächter}
[b][u]Technique Name:[/u][/b] Blutwächter (Blood Guard)
[b][u]Technique Class:[/u][/b] 5 - 20 TTP
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Blood.
[b][u]Technique Cost:[/u][/b] 150 Reiatsu/post.
[b][u]Description:[/u][/b] An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
[b][u]How to Use:[/u][/b] Pulse reiatsu through the user's veins.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.[/spoiler]
{Schneller Schatten}
Technique Name: Schneller Schatten (Swift Shadows)
Technique Class: 4 - 40 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 50 Reiatsu.
Description: Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
How to Use: Walk in the shadows of the Three Worlds, but at an accelerated pace.
Incantation: N/A.
Drawbacks: Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.
Technique Name: Schneller Schatten (Swift Shadows)
Technique Class: 4 - 40 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 50 Reiatsu.
Description: Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
How to Use: Walk in the shadows of the Three Worlds, but at an accelerated pace.
Incantation: N/A.
Drawbacks: Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.
{Code for Technique}
[spoiler]{Schneller Schatten}
[b][u]Technique Name:[/u][/b] Schneller Schatten (Swift Shadows)
[b][u]Technique Class:[/u][/b] 4 - 40 TTP
[b][u]Technique Type:[/u][/b] Vandenreich.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Shadow.
[b][u]Technique Cost:[/u][/b] 50 Reiatsu.
[b][u]Description:[/u][/b] Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
[b][u]How to Use:[/u][/b] Walk in the shadows of the Three Worlds, but at an accelerated pace.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.[/spoiler]
Quincy Techniques
{Hirenkyaku}
Technique Name: Hirenkyaku
Technique Class: 4 - 40 TTP
Technique Type: Quincy Technique.
Usable By: Quincies.
Technique Element: N/A.
Technique Cost: 50, 300, or 600 Reiatsu.
Description: Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 300 Reiatsu allows for a constant movement over the duration of one post at 2x speed. Giving up 600 Reiatsu allows constant movement over the duration of 3 posts of 3x speed.
How to Use: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawbacks: The speed increases from this technique do not apply to the user's entire body, rather just toward moving their legs, like one would expect from a stepping technique. Instead of one step, however, this movement remains constant.
Technique Name: Hirenkyaku
Technique Class: 4 - 40 TTP
Technique Type: Quincy Technique.
Usable By: Quincies.
Technique Element: N/A.
Technique Cost: 50, 300, or 600 Reiatsu.
Description: Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 300 Reiatsu allows for a constant movement over the duration of one post at 2x speed. Giving up 600 Reiatsu allows constant movement over the duration of 3 posts of 3x speed.
How to Use: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawbacks: The speed increases from this technique do not apply to the user's entire body, rather just toward moving their legs, like one would expect from a stepping technique. Instead of one step, however, this movement remains constant.
{Code for Technique}
[spoiler]{Hirenkyaku}
[b][u]Technique Name:[/u][/b] Hirenkyaku
[b][u]Technique Class:[/u][/b] 4 - 40 TTP
[b][u]Technique Type:[/u][/b] Quincy Technique.
[b][u]Usable By:[/u][/b] Quincies.
[b][u]Technique Element:[/u][/b] N/A.
[b][u]Technique Cost:[/u][/b] 50, 300, or 600 Reiatsu.
[b][u]Description:[/u][/b] Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 300 Reiatsu allows for a constant movement over the duration of one post at 2x speed. Giving up 600 Reiatsu allows constant movement over the duration of 3 posts of 3x speed.
[b][u]How to Use:[/u][/b] To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
[b][u]Drawbacks:[/u][/b] The speed increases from this technique do not apply to the user's entire body, rather just toward moving their legs, like one would expect from a stepping technique. Instead of one step, however, this movement remains constant.[/spoiler]
{Verfeinern}
Technique Name: Verfeinern (Refine)
Class: 7
Technique Type: Quincy Technique
Usable By: All Quincy
Technique Element: Spirit
Description: A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
How to Use: See drawback.
Drawbacks: Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.
Technique Name: Verfeinern (Refine)
Class: 7
Technique Type: Quincy Technique
Usable By: All Quincy
Technique Element: Spirit
Description: A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
How to Use: See drawback.
Drawbacks: Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.
{Code for Technique}
[spoiler]{Verfeinern}
[b][u]Technique Name:[/u][/b] Verfeinern (Refine)
[b][u]Class:[/u][/b] 7
[b][u]Technique Type:[/u][/b] Quincy Technique
[b][u]Usable By:[/u][/b] All Quincy
[b][u]Technique Element:[/u][/b] Spirit
[b][u]Description:[/u][/b] A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
[b][u]How to Use:[/u][/b] See drawback.
[b][u]Drawbacks:[/u][/b] Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.[/spoiler]
[Quincy Techniques
{Schatten}
Technique Name: Schatten (Shadow)
Technique Class: 4 - 20 TTP
Technique Type: Vandenreich - Cinematic.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 0 Reiatsu.
Description: Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
How to Use: Walk in the shade of the Three Worlds.
Incantation: N/A.
Drawbacks: While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.
Technique Name: Schatten (Shadow)
Technique Class: 4 - 20 TTP
Technique Type: Vandenreich - Cinematic.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 0 Reiatsu.
Description: Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
How to Use: Walk in the shade of the Three Worlds.
Incantation: N/A.
Drawbacks: While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.
{Code for Technique}
[spoiler]{Schatten}
[b][u]Technique Name:[/u][/b] Schatten (Shadow)
[b][u]Technique Class:[/u][/b] 4 - 20 TTP
[b][u]Technique Type:[/u][/b] Vandenreich - Cinematic.
[b][u]Usable By:[/u][/b] Vandenreich Quincy.
[b][u]Technique Element:[/u][/b] Shadow.
[b][u]Technique Cost:[/u][/b] 0 Reiatsu.
[b][u]Description:[/u][/b] Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
[b][u]How to Use:[/u][/b] Walk in the shade of the Three Worlds.
[b][u]Incantation:[/u][/b] N/A.
[b][u]Drawbacks:[/u][/b] While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.[/spoiler]
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Completed Threads
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