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Thread Title: Happiness Never Lasts Participants: Leonie and Colt World: Soul Society Death Setting: Non Death Enabled Rating: R Location: Xcution Megafreighter A thing which totally exists, deeeeefinitely not made up for this. A Large Aircraft Carrier in the middle of the Pacific which is something more akin to an artificial Island. 300 Miles in length, 45 miles in width, this structure houses a number of business, residential, and military sectors with skyscrapers and buildings everywhere along with the ships major interior mechanical guts.
The fight itself starts at the center of the Ship's forward section. Special Conditions: Endgame. Characters are Rank 4, Max SP, Max ability levels, Max Techs. Paste has given permission for me to make up the rest of Colt's Mod Soul Ability as the levels above 4 haven't been apped yet. Circumstances: Leonie is acting as Commander of one of several Shock divisions sent to the Megafreighter for the invasion. Colt is part of the initial response team and has set his sights on Leonie. He isn't gonna let her kill all the Waifus he's been working on these past few months.
The pillar of Reishi was something that many privy tot he Vandenreichs' tactics came to be vigilant against. Seeing one on the SS Shizuharem was a sight he'd hoped he'd never have to actually experience, but here the hell they were. A soft Tsk escaped him as he vanished with a crackle of energy, closing in and landing at the top of a low building. Watching as that pillar burned into the sheet metal of the ship's deck, what served as essentially the ground in the massive island. IT was definitely something he'd normally prefer to avoid, but this wasn't really a situation he could just walk away.
"This is Xcution Chief of Research Colt. You are trespassing in a Restricted area. Lay down your weapons and put your hands on that ratty ass hairdo, or you will be met with deadly force." He called out to the invading soldier, a bright smile flashing across his face as he stared down at the bright pillar of Reishi, ready for a surprise attack or some sort of nonsense right off the bat. After all the yelling and demand was mostly a gesture more than anything else, and the tone of his voice was hardly very authorative.
Never expect a Vandenreich dog to do anything but bare its teeth and bite. That's what Colt always said. And Colt always trusted what he himself said. But some small part of him still hoped that this nonsense could be somehow negotiated through. Maybe he could beat them up and get them to fuck off? The Vandenreich were all about all that stupid cultist shit. But surely, the higher ups and more powerful types could be cowed. After all, if they died, it meant less power for their fugly little emperor, right?
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique up to three times the OS of the user, and adds the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
{AAA: Air Veil} Technique Name: Advanced Air Arsenal: Air Veil
Class: 5, 3
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect):
This technique continues the lineage of the basic principle of creating usable surfaces by collecting and focusing ambient reishi mixed with one's reiryoku. In this instance, is the use similar to an afterimage. By collecting reishi around the entirety of one's body, the user creates a sort of shell. And by doing so, this shell can be left behind. This shell infused with a mix of the user's reiryoku and ambient reiatsu can be used to take hits and serve as a decoy as it's reiatsu signature will match the user's. However, when injured, the copy is hardly similar to a proper cadaver and generally can be discerned by those with at least 150 senses or ES (increased by 75 per point in stealth, countered by the enemy's anti-stealth). And this is generally if the technique is a dead-fire, it is generally more difficult to discern mid-attack.
For each use of this technique, the user can produce up to three shells (increasing to four at proficient, and five at mastered) which can be used up like ammunition. Because of this, this technique is more unpredictable than usual in that the surge of reiatsu in activating the technique can be used preemptively, and then the technique can come into play later on in the fight. This technique cannot be re-activated until the initial number of shells has been exhausted (including activation at a different class).
At class 3, this technique becomes much more useful! By using much more skill and care in the making of this shell, the user can make it much more believable. At this class, the user can cause the shell to bleed, make very brief noises, and even seem to crumple or collapse realistically as more mass and energy goes into the making of this double. If the user has any skill in Disguise or Crafting then this shell can be even harder to discern, adding additional 75 points to the es/senses requirement as if the user had extra points in stealth (only up to 3 points can be contributed from disguise/crafting).
Technique Drawbacks Standard Reiatsu costs (100 reiatsu at class 5, 400 reiatsu at class 3), additionally this technique requires that some level of Advanced Air Platforms and Advanced Air Arsenal be learned. Additionally, because of the detail and effort put into the shells at class 3, the user has one less shell stored up on use (at mastered a user can have 5 class 5 shells, but only 4 class 3 shells). Additionally, this technique does NOT hide the user, and as such can be predictable without the use of step techniques in conjunction.
Technique Description and Effects : This technique is a simple sealing process. By drawing a seal onto the ground with one's reiatsu, the user can seal an object into their body in the form of a tattoo. This tattoo must scale with the size of whatever it is that is sealed onto the user, with a percent linked to the size of the object in feet. The tattoo must take up 1% of the user's body for every foot in size the object has (This applies to the largest dimension the object has. If a broom that is four feet long, and only half a foot wide is taken in, and a board of wood four feet long and three feet wide are made, then both tattoos would take up 2% of the user's body as 4 feet is the largest dimension). A finger would compose about 1% of the body, the hand about 5%, an entire limb about 15%, the Torso takes up 30%, Head takes up 10% object and entities sealed within this space are put in stasis, and maintain qualities from when they were sealed (Outside of things on a post-specific timer). No living thing can ever be sealed against it's will, regardless of OS or Class superiority. Additionally, no Attack can be sealed ever. Because of this, this technique is largely unuseful in direct combat, and generally is only used as a utility power.
Technique Drawbacks: While there is no reiatsu cost for normal sealing and unsealing outside of combat, if the user has at least 250 Instincts, they will be able to perform the unsealing and sealing ritual quickly enough to be used in combat. In this manner, the technique costs 100 reiatsu to seal/unseal an object or individual. Release weapons may never be sealed. Additionally, while the general state of an object is maintained, normal duration for the item being sealed is retained. (If something that lasts 4 posts is sealed, if the object is unsealed 2 posts later, it will have 2 posts left before it expires. ) This ensures that only objects with naturally long life and duration are utilized, or else are only sealed for brief moments at a time. Stasis-bound objects and entities, while they maintain their basic state, still take damage and suffer effects while sealed.
Technique Description and Effects: Using Mod Root, the user reaches into the air around them, spreading their influence before causing the air to very suddenly compress and lock in place, reducing molecular collisions and causing an incredible plunge in temperature in the air around them. This subjects anything between one and ten meters of temperatures dropping to around 50 degrees Kelvin (about -369 degrees Fahrenheit). Individuals without cold resistance will typically freeze and shatter within two posts. Individuals with a Cold Resistance of 1 will suffer deep frostbite and their feet, nose, and hands may shatter, will completely shatter in three posts. A 2 in cold resistance will typically cause the tech to be nonlethal, but still debilitating, shattering patches of skin and causing deep frostbite will completely shatter in four posts. A 3 in Cold resistance will allow an individual to take the attack well, receiving severe frost bite and only the top layers of skin freezing, will completely shatter in five posts. Despite cold resistance, each post they remain in the zone will increase the effect to the next level of severity until they freeze and shatter.
How to use technique: See the description.
Technique Drawbacks: In order to avoid freezing themselves, the area of a three foot radius around the Mod soul will actually have an increase in temperature in order to protect the Mod Soul from being subjected to the cold, as such if this technique is initiated with the target within this area, they will also be protected from the cold, requiring the mod soul to keep the target within three to thirty feet from them in order to ensure they take the full brunt of the attack. Requires mastery of Class 3 Mod Root.
Technique Description and Effects: The Blade is not just a tool, it is a partof the body. And as one wield the blade, one of the first lessons is in balancing the body to move the blade. However, the opposite is also possible. Using this technique, the user uses the blade to move their body, rather than the other way around. By executing this technique, the user executes a slash with the flat of the blade, rather than with the blade's edge, rapidly jerking the weight distribution of the body and allowing the user to make tight, almost dime-narrow turns that normally would be impossible while moving, allowing the user to change directions without losing momentum or stumbling as one usually would when dedicating their full speed and strength to a motion.
At Proficient, the user is able to execute this technique with the blade still facing edge-first through the slash. Where previously, the Dance could only be used to move, and not to simultaniously attack, this level of mastery allows such a thing, so long as the user also has at least 2 in Weapon skill (Bladed weapons only). Additionally, this technique can be used while moving mid-air.
At Mastered, a new path opens up in the dance. With 400 instincts, reduced by 50 per point in Weapon Skill (Bladed Weapons) and their Race's Relevent Stepping skill (Hoho, Sonido, ect), the user can execute this technique mid-step, allowing them to both attack, and change the direction of their step, midway through. This reduces the speed of the step by 3x the user's current speed.
How to use technique: Performing a slash midway through a fully-commited motion to rapidly change the vector and intensity of the motion.
Technique Drawbacks While this technique does not cost reiatsu, it can be taxing at later masteries. When using the Proficient version of this technique, strain can build up over time. If this technique's proficient version is used 3 times within a 6 post period, they will lose the sensation in their sword arm. If used 3 times within 4 posts, the user will suffer tendon and muscle damage, cutting speed and strength of the arms by 25%.
At Mastered, this is even more taxing. In addition to the use limitations set by proficient, this technique used during a step will make that step count as 2 steps for the total number of steps the user can make that post. If the target uses this level without the required instincts/skills, they must pay 300 reiatsu instead, as the spiritual energy can briefly be used to supplement their reflexes to the required levels.
Technique Description and Effects: This technique is a modifier for a normal race's step technique. Using this technique in combination with a normal step technique modifies that step's nature. Namely, this is a modification for short-range stepsm the user condensing their step and altering it's direction within the set distance. This modification shifts the step into an outward spiral, and during it's execution, it does not look like a step at all, but rather as if the user has simply split into four whilst performing an evasive slide. At Learned, all four afterimages must be within 1 meter of one another as they translate to the end position, the step itself can only travel 2 meters from the user's start position. At Proficient, the afterimages can be within 5 meters of one another, and can mover out of formation, but still must travel within 5 meters of one another throughout the transition, and the user can travel a total of 10 meters with the step. At mastered, the afterimages can move within 10 meters of one another during the transition and the user can move up to 20 meters away.
This modifier reduces the speed of the step to 5x the user's speed for the actual travel time (This is because the user is rapidly moving between the four positions during the motion) but in acuality, they are moving at 15x normal speed. When executed, it simply seems as if the user splits into four and then maneuvers to a new position at high speed, serving as either a confusing escape, or a seemingly unavoidable attack as this increases the area of a fast step-based attack.
Technique Drawbacks: This technique, although incredibly fast, is very predictable unless mastered as the afterimages MUST converge on the end-point, thus seasoned combatants will be able to easily discern where the user will wind up. Additionally, while this can be applied to any step technique (That is not a teleport or ulcera-like), it doubles the reiatsu cost of the technique, and adds another 100 reiatsu on top of that (A standard shunpo will cost 200 instead of 50). No other steps(This includes ANY other high speed techniques, as such any technique that is a variation or in the same category (Hoho, for example) also counts) may be used in the same post as Step Waltz: Refractory Remains because of the stress, doing so will immediately cause the muscles to shred, reducing the speed and strength of the user by 75% (100 becomes 25) for 5 posts and causing severe stamina drain.
Additionally, any attack that hits all four afterimages at once will be able to still damage the user, making this technique dangerous even when mastered as it is not as reliably safe against opponents with massive AOE attacks that can catch the user at 5x speed. If the attack is faster than 5x the user's speed, they need only hit three of the afterimages. If the attack is faster than 10x the user's speed, they need only hit two of the afterimages. If the attack is faster than 15x the user's speed, they only need to hit one of the afterimages.
If a step moves slower than 5x normally, it cannot be paired with Refractory Remains.
This technique may not be utilized by anyone without a combined Strength/Speed of 1000 (At least 600 of which being speed), lest the physical strain be too much for their body to handle even using this technique once per thread. Those above this thread can use this technique twice per thread at learned, four times per thread at proficient, and six times per thread at mastered.
{Blade Path Air Frenzy} Technique Name: Blade Path: Air Frenzy
Class: 3
Technique Type: General Physical/Spiritual
Usable By : Any
Technique Element: None
Technique Description and Effects: Cunning is just as important as skill when using the blade. This technique is based upon the ancient art of weeaboo anime sword nonsense. The art of cutting distant objects. By condensing ambient reishi into a long, durable, sharp string from the tip of the blade, the user is able to weave attacks that can hit beyond where the user is currently standing.
At Learned, the user can flicker their blade, executing a single slash which travels at double the slashing speed through the string, to cut at a target up to 30 feet away from the user.
At Proficient, the user can flicker the blade and execute two different slashes at any two distant locations within 20 feet of the user, traveling at double the speed of the swing.
At Mastered, the user can execute a flurry of frenzied strikes, cutting everything within 10 feet of the user, at triple the speed of the actual slashing. Using this level of the technique causes the duration of the air strings to drop by 3 that post instead of 1.
How to use technique: The user uses Advanced Air Arsenal: Air Strings to generate a string at the tip of their blade, and then performs slashes flicking the string like a whip and allowing them to perform distant slashes.
Technique Drawbacks Must Know some Class of Advanced Air Arsenal: Air Strings. Additionally, unlike normal slashing, the attack power and durability of the string is dependent on the class of Air Strings known. Additionally, this technique is limited by the duration of how long the strings themselves can last. Finally: This can be taxing for the user, requiring 2 posts of rest if this technique is used more than once per post (Otherwise this technique can be used once per post), making it hard to juggle the strain of this technique and the duration of the threads. This technique does not cost reiatsu, other than the price of generating the Air Strings (Which follow standard class-based technique cost).
"At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1). "
"At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1). "
"Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered."
Many martial arts claim to have this ability, but with Colt, he actually DOES have the ability. This technique allows him to summon spectral Hands within his surroundings in order to influence his surroundings and do...hand stuff. In it's most simple form, its just a means of doing stuff without having to interact with it directly. But in it's more advanced forms it can serve as a means of unleashing very powerful attacks. IN all instances of this ability, these summoned hands are extensions of himself, and as such don't possess their own consciousness. Ås such, when being manipulated, they use his skill levels.
Activation of this ability follows standard reiatsu costs as detailed below, and once summoned persist for 3 posts before needing to be re summoned.
Class 7 - 25 Reiatsu
Class 6 - 50 Reiatsu
Class 5 - 100 Reiatsu
Class 4 - 150 Reiatsu
Class 3 - 200 Reiatsu
Class 2 - 250 Reiatsu
Class 1 - 300 Reiatsu
Levels:
Level 1 (Class 7):
At this level, Colt can summon a normal person-sized hand within 5 meters of his current body. It's pretty basic. It can move around and do what one would expect a hand is able to do. However it's also very basic, possessing a 50 in both Speed and Strength.
Level 2 (Class 6):
At level 2, the hand can be a big bigger! Reaching up to half a meter in width and being able to be produced and manipulated within 10 meters of his body. Additionally, it becomes more capable, having 150 in both speed and strength.
Level 3 (Class 5):
Level 3, progress! Colt can now summon TWO hands! These hands can be up to a meter in width and have their effective range increased to 15 meters. The Speed and strength of these hands increases to 250.
Level 4 (Class 4):
Level 4 is where things start to get cooky. Can still only produce 2 hands, but they can spawn up to 5 meters in width and within a 20 meter range. Additionally, the speed and strength of these hands is 400.
Level 5 (Class 3):
Level 5 allows further progress and extends further. Can now produce up to 4 hands, but they can spawn up to 10 meters in width and within a 30 meter range. Additionally, the speed and strength of these hands is 600.
Level 6 (Class 2):
Level 6 allows an evolution, in addition to producing up to 6 hands, hands can still only be up to 10 meters in width but they can spawn within a 60 meter range now! The speed and strength of these hands is 900.
Level 7 (Class 1):
Level 7 represents the ultimate form of Colt's abilities. Can produce up to 10 hands up to 10 meters in width up to 100 meters. Additionally, the speed and strength of these hands is 1000, not a very big increase to be honest. However, the real danger of this ability is it's ulterior function: By combining four hands together, Colt can instead generate a spectral copy of himself, which unlike the Hands, can operate independently to him, copying his sensory stats. This can only be done 3 times total per thread.