Post by Zou ۞ on Mar 5, 2011 16:38:15 GMT -5
Thinking Color
Speaking Color
Type: Kenpachi
Rank: Right Hand of Kouhai (3)
Name: Guujin Karai
Real Age/Age of Appearance: 647 / 28
Height/Weight: 6ft 5in / 159 lbs
Physical Description:
This guy is pure evil just from a single look. At primary glance, nothing but evil is visible. He smiles a narrow smile, cold, closed lips, as if plotting something behind that devious smirk. He is pale, and his eyes are narrow, though open wide enough to see that he has brown eyes. Strangely, his pupils are barely visible, sometimes impossible to see. It is often speculated that he is blind, though this is not the case. Mixed with his smile, the eyes cast for him a sinister gaze. His presence is unsettling, and most who encounter him feel shivers run down their spines, even if they are clearly more powerful than he is. Something is simply menacing about him. Even his allies aren't certain that he won't betray them at any random time.
He is often seen wearing a black bead necklace with a skull on it, and some kind of white leather jacket with black flame patterns on it. Always slung on his back is a large black bag presumably for holding weapons, such as his Zanpakuto. Given he is never seen with his Zanpakuto at his side or anything, it is presumed to be in this large bag. However, the bag is unusually large even for a bag which could contain a katana, leading many to believe that there is more than one sword inside. However, when picked up, the bag is also unusually heavy compared to most bags. Many of the Espada themselves have shown that they are incapable of picking it up, or carrying it around constantly the way that Guujin does. However, only Guujin's worthy opponents seem to have seen into the bag. But, is that really true?
He has long red hair parted at his forehead, with a few strands falling over his face, though this never seems to bother him. He often appears laid back, which might be because his body is extremely relaxed. Sleek, skinny, and with a lanky body that admittedly does not have much going in terms of muscle, Guujin Karai is often underestimated in combat, which is a mistake that many pay for. At around 6'5 in height, he isn't unusually tall compared to many, despite being rather tall, but this is misleading. His arms are unusually long even for his height, giving him superior reach. His legs are also unusually long for his body, giving him powerful strides that make him seem faster. His hands are quite big, allowing him to grab an opponent's entire face and start squeezing if necessary. Despite his skinny stature, his tremendous physical strength and speed have both earned him more than a little bit of a reputation among Sonken Kouhai's subordinates.
Alignment: Lawful Evil
Overall Personality:
[Guujin is an enigma, in that he is difficult to read, and especially difficult to predict, primarily due to his constant smile, and his mocking nature. He is polite in an almost exaggerated way, to the point where it feels more like sarcasm than actual politeness, often leading others to feel belittled or mocked by his words. Perhaps not condescended to, so much as challenged, as if he is looking for an excuse to undermine them, or to harm them. The underlying intent behind each and every word is malice. Guujin gives the impression with all actions, mannerisms, and words that he wishes to cause harm to those around him, regardless of whether or not they are allies or enemies. Many of the Espada have displayed weariness of Guujin, and one or two have even demonstrated fearing him. Some have gotten the impression that he is simply a psychopath who is incredibly bored and seeking some form of amusement. This hypothesis would not necessarily be incorrect, but who can really tell?
Guujin's leisure time is a mystery, as besides eating and sleeping, all he is ever caught doing is walking around with a smile. It is speculated that he causes mischief with others, but he has never been caught in the act of doing so. He is seen with Sonken Kouhai more than anyone else, indicating that perhaps Guujin really is just bored, and enjoys being an observer of Kouhai's actions. While none can say they feel Guujin is deathly loyal to Kouhai, it is clear that he is Kouhai's most trusted subordinate, and easily the right hand man to Las Noches's King. Supposedly, this is because of Guujin's tremendous skill, experience, and his expertise. More than once it has been noted that Guujin is so deadly because of the deceptive nature of his combat style.]
Overall Ability: Shifting Sands
Guujin's power is a surprisingly simple ability, it is desertification. Simply put Guujin creates sand out of anything he or his reiatsu come in contact with. This is easy for him to manage because while Guujin is going "All Out" he gains an aura that looks akin to a localized desert storm. This storm is generated by his reiatsu and reaches out 2 feet for every 50 reiatsu strength Guujin has. Anything within this aura is rapidly drained of moisture and grinded up to produce sand. This sand then gets flung into the storm generated by Guujin's reiatsu until he either stops or it gets flung out of the storm. The sand itself however has no inherent ability to damage an individual as it is too fine and uncontrolled.
The environment including plant life, the earth, solid materials, etc is rapidly worn away and grinded down into sand. In a non-desert environment Guujin's aura eats away at the ground 3 feet every post and as long as the plants and other solid materials are consumed in their entirety in a single post so long as they are not spiritually reinforced. For living beings that are not spiritually powerful the case is much the same. They can endure a single post due to being drained of moisture prior to being grinded into sand. The second post however is lethal to them as they are made into sand.
This changes a bit for spiritually potent beings. For being with spiritual power the time it takes to be drained of moisture depends on their highest spiritual stat. Should Guujin's RS and the opponent's OS be equal then it will take 8 posts for the aura to steal all the moisture from his opponent and turn them into sand. For opponents with less spiritual stats than him it will take 5 posts. For opponents with higher OS than him it depends. From 1% to 25% higher they will endure for another 3 posts. From 26% to 49% they are to endure 6 posts. Anything at or above 50% will be immune to the moisture draining effect.
The last special mention comes with liquids of any sort. Non-spiritually enhanced liquid ceases to exist in the presence of Guujin's aura. When a spiritually reinforced liquid interacts with Guujin's aura the liquid must have a 25% higher OS to Guujin's RS otherwise it is immediately absorbed by the aura. In the event that the liquid does meet this requirement to exist it will still be hindered by having a 25% reduction in OS and durability. If the liquid has 50% higher OS upon the initial clash then the liquid is unaffected.
Lastly there is one other point to mention when it comes to Guujin's aura. Should Guujin create enough sand with it (At least 15 feet of sand) or should he be in an area with a large volume of sand (Beach, desert, etc.) the aura will have enough sand being thrown around to hinder both Guujin and his opponents sight and sound. This is due to simply creating a localized sandstorm that throws around an immense amount of sand constantly. To see through the sand requires an individual to have 300 senses and to hear anything but the storm requires 200 senses. Energy Sensory however can still be used to find Guujin if one has sufficient ability.
Current Residence: Hueco Mundo
Memorable Figures: Souken Kouhai
{Non-Release Techniques}Non-release Techniques
Extra: Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
1. Technique Name: [Senka (Flash Blossom)]
Class: 5
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
A special Shunpo technique where one moves to their opponent's back. Directly attacking and sealing one's "Saketsu" (First Soul Chain) and "Hakusui" (Second Soul Chain) in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. Uses 100 Reiatsu per use. To use this particular brand of shunpo, the user must train to learn it. It is treated as a class 5 technique. As opposed to Shunpo, a 10x increase, Senka is an 11x increase.
How to use technique:
A focus of reishi around the feet area, and then launching off into a single step which blurs, not unlike teleportation in appearance, except it is simply extremely fast movement. Often used to gain an edge in a single moment of combat, or to dodge incoming attacks.
2. Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudo.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and hueco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
3. Technique Name: [Shunpo Karin]
Class: [5] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher reiatsu cost than normal Shunpo. Limit is once per post. More stamina taxing than regular Shunpo.
Made by: [Admin]
4. Technique Name: [Shunpo Eichi]
Class: [4] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The "exploding shunpo" technique allows the user, for three times the normal shunpo cost, to initiate a shunpo. This shunpo releases far more power, and therefore anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical strength when the shunpo is used.
How to use technique:
Stated above.
Drawback:
Stamina drain. Reiatsu cost. Can only be used twice per post.
Made by: [Admin]
5. Technique Name: [Mushi]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
A basic Hakuda technique that is used to attack and defend. This technique is a basic guarding mechanism. When an opponent's physical strike is incoming, the user uses this technique to deflect it by jabbing their hand upwards, smacking the side of the opponent's attacking limb. The force causes the enemy limb to shoot upwards, and force equivalent to their own strike to reverberate through the arm and cause damage.
How to use technique:
Requires superior physical strength to the enemy.
Drawback:
None.
Made by: [Admin]
6. Technique Name: [Denden]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
This basic Hakuda technique requires an open palm to the enemy's chest. This technique causes reiatsu and raw force to jet from the user's attacking arm when it hits. This blasts the enemy back exactly thirty meters. Momentum suddenly stops after 30 meters, forcing the enemy to an awkward, jetting stop. This results in their being off balance.
How to use technique:
Stated above.
Drawback:
None. Enemies can resist technique if physical strength is double or more the user's.
Made by: [Admin]
7. Technique Name: Rasengeki
Class: [4]
Technique Type: [Hakuda]
Technique Element: [N/a]
Technique Description and Effects:
[By infusing a spiralling charge of reiatsu at the point of impact, the user is capable of sending an opponent flying, while spiralling in the air, spinning laterally in the air, until they either hit the ground (at risk of landing headfirst), or collide with an object. This technique is very disorienting for the target, due to the amount of motion inflicted upon them.]
How to use technique: A strength of 200 is required to use this technique, or the user will not have sufficient power to knock the target off the ground. Besides that, the user only needs to hit the target in the torso with any physical hit, to send them spinning. A 1 in any hand to hand striking martial art is needed to learn this technique.
Drawback: [This technique will not work with glancing hits or blocked blows. Although the point is not specific, it must be a clean hit to the torso to work, with enough strength to send the adversary flying, meaning the user has to commit to the move to make it work.]
Made by: [Kaen Youji]
8. Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving more quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
9. Technique Name: [Hakuda Defense: Do]
Class: [3]
Technique Type: [Other]
Technique Element: [N/A]
Technique Description and Effects:
It directly applies a palm to the perfectly correct spot in an incoming melee attack. This can be on an underside or at the very edge of a weapon, but it must hit the spot where the force is most vulnerable. The force immediately ceases, and the attack stops moving. It's good for making openings.
How to use technique:
Stated above.
Drawback:
It's a physical attack. No drawback.
Made by: [Sozen]
10. Technique Name: Tsubame Gaeshi (Swallow Reversal)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: The user executes this move by doing a sudden step in towards the opponent's personal space as soon as the opponent does either a forward vertical attack from above, or a vertical attack from behind. If the opponent does so, the user executes a three part strike that cannot be evaded, and is very, very hard to react to, requiring at least 300 or more points in Instinct and Senses.
First part involves a sudden step towards the opponent's position, striking the exposed elbow area if from the front, or if assaulted from behind, performing a Shukuchi-Ho or Senka to get behind the opponent, striking the spinal area at the base of the skull. Both attacks involved using the second fist of the middle finger (either hand). This first attack aims to stop the opponent's movement by striking the nerve points on those parts. Naturally, the spinal strike is more dangerous, so this first part is more dangerous if used as a counter attack to an ambush strike from behind.
Second part then quickly follows. Using the opposite hand, the user then strikes the opponent on the solar plexus, or the lower portion of the sternum if the attack was countered from the front, or if assaulted from behind, the spinal area located near the pelvic bone. Both utilize a full fist strike from the hand, aimed at inducing crushing blunt force trauma towards the stricken area. This makes the opponent's bodily physical resistance to lower drastically briefly.
Finally, after the last strike, the user immediately follows it up with a spinning roundhouse kick aimed towards the center of the torso of the target if the attack was done from the front, or if assaulted from behind, the user performs a double tiger-open palm strike towards the center of the target's spinal column. If the first two strikes landed successfully, there is no chance to block this final strike. The final strike multiplies the user's strength by 2 times for that one strike, producing a sudden surge of physical energy to escape out. As with most Hakuda, this technique does not use reiatsu (except if the user uses Senka instead of Shukuchi-Ho, in which case, reiatsu cost for Senka is paid instead).
How to Use Technique: Everything was stated above.
Drawback: This technique cannot be used every time. This can only be used in response to a vertical attack from above if the attack was made from the front, or as a response to any vertical attacks if the attack was made from behind. The technique also requires the user to have at least 100 Instinct, 100 Senses, 400 Speed, and 150 Strength. A target that has at least 400 in Strength can significantly mitigate the damage, but still cannot evade the attacks.
Made by: Koisuru Mugenryu
Reserved: Captains and Zero Division Shinigami Only
11. Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description:
Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have a very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if a double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from the single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if the double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Koisuru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
12. Technique Name: Shiraha Nagashi (lit. "Blade Parry")
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description:
This is one of the most utilized techniques in Hakuda, simply because a great number of opponents, shinigami and Arrancar alike, rely on swords as opening. Shiraha Nagashi is meant to be used against opponents who rely heavily on sword, or any bladed weapon in general, allowing its user to parry an attack, and do a well-timed punch at the same time on the opponent. This allows an attack that is both very hard to dodge, and block, simply because it was being thrown at the opponent the same time as the opponent's attack, while also parrying said attack. The parry blows away the trajectory of the sword away from the user's body using a shockwave thanks to the corkscrew trajectory of the punch. If the user's base Strength is greater than that of the opponent, the weapon is blown away, leaving the opponent disarmed.
This technique can parry against attack an opponent does as long as the user's total Strength added with 100% of his/her current Strength is greater than that of his opponent. The power of the punch executed by the user, however, is only at 50% of the user's base Strength. This technique is meant as a counter-attack more than anything, and is a favorite among Hakuda users, mainly because it uses no reiatsu, can be used multiple times, and it is not very taxing to use.
How to Use Technique: The user forms a fist on one hand, and cocks it back at waist level. He/she then punches toward an opponent while the opponent is attacking with a bladed weapon. The fist must perform a corkscrew movement, starting with the palm of the user facing upward, twisting with force counter-clockwise in such a way that the thumb faces upward just as the blade of the weapon comes in contact with the fist. The shockwave from the twist pushes the blade aside, and then the user uses his/her shoulder to extend the range and further twist the punch so that the palm is facing downwards as it connects to the opponent's torso (or any body part readily accessible).
Drawbacks:
The technique requires it user to have a base Speed of at least 400, a base Reiatsu Strength of at least 500 (because the technique requires above average reiatsu channeled around arm being used; note that it is channeled, not expended), a Base Strength of 100, Base Instinct and Senses of 100 due to its nature of being a counter attack. Also, this technique can only be used in response to an attack from a bladed/cutting weapon, and will not work against blunt or intangible weapons (reiatsu-formed weapons, maces, etc), making it very specialized. The technique has limited range as well. If the opponent is using a spear, even if it has a bladed tip, the user will not be able to reach the target simply because the target is too far. Simply put, the technique is limited by the user's arm reach.
Made by: Koisuru Mugenryu
13. Technique Name: Gokken
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is a powerful defensive Hakuda technique which was once popular in the Soul Society. It is no longer as popular as it once was. What it does is simple.
The user need only bar their arms and cross them in front of their body to defend against an attack. If it is a physical attack, there is no reiatsu cost. The attack hits the arms, which then lash out. This causes the attack to be repulsed.
What happens is unseen. The user's body is constantly vibrating during use of this technique, and this steals and repulses the energy of the incoming attack. This makes the speed stat the important stat for this technique.
When a physical attack hits, there will still be damage if the enemy's physical strength exceeds the user's speed stat. The force of the attack will be reduced in strength by however much speed the user has. If the user has speed greater than the hit strength, the attack will be repulsed. So if it's a direct physical attack, it will cause the enemy's internals to be hit with a force equivalent to the difference in the user's speed and enemy's strength.
When reiatsu attacks hit this technique, half the reiatsu that was used for the technique is drained from the user. This takes away reiatsu strength from the attack to weaken it. The attack loses all negative effects if its reiatsu strength drops to 0. This causes the speed of the user to be subtracted from the enemy attack's reiatsu strength.
How to use technique:
There are many requirements for knowing this technique. First, the user needs to have at least a speed stat of 600. That's the first requirement. The user also needs to have at least a 3 in Hakuda.
Drawback:
Gokken does not completely negate damage. The impact force will still leave its mark. Gokken also does not repulse attacks well if their power exceeds the user's speed. It is advised to use Gokken sparingly. It can tax stamina, sure, but really it's drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use.
Made by: Unknown - On forum, made by Kento! Kenpachi Shingai.
14. Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
15. Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if the target has lesser Speed than the user, and goes through blocks if the user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than the user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick towards the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback:
The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Koisuru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
16. Technique Name: [Sakugen (Cut)]
Class: [7] - 7-1.
Technique Type: [Other]
Technique Element: [None] - If any
Technique Description and Effects:
The user pours reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses the cutback effect, as well as comes with the user's weight. It feels like it hits the enemy with the user's body weight, on top of cutting into them or their tools.
How to use technique: [How do you use this technique? List below.]
Charge and slash in an instant.
Drawback:
It drains some reiatsu and some stamina, but also comes with a requirement. One must have a minimum of 200 in strength to be able to use this technique, or it is invalid and probably cannot be used.
Made by: [Ozuru Ren]
Reserved?: [No]
17. Technique Name: Gigei Mikon: Hyaku Shiki [Wild Arts: Hundred Fangs]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of the user's base Strength and Speed after type. This causes a massive amount of damage in a short time.
How to use technique: The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
Drawback:
Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
Requirements: This requires a 2 in Hakuda to perform.
Made by: [Zeich Yajuu]
18. Technique Name: Pāmu o Namitsu(Ripple Wave)
Class: 2
Technique Type: Hakuda
Usable By: Shinigami, Beast
Technique Element: N/A
Technique Description and Effects: A strange type of Hakuda that Kimiko has developed that takes the function of a shockwave and uses it more as a defense than as the standard offense. How she accomplishes this feat through this technique is rather simple. By thrusting one of her palms in the same manner that would normally cause a shockwave Kimiko can cause a type of difference. The shockwave that is produced in the air from her palm doesn't travel forwards from her hand, instead moving outwards on the sides. This causes a ripple pattern in air that is comparable to the ripples on a water's surface after something has been dropped into it. This technique only lasts for a few moments, but during that time the shockwave pattern reflects back anything that comes into contact with it having a force equal to Kimiko's strength.
How to use technique: Kimiko must perform a palm strike instead of any other physical attack in order to generate this technique.
Technique Drawbacks: Executing this technique requires a fairly large amount of stamina meaning that over use of it can drain individuals rather quickly. The muscles in the arm that utilizes this technique suffer a large degree of stress from using this technique causing a fair amount of pain and the hand to become unresponsive until the end of the next post. Requires a 3 in Hakuda along with a base Strength of 600.
Made By: Kimiko Shihoin
Reserved: No
19. Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
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 the 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 regardless of reiatsu strength, and does so with 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.
Made by: [Admin]
Reserved?: [No]
20. Technique Name: Way of Omnitsu: Utsusemi (Cicada)
Class: 2
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
It allows for a movement at great speed, leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a Class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hohō or Hakuda. Can only be used once per post.
How to use technique:
Focus Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. Often used to gain an edge in a single moment of combat or to dodge incoming attacks.
21. Technique Name: Hitotsume: Nadegiri (The First: Killing Stroke)
Class: 1
Technique Type: Zanjutsu
Usable By: Shinigami, Vizard and Rogue
Technique Description and Effects: Nadegiri is a precise and swift attack that relies upon and combines the user's momentum (speed) and the offensive cutting power of their weapon, to cut their target. The user simply draws their weapon, performs a slash at 3x their speed and sheathes their weapon. The transition between drawing, attacking and sheathing is rather seamless. It can appear invisible to slower opponents or those without the proper senses and instinct. Appearing as if the user had never drawn their weapon to begin with. The only sign generally to the victim is a powerful cut.
How to use technique: Flow reiatsu into sword arm, Draw weapon, attack and sheath.
Technique Drawbacks:
Nadegiri is a powerful Zanjutsu technique that requires the user to have a 3 in a weapon skill to perform and at least 500 speed to learn. Due to the precision, speed and overall power, this technique can cause minor muscle damage on the users sword arm due to it tripling their speed. Though Reiatsu is first flown through the user's arm to prevent major damage to the user's muscles and bone. It still causes stress due to the precision and speed of the cut. Thus the user is recommended to rest their sword arm for a single post before using Nadegiri again. Excessive use of this technique while ignoring the rest time, will tear muscle and can even break bones, if the user is not careful. Nadegiri, though combining the speed and offensive cutting power of the user's weapon, still follows the 3x rule and can not exceed it. So say if the user had 400 cutting power and 400 speed, this technique would combine the two, making it a 800 base. The combination of these two stats, couldn't exceed 2400 with this technique. This technique counts as a short term stat boost and thus has a natural limit of uses in a thread.
Made By: N/A
Reserved?: No
22. Technique Name: Different Tempo
Class: 5
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
With the Rhythm Beat stance, the user is put into a specific pattern and rhythm of blows that can only increase or decrease in speed, while remaining in an almost constant series of predictable motions. Different Tempo shakes up that pattern, allowing the user to tense their muscles and completely redirect the momentum of their body, provided that they were the origin of it. A punch might suddenly jerk to the side instead of being a straight blow mid-strike, or a strike might be withdrawn to avoid a slashing blade that would cut them even if it was mid-attack. This technique is stand-alone and can work without the use of the Rhythm Beat stance, but it is most effective when paired with it, allowing the user to shake up a predictable pattern while maintaining the momentum necessary for high-speed combat.
How to use technique:
Tense the muscles and redirect the momentum of one's blow, even in a completely opposite direction.
Technique Drawbacks:
The main drawback to this technique is the muscle fatigue that comes with it, varying based on the reversal of momentum. Complete reversal is obviously the most straining compared to a redirection, and the higher the speed, the higher the risk of muscle and bone damage. Repeated use of more than three times in a post even at lesser amounts of stress can also cause this damage. Requires at least a 2 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved?: No
23. Technique Name: Onibi (Oni Fire)
Class: 2
Technique Type: Zanjutsu
Usable By: Shinigami, Vizard and Rogue
Technique Description and Effects: Onibi is a brutal technique used with either a blunt weapon or with a blunt part of a weapon such as the pommel. The user thrusts their weapon into the target of choice. This sends a force equal to the user's strength alongside a shockwave equivalent to the user's highest offensive stat into and out the back of the target. Thus creating a large gaping, cylindrical hole through the target struck by Onibi. Upon mastery Strength user's that have above 600 strength half the stamina cost.
How to use technique: The user performs a powerful thrust with a blunt part of a weapon and releases a shockwave created from their highest offensive stat excluding SpPr unless in release.
Technique Drawbacks: This technique requires at least 600 strength to pull off without straining the user's arm from a single attack. The user also requires a 2 in a weapon skill to learn. If the user doesn't have at least 600 strength, they can only pull off this technique once per arm. If they attempt to perform this technique again, they will lose all function of that appendage during the rest of said thread. Unless healed or given a rest period during the thread it was used. Those with 600 strength can take the stress of this technique twice per arm.
Made By: N/A
Reserved?: No
Extra: Technique Name: Shunpo (Flash Steps)
Class: 7
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from Point A to Point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move. Those of little skill in the technique or those who haven't used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower. This requires the use of more steps to move the same distance and become tired more easily in a shorter amount of time. A single step magnifies speed for that step by ten times. Shunpo uses fifty Reiatsu per step. This one is automatically learned in the academy. All Shinigami know this when created. This technique does not take up a technique slot.
How to use technique:
Focus of Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. It is often used to gain an edge in a single moment of combat or to dodge incoming attacks.
1. Technique Name: [Senka (Flash Blossom)]
Class: 5
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
A special Shunpo technique where one moves to their opponent's back. Directly attacking and sealing one's "Saketsu" (First Soul Chain) and "Hakusui" (Second Soul Chain) in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. Uses 100 Reiatsu per use. To use this particular brand of shunpo, the user must train to learn it. It is treated as a class 5 technique. As opposed to Shunpo, a 10x increase, Senka is an 11x increase.
How to use technique:
A focus of reishi around the feet area, and then launching off into a single step which blurs, not unlike teleportation in appearance, except it is simply extremely fast movement. Often used to gain an edge in a single moment of combat, or to dodge incoming attacks.
2. Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudo.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and hueco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
3. Technique Name: [Shunpo Karin]
Class: [5] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher reiatsu cost than normal Shunpo. Limit is once per post. More stamina taxing than regular Shunpo.
Made by: [Admin]
4. Technique Name: [Shunpo Eichi]
Class: [4] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The "exploding shunpo" technique allows the user, for three times the normal shunpo cost, to initiate a shunpo. This shunpo releases far more power, and therefore anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical strength when the shunpo is used.
How to use technique:
Stated above.
Drawback:
Stamina drain. Reiatsu cost. Can only be used twice per post.
Made by: [Admin]
5. Technique Name: [Mushi]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
A basic Hakuda technique that is used to attack and defend. This technique is a basic guarding mechanism. When an opponent's physical strike is incoming, the user uses this technique to deflect it by jabbing their hand upwards, smacking the side of the opponent's attacking limb. The force causes the enemy limb to shoot upwards, and force equivalent to their own strike to reverberate through the arm and cause damage.
How to use technique:
Requires superior physical strength to the enemy.
Drawback:
None.
Made by: [Admin]
6. Technique Name: [Denden]
Class: [4]
Technique Type: [Hakuda]
Technique Element: [None]
Technique Description and Effects:
This basic Hakuda technique requires an open palm to the enemy's chest. This technique causes reiatsu and raw force to jet from the user's attacking arm when it hits. This blasts the enemy back exactly thirty meters. Momentum suddenly stops after 30 meters, forcing the enemy to an awkward, jetting stop. This results in their being off balance.
How to use technique:
Stated above.
Drawback:
None. Enemies can resist technique if physical strength is double or more the user's.
Made by: [Admin]
7. Technique Name: Rasengeki
Class: [4]
Technique Type: [Hakuda]
Technique Element: [N/a]
Technique Description and Effects:
[By infusing a spiralling charge of reiatsu at the point of impact, the user is capable of sending an opponent flying, while spiralling in the air, spinning laterally in the air, until they either hit the ground (at risk of landing headfirst), or collide with an object. This technique is very disorienting for the target, due to the amount of motion inflicted upon them.]
How to use technique: A strength of 200 is required to use this technique, or the user will not have sufficient power to knock the target off the ground. Besides that, the user only needs to hit the target in the torso with any physical hit, to send them spinning. A 1 in any hand to hand striking martial art is needed to learn this technique.
Drawback: [This technique will not work with glancing hits or blocked blows. Although the point is not specific, it must be a clean hit to the torso to work, with enough strength to send the adversary flying, meaning the user has to commit to the move to make it work.]
Made by: [Kaen Youji]
8. Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving more quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
9. Technique Name: [Hakuda Defense: Do]
Class: [3]
Technique Type: [Other]
Technique Element: [N/A]
Technique Description and Effects:
It directly applies a palm to the perfectly correct spot in an incoming melee attack. This can be on an underside or at the very edge of a weapon, but it must hit the spot where the force is most vulnerable. The force immediately ceases, and the attack stops moving. It's good for making openings.
How to use technique:
Stated above.
Drawback:
It's a physical attack. No drawback.
Made by: [Sozen]
10. Technique Name: Tsubame Gaeshi (Swallow Reversal)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: The user executes this move by doing a sudden step in towards the opponent's personal space as soon as the opponent does either a forward vertical attack from above, or a vertical attack from behind. If the opponent does so, the user executes a three part strike that cannot be evaded, and is very, very hard to react to, requiring at least 300 or more points in Instinct and Senses.
First part involves a sudden step towards the opponent's position, striking the exposed elbow area if from the front, or if assaulted from behind, performing a Shukuchi-Ho or Senka to get behind the opponent, striking the spinal area at the base of the skull. Both attacks involved using the second fist of the middle finger (either hand). This first attack aims to stop the opponent's movement by striking the nerve points on those parts. Naturally, the spinal strike is more dangerous, so this first part is more dangerous if used as a counter attack to an ambush strike from behind.
Second part then quickly follows. Using the opposite hand, the user then strikes the opponent on the solar plexus, or the lower portion of the sternum if the attack was countered from the front, or if assaulted from behind, the spinal area located near the pelvic bone. Both utilize a full fist strike from the hand, aimed at inducing crushing blunt force trauma towards the stricken area. This makes the opponent's bodily physical resistance to lower drastically briefly.
Finally, after the last strike, the user immediately follows it up with a spinning roundhouse kick aimed towards the center of the torso of the target if the attack was done from the front, or if assaulted from behind, the user performs a double tiger-open palm strike towards the center of the target's spinal column. If the first two strikes landed successfully, there is no chance to block this final strike. The final strike multiplies the user's strength by 2 times for that one strike, producing a sudden surge of physical energy to escape out. As with most Hakuda, this technique does not use reiatsu (except if the user uses Senka instead of Shukuchi-Ho, in which case, reiatsu cost for Senka is paid instead).
How to Use Technique: Everything was stated above.
Drawback: This technique cannot be used every time. This can only be used in response to a vertical attack from above if the attack was made from the front, or as a response to any vertical attacks if the attack was made from behind. The technique also requires the user to have at least 100 Instinct, 100 Senses, 400 Speed, and 150 Strength. A target that has at least 400 in Strength can significantly mitigate the damage, but still cannot evade the attacks.
Made by: Koisuru Mugenryu
Reserved: Captains and Zero Division Shinigami Only
11. Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description:
Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have a very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if a double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from the single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if the double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Koisuru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
12. Technique Name: Shiraha Nagashi (lit. "Blade Parry")
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description:
This is one of the most utilized techniques in Hakuda, simply because a great number of opponents, shinigami and Arrancar alike, rely on swords as opening. Shiraha Nagashi is meant to be used against opponents who rely heavily on sword, or any bladed weapon in general, allowing its user to parry an attack, and do a well-timed punch at the same time on the opponent. This allows an attack that is both very hard to dodge, and block, simply because it was being thrown at the opponent the same time as the opponent's attack, while also parrying said attack. The parry blows away the trajectory of the sword away from the user's body using a shockwave thanks to the corkscrew trajectory of the punch. If the user's base Strength is greater than that of the opponent, the weapon is blown away, leaving the opponent disarmed.
This technique can parry against attack an opponent does as long as the user's total Strength added with 100% of his/her current Strength is greater than that of his opponent. The power of the punch executed by the user, however, is only at 50% of the user's base Strength. This technique is meant as a counter-attack more than anything, and is a favorite among Hakuda users, mainly because it uses no reiatsu, can be used multiple times, and it is not very taxing to use.
How to Use Technique: The user forms a fist on one hand, and cocks it back at waist level. He/she then punches toward an opponent while the opponent is attacking with a bladed weapon. The fist must perform a corkscrew movement, starting with the palm of the user facing upward, twisting with force counter-clockwise in such a way that the thumb faces upward just as the blade of the weapon comes in contact with the fist. The shockwave from the twist pushes the blade aside, and then the user uses his/her shoulder to extend the range and further twist the punch so that the palm is facing downwards as it connects to the opponent's torso (or any body part readily accessible).
Drawbacks:
The technique requires it user to have a base Speed of at least 400, a base Reiatsu Strength of at least 500 (because the technique requires above average reiatsu channeled around arm being used; note that it is channeled, not expended), a Base Strength of 100, Base Instinct and Senses of 100 due to its nature of being a counter attack. Also, this technique can only be used in response to an attack from a bladed/cutting weapon, and will not work against blunt or intangible weapons (reiatsu-formed weapons, maces, etc), making it very specialized. The technique has limited range as well. If the opponent is using a spear, even if it has a bladed tip, the user will not be able to reach the target simply because the target is too far. Simply put, the technique is limited by the user's arm reach.
Made by: Koisuru Mugenryu
13. Technique Name: Gokken
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is a powerful defensive Hakuda technique which was once popular in the Soul Society. It is no longer as popular as it once was. What it does is simple.
The user need only bar their arms and cross them in front of their body to defend against an attack. If it is a physical attack, there is no reiatsu cost. The attack hits the arms, which then lash out. This causes the attack to be repulsed.
What happens is unseen. The user's body is constantly vibrating during use of this technique, and this steals and repulses the energy of the incoming attack. This makes the speed stat the important stat for this technique.
When a physical attack hits, there will still be damage if the enemy's physical strength exceeds the user's speed stat. The force of the attack will be reduced in strength by however much speed the user has. If the user has speed greater than the hit strength, the attack will be repulsed. So if it's a direct physical attack, it will cause the enemy's internals to be hit with a force equivalent to the difference in the user's speed and enemy's strength.
When reiatsu attacks hit this technique, half the reiatsu that was used for the technique is drained from the user. This takes away reiatsu strength from the attack to weaken it. The attack loses all negative effects if its reiatsu strength drops to 0. This causes the speed of the user to be subtracted from the enemy attack's reiatsu strength.
How to use technique:
There are many requirements for knowing this technique. First, the user needs to have at least a speed stat of 600. That's the first requirement. The user also needs to have at least a 3 in Hakuda.
Drawback:
Gokken does not completely negate damage. The impact force will still leave its mark. Gokken also does not repulse attacks well if their power exceeds the user's speed. It is advised to use Gokken sparingly. It can tax stamina, sure, but really it's drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use.
Made by: Unknown - On forum, made by Kento! Kenpachi Shingai.
14. Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
15. Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if the target has lesser Speed than the user, and goes through blocks if the user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than the user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick towards the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback:
The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Koisuru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
16. Technique Name: [Sakugen (Cut)]
Class: [7] - 7-1.
Technique Type: [Other]
Technique Element: [None] - If any
Technique Description and Effects:
The user pours reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses the cutback effect, as well as comes with the user's weight. It feels like it hits the enemy with the user's body weight, on top of cutting into them or their tools.
How to use technique: [How do you use this technique? List below.]
Charge and slash in an instant.
Drawback:
It drains some reiatsu and some stamina, but also comes with a requirement. One must have a minimum of 200 in strength to be able to use this technique, or it is invalid and probably cannot be used.
Made by: [Ozuru Ren]
Reserved?: [No]
17. Technique Name: Gigei Mikon: Hyaku Shiki [Wild Arts: Hundred Fangs]
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique was developed in order to increase the user's strength in hand-to-hand combat. Using this technique sends Reiatsu pooling into the muscles and joints of his arms and hands, strengthening them and increasing their resilience. By using that same Reiatsu, he sends powerful impulses to the nerves that allows his limbs to react quickly in the form of a hundred powerful punches. Each one is fired off at twice the user's current Speed stat, causing his limbs to blur as the attacks are delivered in a sudden barrage that lasts only a few seconds. Each hit’s damage is equal to the combined total of the user's base Strength and Speed after type. This causes a massive amount of damage in a short time.
How to use technique: The user focuses their Reiatsu into the arms, strengthening the muscles and bones first to prevent excessive damage from overuse of the limbs. Following that, the same Reiatsu is channeled into the nerves and causes them to fire impulses rapidly, making his limbs move quickly in the form of a hundred lightning-fast blows.
Drawback:
Moving one’s limbs beyond their natural limits causes strain and damage on the muscles and bone; though Reiatsu is first channeled to prevent the worst of the damage, each use of this technique wears down the muscles and causes them to throb heavily after only one use. Two uses within five posts causes the muscles to begin tearing, and small fractures along the bone. Three uses within five posts will completely tear several muscles while cracking the bones, and any additional uses within that initial five posts will render the user's arms useless without proper healing. This technique can only safely be used eight times within a thread without healing.
Requirements: This requires a 2 in Hakuda to perform.
Made by: [Zeich Yajuu]
18. Technique Name: Pāmu o Namitsu(Ripple Wave)
Class: 2
Technique Type: Hakuda
Usable By: Shinigami, Beast
Technique Element: N/A
Technique Description and Effects: A strange type of Hakuda that Kimiko has developed that takes the function of a shockwave and uses it more as a defense than as the standard offense. How she accomplishes this feat through this technique is rather simple. By thrusting one of her palms in the same manner that would normally cause a shockwave Kimiko can cause a type of difference. The shockwave that is produced in the air from her palm doesn't travel forwards from her hand, instead moving outwards on the sides. This causes a ripple pattern in air that is comparable to the ripples on a water's surface after something has been dropped into it. This technique only lasts for a few moments, but during that time the shockwave pattern reflects back anything that comes into contact with it having a force equal to Kimiko's strength.
How to use technique: Kimiko must perform a palm strike instead of any other physical attack in order to generate this technique.
Technique Drawbacks: Executing this technique requires a fairly large amount of stamina meaning that over use of it can drain individuals rather quickly. The muscles in the arm that utilizes this technique suffer a large degree of stress from using this technique causing a fair amount of pain and the hand to become unresponsive until the end of the next post. Requires a 3 in Hakuda along with a base Strength of 600.
Made By: Kimiko Shihoin
Reserved: No
19. Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
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 the 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 regardless of reiatsu strength, and does so with 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.
Made by: [Admin]
Reserved?: [No]
20. Technique Name: Way of Omnitsu: Utsusemi (Cicada)
Class: 2
Technique Type: Kidō
Technique Element: None
Technique Description and Effects:
It allows for a movement at great speed, leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a Class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hohō or Hakuda. Can only be used once per post.
How to use technique:
Focus Reishi around the feet area and launch off into a single blurring step. It is not unlike teleportation in appearance, but it is simply extremely fast movement. Often used to gain an edge in a single moment of combat or to dodge incoming attacks.
21. Technique Name: Hitotsume: Nadegiri (The First: Killing Stroke)
Class: 1
Technique Type: Zanjutsu
Usable By: Shinigami, Vizard and Rogue
Technique Description and Effects: Nadegiri is a precise and swift attack that relies upon and combines the user's momentum (speed) and the offensive cutting power of their weapon, to cut their target. The user simply draws their weapon, performs a slash at 3x their speed and sheathes their weapon. The transition between drawing, attacking and sheathing is rather seamless. It can appear invisible to slower opponents or those without the proper senses and instinct. Appearing as if the user had never drawn their weapon to begin with. The only sign generally to the victim is a powerful cut.
How to use technique: Flow reiatsu into sword arm, Draw weapon, attack and sheath.
Technique Drawbacks:
Nadegiri is a powerful Zanjutsu technique that requires the user to have a 3 in a weapon skill to perform and at least 500 speed to learn. Due to the precision, speed and overall power, this technique can cause minor muscle damage on the users sword arm due to it tripling their speed. Though Reiatsu is first flown through the user's arm to prevent major damage to the user's muscles and bone. It still causes stress due to the precision and speed of the cut. Thus the user is recommended to rest their sword arm for a single post before using Nadegiri again. Excessive use of this technique while ignoring the rest time, will tear muscle and can even break bones, if the user is not careful. Nadegiri, though combining the speed and offensive cutting power of the user's weapon, still follows the 3x rule and can not exceed it. So say if the user had 400 cutting power and 400 speed, this technique would combine the two, making it a 800 base. The combination of these two stats, couldn't exceed 2400 with this technique. This technique counts as a short term stat boost and thus has a natural limit of uses in a thread.
Made By: N/A
Reserved?: No
22. Technique Name: Different Tempo
Class: 5
Technique Type: Hakuda
Usable By: Shinigami, Beast-Clan, Escudo
Technique Element: None
Technique Description and Effects:
With the Rhythm Beat stance, the user is put into a specific pattern and rhythm of blows that can only increase or decrease in speed, while remaining in an almost constant series of predictable motions. Different Tempo shakes up that pattern, allowing the user to tense their muscles and completely redirect the momentum of their body, provided that they were the origin of it. A punch might suddenly jerk to the side instead of being a straight blow mid-strike, or a strike might be withdrawn to avoid a slashing blade that would cut them even if it was mid-attack. This technique is stand-alone and can work without the use of the Rhythm Beat stance, but it is most effective when paired with it, allowing the user to shake up a predictable pattern while maintaining the momentum necessary for high-speed combat.
How to use technique:
Tense the muscles and redirect the momentum of one's blow, even in a completely opposite direction.
Technique Drawbacks:
The main drawback to this technique is the muscle fatigue that comes with it, varying based on the reversal of momentum. Complete reversal is obviously the most straining compared to a redirection, and the higher the speed, the higher the risk of muscle and bone damage. Repeated use of more than three times in a post even at lesser amounts of stress can also cause this damage. Requires at least a 2 in Martial Arts: Hakuda.
Made By: Z-Wolf
Reserved?: No
23. Technique Name: Onibi (Oni Fire)
Class: 2
Technique Type: Zanjutsu
Usable By: Shinigami, Vizard and Rogue
Technique Description and Effects: Onibi is a brutal technique used with either a blunt weapon or with a blunt part of a weapon such as the pommel. The user thrusts their weapon into the target of choice. This sends a force equal to the user's strength alongside a shockwave equivalent to the user's highest offensive stat into and out the back of the target. Thus creating a large gaping, cylindrical hole through the target struck by Onibi. Upon mastery Strength user's that have above 600 strength half the stamina cost.
How to use technique: The user performs a powerful thrust with a blunt part of a weapon and releases a shockwave created from their highest offensive stat excluding SpPr unless in release.
Technique Drawbacks: This technique requires at least 600 strength to pull off without straining the user's arm from a single attack. The user also requires a 2 in a weapon skill to learn. If the user doesn't have at least 600 strength, they can only pull off this technique once per arm. If they attempt to perform this technique again, they will lose all function of that appendage during the rest of said thread. Unless healed or given a rest period during the thread it was used. Those with 600 strength can take the stress of this technique twice per arm.
Made By: N/A
Reserved?: No
{Stats}Stats
Strength: 400 - 500 - 1,375
Speed: 200 - 300 - 825
Reiatsu Strength: 400 - 500 - 1000
Spiritual Pressure: 300
Instinct: 200
Senses: 300
Energy Sensory: 0
Healing Expertise: 0
Strength: 400 - 500 - 1,375
Speed: 200 - 300 - 825
Reiatsu Strength: 400 - 500 - 1000
Spiritual Pressure: 300
Instinct: 200
Senses: 300
Energy Sensory: 0
Healing Expertise: 0
{Skills}Skills
Bleeding Tolerance - 1
Swords - 3
Analysis - 3
Damage Recovery - 3
Battle Analysis - 3
Martial Arts: Hakuda - 4
Pain Resist - 3
Bleeding Tolerance - 1
Swords - 3
Analysis - 3
Damage Recovery - 3
Battle Analysis - 3
Martial Arts: Hakuda - 4
Pain Resist - 3
{Items}Items
2x Vials of Sekki sekki
1x Lucifer's ring - Hason
1x Bloody Grin - Class 1
1x Steel Silk clothing (class 1)
1x Spiritual Steel Khanda (Class 1)
2x Vials of Sekki sekki
1x Lucifer's ring - Hason
1x Bloody Grin - Class 1
1x Steel Silk clothing (class 1)
1x Spiritual Steel Khanda (Class 1)
{NPC Helper}NPC Helper
Name: Brutus (Nicknamed by Guujin)
Type: Cunning
Class: 1
Rank: 3
Aspect of Hell: Hopelessness
Primus: Gates of Hell
Contrary to the name this technique is not actually generating the actual gates or hell, nor does it have any serious affiliation with them. In fact the only thing they have in common aside from the name is that this technique does allow the user to open up a pathway out of hell. As well as to other planes of existence (Human World, Hueco Mundo, Soul Society.) However this can only be done cinematically. There is no inherent combat capability to this feature. The doors generated by this ability can vary in size and shape.
The doors however are much more than a simple means of escaping hell, these doors are actually able to create shortcuts anywhere. Even in cases where it doesn't exactly make sense. For example Brutus could make a door that opens up to the other side of a cloud of smoke. Or he can simply make doors that open up pathways to another point within 60 feet of him. These doors cost 50 reiatsu per set created and be entered by anyone so long as the door is open. Once one side is shut so too does the other door shut. These doors do not create a pathway so much as it just opens up to another point. When multiple doors are open the current user of a door can exit at any point that another door opens to.
The downside of having these doors is that while a door is opened the user will pay 50 reiatsu every post to maintain that set of doors. This will stack up if several doors are maintained at once. The doors also can be forcibly shut in two ways. If Brutus is not actively opposing the door being shut it can be closed like any other door. If Brutus is actively opposing it then the opposing force needs more OS than Brutus's OS to shut them.
Another way of dealing with the doors is simply to destroy them. If an attack of a higher class or an attack(s) brings their durability to 0 then the door is destroyed. In the event of there only being 2 doors both are destroyed when one is.
Infernus: Gates to Oblivion
So Primus's ability generates doors to another point in a nearby area when boiled down. This is well and good, and is even expanded upon in as far as length between doors and the doors ability to withstand damage. This being shown in the ability to produce doors up to 120 feet away from one another and the durability of the doors being 1.5x the OS of Brutus. Even closing the doors is harder now because an opposing force must have 25% higher OS than Brutus to close the doors.
However where the Primus opens to other points in nearby space the Infernus allows for the user to open doors to various other places. Some nearby and others not. For example with this level active if the user manages to touch an individual they can create a door on them and open them up. This does not inherently harm them even if the door should be opened up. However what it does allow is for a weak point to be generated as the door will open up to an individual's internals or to the bone if it is anywhere other than the head and torso. The cost for these doors is 100 reiatsu to create and maintain.
The doors can also open up to a pocket dimension, this pocket dimension being able to hold any amount of items, objects, etc that the user would like. However unlike other doors this one can only be opened for a post and only one object can be withdrawn from it at a time. Each instance of opening this particular door costs 75 reiatsu and can only be done twice a post. Like the prior doors if an individual aside from the user reaches within they are not stopped and can withdraw an item from inside. This will be determined by a dice roll on Brutus's next post with the maximum number being however many items he is holding in his pocket dimension. From there a number will be assigned to each item and a dice rolled to determine what item is picked.
Infernus Techniques:
1. Trap Door
As the name implies this technique is a set up and reaction technique. When the user activates this technique the first thing the user touches, which can be themselves, leaves a small condensed spark of reiatsu on. This spark is invisible to those without 300 ES. From there until the object in question or person comes in contact with their opponent it remains inactive. Once in contact however it activates and a door is spawned immediately in front of the object or person in question. This door then forcibly drags in the victim and allows the user to choose where the individual will be shunted out to. The force with which a person is drawn in and thrown out is at Brutus's OS.
Drawbacks:
4 total can be placed around. If another is placed the oldest one is removed. Costs 100 to create and 50 to maintain until used or willed away. These can be detected with 300 ES and if detected can be targeted by an attack to destroy. The trap's durability is 50% of Brutus's OS given the traps are more intent on being hidden than being durable. Must come in physical contact with another object or be placed.
2. Revolving Doors
This is a passive technique that does two things. It allows Brutus to move the doors and alter their shapes/size. When used to move doors Brutus can move any door to any point within his current release limit, assuming physical or spiritual obstructions are not in the way. I.E. if a wall is blocking half a room, he cannot shove the door through the wall. This also cannot be actively used to slam an opponent with a door to hit them merely reposition them. The doors while moving have a speed equal to Brutus's OS.
When it comes to changing the shape and size of a door it's much the same as moving the door. The door can be altered at a speed equal to Brutus's OS. The minimum size it can be is equal to the size of a human fist, while the maximum is equivalent to a castle gate. The door in the process can be thematically altered as well for no extra cost. (I.E. a standard house door can be changed into an attic door, or a sliding glass door, etc.)
Drawbacks:
To move the doors costs nothing however to change the size and shape of the door costs 50 reiatsu per door changed. Only one effect can be used at a time, size manipulation and repositioning cannot occur at the same time.
3. Peephole
With every door there is usually a keyhole in which a person can see through. This technique takes that idea and applies to every door made by Brutus. While active Brutus can generate a pair of glasses that allow the wearer to see through any door that Brutus has created. It does not add any additional sight benefits, such as seeing infrared, or nightvision, unless the wearer already has that. However the more doors available the more complete a picture as well as different angles can be perceived.
Drawbacks:
These glasses cost 100 reiatsu to create and per post to maintain. Brutus can only create up to 4 glasses at a time. The glasses also shatter upon being hit by anything. So care must be taken to not lose them or let them get damaged. Enemies, if they get them, also gain the same benefit.
4. Gatekeeping
The only thing that these doors up to now haven't been able to transport through them are attacks. People, objects, even environmental effects can and have been able to be brought through but attacks could not be. This ability however allows for Brutus to give his allies as well as himself the means to attack through the doors. The stipulation however is that the attacks must be able to fit through the door. And if the attack hits the door in the process the door will take damage and possibly be destroyed in the process. Care must be given when using the doors.
Drawbacks:
Attacks must be equal to or lower in class to go through safely, if a higher OS or Class attack is used then the door breaks after the attack is sent through. Opponents have the chance to use the doors for attack as well however they must have superior OS or a superior class. The door then breaks afterwards. Otherwise an attack sent towards the door while this is active merely damages the door.
Lastly this is a 200 reiatsu per post ability and must be maintained for the entirety of a post if any attack is sent through a door.
Supremus: Beyond the gates
The pinnacle of the gate Aterna Delicti, this allows for Brutus to use his doors up to 300 feet in any direction. They're durability is again increased to 1.5x his OS, and now he can close doors and not lose them so long as he continues to pay the cost for maintaining them. Speaking of this level, his doors cost 25 reiatsu per post. For doors on an individual they now cost 50 reiatsu to maintain while still requiring 100 reiatsu to place upon an opponent. To reach into the pocket dimension and grab items however is now free and allows for multiple items to be grabbed at once. This still however can only be done twice a post.
From here the doors can also travel to any dimension as well as most pocket dimensions. For example he can open a door to Hell and let out bursts of hellfire or a fountain of acid. He could also, however, open a door to someone's inner world and bring out an attack if the environment supports it. I.E. a mountain range with a constant lightning storm. These attacks use Brutus's OS as the OS for the attack. The attacks however are classless as they are natural environmental hazards as opposed to produced hazards.
This even scales into a person's mental space allowing for Brutus to directly interact with an individual in their mind or other invading forces inside another's mind. In the case of traversing into another personal world (inner world, mind space, soul, etc.) only Brutus is capable of this and must have physical contact with the individual in question before entering. And if the individual is not willing Brutus needs higher OS as well as equal or higher class to achieve this.
While within Brutus cannot directly harm an individual but he can cause mental trauma or attempt to hinder in other non-damaging ways.(I.E. Brutus cannot outright attack and damage a soul, however Brutus can poison it, apply status debuffs, pester someone constantly, etc.) If there are personal spirits within someone, zanpakuto spirits for example, they can attempt to fend him off. These spirits use the attacks and abilities associated with them. Zanpakuto spirits can use their zanpakuto powers, Bount Dolls can use their powers, etc. If they don't have any they use the stats of the RPC and can utilize their Non-release techs.
Supremus Technique: Limiter Removal
Unlike all other abilities this technique aims to generate a door and open it up to somewhere more metaphysical than real. As the name implies this technique aims to open up the full potential of a person by removing all the inherent limiters holding someone back. Mental, physical, spiritual, etc. While this is used it also prevents the chosen target from feeling physical exhaustion or spiritual exhaustion while the door remains open. Reiatsu costs and Fatigue from applicable types apply, however the user doesn't feel any fatigue from them until the end of this technique.
This technique cannot be used on Brutus himself as Suprermus is already at his maximum potential however it can be used on others. What this translates to is the ability to give one character a single 3x stat that counts against Brutus's long term stat boosts as opposed to using theirs. The character in question gets to pick what stat is chosen. While this technique is active should the individual have a type that lowers stats or has a drawback associated with post count fatigue this is suspended until the end of this technique's duration for the chosen stat.
Drawback:
This technique can only be used on a single person at a time. It can only affect a single stat and the stat boost lasts for 3 posts for the individual in question. After that the individual is extremely exhausted enough that their stat that was boosted prior is now cut in half and the remaining stats are cut by 25%. This debuff lasts for 3 posts.
In addition to the above Brutus's Supremus is limited to the 3 posts that this technique gives to an opponent. Regardless, the current number is for Supremus. The only exception being that if the Supremus is at lower than 3 posts it remains at those posts and will end this technique prematurely unless Brutus pays the full cost of another Supremus.
Standard Hason drawbacks for Supremus also apply to this.
Appearance:
Base:
Brutus's name says it all. He is a brute or at least his appearance would make one think of him as such. Especially considering he is nicknamed "The Gatekeeper''. And what better gatekeeper is there than a gargoyle? Standing at 3 feet 4 inches Brutus isn't exactly tall or big but looks eerily close to his architectural companions given his skin is a deep grey with rivets and cracks layered over his body. These cracks extend to his wings which look like they are slowly breaking apart at the edges. With sharp claws on his hands and feet, and a few spikes on his back, wing elbows, and the sides of his head it's hard to deny that he looks at least mildly intimidating.
Furthermore when he moves there is a sort of soft crunching sound that emanates from him. As if the stone itself was actually moving. From there the only thing to note that isn't the chains of hell are his eyes and the loincloth he wears. It's tattered and loosely hanging on his waist yet never seems to fall off even when flying. And his eyes are a piercing arctic blue. Anger and obvious malevolent intent is easy to see in them.
Last but not least are his wings and the chains. The chains are typical of hell chains and are pitch black, with spots of "rust", cracks, and other added effects to make them look worn. Yet despite this they remain as heavy and indestructible as ever. As for Brutus's wings they are scaled on the outside, which look more akin to shards of stone, and leathery on the inside. The edges are fraying and torn, with a couple holes here and there. Little muscle is present; the numerous scars around and on the wings show he's been in more fights than one.
Infernus:
If Brutus's last form was scary then his Infernus form is outright terrifying. In this form his entire body has both shrivelled and elongated giving him a bodily form that under normal circumstances shouldn't exist. To further that Brutus now has claws and spiked in far more areas than just his head, spine, hands, and feet. He had them on his wrists, elbows, the entirety of his tail, all of his spine, at the base of his wings, and around the sides of his head. All these spikes however wouldn't be complete without a vicious looking cutting edge to them opposite to Brutus's body. Thus making his entire body a veritable weapon with which to harm an opponent with.
Other noteworthy features include his tail, which didn't exist prior and is now the equivalent of a scorpion stinger at the end of a large and 3 foot long spinal cord, layered in spikes. Even the stinger itself has more spikes as if to ensure that whatever came in contact with it would be punctured with an unimaginable amount of holes. The next big noteworthy feature are his wings, while they were something akin to a dragon layered in stone they've now drastically changed into wings akin to a dragonfly. And to top it off there are more than just the original 2, there's now 4. The main backbone ending in a spike and veins extending into the actual wing itself.
The remainder of the body as mentioned prior is shrunken and elongated. There is no part of Brutus anymore that doesn't take "Skin and Bones" to a very literal meaning. If one looks hard enough they can even see his veins gently pumping blood underneath the skin. And if the physical appearance wasn't shocking enough, Brutus is now 6 foot 7 inches tall having literally doubled his height.
Supremus:
At last we get to Brutus's final form. With Supremus active Brutus blends his first and second form together to gain something more simplified yet more monstrous than before. And it is here he earns his name as the "Gatekeeper". Brutus shrinks to a size of 5 foot 6 inches but unlike his prior form actually manages to have some muscle on his bones. Not a lot and certainly not enough to get any muscular definition but enough to give him at least 30-40 pounds back on his physique. This is most noticeable on his torso, whereas the remaining limbs still look a bit thin comparatively.
When it comes to general body features he still remains an eerily pure white, with a muddied yellow coloring the ends of his horns, spikes, claws and even some of his teeth. He even regains some semblance of clothing as he has a small cape that looks to be made out of either his own skin or the skin of others and with his shoulder spikes going through it the cape doesn't leave him. He retains a tail though its more serpentine and as mentioned with his torso, has some flesh on it and considerable drop in spikes. In fact only the end has a small collection of bladed spikes.
His wings have also shortened and returned to being only a single pair of wings however they take on a bat like appearance with translucent appearance of his prior dragonfly wings. These extend out 2 feet each. His chains are now attached to him via cuffs on both his wrists. These reach out a foot down but hold the muddied yellow hue to them as opposed to strictly being pitch black. In addition to this Brutus has gained an actual weapon. A spear, basic in appearance as it looked akin to a typical norseman spear. Wooden body, metal end, with about a 4 in double bladed point. The blade looks to be made of worn bronze while the wood is ebony.
Last but not least is his face. The base is a humanoid skull. However the ears are incredibly pointed at their edge, they come off his cheek bones. His teeth are all canines with a few of them bronze in color. These are shown off very easily as he has seemingly no skin or lips. This extends to even his nose which is just a slight ridge with a hole that goes into the skull. Most noticeably in all this is his large spiked horns that grew out of his eye sockets and curved up and backwards. These go from pure white, to muddied yellow, to black. And last but not least is the beard grown. It's black, greasy, and looks aged like the remainder of his body.
Personality:
To call Brutus simple is both correct and incorrect. Brutus is a man of sloth and of mischief depending on when the mood strikes him. Regardless he is unapologetically blunt and to the point. Crude in what he says and uncaring who he says it too. Think of a crotchety old man and you've sort of got an idea for him. However to those he favors or views as his superiors he will curtail this to a degree. Usually calling them by their designated name and cursing or insulting things around them as opposed to the individual themself.
When not being tasked with something he prefers to lounge in the more remote sections of Hell in an attempt to get some peace and quiet, relatively. This usually being a luxury given he has the uncanny ability to create pathways outside of Hell and thus he is pestered nearly constantly. And once Brutus has found his section of Hell that he's content with being at, it takes an act of god to get him to do anything, especially if it's before he's ready. Nothing short of his superior or a forced summoning will get him to act. His own well being isn't even that much a concern since he's likely to return or on the blessed off chance, he'll never come back and be freed from the aggravations and suffering of Hell.
As mentioned however Brutus does have a mischievous side. One that occasionally takes root when something interests him or when he's bored enough to consider actually doing something. That's when he's a bit of a nightmare. He'll start with small annoying tricks and steadily work his way up to outright torturing a being who happens to keep his attention. That is assuming they are weaker than him. If they are stronger, he will hang around them like a bad habit, twisting what they say and in general being a nuisance akin to a fly that cannot be swatted. His personal favorite moments are when he makes others groan in mental anguish. It just fills some deep sense of longing that gets satisfied for the moment.
Make no mistake however that though Brutus is an older hellion, and a crotchety one at that. That he is any less dangerous than what he appears. Brutus has a keen and cunning mind to him. Able to determine most things about an individual at a mere glance and start forming plans of action around them. He's also surprisingly a team fighter when he's involved in a fight that has more than one person on his side. In fact his power makes him quite the adept helper as it takes a keen mind to determine where and when to move someone as well as how best to intervene.
Name: Brutus (Nicknamed by Guujin)
Type: Cunning
Class: 1
Rank: 3
Aspect of Hell: Hopelessness
Primus: Gates of Hell
Contrary to the name this technique is not actually generating the actual gates or hell, nor does it have any serious affiliation with them. In fact the only thing they have in common aside from the name is that this technique does allow the user to open up a pathway out of hell. As well as to other planes of existence (Human World, Hueco Mundo, Soul Society.) However this can only be done cinematically. There is no inherent combat capability to this feature. The doors generated by this ability can vary in size and shape.
The doors however are much more than a simple means of escaping hell, these doors are actually able to create shortcuts anywhere. Even in cases where it doesn't exactly make sense. For example Brutus could make a door that opens up to the other side of a cloud of smoke. Or he can simply make doors that open up pathways to another point within 60 feet of him. These doors cost 50 reiatsu per set created and be entered by anyone so long as the door is open. Once one side is shut so too does the other door shut. These doors do not create a pathway so much as it just opens up to another point. When multiple doors are open the current user of a door can exit at any point that another door opens to.
The downside of having these doors is that while a door is opened the user will pay 50 reiatsu every post to maintain that set of doors. This will stack up if several doors are maintained at once. The doors also can be forcibly shut in two ways. If Brutus is not actively opposing the door being shut it can be closed like any other door. If Brutus is actively opposing it then the opposing force needs more OS than Brutus's OS to shut them.
Another way of dealing with the doors is simply to destroy them. If an attack of a higher class or an attack(s) brings their durability to 0 then the door is destroyed. In the event of there only being 2 doors both are destroyed when one is.
Infernus: Gates to Oblivion
So Primus's ability generates doors to another point in a nearby area when boiled down. This is well and good, and is even expanded upon in as far as length between doors and the doors ability to withstand damage. This being shown in the ability to produce doors up to 120 feet away from one another and the durability of the doors being 1.5x the OS of Brutus. Even closing the doors is harder now because an opposing force must have 25% higher OS than Brutus to close the doors.
However where the Primus opens to other points in nearby space the Infernus allows for the user to open doors to various other places. Some nearby and others not. For example with this level active if the user manages to touch an individual they can create a door on them and open them up. This does not inherently harm them even if the door should be opened up. However what it does allow is for a weak point to be generated as the door will open up to an individual's internals or to the bone if it is anywhere other than the head and torso. The cost for these doors is 100 reiatsu to create and maintain.
The doors can also open up to a pocket dimension, this pocket dimension being able to hold any amount of items, objects, etc that the user would like. However unlike other doors this one can only be opened for a post and only one object can be withdrawn from it at a time. Each instance of opening this particular door costs 75 reiatsu and can only be done twice a post. Like the prior doors if an individual aside from the user reaches within they are not stopped and can withdraw an item from inside. This will be determined by a dice roll on Brutus's next post with the maximum number being however many items he is holding in his pocket dimension. From there a number will be assigned to each item and a dice rolled to determine what item is picked.
Infernus Techniques:
1. Trap Door
As the name implies this technique is a set up and reaction technique. When the user activates this technique the first thing the user touches, which can be themselves, leaves a small condensed spark of reiatsu on. This spark is invisible to those without 300 ES. From there until the object in question or person comes in contact with their opponent it remains inactive. Once in contact however it activates and a door is spawned immediately in front of the object or person in question. This door then forcibly drags in the victim and allows the user to choose where the individual will be shunted out to. The force with which a person is drawn in and thrown out is at Brutus's OS.
Drawbacks:
4 total can be placed around. If another is placed the oldest one is removed. Costs 100 to create and 50 to maintain until used or willed away. These can be detected with 300 ES and if detected can be targeted by an attack to destroy. The trap's durability is 50% of Brutus's OS given the traps are more intent on being hidden than being durable. Must come in physical contact with another object or be placed.
2. Revolving Doors
This is a passive technique that does two things. It allows Brutus to move the doors and alter their shapes/size. When used to move doors Brutus can move any door to any point within his current release limit, assuming physical or spiritual obstructions are not in the way. I.E. if a wall is blocking half a room, he cannot shove the door through the wall. This also cannot be actively used to slam an opponent with a door to hit them merely reposition them. The doors while moving have a speed equal to Brutus's OS.
When it comes to changing the shape and size of a door it's much the same as moving the door. The door can be altered at a speed equal to Brutus's OS. The minimum size it can be is equal to the size of a human fist, while the maximum is equivalent to a castle gate. The door in the process can be thematically altered as well for no extra cost. (I.E. a standard house door can be changed into an attic door, or a sliding glass door, etc.)
Drawbacks:
To move the doors costs nothing however to change the size and shape of the door costs 50 reiatsu per door changed. Only one effect can be used at a time, size manipulation and repositioning cannot occur at the same time.
3. Peephole
With every door there is usually a keyhole in which a person can see through. This technique takes that idea and applies to every door made by Brutus. While active Brutus can generate a pair of glasses that allow the wearer to see through any door that Brutus has created. It does not add any additional sight benefits, such as seeing infrared, or nightvision, unless the wearer already has that. However the more doors available the more complete a picture as well as different angles can be perceived.
Drawbacks:
These glasses cost 100 reiatsu to create and per post to maintain. Brutus can only create up to 4 glasses at a time. The glasses also shatter upon being hit by anything. So care must be taken to not lose them or let them get damaged. Enemies, if they get them, also gain the same benefit.
4. Gatekeeping
The only thing that these doors up to now haven't been able to transport through them are attacks. People, objects, even environmental effects can and have been able to be brought through but attacks could not be. This ability however allows for Brutus to give his allies as well as himself the means to attack through the doors. The stipulation however is that the attacks must be able to fit through the door. And if the attack hits the door in the process the door will take damage and possibly be destroyed in the process. Care must be given when using the doors.
Drawbacks:
Attacks must be equal to or lower in class to go through safely, if a higher OS or Class attack is used then the door breaks after the attack is sent through. Opponents have the chance to use the doors for attack as well however they must have superior OS or a superior class. The door then breaks afterwards. Otherwise an attack sent towards the door while this is active merely damages the door.
Lastly this is a 200 reiatsu per post ability and must be maintained for the entirety of a post if any attack is sent through a door.
Supremus: Beyond the gates
The pinnacle of the gate Aterna Delicti, this allows for Brutus to use his doors up to 300 feet in any direction. They're durability is again increased to 1.5x his OS, and now he can close doors and not lose them so long as he continues to pay the cost for maintaining them. Speaking of this level, his doors cost 25 reiatsu per post. For doors on an individual they now cost 50 reiatsu to maintain while still requiring 100 reiatsu to place upon an opponent. To reach into the pocket dimension and grab items however is now free and allows for multiple items to be grabbed at once. This still however can only be done twice a post.
From here the doors can also travel to any dimension as well as most pocket dimensions. For example he can open a door to Hell and let out bursts of hellfire or a fountain of acid. He could also, however, open a door to someone's inner world and bring out an attack if the environment supports it. I.E. a mountain range with a constant lightning storm. These attacks use Brutus's OS as the OS for the attack. The attacks however are classless as they are natural environmental hazards as opposed to produced hazards.
This even scales into a person's mental space allowing for Brutus to directly interact with an individual in their mind or other invading forces inside another's mind. In the case of traversing into another personal world (inner world, mind space, soul, etc.) only Brutus is capable of this and must have physical contact with the individual in question before entering. And if the individual is not willing Brutus needs higher OS as well as equal or higher class to achieve this.
While within Brutus cannot directly harm an individual but he can cause mental trauma or attempt to hinder in other non-damaging ways.(I.E. Brutus cannot outright attack and damage a soul, however Brutus can poison it, apply status debuffs, pester someone constantly, etc.) If there are personal spirits within someone, zanpakuto spirits for example, they can attempt to fend him off. These spirits use the attacks and abilities associated with them. Zanpakuto spirits can use their zanpakuto powers, Bount Dolls can use their powers, etc. If they don't have any they use the stats of the RPC and can utilize their Non-release techs.
Supremus Technique: Limiter Removal
Unlike all other abilities this technique aims to generate a door and open it up to somewhere more metaphysical than real. As the name implies this technique aims to open up the full potential of a person by removing all the inherent limiters holding someone back. Mental, physical, spiritual, etc. While this is used it also prevents the chosen target from feeling physical exhaustion or spiritual exhaustion while the door remains open. Reiatsu costs and Fatigue from applicable types apply, however the user doesn't feel any fatigue from them until the end of this technique.
This technique cannot be used on Brutus himself as Suprermus is already at his maximum potential however it can be used on others. What this translates to is the ability to give one character a single 3x stat that counts against Brutus's long term stat boosts as opposed to using theirs. The character in question gets to pick what stat is chosen. While this technique is active should the individual have a type that lowers stats or has a drawback associated with post count fatigue this is suspended until the end of this technique's duration for the chosen stat.
Drawback:
This technique can only be used on a single person at a time. It can only affect a single stat and the stat boost lasts for 3 posts for the individual in question. After that the individual is extremely exhausted enough that their stat that was boosted prior is now cut in half and the remaining stats are cut by 25%. This debuff lasts for 3 posts.
In addition to the above Brutus's Supremus is limited to the 3 posts that this technique gives to an opponent. Regardless, the current number is for Supremus. The only exception being that if the Supremus is at lower than 3 posts it remains at those posts and will end this technique prematurely unless Brutus pays the full cost of another Supremus.
Standard Hason drawbacks for Supremus also apply to this.
{Non-release Technniques}1. Technique Name: Corrupting Influence
Class: 4
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: Spirit
Technique Description and Effects:
Beings of Hell exist for many purposes, but one that many, if not all share, is the corruption of all that is good, drawing it towards the same Hell that they exist in. This technique embodies that aspect, and acts accordingly. Simply put, it corrupts a victim within its range. In an area one hundred feet in radius around the user, any individuals who possess a Dark Aura lower than the user's will find their Light Aura reduced by 10 and their Dark Aura increased by 10 each post. As their aura inverts, they become more sinister, darker in personality; the stronger their Dark Aura becomes, the more their desire to do wrong increases. They begin to find pleasure in cruelty, begin to find joy in harm, begin to lust for destruction and pain of anything good. The higher their Dark Aura gets, the further they sink into depravity. Of course, being outside of the aura reverses this; for each post that the victim is not exposed to the aura, their Light Aura recovers by 5 and their Dark Aura drops by a similar amount until they are back to their normal values. Personality reverses appropriately.
How to use technique:
Extend one's will outwards, spreading the corruption of one's own darkness to the souls around them.
Technique Drawbacks:
Cost, of course, is the first drawback. This technique costs 150 Reiatsu to activate, and 100 Reiatsu per post after to maintain. Second, a victim can never have their Dark Aura go higher than the user's; once they are even or higher, this technique no longer works. Those with a strong spirit can resist this technique; with a superior spiritual offensive stat, the corruption is reduced to 5 points per post, while with a 25% advantage, the corruption is negated altogether. Those with a 100 in Light Aura also have a unique resistance to this technique; while it won't stop it outright, they will have to receive thirty points of Light Aura corruption (three posts with lower spiritual stat, or six posts with just superior spiritual stat and not the 25% advantage) before their values are actually altered.
Made By: Skoll Koryu
Reserved?: No
2. Technique Name: Dark Draw
Class: 3
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: Spirit
Technique Description and Effects:
The second in the pair of evil-attraction techniques, Dark Draw takes the concept of Dark Lure and takes it a step further. While its predecessor simply lured targets of sufficient darkness and low willpower to a single place, Dark Draw takes the darkness out of these victims and feeds it to the user, making use of this evil and sin to strengthen them. This has the expected effect, draining the sense of darkness from the victim's soul, but does little to influence their actual personality. Evil can't be made good through such a simple concept, after all.
This technique is sinister in its nature; by simply being within one hundred feet of a victim bearing any sort of Dark Aura, the user begins to siphon it away, draining out the evil intents of the victim's soul and taking it into themselves. All targets within this radius are affected at once, regardless of the number. Now, what happens is scary; each post, all affected victims who do not resist the draw (see the drawbacks section for more information) have their Dark Aura reduced by 10. Their Light Aura is untouched; this technique simply drains the darkness from a victim without creating new positive emotions. This is particularly scary for those who have an extremely low Light Aura; as their darkness slips away, they find themselves in a state of greater and growing apathy, a nothingness from which no emotions can be born. Those affected find that the darkness within them starts to flow away, the sinister and evil emotions they feel starting to fade into nothing. This doesn't take away from evil or malicious intent, merely the feelings of darkness that come with it. Pleasure at suffering, rage or anger, even a desire towards cruelty; all of it begins to just disappear.
But that's not all this does. As the darkness is drained into the user, they are revitalized, their own darkness growing by the moment. Every point of Dark Aura drained is added straight to their total, up until it reaches 100; at this point, all Dark Aura they drain will revitalize them in various ways. If the user draws in 10 or less Dark Aura in a post, they can either heal minor wounds, such as skin-deep cuts, bruises and or small fractures that are not fully broken bones, or they can recover a small amount of stamina, like taking a twenty-minute rest to catch their breath. If they draw in at least 20, then wounds as serious as bone-deep cuts or severed digits (fingers, toes) can be regenerated immediately, or stamina equal to a full hour's rest can be recovered. Finally, if the drawn Dark Aura in a post reaches 30 or higher, the user can either regenerate a complete limb or equivalent, non-internal organ wounds, or else they may fully recover their stamina.
How to use technique:
Inhale through the mouth as though taking a deep breath, and absorb the darkness of those around the user.
Technique Drawbacks:
A powerful technique that can drain away emotions and allow the user to restore themselves from it, this technique costs 400 Reiatsu to activate, and 100 Reiatsu per post to keep it constantly active. Naturally, it also requires that there are targets with Dark Aura to drain in the required area; against those with their DA either reduced to 0 or naturally at 0, this technique is ineffective, and has no purpose except to drain the user's Reiatsu. This also has the effect of twisting the user's personality; their DA will not return to normal until the end of the thread, and as it goes up, their personality becomes darker, more sinister, and more evil. Thoughts become malicious, desires evil. This cannot be fought against or resisted, even if the user also possesses a Light Aura of 100. This evil will always take hold for the remaining duration of the thread, or a rest period of eight or more hours.
However, this also has a resistance aspect to it. A foe with a spiritual stat greater than the user's highest spiritual stat will only have 5 DA drained from them with each post, while a foe with a 50% advantage in spiritual stats will be able to resist the pull outright. In fact, those with a strong enough spirit to completely resist the effect can actually reverse the flow, draining the user's DA as though they were using the technique and receiving healing effects as listed. Those with a two-Class advantage over the user can also reverse this flow, their darkness too strong for the user to draw in.
Made By: Skoll Koryu
Reserved?: No
3. Technique Name: [Grasp of the Dead]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [Fire]
Technique Description and Effects:[This is a very tricky ability for Hell users to first pick up, but absolutely invaluable once they've gotten the hang of it. By manipulating their chains, the users of this ability are able to channel heat and flames through the blackened bindings tethering them to Hell, creating a long arm of energy. The construct is an extension of the user in almost every way, being as dexterous as its creator. The Hands are spiritual in nature, and scale off of the user's highest spiritual stat. For every 50 in either rs or sprp, the hands can extend one foot. Hands move at a speed of 600, or equal to the user, whichever is faster. Hands have a piercing power equal to the spiritual stat of the user, and burn away anything with less than half of the user's spiritual stat, destroying anything it touches. Cost, 100 reiatsu per post. Each level of mastery grants the user an additional pair of arms, up to three pairs.]
How to use technique: [Stated above.]
Technique Drawbacks: [User must have at least a 2 in pain resistance, or similar Skills in order to use this ability.]
Made By: [Kitai Yoru]
Reserved?: [No]
4. Technique Name: [Mark of Sin: Gluttony]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Gluttony, this mark appears on the user's tongue. Passively, this allows the user to eat and digest anything perfectly, seemingly having a bottomless pit for a stomach. When activated, this allows the user to bite through anything with a lower original stat than the user's original highest spiritual stat, or strength stat. When successively used on a living being, the user absorbs a portion of their power, increasing one stat by 50% for three posts. When used successively again within the three posts will reset the duration of the posts and stack the boost, up to three additional times per stat. 250 reiatsu per bite.]
How to use technique: [Pay cost, bite into someone.]
Technique Drawbacks:
[Does not count random background npc's for boost. If the user is unable to bite and eat something, then no boost. Once the user's stat is boosted, every time this is used afterward increases the cost by 50 reiatsu. While the user has a boosted stat or stats, they feel an intense and painful hunger, requiring a point in pain tolerance or anti-torture specifically for each boost after the first.]
Made By: [Kitai Yoru]
Reserved?: [No]
5. Technique Name: [Blaze Blood]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [All Hell Races]
Technique Element: [Fire]
Technique Description and Effects:
[Blaze Blood has a passive ability that turns the user's blood into a highly volatile liquid that ignites once it is exposed to the air. Once the user is injured to the point of drawing blood, a large torrent of flames will erupt from the wound, often catching whatever managed to harm the user in the inferno. This flame lasts a single post, and afterward, the wound reseals itself through cauterization. Is able to receive normal blood transfusion, so long as their blood does not come in contact with the air.
The offensive stat of the flames are equal to the user's highest spiritual stat, or 600, whichever is higher, and will shoot out twenty feet from the user. Costs no reiatsu to use.]
How to use technique: [Get injured enough to draw blood.]
Technique Drawbacks:
[Every time this ability is used costs the user one tenth of their blood. If the user uses more than half their blood without getting more, then they will pass out. ]
Made By: [Kitai Yoru]
Reserved?: [No]
6. Technique Name: [Bladed Chains]
Class: [3]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Well, if you can't get rid of the nigh indestructible chains, why not put them to good use? This ability has two parts to it.
1: The chains of Hell torment the denizens endlessly, so why not share the misery? Learning this ability influences the blades, giving them the ability to cut through anything as easily as a normal spiritual blade can, regardless of the chains not changing in appearance, still as rounded as ever. The offensive stat for the chains is based on either the highest Spiritual stat, or the user's Strength stat, whichever is higher. Chains are unable to cut their owner. This is a passive ability, and is unable to be turned off.
2: Through some heavy handed use of reiatsu, the user can extend and manipulate the chains to do as they please. For strength users, the chains will extend upto thirty feet, and will move at either a speed equal to their speed stat, or at a speed of 600. For spiritual users, the size scales off of their highest spiritual stat. For every 50 they have in their higher stat, the chains can extend another foot, and can move at either 600, or the user's speed. Cost is 100 reiatsu for every post.]
How to use technique: [Pay the cost for chains. Cutting power is permanently active]
Technique Drawbacks: [Cost.]
Made By: [Kitai Yoru]
Reserved?: [No]
7. Technique Name:Advanced Air Platform
Class: 8-6
Technique Type : General Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects : This technique is based on the ability of various races to create reishi platforms in midair. This Technique is so simple and uncomplicated that even the most simple of brutes and lunatics can perform this ability flawlessly. However as time goes on, this technique however has a very deep history as to how it came to be so widespread, and also a much more progressive means of its use.
Class 8: The Most simple and fundamental technique. This is simply the formation of platforms under the feet to form an artificial plane off of which to maneuver. This technique uses so little energy that it has almost no cost (25 reiatsu allows 3 steps at learning, 5 steps at proficient, and 7 steps on Mastery at this class). The user can only create horizontal steps exactly on the side of the foot, and in this class can only do this thrice per post, either to run along this new-made surface, or to increase or decrease altitude.
Class 7: Advancement. Still ridiculously simple, this level of the technique does take some reiatsu. At 25 Reiatsu cost, the user can create a pair of constantly generating platforms under their feet which lasts the entire post, however at this class the technique is still limited to at least a general downward direction and cannot rise to an angle more than 65 Degrees upward from a flat surface.
This changes at class 6, at which point panels can be created even at a 90 degree angle. Additionally, the panels can be created at any point in the body allowing one to push off with any limb and even slide along one's back, allowing a powerful boost in mobility. Cost increases to 50 per post.
How to use technique: The user focuses their spirit energy, creating platforms and surfaces.
Technique Drawbacks Reiatsu Cost.
Made By: N/A
Reserved? (Yes/No): No
8. Technique Name: Advanced Air Arsenal: Air strings
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Whether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful.
At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
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 its 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).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered.
Made By:Nola Vilde
Reserved? (Yes/No): No
9. Technique Name: Advanced Air Arsenal: Air Trap
Class: 6-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect):
This technique was something of a happy accident. Whilst delving into the intricacies of forming these air structures, it was discovered that even in failure, one can succeed. This technique intentionally creates flawed and imperfect reishi plates in proximity to the user, such that when it comes into abrupt contact with an attack or enemy, the plate ruptures and disrupts the enemy. These plates are specially formed with an imperfection on only one side of the plate, and as such when they go off, the effect is directional, allowing the user to remain unaffected.
At class 6, this technique causes an outward burst of reishi particles and a shockwave. At this class the effect is not physically damaging, but does have an effect similar to a flashbang. At learned, the user is exempt from the flash, but not the bang. At proficiency, the user is partially protected by the loud noise of the plate going off. At mastered, this technique will not harm or disorient the user at all.
Max Plate size: 1 cubic meter
At class 5, this technique has some oomf to it. When a plate is set off, the burst of reishi is actually damaging. Getting struck by this reishi shrapnel can break the skin and even damage the eyes or other sensitive tissues of the target, in addition to displacing the air around the blast by the outward force.
Offensive strength: 350
Max Plate size: 2 cubic meters
At class 4, this technique becomes more dangerous. Able to penetrate both skin layers and into the muscle, this technique is considered potentially lethal depending on the part of the opponent struck by this burst.
Offensive strength: 500
Max Plate size: 3 cubic meters
At Class 3, this technique can rip it's way through flesh and muscle, and even perforate internal organs. It is considered very lethal in this class.
Offensive strength: 650
Max Plate size: 4 cubic meters
Class 2 not only causes shrapnel and concussive damage, but also generates heat, making this technique dangerous even for those with impact and puncture defenses, and making regeneration more difficult by cauterizing the wounds inflicted.
Offensive strength: 800
Max Plate size: 6 cubic meters
Class 1 plates are incredibly dangerous, not only for the target, but anything that might be behind them as well. At this class, the explosion produces incredible heat and even sends spikes of reishi shrapnel flying, overpenetrate targets and damaging materials behind them as well. At this class, one must start to seriously worry about the deaths of bystanders.
Offensive strength: 950
Max Plate size: 10 cubic meters
Technique Drawbacks:
Reiatsu costs. Additionally, these plates, while translucent and mildly hard to see, are hardly invisible. The user must strategically place them, and even then a target may typically back off from an attack if they suspect the plate is a trap. That said, while the plate is hardly invisible, it is not distinguishable from other forms of Advanced Air Arsenal.
Additionally, the form of these plates is limited by one's skills in the technique. As learned, one can simply make square or rectangular plates. At Proficient, one can actually give simple form, and at Mastered one can craft almost any structure they wish.
Made By:Nola Vilde
Reserved? (Yes/No): No
10. 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. In 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.
Made By:Nola Vilde
Reserved? (Yes/No): No
11. Technique Name: [Reiatsu Recovery]
Class: [4] - 7-1.
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 basic technique allows a user to restore an ally's reiatsu through physical contact. During this physical contact, the user pools his/her reiatsu into the ally, giving them however much reiatsu is desired to give.
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.]
None.
Made by: [Admin]
Reserved?: [No]
12. Technique Name: Combat Cutback
Class: 4
Technique Type: Reiatsu
Usable By (Technique is available to which races?): Anyone with 300+ SpPr
Technique Element: None
Technique Description and Effects: Persons with high spiritual pressure are known for their large reiatsu pools, but they also tend to be known for their weaker reiatsu strength, which means they have a ton of reiatsu, but not that much to actually use it on. This technique's entire purpose is to take that sheer volume of reiatsu and turn it into a viable, dangerous weapon.
The user builds up a pool of reiatsu internally, increasing the internal pressure, before channeling it towards a set of limbs, such as the hands or feet, discharging it as a weapon. By doing this the user can harness their reiatsu into physical striking power, allowing them to match a physically stronger opponent blow for blow, or possibly even beat them. Upon initial use the user pays 75 reiatsu per 100 strength, maxing out at their spiritual pressure, but afterwards the per post upkeep drops to 25 per 100. The amount of force generated can be changed once per post, going down merely drops the upkeep, but going up, the user must pay the initial upkeep as well as an additional 75 reiatsu for every 100 strength they add to the technique.
How to use technique (How is it activated?):
Building up internal reiatsu before focusing it on a set of limbs such as hand, hands or feet (or other applicable appendage like a tail). Before mastery of this technique only a single limb, such as one hand or foot, may be selected at a given moment, after master is obtained both may be used at once.
Technique Drawbacks (Limitations, repercussions for use, etc):
Besides a fairly large initial cost and a moderate per post upkeep this technique only has one major drawback; reiatsu burns. When using this technique the user is forcing a large amount of reiatsu to be funneled through a relatively small area, so extended use can be dangerous. 1st degree burns begin to form after about 3 posts, 2nd degree after 5, 3rd after 7, and finally after 9 posts the chosen limb becomes borderline useless and the technique can no longer be used in that area. Healing, specifically of the burns, will reset the timer of this technique.
Made By: Yetsuna
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
13. Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
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 the 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 regardless of reiatsu strength, and does so with 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.
Made by: [Admin]
Reserved?: [No]
14. Technique Name: [Form: Obsidian]
Class: [3]
Technique Type: [None]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique hardens the user's reiatsu into an obsidian-like crystal, and it can be molded and shaped into anything as long as it does not exceed the volume of the user's own body. The newly hardened reishi has a durability and piercing strength that depends on the cost of the technique. For every 100 reiatsu the user puts into it, the durability and piercing strength of the technique increases by 250 (ex. a cost of 200 reiatsu gives Form: Obsidian a durability and offensive stat of 500). The user can either hold Form: Obsidian or launch it as a projectile at the same speed as a cero.
Once Form: Obsidian is used, the user has the option to activate it once more. By doing so, he can cause the obsidian to crack into as many pieces as he’d like, anywhere between two uneven pieces to a million little grains. He can cause the obsidian to shatter with a speed of up to 600, spreading out to a maximum distance of 15 meters in every direction. The user can control the speed of the shattering and the distance that the shards travel.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The cost of this technique increases greatly depending on the desired offensive stat. The minimum cost is 100 reiatsu and the maximum cost is 400 reiatsu (an offensive stat of 1000). In addition, the user must pay 100 reiatsu for the second activation that causes Form: Obsidian to splinter.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
15. Technique Name: [Cutback: Assault]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Cutback]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Traditional cutback is triggered by a physical strike from a spiritually inferior source. Among those with immense spiritual pressure it is a useful defense. This technique converts that same cutback into an offense. The user gathers all of their spiritual energy at their core before releasing it outward with a burst. An invisible wave bursts outward with a speed and force of 600, pushing back everything in its path. It functions like a larger Martial Discipline: Ken to all those around. The user may choose to spend an additional reiatsu to increase the range of the wave. At its lowest range, the wave will travel 200 meters in every direction. If the user doubles the cost, this range will also double to 400 meters in every direction. But get this. If the cost is TRIPLED, the radius will also triple to a whopping 800 meters.
However, the real effect of the technique only kicks in when the wave makes contact with any individual. If the difference in spiritual pressure between the user and target is great enough, this technique will automatically inflict the same damage they would face had they triggered cutback. This property is what makes Cutback: Assault truly deadly.
How to use technique (How is it activated?):
Charge reiatsu and release it.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique costs 300 reiatsu to use, and it must be mastered before employed in battle. It may only be activated once every 3 posts, and while it’s on cooldown, the user loses access to natural cutback. However, that is hardly the most serious drawback. As this technique causes the sudden output of such a large amount of energy, it puts a heavy strain on the body, worsening all injuries the user suffered prior to activation. When used the first time, if the user has any deep lacerations or stab injuries, they will begin to bleed profusely, giving them 5 posts before they lose consciousness. When used the second time, even if the user only had thin cuts, these will widen and deepen as blood rapidly escapes them, giving the user 5 posts before they pass out from blood loss. After being employed a third time, even if the user is completely unharmed, their nose and eyes will begin bleeding. In fact, their internal organs would be struggling to function as the strain of a third Cutback: Assault also caused them hemorrhage. The internal bleeding would cause the user to pass out in 5 posts after activating the technique.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
16. Technique Name: [Ultimate Cutback]
Class: [1]
Technique Type: [Other]
Usable By (Technique is available to which races?): [All Races except Arrancar]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Everyone is already aware of the inherent cutback effect those with high spiritual pressure can inflict on enemies with lower spiritual pressure who attempt to physically attack them. This technique is a step above the basic level of cutback that is usually nullified by releasing. This time, as long as the user is at the same level of release or a greater one than the enemy, this technique may come into play. If both are at the highest form of release available to their race, even if the classes aren’t equal, this technique may still apply.
Unlike traditional cutbacks, this is not permanently active. It can only be turned on for a moment, and in a limited area. By focusing reiatsu into a limb, his head, or his torso, the user may allow cutback to take effect against an incoming attack. Better yet, if the attack is physical but traditional cutback wouldn’t normally apply, it will act as an invisible skin defense for just as long as it’s active as long as the difference between the user’s spiritual pressure and the opposing offensive stat is at least 150.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc)
The first drawback is the reiatsu cost. By paying 400 reiatsu, Ultimate Cutback may protect one part of the user’s body for the remainder of the post. However, there is a catch. After that point, he may not use this technique for one full post before it is available again, and in that “rest post,” if the user takes a hit, the damage from this hit would be doubled. He’d experience twice the pain, bleed twice as much, and the attack would even hit twice as hard. A punch with 100 strength behind it would do as much damage to him as a 200 strength punch. Each time the technique is used, its reiatsu cost goes up by 100 until the end of the thread. In addition, while ultimate cutback is active, other techniques that channel through that part of the body cannot be used. Lastly, focusing such a large amount of spiritual energy in a single location is draining to the user’s stamina, so spamming other techniques while Ultimate Cutback is active is tiring.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
17. Technique Name: [Mark of Sin: Envy] Mastered
Class: [5]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [Transformation]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Envy, it brands itself on the back, over the heart. When activated, the user is able to transform themselves into any other person that they know of, often someone in a position of fame or power, or someone that happens to have more than the wielder of the mark has. This isn't the rule, the user can change into anyone, but more of a guideline.]
How to use technique: [The user thinks of a person they want to be, and their body physically changes into that person, even going as far as mimicking clothing. The aura they give off is nearly identical to the original owner, but those who are familiar with the target, with 200 or more energy sensory, can tell that the user isn't who they say they are.]
Technique Drawbacks: [
The user pays 100 reiatsu per post to maintain. Cannot become anything they would not normally Envy, like animals, or unsavory individuals.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
18. Technique Name: [Mark of Sin: Greed] Mastered
Class: [3]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects:
[Being stuck in the bad end of the afterlife tends to bring out some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Greed, this mark is branded on the palm of the dominant hand of the user. Greed is a very dangerous ability for any who value their belongings. Greed lets the user take anything within their line of sight. So long as whatever they are claiming isn't alive, they can take it in an instant. For most things, this requires little energy, maybe 25 reiatsu, and can be used every post. For things with actual power however, this gets tricky.
To take something for a being with power requires actual effort on the user's part. Costing 500 reiatsu, the embodiment of Greed will attempt to steal their belongings. In order to do this, they must have their original highest spiritual stat be twenty five percent higher then their victim's original highest offensive stat. The opponent can resist this if they pay twice as much reiatsu as the user did to activate this ability. This ability cannot be negated against objects with less than two classes of this technique.]
How to use technique: [The user says aloud, 'All I see is mine to claim', and whatever they look at will instantly be in their hand, and fully under the command of the user.]
Technique Drawbacks:
[If Greed fails, it will go onto a three post cool down.]
Made By: [Kitai Yoru]
19. Technique Name: Teleportation Sigils
Class: 7
Technique Type: General Hason Technique
Usable By (Technique is available to which races?): Hason
Technique Element: Sin
Technique Description and Effects:
For Hason they draw their strength the sin that damned them. Their damning sin is engraved into their very being from the moment they are dragged down to the depths. Because of this Hason have an inherent understanding of glyphs, sigils, and runes. That is where this technique was born of. With no means to step like other races Hason had to develop an alternate means of enhanced movement. Sigils takes care of this by creating a node where the user can "step" to so long as there is an alternate sigil. In reality this is teleportation so specified zones.
These sigils being that they are made of reiatsu can be placed almost wherever. In the air, on walls, on objects, and even on the surface of liquids. At creation the sigils can be as far away as 40 feet from the user. These sigils last for 3 posts and cost 50 reiatsu to make. From there as long as the user has two sigils created they can step between them at 12x their speed for 25 reiatsu. Sigils need to be within 60 feet of one another to teleport the hason. These sigils 1ft in diameter at their smallest and up to 2 feet in diameter at their largest.
At this level the user is only capable of creating the basic teleporation sigil in question. Upon learning the technique at this level the user can generate 3 sigils total. Upon reaching mastered the total number of sigils created increase to 4. This technique does not count against the hason's total number of non-release techniques.
How to use technique:
The user focuses their reiatsu into their hands. Then draws a circle while staring at the spot they want the sigil to appear.
Technique Drawbacks:
Sigils have a duration of 3 posts to start and cost 50 reiatsu to create a sigil. 2 Sigils minimum must be available to step. It's very easy to predict where the user will go.
Made By: Ryouzen
Reserved?: No
20. Technique Name: Aspected Sigils
Class: 4
Technique Type: General Hason Technique
Usable By: Hason
Technique Element: Sin
Technique Description and Effects:
Every race of hellion has additional abilities linked to their step techs. Saika can continue step multiple times in one use as well as harm others with hellfire and akki can cause temporary blindness as well as fear. Hason thus needed to adapt and empower their sigils that allow them to mimic the step techniques of thier brethern. Building off the Teleporation Sigil concept this technique seeks to empower the teleportation sigil by fueling it with the hason's Aspect of Hell. All hasons derive their power from their damning sin, thus it's no surpise that a hason should gain further power by utilizing said sin in their sigils. The power they derive from their aspect however depends on their mastery of this technique.
Learned: At this level the user has learned how to use imbue their sigils with their personal Aspect of Hell. Each Aspect of Hell is apart of one of four groups of similar aspects. These groups impart a perk to the users sigils. Some are passive while others are activated effects. When using an activation perk the cost of the step increases to 50 reiatsu per step.
Mastered: At this level the user is intimiately familiar with teleporation sigils and the various Aspects of Hell. Enough so that they gain an additional aspect perk from another group that they didn't qualify for. If the perk is an activation ability it can be used in tandem with the original activation perk. Or the newly gained activation perk can be used alone. If two activation perks are used with the cost is increased to 100 reiatsu per step. If the new activation perk is used alone the cost is 50 reiatsu per step.
Groups for the Aspects of Hell are as follows:
1. Hellish Constants: (Death, Ressurection, Sin, Eternity) Sigils last an additional 2 posts (Max of 5 posts) and the user can create an additional sigil (Max of 5 sigils can be created).
(Taken for Mastery) 2. Infamous Renown: (Punishment, Tartarus, Agony, Slavery, Monstrosity, Blindness, Purgatory) Sigils gain the ability to transport objects through your sigils at step speed. Objects must be able to fit within the circle. To aid the user the range of size for the sigils has expanded to be as small as 2 inches and as large as 4 feet in diameter. This counts towards total step techniques used per post. Total number of items that can be transported are 2 per step used.
3. Corrupting Power: (Cold, Burning, Rotting, Darkness) Sigils gain a small AoE blast upon arriving at the designated sigil. This blast has an element associated with it. User picks one upon taking tech. (Ice, Fire, or Acid) The range of this blast is 3 feet outward and uses the hason's highest spiritual stat.
(Taken due to Aspect) 4. Cries of the Damned: (Isolation, Hopelessness, Emptiness, Sorrow, Guilt, Regret) The user can create illusory duplicates that mimic the users energy signature at each active sigil. These illusions arrive at the same time that the user arrives at their designated sigil and last for a few seconds after they appear. These illusions are capable of movement and speech to further confound others. A 2 in Illusion Resist or 150 in Energy Sensory can distinguish the difference between the illusions and the hason.
How to use technique:
When activating the sigil the user floods it with the power of their sin, or the sin they've learned. From there they simply step the same as before and the power of their sin takes care of the rest.
Technique Drawbacks
The cost of their step doubles when using an activated perk. This doubles in cost again if two activated perks are used at once. Steps are a bit more tiring than usual. Steps even with these activated abilities are still as predictable as they were prior. Sigils must be present for this ability to be activated.
Teleportation Sigil must be mastered to learn this technique.
Made By: Ryouzen
Reserved?: No
Class: 4
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: Spirit
Technique Description and Effects:
Beings of Hell exist for many purposes, but one that many, if not all share, is the corruption of all that is good, drawing it towards the same Hell that they exist in. This technique embodies that aspect, and acts accordingly. Simply put, it corrupts a victim within its range. In an area one hundred feet in radius around the user, any individuals who possess a Dark Aura lower than the user's will find their Light Aura reduced by 10 and their Dark Aura increased by 10 each post. As their aura inverts, they become more sinister, darker in personality; the stronger their Dark Aura becomes, the more their desire to do wrong increases. They begin to find pleasure in cruelty, begin to find joy in harm, begin to lust for destruction and pain of anything good. The higher their Dark Aura gets, the further they sink into depravity. Of course, being outside of the aura reverses this; for each post that the victim is not exposed to the aura, their Light Aura recovers by 5 and their Dark Aura drops by a similar amount until they are back to their normal values. Personality reverses appropriately.
How to use technique:
Extend one's will outwards, spreading the corruption of one's own darkness to the souls around them.
Technique Drawbacks:
Cost, of course, is the first drawback. This technique costs 150 Reiatsu to activate, and 100 Reiatsu per post after to maintain. Second, a victim can never have their Dark Aura go higher than the user's; once they are even or higher, this technique no longer works. Those with a strong spirit can resist this technique; with a superior spiritual offensive stat, the corruption is reduced to 5 points per post, while with a 25% advantage, the corruption is negated altogether. Those with a 100 in Light Aura also have a unique resistance to this technique; while it won't stop it outright, they will have to receive thirty points of Light Aura corruption (three posts with lower spiritual stat, or six posts with just superior spiritual stat and not the 25% advantage) before their values are actually altered.
Made By: Skoll Koryu
Reserved?: No
2. Technique Name: Dark Draw
Class: 3
Technique Type: Hell Technique
Usable By: Hell Races – Akki, Nakabakki, Hason, and Saika
Technique Element: Spirit
Technique Description and Effects:
The second in the pair of evil-attraction techniques, Dark Draw takes the concept of Dark Lure and takes it a step further. While its predecessor simply lured targets of sufficient darkness and low willpower to a single place, Dark Draw takes the darkness out of these victims and feeds it to the user, making use of this evil and sin to strengthen them. This has the expected effect, draining the sense of darkness from the victim's soul, but does little to influence their actual personality. Evil can't be made good through such a simple concept, after all.
This technique is sinister in its nature; by simply being within one hundred feet of a victim bearing any sort of Dark Aura, the user begins to siphon it away, draining out the evil intents of the victim's soul and taking it into themselves. All targets within this radius are affected at once, regardless of the number. Now, what happens is scary; each post, all affected victims who do not resist the draw (see the drawbacks section for more information) have their Dark Aura reduced by 10. Their Light Aura is untouched; this technique simply drains the darkness from a victim without creating new positive emotions. This is particularly scary for those who have an extremely low Light Aura; as their darkness slips away, they find themselves in a state of greater and growing apathy, a nothingness from which no emotions can be born. Those affected find that the darkness within them starts to flow away, the sinister and evil emotions they feel starting to fade into nothing. This doesn't take away from evil or malicious intent, merely the feelings of darkness that come with it. Pleasure at suffering, rage or anger, even a desire towards cruelty; all of it begins to just disappear.
But that's not all this does. As the darkness is drained into the user, they are revitalized, their own darkness growing by the moment. Every point of Dark Aura drained is added straight to their total, up until it reaches 100; at this point, all Dark Aura they drain will revitalize them in various ways. If the user draws in 10 or less Dark Aura in a post, they can either heal minor wounds, such as skin-deep cuts, bruises and or small fractures that are not fully broken bones, or they can recover a small amount of stamina, like taking a twenty-minute rest to catch their breath. If they draw in at least 20, then wounds as serious as bone-deep cuts or severed digits (fingers, toes) can be regenerated immediately, or stamina equal to a full hour's rest can be recovered. Finally, if the drawn Dark Aura in a post reaches 30 or higher, the user can either regenerate a complete limb or equivalent, non-internal organ wounds, or else they may fully recover their stamina.
How to use technique:
Inhale through the mouth as though taking a deep breath, and absorb the darkness of those around the user.
Technique Drawbacks:
A powerful technique that can drain away emotions and allow the user to restore themselves from it, this technique costs 400 Reiatsu to activate, and 100 Reiatsu per post to keep it constantly active. Naturally, it also requires that there are targets with Dark Aura to drain in the required area; against those with their DA either reduced to 0 or naturally at 0, this technique is ineffective, and has no purpose except to drain the user's Reiatsu. This also has the effect of twisting the user's personality; their DA will not return to normal until the end of the thread, and as it goes up, their personality becomes darker, more sinister, and more evil. Thoughts become malicious, desires evil. This cannot be fought against or resisted, even if the user also possesses a Light Aura of 100. This evil will always take hold for the remaining duration of the thread, or a rest period of eight or more hours.
However, this also has a resistance aspect to it. A foe with a spiritual stat greater than the user's highest spiritual stat will only have 5 DA drained from them with each post, while a foe with a 50% advantage in spiritual stats will be able to resist the pull outright. In fact, those with a strong enough spirit to completely resist the effect can actually reverse the flow, draining the user's DA as though they were using the technique and receiving healing effects as listed. Those with a two-Class advantage over the user can also reverse this flow, their darkness too strong for the user to draw in.
Made By: Skoll Koryu
Reserved?: No
3. Technique Name: [Grasp of the Dead]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [Fire]
Technique Description and Effects:[This is a very tricky ability for Hell users to first pick up, but absolutely invaluable once they've gotten the hang of it. By manipulating their chains, the users of this ability are able to channel heat and flames through the blackened bindings tethering them to Hell, creating a long arm of energy. The construct is an extension of the user in almost every way, being as dexterous as its creator. The Hands are spiritual in nature, and scale off of the user's highest spiritual stat. For every 50 in either rs or sprp, the hands can extend one foot. Hands move at a speed of 600, or equal to the user, whichever is faster. Hands have a piercing power equal to the spiritual stat of the user, and burn away anything with less than half of the user's spiritual stat, destroying anything it touches. Cost, 100 reiatsu per post. Each level of mastery grants the user an additional pair of arms, up to three pairs.]
How to use technique: [Stated above.]
Technique Drawbacks: [User must have at least a 2 in pain resistance, or similar Skills in order to use this ability.]
Made By: [Kitai Yoru]
Reserved?: [No]
4. Technique Name: [Mark of Sin: Gluttony]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Gluttony, this mark appears on the user's tongue. Passively, this allows the user to eat and digest anything perfectly, seemingly having a bottomless pit for a stomach. When activated, this allows the user to bite through anything with a lower original stat than the user's original highest spiritual stat, or strength stat. When successively used on a living being, the user absorbs a portion of their power, increasing one stat by 50% for three posts. When used successively again within the three posts will reset the duration of the posts and stack the boost, up to three additional times per stat. 250 reiatsu per bite.]
How to use technique: [Pay cost, bite into someone.]
Technique Drawbacks:
[Does not count random background npc's for boost. If the user is unable to bite and eat something, then no boost. Once the user's stat is boosted, every time this is used afterward increases the cost by 50 reiatsu. While the user has a boosted stat or stats, they feel an intense and painful hunger, requiring a point in pain tolerance or anti-torture specifically for each boost after the first.]
Made By: [Kitai Yoru]
Reserved?: [No]
5. Technique Name: [Blaze Blood]
Class: [2]
Technique Type: [General Sinner Technique]
Usable By: [All Hell Races]
Technique Element: [Fire]
Technique Description and Effects:
[Blaze Blood has a passive ability that turns the user's blood into a highly volatile liquid that ignites once it is exposed to the air. Once the user is injured to the point of drawing blood, a large torrent of flames will erupt from the wound, often catching whatever managed to harm the user in the inferno. This flame lasts a single post, and afterward, the wound reseals itself through cauterization. Is able to receive normal blood transfusion, so long as their blood does not come in contact with the air.
The offensive stat of the flames are equal to the user's highest spiritual stat, or 600, whichever is higher, and will shoot out twenty feet from the user. Costs no reiatsu to use.]
How to use technique: [Get injured enough to draw blood.]
Technique Drawbacks:
[Every time this ability is used costs the user one tenth of their blood. If the user uses more than half their blood without getting more, then they will pass out. ]
Made By: [Kitai Yoru]
Reserved?: [No]
6. Technique Name: [Bladed Chains]
Class: [3]
Technique Type: [General Sinner Technique]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects: [Well, if you can't get rid of the nigh indestructible chains, why not put them to good use? This ability has two parts to it.
1: The chains of Hell torment the denizens endlessly, so why not share the misery? Learning this ability influences the blades, giving them the ability to cut through anything as easily as a normal spiritual blade can, regardless of the chains not changing in appearance, still as rounded as ever. The offensive stat for the chains is based on either the highest Spiritual stat, or the user's Strength stat, whichever is higher. Chains are unable to cut their owner. This is a passive ability, and is unable to be turned off.
2: Through some heavy handed use of reiatsu, the user can extend and manipulate the chains to do as they please. For strength users, the chains will extend upto thirty feet, and will move at either a speed equal to their speed stat, or at a speed of 600. For spiritual users, the size scales off of their highest spiritual stat. For every 50 they have in their higher stat, the chains can extend another foot, and can move at either 600, or the user's speed. Cost is 100 reiatsu for every post.]
How to use technique: [Pay the cost for chains. Cutting power is permanently active]
Technique Drawbacks: [Cost.]
Made By: [Kitai Yoru]
Reserved?: [No]
7. Technique Name:Advanced Air Platform
Class: 8-6
Technique Type : General Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects : This technique is based on the ability of various races to create reishi platforms in midair. This Technique is so simple and uncomplicated that even the most simple of brutes and lunatics can perform this ability flawlessly. However as time goes on, this technique however has a very deep history as to how it came to be so widespread, and also a much more progressive means of its use.
Class 8: The Most simple and fundamental technique. This is simply the formation of platforms under the feet to form an artificial plane off of which to maneuver. This technique uses so little energy that it has almost no cost (25 reiatsu allows 3 steps at learning, 5 steps at proficient, and 7 steps on Mastery at this class). The user can only create horizontal steps exactly on the side of the foot, and in this class can only do this thrice per post, either to run along this new-made surface, or to increase or decrease altitude.
Class 7: Advancement. Still ridiculously simple, this level of the technique does take some reiatsu. At 25 Reiatsu cost, the user can create a pair of constantly generating platforms under their feet which lasts the entire post, however at this class the technique is still limited to at least a general downward direction and cannot rise to an angle more than 65 Degrees upward from a flat surface.
This changes at class 6, at which point panels can be created even at a 90 degree angle. Additionally, the panels can be created at any point in the body allowing one to push off with any limb and even slide along one's back, allowing a powerful boost in mobility. Cost increases to 50 per post.
How to use technique: The user focuses their spirit energy, creating platforms and surfaces.
Technique Drawbacks Reiatsu Cost.
Made By: N/A
Reserved? (Yes/No): No
8. Technique Name: Advanced Air Arsenal: Air strings
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Whether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful.
At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
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 its 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).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered.
Made By:Nola Vilde
Reserved? (Yes/No): No
9. Technique Name: Advanced Air Arsenal: Air Trap
Class: 6-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect):
This technique was something of a happy accident. Whilst delving into the intricacies of forming these air structures, it was discovered that even in failure, one can succeed. This technique intentionally creates flawed and imperfect reishi plates in proximity to the user, such that when it comes into abrupt contact with an attack or enemy, the plate ruptures and disrupts the enemy. These plates are specially formed with an imperfection on only one side of the plate, and as such when they go off, the effect is directional, allowing the user to remain unaffected.
At class 6, this technique causes an outward burst of reishi particles and a shockwave. At this class the effect is not physically damaging, but does have an effect similar to a flashbang. At learned, the user is exempt from the flash, but not the bang. At proficiency, the user is partially protected by the loud noise of the plate going off. At mastered, this technique will not harm or disorient the user at all.
Max Plate size: 1 cubic meter
At class 5, this technique has some oomf to it. When a plate is set off, the burst of reishi is actually damaging. Getting struck by this reishi shrapnel can break the skin and even damage the eyes or other sensitive tissues of the target, in addition to displacing the air around the blast by the outward force.
Offensive strength: 350
Max Plate size: 2 cubic meters
At class 4, this technique becomes more dangerous. Able to penetrate both skin layers and into the muscle, this technique is considered potentially lethal depending on the part of the opponent struck by this burst.
Offensive strength: 500
Max Plate size: 3 cubic meters
At Class 3, this technique can rip it's way through flesh and muscle, and even perforate internal organs. It is considered very lethal in this class.
Offensive strength: 650
Max Plate size: 4 cubic meters
Class 2 not only causes shrapnel and concussive damage, but also generates heat, making this technique dangerous even for those with impact and puncture defenses, and making regeneration more difficult by cauterizing the wounds inflicted.
Offensive strength: 800
Max Plate size: 6 cubic meters
Class 1 plates are incredibly dangerous, not only for the target, but anything that might be behind them as well. At this class, the explosion produces incredible heat and even sends spikes of reishi shrapnel flying, overpenetrate targets and damaging materials behind them as well. At this class, one must start to seriously worry about the deaths of bystanders.
Offensive strength: 950
Max Plate size: 10 cubic meters
Technique Drawbacks:
Reiatsu costs. Additionally, these plates, while translucent and mildly hard to see, are hardly invisible. The user must strategically place them, and even then a target may typically back off from an attack if they suspect the plate is a trap. That said, while the plate is hardly invisible, it is not distinguishable from other forms of Advanced Air Arsenal.
Additionally, the form of these plates is limited by one's skills in the technique. As learned, one can simply make square or rectangular plates. At Proficient, one can actually give simple form, and at Mastered one can craft almost any structure they wish.
Made By:Nola Vilde
Reserved? (Yes/No): No
10. 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. In 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.
Made By:Nola Vilde
Reserved? (Yes/No): No
11. Technique Name: [Reiatsu Recovery]
Class: [4] - 7-1.
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 basic technique allows a user to restore an ally's reiatsu through physical contact. During this physical contact, the user pools his/her reiatsu into the ally, giving them however much reiatsu is desired to give.
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.]
None.
Made by: [Admin]
Reserved?: [No]
12. Technique Name: Combat Cutback
Class: 4
Technique Type: Reiatsu
Usable By (Technique is available to which races?): Anyone with 300+ SpPr
Technique Element: None
Technique Description and Effects: Persons with high spiritual pressure are known for their large reiatsu pools, but they also tend to be known for their weaker reiatsu strength, which means they have a ton of reiatsu, but not that much to actually use it on. This technique's entire purpose is to take that sheer volume of reiatsu and turn it into a viable, dangerous weapon.
The user builds up a pool of reiatsu internally, increasing the internal pressure, before channeling it towards a set of limbs, such as the hands or feet, discharging it as a weapon. By doing this the user can harness their reiatsu into physical striking power, allowing them to match a physically stronger opponent blow for blow, or possibly even beat them. Upon initial use the user pays 75 reiatsu per 100 strength, maxing out at their spiritual pressure, but afterwards the per post upkeep drops to 25 per 100. The amount of force generated can be changed once per post, going down merely drops the upkeep, but going up, the user must pay the initial upkeep as well as an additional 75 reiatsu for every 100 strength they add to the technique.
How to use technique (How is it activated?):
Building up internal reiatsu before focusing it on a set of limbs such as hand, hands or feet (or other applicable appendage like a tail). Before mastery of this technique only a single limb, such as one hand or foot, may be selected at a given moment, after master is obtained both may be used at once.
Technique Drawbacks (Limitations, repercussions for use, etc):
Besides a fairly large initial cost and a moderate per post upkeep this technique only has one major drawback; reiatsu burns. When using this technique the user is forcing a large amount of reiatsu to be funneled through a relatively small area, so extended use can be dangerous. 1st degree burns begin to form after about 3 posts, 2nd degree after 5, 3rd after 7, and finally after 9 posts the chosen limb becomes borderline useless and the technique can no longer be used in that area. Healing, specifically of the burns, will reset the timer of this technique.
Made By: Yetsuna
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
13. Technique Name: [Redirection]
Class: [3, 2, 1] - 7-1.
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 the 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 regardless of reiatsu strength, and does so with 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.
Made by: [Admin]
Reserved?: [No]
14. Technique Name: [Form: Obsidian]
Class: [3]
Technique Type: [None]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique hardens the user's reiatsu into an obsidian-like crystal, and it can be molded and shaped into anything as long as it does not exceed the volume of the user's own body. The newly hardened reishi has a durability and piercing strength that depends on the cost of the technique. For every 100 reiatsu the user puts into it, the durability and piercing strength of the technique increases by 250 (ex. a cost of 200 reiatsu gives Form: Obsidian a durability and offensive stat of 500). The user can either hold Form: Obsidian or launch it as a projectile at the same speed as a cero.
Once Form: Obsidian is used, the user has the option to activate it once more. By doing so, he can cause the obsidian to crack into as many pieces as he’d like, anywhere between two uneven pieces to a million little grains. He can cause the obsidian to shatter with a speed of up to 600, spreading out to a maximum distance of 15 meters in every direction. The user can control the speed of the shattering and the distance that the shards travel.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The cost of this technique increases greatly depending on the desired offensive stat. The minimum cost is 100 reiatsu and the maximum cost is 400 reiatsu (an offensive stat of 1000). In addition, the user must pay 100 reiatsu for the second activation that causes Form: Obsidian to splinter.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
15. Technique Name: [Cutback: Assault]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Cutback]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Traditional cutback is triggered by a physical strike from a spiritually inferior source. Among those with immense spiritual pressure it is a useful defense. This technique converts that same cutback into an offense. The user gathers all of their spiritual energy at their core before releasing it outward with a burst. An invisible wave bursts outward with a speed and force of 600, pushing back everything in its path. It functions like a larger Martial Discipline: Ken to all those around. The user may choose to spend an additional reiatsu to increase the range of the wave. At its lowest range, the wave will travel 200 meters in every direction. If the user doubles the cost, this range will also double to 400 meters in every direction. But get this. If the cost is TRIPLED, the radius will also triple to a whopping 800 meters.
However, the real effect of the technique only kicks in when the wave makes contact with any individual. If the difference in spiritual pressure between the user and target is great enough, this technique will automatically inflict the same damage they would face had they triggered cutback. This property is what makes Cutback: Assault truly deadly.
How to use technique (How is it activated?):
Charge reiatsu and release it.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique costs 300 reiatsu to use, and it must be mastered before employed in battle. It may only be activated once every 3 posts, and while it’s on cooldown, the user loses access to natural cutback. However, that is hardly the most serious drawback. As this technique causes the sudden output of such a large amount of energy, it puts a heavy strain on the body, worsening all injuries the user suffered prior to activation. When used the first time, if the user has any deep lacerations or stab injuries, they will begin to bleed profusely, giving them 5 posts before they lose consciousness. When used the second time, even if the user only had thin cuts, these will widen and deepen as blood rapidly escapes them, giving the user 5 posts before they pass out from blood loss. After being employed a third time, even if the user is completely unharmed, their nose and eyes will begin bleeding. In fact, their internal organs would be struggling to function as the strain of a third Cutback: Assault also caused them hemorrhage. The internal bleeding would cause the user to pass out in 5 posts after activating the technique.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
16. Technique Name: [Ultimate Cutback]
Class: [1]
Technique Type: [Other]
Usable By (Technique is available to which races?): [All Races except Arrancar]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Everyone is already aware of the inherent cutback effect those with high spiritual pressure can inflict on enemies with lower spiritual pressure who attempt to physically attack them. This technique is a step above the basic level of cutback that is usually nullified by releasing. This time, as long as the user is at the same level of release or a greater one than the enemy, this technique may come into play. If both are at the highest form of release available to their race, even if the classes aren’t equal, this technique may still apply.
Unlike traditional cutbacks, this is not permanently active. It can only be turned on for a moment, and in a limited area. By focusing reiatsu into a limb, his head, or his torso, the user may allow cutback to take effect against an incoming attack. Better yet, if the attack is physical but traditional cutback wouldn’t normally apply, it will act as an invisible skin defense for just as long as it’s active as long as the difference between the user’s spiritual pressure and the opposing offensive stat is at least 150.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc)
The first drawback is the reiatsu cost. By paying 400 reiatsu, Ultimate Cutback may protect one part of the user’s body for the remainder of the post. However, there is a catch. After that point, he may not use this technique for one full post before it is available again, and in that “rest post,” if the user takes a hit, the damage from this hit would be doubled. He’d experience twice the pain, bleed twice as much, and the attack would even hit twice as hard. A punch with 100 strength behind it would do as much damage to him as a 200 strength punch. Each time the technique is used, its reiatsu cost goes up by 100 until the end of the thread. In addition, while ultimate cutback is active, other techniques that channel through that part of the body cannot be used. Lastly, focusing such a large amount of spiritual energy in a single location is draining to the user’s stamina, so spamming other techniques while Ultimate Cutback is active is tiring.
Made By: Douma
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
17. Technique Name: [Mark of Sin: Envy] Mastered
Class: [5]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [Transformation]
Technique Description and Effects: [Being stuck in the bad end of the afterlife tends to bring out some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Envy, it brands itself on the back, over the heart. When activated, the user is able to transform themselves into any other person that they know of, often someone in a position of fame or power, or someone that happens to have more than the wielder of the mark has. This isn't the rule, the user can change into anyone, but more of a guideline.]
How to use technique: [The user thinks of a person they want to be, and their body physically changes into that person, even going as far as mimicking clothing. The aura they give off is nearly identical to the original owner, but those who are familiar with the target, with 200 or more energy sensory, can tell that the user isn't who they say they are.]
Technique Drawbacks: [
The user pays 100 reiatsu per post to maintain. Cannot become anything they would not normally Envy, like animals, or unsavory individuals.]
Made By: [Kitai Yoru]
Reserved?: [Yes]
18. Technique Name: [Mark of Sin: Greed] Mastered
Class: [3]
Technique Type: [General Sinner techniques]
Usable By: [Hell Races]
Technique Element: [None]
Technique Description and Effects:
[Being stuck in the bad end of the afterlife tends to bring out some of the more negative aspects of the soul. One of seven that can be concentrated and brought forth in a physical form. This manifests as a mark on the body. For Greed, this mark is branded on the palm of the dominant hand of the user. Greed is a very dangerous ability for any who value their belongings. Greed lets the user take anything within their line of sight. So long as whatever they are claiming isn't alive, they can take it in an instant. For most things, this requires little energy, maybe 25 reiatsu, and can be used every post. For things with actual power however, this gets tricky.
To take something for a being with power requires actual effort on the user's part. Costing 500 reiatsu, the embodiment of Greed will attempt to steal their belongings. In order to do this, they must have their original highest spiritual stat be twenty five percent higher then their victim's original highest offensive stat. The opponent can resist this if they pay twice as much reiatsu as the user did to activate this ability. This ability cannot be negated against objects with less than two classes of this technique.]
How to use technique: [The user says aloud, 'All I see is mine to claim', and whatever they look at will instantly be in their hand, and fully under the command of the user.]
Technique Drawbacks:
[If Greed fails, it will go onto a three post cool down.]
Made By: [Kitai Yoru]
19. Technique Name: Teleportation Sigils
Class: 7
Technique Type: General Hason Technique
Usable By (Technique is available to which races?): Hason
Technique Element: Sin
Technique Description and Effects:
For Hason they draw their strength the sin that damned them. Their damning sin is engraved into their very being from the moment they are dragged down to the depths. Because of this Hason have an inherent understanding of glyphs, sigils, and runes. That is where this technique was born of. With no means to step like other races Hason had to develop an alternate means of enhanced movement. Sigils takes care of this by creating a node where the user can "step" to so long as there is an alternate sigil. In reality this is teleportation so specified zones.
These sigils being that they are made of reiatsu can be placed almost wherever. In the air, on walls, on objects, and even on the surface of liquids. At creation the sigils can be as far away as 40 feet from the user. These sigils last for 3 posts and cost 50 reiatsu to make. From there as long as the user has two sigils created they can step between them at 12x their speed for 25 reiatsu. Sigils need to be within 60 feet of one another to teleport the hason. These sigils 1ft in diameter at their smallest and up to 2 feet in diameter at their largest.
At this level the user is only capable of creating the basic teleporation sigil in question. Upon learning the technique at this level the user can generate 3 sigils total. Upon reaching mastered the total number of sigils created increase to 4. This technique does not count against the hason's total number of non-release techniques.
How to use technique:
The user focuses their reiatsu into their hands. Then draws a circle while staring at the spot they want the sigil to appear.
Technique Drawbacks:
Sigils have a duration of 3 posts to start and cost 50 reiatsu to create a sigil. 2 Sigils minimum must be available to step. It's very easy to predict where the user will go.
Made By: Ryouzen
Reserved?: No
20. Technique Name: Aspected Sigils
Class: 4
Technique Type: General Hason Technique
Usable By: Hason
Technique Element: Sin
Technique Description and Effects:
Every race of hellion has additional abilities linked to their step techs. Saika can continue step multiple times in one use as well as harm others with hellfire and akki can cause temporary blindness as well as fear. Hason thus needed to adapt and empower their sigils that allow them to mimic the step techniques of thier brethern. Building off the Teleporation Sigil concept this technique seeks to empower the teleportation sigil by fueling it with the hason's Aspect of Hell. All hasons derive their power from their damning sin, thus it's no surpise that a hason should gain further power by utilizing said sin in their sigils. The power they derive from their aspect however depends on their mastery of this technique.
Learned: At this level the user has learned how to use imbue their sigils with their personal Aspect of Hell. Each Aspect of Hell is apart of one of four groups of similar aspects. These groups impart a perk to the users sigils. Some are passive while others are activated effects. When using an activation perk the cost of the step increases to 50 reiatsu per step.
Mastered: At this level the user is intimiately familiar with teleporation sigils and the various Aspects of Hell. Enough so that they gain an additional aspect perk from another group that they didn't qualify for. If the perk is an activation ability it can be used in tandem with the original activation perk. Or the newly gained activation perk can be used alone. If two activation perks are used with the cost is increased to 100 reiatsu per step. If the new activation perk is used alone the cost is 50 reiatsu per step.
Groups for the Aspects of Hell are as follows:
1. Hellish Constants: (Death, Ressurection, Sin, Eternity) Sigils last an additional 2 posts (Max of 5 posts) and the user can create an additional sigil (Max of 5 sigils can be created).
(Taken for Mastery) 2. Infamous Renown: (Punishment, Tartarus, Agony, Slavery, Monstrosity, Blindness, Purgatory) Sigils gain the ability to transport objects through your sigils at step speed. Objects must be able to fit within the circle. To aid the user the range of size for the sigils has expanded to be as small as 2 inches and as large as 4 feet in diameter. This counts towards total step techniques used per post. Total number of items that can be transported are 2 per step used.
3. Corrupting Power: (Cold, Burning, Rotting, Darkness) Sigils gain a small AoE blast upon arriving at the designated sigil. This blast has an element associated with it. User picks one upon taking tech. (Ice, Fire, or Acid) The range of this blast is 3 feet outward and uses the hason's highest spiritual stat.
(Taken due to Aspect) 4. Cries of the Damned: (Isolation, Hopelessness, Emptiness, Sorrow, Guilt, Regret) The user can create illusory duplicates that mimic the users energy signature at each active sigil. These illusions arrive at the same time that the user arrives at their designated sigil and last for a few seconds after they appear. These illusions are capable of movement and speech to further confound others. A 2 in Illusion Resist or 150 in Energy Sensory can distinguish the difference between the illusions and the hason.
How to use technique:
When activating the sigil the user floods it with the power of their sin, or the sin they've learned. From there they simply step the same as before and the power of their sin takes care of the rest.
Technique Drawbacks
The cost of their step doubles when using an activated perk. This doubles in cost again if two activated perks are used at once. Steps are a bit more tiring than usual. Steps even with these activated abilities are still as predictable as they were prior. Sigils must be present for this ability to be activated.
Teleportation Sigil must be mastered to learn this technique.
Made By: Ryouzen
Reserved?: No
{Items}2x Sekki Sekki
5x Incendiary Grenades (3 per set) - Class 1
5x Flashbang (3 pers set)
1x Steel Silk
5x Incendiary Grenades (3 per set) - Class 1
5x Flashbang (3 pers set)
1x Steel Silk
{Stats:}Strength: 100 - 50
Speed: 300
Reiatsu Strength: 100 - 50
Spiritual Pressure: 400 - 800
Instinct: 200
Senses: 100
Energy Sensory: 400- 800
Healing Expertise: 0
Speed: 300
Reiatsu Strength: 100 - 50
Spiritual Pressure: 400 - 800
Instinct: 200
Senses: 100
Energy Sensory: 400- 800
Healing Expertise: 0
{Skills}(Cunning Bonus) Analysis - 3
Battle Analysis - 3
Anti-Stealth - 4 (5 body points)
Strength of Will - 3
Memory - 3
Disguise - 3
Calm Mind - 3
Pain Tolerance - 1
Battle Analysis - 3
Anti-Stealth - 4 (5 body points)
Strength of Will - 3
Memory - 3
Disguise - 3
Calm Mind - 3
Pain Tolerance - 1
Appearance:
Base:
Brutus's name says it all. He is a brute or at least his appearance would make one think of him as such. Especially considering he is nicknamed "The Gatekeeper''. And what better gatekeeper is there than a gargoyle? Standing at 3 feet 4 inches Brutus isn't exactly tall or big but looks eerily close to his architectural companions given his skin is a deep grey with rivets and cracks layered over his body. These cracks extend to his wings which look like they are slowly breaking apart at the edges. With sharp claws on his hands and feet, and a few spikes on his back, wing elbows, and the sides of his head it's hard to deny that he looks at least mildly intimidating.
Furthermore when he moves there is a sort of soft crunching sound that emanates from him. As if the stone itself was actually moving. From there the only thing to note that isn't the chains of hell are his eyes and the loincloth he wears. It's tattered and loosely hanging on his waist yet never seems to fall off even when flying. And his eyes are a piercing arctic blue. Anger and obvious malevolent intent is easy to see in them.
Last but not least are his wings and the chains. The chains are typical of hell chains and are pitch black, with spots of "rust", cracks, and other added effects to make them look worn. Yet despite this they remain as heavy and indestructible as ever. As for Brutus's wings they are scaled on the outside, which look more akin to shards of stone, and leathery on the inside. The edges are fraying and torn, with a couple holes here and there. Little muscle is present; the numerous scars around and on the wings show he's been in more fights than one.
Infernus:
If Brutus's last form was scary then his Infernus form is outright terrifying. In this form his entire body has both shrivelled and elongated giving him a bodily form that under normal circumstances shouldn't exist. To further that Brutus now has claws and spiked in far more areas than just his head, spine, hands, and feet. He had them on his wrists, elbows, the entirety of his tail, all of his spine, at the base of his wings, and around the sides of his head. All these spikes however wouldn't be complete without a vicious looking cutting edge to them opposite to Brutus's body. Thus making his entire body a veritable weapon with which to harm an opponent with.
Other noteworthy features include his tail, which didn't exist prior and is now the equivalent of a scorpion stinger at the end of a large and 3 foot long spinal cord, layered in spikes. Even the stinger itself has more spikes as if to ensure that whatever came in contact with it would be punctured with an unimaginable amount of holes. The next big noteworthy feature are his wings, while they were something akin to a dragon layered in stone they've now drastically changed into wings akin to a dragonfly. And to top it off there are more than just the original 2, there's now 4. The main backbone ending in a spike and veins extending into the actual wing itself.
The remainder of the body as mentioned prior is shrunken and elongated. There is no part of Brutus anymore that doesn't take "Skin and Bones" to a very literal meaning. If one looks hard enough they can even see his veins gently pumping blood underneath the skin. And if the physical appearance wasn't shocking enough, Brutus is now 6 foot 7 inches tall having literally doubled his height.
Supremus:
At last we get to Brutus's final form. With Supremus active Brutus blends his first and second form together to gain something more simplified yet more monstrous than before. And it is here he earns his name as the "Gatekeeper". Brutus shrinks to a size of 5 foot 6 inches but unlike his prior form actually manages to have some muscle on his bones. Not a lot and certainly not enough to get any muscular definition but enough to give him at least 30-40 pounds back on his physique. This is most noticeable on his torso, whereas the remaining limbs still look a bit thin comparatively.
When it comes to general body features he still remains an eerily pure white, with a muddied yellow coloring the ends of his horns, spikes, claws and even some of his teeth. He even regains some semblance of clothing as he has a small cape that looks to be made out of either his own skin or the skin of others and with his shoulder spikes going through it the cape doesn't leave him. He retains a tail though its more serpentine and as mentioned with his torso, has some flesh on it and considerable drop in spikes. In fact only the end has a small collection of bladed spikes.
His wings have also shortened and returned to being only a single pair of wings however they take on a bat like appearance with translucent appearance of his prior dragonfly wings. These extend out 2 feet each. His chains are now attached to him via cuffs on both his wrists. These reach out a foot down but hold the muddied yellow hue to them as opposed to strictly being pitch black. In addition to this Brutus has gained an actual weapon. A spear, basic in appearance as it looked akin to a typical norseman spear. Wooden body, metal end, with about a 4 in double bladed point. The blade looks to be made of worn bronze while the wood is ebony.
Last but not least is his face. The base is a humanoid skull. However the ears are incredibly pointed at their edge, they come off his cheek bones. His teeth are all canines with a few of them bronze in color. These are shown off very easily as he has seemingly no skin or lips. This extends to even his nose which is just a slight ridge with a hole that goes into the skull. Most noticeably in all this is his large spiked horns that grew out of his eye sockets and curved up and backwards. These go from pure white, to muddied yellow, to black. And last but not least is the beard grown. It's black, greasy, and looks aged like the remainder of his body.
Personality:
To call Brutus simple is both correct and incorrect. Brutus is a man of sloth and of mischief depending on when the mood strikes him. Regardless he is unapologetically blunt and to the point. Crude in what he says and uncaring who he says it too. Think of a crotchety old man and you've sort of got an idea for him. However to those he favors or views as his superiors he will curtail this to a degree. Usually calling them by their designated name and cursing or insulting things around them as opposed to the individual themself.
When not being tasked with something he prefers to lounge in the more remote sections of Hell in an attempt to get some peace and quiet, relatively. This usually being a luxury given he has the uncanny ability to create pathways outside of Hell and thus he is pestered nearly constantly. And once Brutus has found his section of Hell that he's content with being at, it takes an act of god to get him to do anything, especially if it's before he's ready. Nothing short of his superior or a forced summoning will get him to act. His own well being isn't even that much a concern since he's likely to return or on the blessed off chance, he'll never come back and be freed from the aggravations and suffering of Hell.
As mentioned however Brutus does have a mischievous side. One that occasionally takes root when something interests him or when he's bored enough to consider actually doing something. That's when he's a bit of a nightmare. He'll start with small annoying tricks and steadily work his way up to outright torturing a being who happens to keep his attention. That is assuming they are weaker than him. If they are stronger, he will hang around them like a bad habit, twisting what they say and in general being a nuisance akin to a fly that cannot be swatted. His personal favorite moments are when he makes others groan in mental anguish. It just fills some deep sense of longing that gets satisfied for the moment.
Make no mistake however that though Brutus is an older hellion, and a crotchety one at that. That he is any less dangerous than what he appears. Brutus has a keen and cunning mind to him. Able to determine most things about an individual at a mere glance and start forming plans of action around them. He's also surprisingly a team fighter when he's involved in a fight that has more than one person on his side. In fact his power makes him quite the adept helper as it takes a keen mind to determine where and when to move someone as well as how best to intervene.