Post by ✠Asmoskon Masurao✠ on Jul 7, 2014 22:02:13 GMT -5
✠ Current Points ✠
❖Current Class❖ 0
❖Current CTP❖ 45,000
❖Current TTP❖ 836
❖Current SP❖ 2100 (700/700 extra SP earned) (200/200 Training Tier)
❖Current Ryo❖ 121,700
✠ Stats/Skills ✠
Strength ❖ 150-50%=75
Speed ❖ 400
Spiritual Pressure ❖ 350
Reiatsu Strength ❖ 400x2=800
Light Aura ❖ 80
Dark Aura ❖ 20
Instinct ❖ 300
Senses ❖ 300
Energy sensory ❖ 200
Healing Expertise ❖ 0
SKP 21/21
•[Weapons: Archery] [4]
•[Acrobatics] [3]
•[Strength of Will] [4]
•[Battle Analysis] [3]
•[Battle Focus] [2]
•[Crafting] [3]
✠ Completed Threads ✠
The First Step Forward 1/8
Pushing Aside Barriers 2/8
Deadly Paradise 3/8
The New Style! 4/8
The Painting of Training 5/8
A Sudden Rush Of Confusion 6/8
Quincy in Black vs Hollow of Shadows 7/8
The Meek Shall Inherit +1 SKP
Coffee For Closers 1/8
Black vs White 2/8
The First Date 3/8
Reaching For The Stars 4/8
Will of Strength 5/8
School Visit 6/8
Spar Revisited 7/8
Soldier vs Renegade No SKP
A Fake Soul, & A "Holy" One No SKP
The Secret Is Out +1 SKP
Archer vs Arrancar 1/8
Serpent With A Mark 2/8
The Price Of A Demon 3/8
The Proposal Of Employment 4/8
Let's Get You Better 5/8
Climbing Up The Latter 6/8
Look, It's Alcatraz! No SKP
Rescue Party! 7/8
Showcase Match No SKP
Let's Make a Business Deal No SKP
A Meeting Between Forgotten Friends +1 SKP
A Clash Between The Color Black 1/8
Hunting The Hunter 2/8
What's The Worst That Could Happen No SKP
The Recruitment Has Began! 3/8
Discussing Product No SKP
Battle of the Wounded Heart 4/8
Arc 3: Canon KE-1 5/8
The Devil's Coin No SKP
Road To Recovery 6/8
What Does It Mean To Be A Kuchiki 7/8
Protectors of the Living No SKP
Marking The Distance +1 SKP
Heroic Intentions 1/8
Canon KE-2 2/8
Another Recruit 3/8
Training the Troops No SKP
Should I Know You 4/8
Dark Days 5/8
Canon KE-3 6/8
The Threat That Must Be Eliminated No SKP
The Training of a Masurao Begins 7/8
Training Gets Serious +1 SKP
The First Meeting 1/8 (Met Ruhe)
Honeymoon 2/8 (Last Sighting of Hotaru)
Lucky Day 3/8
An Espada in the Human World (+2) 5/8
The New Major of the Military No SKP
Locked Away Break Out I Dare You No SKP
The Red Capes Are Coming No SKP
Fusion of the Two Families No SKP
The Cursed Eye No SKP
Two Minds are Better than One 6/8
The Perfect Meal 7/8
CQC - Combative Quincies Clash +1 SKP
✠ Current Threads ✠
Stepping on Ants
Another Day in the Park
Gefangener auf freiem Fuß
The Newest Student
Since Returning
✠ Equipment ✠
The Eye Patch
Mechanical Quiver
Power Ring
G.O.D
R.O.O.T
10x Ginto Tubes
2x Plasma Swords
4x Band Holsters
10x Supaiku Shafuto
20x Ginto Shafuto
10x Gasu Shafuto
5x Sonikku Shafuto
5x Setchaku-zai Shafuto
15x Furasshu Pfeil
15x Bakuhatsu Pfeil
5x Mamushi Pfeil
5x Kojin Poison
5x Joseki Pfeil
5x Parusu Grenade (Arrows)
"The Cross" The new cross is an item that Asmoskon has received and is a very twisted, powerful thing. Not only can it sense the presence of its original wielder, and act as a radar when that original user is nearby, but it gives Asmoskon a frightening new ability. He can sacrifice others to use his powers. As long as an ally agrees, and maintains physical contact with Asmoskon, he can cast his techniques out of the ally, or with his own hands, and he can use both his reiatsu and the ally's reiatsu. If the ally is a Rogue, he can do it using their life force as well. Something Asmoskon will later discover is this new cross is only one piece of a bigger cross with greater power.
Item Name: The Eye Patch
Item Type: Tool
Item Rank: A
Item Description: The Eye patch that Asmoskon is normally seen wearing is not as standard as one might assume simply because of it's appearance. Asmoskon through various attempts has been able to create a type of reiatsu disturbance device that just so happens to be his eye patch. When it's attached or so long as it makes contact with Asmoskon or anyone else for that matter that is a spiritual being the natural flow and status of their reiatsu suddenly becomes hectic. As if a stream of water suddenly begins to boil and splash about although nothing is causing it. What this accomplishes is simple predicting anything from Asmoskon's reiatsu becomes virtually impossible. The hectic nature of his reiatsu causes anyone who is sensing his reiastu to feel as if they're nauseous. Being able to pick up the spikes in his reiatsu prior to the execution of techniques becomes impossible as his reiatsu is constantly spiking in different ways that misleads anyone sensing to believe multiple techniques are being channeled every moment.
This does cause a fair bit of disadvantages as well though that despite his best efforts Asmoskon is unable to eliminate from the eye patch. While active his reiatsu becomes so hyper active that even those with 0 in Energy Sensory are able to find his location meaning that stealth becomes impossible against anyone spiritual. Asmoskon has to spend an additional 25% cost to any reiatsu based action meaning even forming arrows costs additional reiatsu. Those with higher than 400 in Energy Sensory are immune to the majority of the effects of this device however while these individuals are able to still predict Asmoskon's reiatsu normally they do suffer from the nauseous effects and suffer instant headaches the more and more they choose to sense Asmoskon's hyper active reiatsu.
Price: 65,000
Item Name: Arrow Augmenter
Item Type: Quincy Bracelet
Item Description: This small, black bracelet is typically worn around the wrist one of the user’s hands, the one they use to draw back a bowstring. Although technically it can be used by any race, this item is mostly useful for Quincies, as it allows them to fire individual arrows at a significantly heightened speed. For 75 Reitsu, the Quincy can increase the speed of one arrow they fire this post by a flat 200. This ability can be used a maximum of three times per post, and cannot be used on the same arrow. However, the true power of this item comes from a more potent use of reiatsu. For 250 Reiatsu, a single arrow per post can be increased by 750 speed once done the bracelet can't be used for the remainder of the post.
Ranking: A
Price: 30,000 Ryo
Item Name: The Military Uniform
Item Type:: Armor
Item Rank: B
Item Description: This is a military uniform that has been tailored and crafted through the efforts of Asmoskon Masurao. The uniform serves as Xcutions Military Uniform. Not all in the military are required to wear it however it's becoming more of a symbol now after being crafted. Those that serve under Asmoskon himself normally are given this uniform signalizing that fact. The attire of it consists of multiple sections the main one that most instantly see is the long sleeve black coat. The coat has two lines of six buttons running down the center vertically. Either of these button lines is actually where the coat can be unbuttoned and taken off, the location is actually decided upon crafting for each individual based on their dominate hand which will reach over to the furthest line across their chest.
The coat also has red Epaulette on each shoulder. These serve as both a symbol of Military and the crafter due to the red being a symbol for the Masurao Noble Family of Quincy from which Asmoskon is the Head. The actual ranking in the Military for each individual is noted on this part of the coat with a golden star symbolizing their ranking. The coat has one final part which is the main thing that represents it as a Military uniform. Each uniform has a single Aiguillette of gold from the dominate arm over to the center of the chest. Now moving onwards. The uniform is completed in appearance by a black belt with a golden X buckle symbolizing Xcution. Other then that the uniform consists of long black trousers and black boots/shoes. It should be noted though that females in Xcution can have a skirt bought instead if they wish alternating the uniform just a bit more in a feminine manner.
Now onto the actual benefit of obtaining this uniform other then to look good. What many to believe is the best asset of this uniform is the fact that it strikes fear into those that see it. Anyone of Class 4 or lower for some reason once they see the uniform gets an eerie sensation that crawls up the back of their spine. All this does is cause fear to rush throughout the individuals. It doesn't keep them from fighting just makes them uncomfortable and rather easily startled. Strength of Will or Lack of Fear at 2 is able to counter this effect. There is only one other effect that this uniform actually has which just so happens to be the fact that under the nice black fabric it's made of fine caviler. The uniform is able to absorb a total of 250 impact from physical blows done to it making physical attacks slightly easier to bare for those of the military.
Price: 20,000
Item Name: Ginto Tube 10x
Item Type: Weapon (Component)
Item Description: At a glance, Ginto tubes do not appear to be much. Small metal tubes with no apparent purpose as a weapon, the trick lies not in what they can do, but what they can allow access to. When the cap on the Ginto tube is twisted off, a glowing liquid is revealed inside; pure spiritual energy, condensed enough to take on a liquid form. This energy is used in combination with a large number of Quincy techniques, and allows them to be used only when an opened tube is present. Each Ginto tube contains enough energy for one technique, regardless of its level, before it is used up.
Price: 100 Ryo per.
Item Name: Plasma Blade {Red} 2x
Item Type: Weapon
Item Description: A silver cylindrical hilt with a small groove that contains a green button and a red button. When the green button is pressed, a powerful blade of refined plasma ignites from the hilt, focused by an outer covering of lasers. This is similar to a Star Wars Lightsaber. The color is up to the user. Pressing the red button turns the weapon off. Asmoskon's Plasma Blades have black hilts and crimson red blades.
Individual Price: 3000 Ryo
Item Name: Dātsu
Item Rank: D
Item Type: Weapon
Item Description: This is a metallic projectile with a sharp tip, very similar to an arrow but with a smaller size. It's roughly around six inches long yet very thin and has a broad head. The durability of the datsu is 200 while the piercing and cutting strength of the broad head is 300. Asmoskon has altered the standard datsu however with a compressed shaft that appears to be much thicker than normal. The reasoning is that the shaft can in fact extend turning the datsu into a arrow which then is locked in place. It can be unlocked immediately though by pressing down on the nock.
Price: 500
Item Name: Band Holster
Item Rank: D
Item Type: Carrier
Item Description: This is a holster meant to be worn on either the legs or arms that an hold small weaponry. It's mainly used to hold senbon or other weaponry of that size. The band is leather with ten small holstering slots that can hold the weaponry neatly while allowing quick and nearly immediate usage.
Price: 250
GOD - 60,000
R.O.O.T - 650,000
Power Ring - 30,000
Item Name: Mechanical Quiver
Item Type: Storage
Item Description: This Quiver is special in that it is highly mechanized, as evidenced by the name. The inside of this cylindrical storage tool is the guts of a Gatling gun barrel. As this swivels back and forth, at mental command the wearer can attach shafts in the tubes with heads in the compartments below. This allows for more a more variable arrow selection. This Quiver is capable of holding up to ten different kinds of shafts, five of each in each tube for a total of 50 arrow shafts. The compartments below are removable, allowing them to be refilled in the heat of battle. Each of the five compartments can hold ten arrow heads for a total of 50 arrow heads at a time.
Price: 1,000
Item Name: Furasshu Pfeil
Item Type: Weapon
Item Description: Well this one is simple it's a blunt arrow head that actually emits a blinding flash of light. The arrow head although blunt has a small amount of adhesive on the tip which allows the arrow to stick to surfaces. It's not strong enough to keep the arrow from being pulled off. The emitter begins when the arrow head has struck onto a surface. It takes three seconds of prep and after that the flash is emitted. Anyone with 50 senses is blinded if they were looking in the direction of the arrow for the remainder of the round. Those with 100 senses are blinded and feel incredible pain in their eyes for the remainder of the round. Anyone with 200 of more senses that sees the flash of light feels incredible pain and is blinded until the end of the following round.
Price: 2500 ryo
Item Name: Bakuhatsu Pfeil
Item Type: Weapon
Item Description: This arrow appears to be normal and will act normally until it strikes a surface. Once contact is made the arrow head will explode in the same manner as a grenade. The explosion is nearly instantaneous making evasion from getting hit nearly impossible. The explosion has an offensive strength of 400 making it one that most wouldn't like to take a direct hit from. The spread is equal to roughly two meters.
Price: 2500 ryo
Item Name: Mamushi Pfeil
Item Type: Weapon
Item Description: Alright this arrow head is strange for it's actually four pointed spikes bunched together. What makes it special is that this arrow head is a storage method that Asmoskon has crafted to hold poison. Instead of layering all of his arrows with poison which would take far more patience and safety Asmoskon has chosen to create a specific arrow that can inject a quarter of poison into whatever it strikes. The poison is injected only a moment after contact is made which makes pulling the arrow out without any poison making its way into your body nearly impossible. The poison is stored behind the spikes and released through them upon contact. This arrow head doesn't come with it's own supply of poison as it's meant to be filled with various types that must be bought separately.
Price: 1000 ryo
Item Name: Ginto Shafuto
Item Type: Weapon
Item Description: This is a simple shaft that Asmoskon created in order to make combat with the ginto more effective at a range. The shaft is the same type of metal as a ginto while the fletching is hard plastic. What makes the shaft able to utilize a ginto is that there is a special reiatsu connector that will only connect to the reiatsu stored inside of a ginto. This allows the ginto to connect with the shaft only a few centimeters behind the arrow head as if it's actually a part of the shaft. This allows ginto to be fired off and used from a distance instead of having to throw them so it effective cuts off the drawback of needing to be near foes.
Price: 300 ryo
Item Name: Supaiku Shafuto
Item Type: Weapon
Item Description: Once again this shaft is slightly thicker in body then that of a normal shaft. This shaft is much like the Sābeiransu Shafuto however instead of tiny cameras layering the body of the actual shaft this one has hundreds of tiny razors that do the very same thing. That's right this arrow has very small thin black razors attached to the body that are normally flat. Once fired the razors can either be launched off in mid flight to cut anything around the arrow. (75 Reiatsu) It can also be activated when the arrow has already struck a surface so the razors can act as a follow up attack. The razors cut at an offensive strength of 300 and travel at a speed of 500 up to a distance of thirty feet.
Price: 3000 ryo
Item Name: Sonikku Shafuto
Item Type: Weapon
Item Rank: B
Creation Skills: Crafting 3
Item Description: This is a special arrow shaft that Asmoskon created that can emit a high frequency sound over a wide area. The sound emitter starts after the arrow has made contact with something. The sound that is emitted will effect individuals based on their actual sense of hearing. Those with 150 senses will feel a fair amount of pain and have difficulty focusing while the sound is being emitted. Those with 250 senses will feel a large deal of pain and will have an even harder time focusing. Those that have 350 or higher senses will feel incredible pain and most likely drop to the ground. This is due to the fact that the sound actually will cause there inner ear dumbs to rupture and blood to flow from their ears. This leaves those few unable to hear again without healing for the remainder of the thread. The sound emitter is constant after being activated until the end of the following post. Those with 2 in either Pain Tolerance, Strength of Will or Calm Mind are able to continue fighting regardless of injuries. The sound however can only reach up to fifty feet from the arrow.
Price: 3,000
Item Name: Setchaku-zai Shafuto
Item Type: Weapon
Item Rank: B
Creation Skills: Crafting 3
Item Description: This is a rather unique arrow shaft that Asmoskon crafted for hindering foes without killing them. The shaft holds a mechanical sprayer that normally can't be seen as it's under the body of the shaft and only a few small holes can actually be seen at any time. When the arrow makes contact with something the sprayer will activate and release a thick adhesive substance that is black in color. The adhesive is much like tar yet smells far worse and is stronger. When first released the substance is wet yet thick like sludge and when something makes contact with it they will feel as if the substance is sucking them inside of it. To pull away one needs 200 strength however in the following post the substance quickly hardens becoming like pavement and requires an offensive stat of 300 to break.
Price: 7,500
Item Name: Gasu Shafuto
Item Type: Weapon
Item Rank: D
Creation Skills: Crafting 3
Item Description: A very simple arrow shaft that Asmoskon had created in order to store gas weaponry and utilize them through his arrows. This arrow shaft is hollow on the inside and slightly thicker then the norm. The shaft is actually metal and upon contact will have dozens of small holes open. When this occurs the gas that has been stored into of the shaft is spread out over the area which depends on the gas. This arrow shaft doesn't come with gas it's only a storage device. The gas can only spread up to ten feet around the arrow.
Price: 1,000
Item Name: Joseki Pfeil
Item Type: Weapon
Item Rank: C
Creation Skills: Crafting 3
Item Description: A new type of arrow head that Asmoskon crafted in order to deal with multiple targets at once. This arrow head like many of the others is blunt in appearance yet silver instead of black. When this arrow head hits a surface it releases a massive amount of kinetic force in the vicinity around it. To be precise everything within ten feet of the arrow will be pushed away from the arrow on all sides with a force equal to 300. Anyone with Strength superior to the force that isn't caught off guard can brace themselves and keep themselves from being pushed backwards. The way that this works is a small mechanism that sucks in the air around it while it flies through the air. The air pressure builds inside while being compressed and than released when the arrow hits a surface. However, this also makes it so the arrow can't work unless it's traveled up to one hundred feet.
Price: 5,000
Item Name: Kojin Poison
Item Type: Weapon
Item Description: This is a very rare poison taken from a nearly extinct viper that once inside of the bloodstream will slowly cause the body to shut down and go into a sleep stasis. Where ever the poison is injected into will immediately go numb and then over the next three posts the rest of the body. Movement is incredibly difficult and mistakes will be made by even the most agile individuals. After five posts have past one's body shuts nearly completely down going into a sleep stasis that they won't awake from for the next three days. If the poison is drank or injected into the throat, head or chest then the effects begins nearly immediately and it only takes one post for the victim to fall into the stasis sleep.
Now there are a few weak points on this poison that can be used to counter act it. First off for every SKP in Poison resistance the effects of the poison are pushed back 2 posts. Poison antidotes bought from Urahara push back the effects by 5 posts. If possible the effects can be stopped if the poison is removed from the blood or enough blood is lost from the body. The latter is extremely risky as the effects of the poison will only cease near the point that blood loss will cause someone to pass out completely. Anyone with Healing Expertize at 600 or higher is immune to this poison. If the poison doesn't cause the victim to enter the sleep status after 8 posts then it won't cause that effect. The poison from that point on the effects diminish in the opposite manner that they had.
Price: 20,000 ryo
✠ Techniques ✠
Technique Total: 21/21
Hirenkyaku/Mastered 0
Movement/Mastered 0
Verwüstung/Mastered 1
Grenzenlos/Mastered 2
Ransotengai/Mastered 3
Energy Generation/Mastered 4
Output/Mastered 5
Willpower/Mastered 6
Antrieb/Mastered 7 Reserved
Kyōsei sa Remasu/Mastered 8 Reserved
Drachen Stürmen/Mastered 9
Schlinge Schuss/Mastered 10
Ketsueki Ketsugō/Mastered 11
Kurimuzon Furaito/Mastered 12
Kurimuzon Baria/Mastered 13
Kurimuzon Iriguchi/Mastered 14
Blut Seitei/Mastered 15
Dying Will/Mastered 16
Rechtes Auge/Mastered 17 Reserved
Innerlich das Feuer/Mastered 18 Reserved
Tamashī no Sukuriputo/Mastered 19 Reserved
Blut/Mastered 20
Learned Proficient Mastered
Technique Name: Hirenkyaku
Class: 4
Technique Type: Quincy Technique
Technique Element: None
Technique Description and Effects: Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 400 Reiatsu allows for a constant movement over the duration of one post at 6x speed. Giving up 1000 Reiatsu allows constant movement over the duration of 3 posts of 4x speed.
How to use technique: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawback: None.
Technique Name: Movement
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects: This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to use technique: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Drawback: None
Technique Name: Verwüstung (Devastation)
Class: 5
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: None
Technique Description and Effects: This technique at first can't be distinguished from a standard Quincy arrow until after it has been fired from the bow. Once the focused arrow is fired it will split into two arrows connected to one another through a rope formed of Reiatsu. The effect of the rope allows the arrows to wrap around the target multiple times restraining them until the arrows eventually connect together and cause an explosion of spiritual energy.
How to use technique: Summon not one, but two Quincy arrows that are merged together into a single shot, and then release them to split-apart mid-flight.
Technique Drawbacks: The technique can simply be evaded through swift movements and dodging the inner spiritual connection. Only those who an offensive stat greater than the user are able to break free from the rope and free themselves once entangled.
Technique Name: Grenzenlos (Limitless)
Class: 4
Technique Type: Quincy Ginto
Usable By: Quincy
Technique Element: N/A
Technique Description and Effects: Perhaps one of the most useful applications of Ginto in the modern age in the human world, this technique enables practitioners to seal objects inside the ginto. These items can be stored simply by putting them onto the ginto or placing the ginto onto them afterwards the item will seemingly slip inside the small tube. In order to take out an item from the ginto one must reach inside while either thinking about what they want or saying aloud the item. Once the user has become proficient in use they can say aloud the item they want and the ginto will spit it out for them. Once Mastered though the user can seal and release multiple items at once simply by thinking about it. By holding the ginto against them the user through thought can hypothetically change everything they’re wearing with a different outfit inside the tube.
How to use technique: Place items against the top of the ginto tube while either thinking or speaking aloud what you want from the tube.
Technique Drawbacks: Must be holding the tube. Can only store items up to the size of a fridge meaning that vehicles and massive weaponry cannot be stored.
Technique Name: Ransotengai (Heavenly Puppet Suit)
Class: 4
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: Spirit
Technique Description and Effects: A useful technique whose use had been lost through the ages and only recently rediscovered, Ransotengai is an ability that allows the user to create strings made from spiritual particles. These strings can be attached to the user's body, allowing parts of them to be moved around in a manner similar to puppets. One string can control a single limb, or the head, and one string is attached to each finger, giving a total of ten strings. Doing so, however, leaves the hands occupied and unable to be used for other abilities while this is active. The main use for this is to enable the use of a limb that has been damaged, or to counteract torn muscles or broken bones to ensure that one can still move, albeit with great pain. Upon mastery of this technique, it becomes that much more versatile; these strings can now be attached to another person besides the user, though this is only able to function as a support technique due to the frailty of the strings.
How to use technique: Draw in Reiatsu and turn it into fine strings that attach themselves to the user or, at mastery, to another person.
Technique Drawbacks:The first drawback to this technique is that while it enables the use of damaged parts of the body, it doesn't necessarily restore function as much as it simply puppets the area about. Steady pain is a symptom from this, along with a reduction in effectiveness; any physical attacks made through a puppeted limb is treated as though its offensive power is halved. Additionally, any drawbacks that damage the already-damaged area are either doubled in potency or advanced one tier, whichever is worse, depending on the technique.
The second drawback comes when puppeting another person; these strings are frail, and can be broken easily. When attempting to grab a hostile foe, this technique is simply shattered by pulling against it, as it requires voluntary permission to be controlled. They can also be snapped by any attack with half the user's Reiatsu Strength or more when used to puppet another person, as a foe can simply sever the connection by striking the strings. This doesn't work when the user is puppeting themselves, as the strings flow along their body, so there's no way of stopping it short of severing the limbs.
Technique Name: Energy Generate
Class: 2
Technique Type: Other
Technique Element: Variable
Technique Description and Effects: This is probably the hardest technique to use. It involves a physical body having to generate and output Reiatsu directly from the physical form. It costs an insane amount of stamina, and it's also very taxing. This technique is the only one that does not have a "default" version. All races except for mod souls can create extended "Reiatsu output" abilities, as long as they generate Reiatsu, and fire it off in some way. This is the requirement of these abilities. This technique can only be used by those who are Class 2 or above. It is the ultimate direct counter to Kido.
How to use technique: Generate Reiatsu from the physical form, and shape it in some way.
Drawback: Output techniques used in conjunction with this ability have a special condition. If anyone that is NOT a Level 3 Rank tries to use these techniques, it's a doubled cost from normal. That's how extremely taxing it is to use.
Technique Name: Output
Class: 2
Technique Type: Other
Technique Element: None
Technique Description and Effects: This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
•[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
•[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength quadruples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 800 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
Drawback: See specific stages.
Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
•[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
•[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
•[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
Technique Name: Antrieb
Class: 2
Technique Type: Human World Dweller
Usable By: Quincy
Technique Element: Other
Technique Description and Effects: This technique is a far more focused yet dangerous variation of Hirenkyaku that has been created by Asmoskon Masurao through intense training. The technique instead of allowing Quincy to ride on the reiatsu built up below their feet to gain speed is one that actually utilizes reiatsu in a propelling manner like a jet of fire. This causes the speed that the Quincy travels to far outclass that of Hirenkyaku however also causes dangerous drawbacks which are stated below. Using this technique for a moment boosts speed by 30x and costs 600 reiatsu.
The reiatsu can be focused through both feet in order to move like a rocket as well as how one would expect any other step technique to function. When in use small jets of reiatsu appear below the feet which like stated above seem to function like fire. The other advantage of this technique is it can be used through a single limb in order to gain unpredictable movements or sudden evasions in random directions. Due to the technique channeling through either the soles of the feet or the palms of the hands this technique can't be used like Shunpo Karin or Sonido Gaara.
How to use technique: Focus the reiatsu to a fine point at the soles of the feet then expel the reiatsu. This can allow flight through the air.
Technique Drawbacks: This technique may be based on how Hirenkyaku functions however, unlike the standard step technique this one is very dangerous to even use. The reasons for the actual danger of using this technique is the fact that the reiatsu that is propelled outwards from the body causes danger to the limbs. The technique can only be used twice times in any limb each time it's used it places incredible stress on the muscles and after the second time will actually cause the muscles to start ripping. The skin of the limb used also immediately suffers burns that increase in suavity the more it's used. Can only be used once per post.
Technique Name: Kyōsei sa Remasu
Class: 2
Technique Type: Energy Generation
Usable By: Human World Dweller
Technique Element: Other
Technique Description and Effects: Through incredible effort and training that links the mind and body through the energy of reiatsu this technique allows the user to maneuver objects with an extension of their reiatsu. This enables the user to push/pull objects as well as levitate them with their mind as long as they stay focused and have the Reiatsu Strength to lift the object. In short this technique is a weak outline form of Telekinesis.
The force that can be exerted both with pull/pushing is equal to the Reiatsu Strength of the user comparable to the strength stat. The user can only levitate things that they would be able to lift if they Reiatsu Strength was treated as the Strength stat. The user can only use this technique through body movements such as their arms and hands unless they have mastered it at which point it can be done telepathically with thought. Moving on to very specific examples sense most people can think of a few times something like this has been done.
Different body positions or movements are able to focus this technique into specific telekinetic forms. The actual number of different executions is near endless and only bound by the imagination and concentration of the user. For example a user who holds out his hand and clenches the air can use this technique to create a force of reiatsu that acts like an extension of their hand. The technique will not push/pull like this technique's base intention, but instead will allow the user to act accordingly as if they had a hand that they can control with their own from a distance.
The amount of reiatsu that this technique requires to do certain things is dependent on the actual usage and how focused the user is at the time. When pulling/pushing anything it requires 100 reiatsu, levitation/control requires 80 reiatsu, specific branch off uses such as choking individuals requires 150 reiatsu. This also includes focusing the telekinetic force into defenses or other imaginative things. One thing that should be noted though is that a user can savor their reiatsu by not using this technique at the utmost degree of their Reiatsu Strength. If a user only focuses half of their RS or less then the costs of every action are halved as well.
How to use technique: This technique requires the focus of the individual on whatever they wish to move and how they want to move it or what type of telekinetic structure they wish to create.
Technique Drawbacks: The user can extend this technique a total of fifty feet for each level of skill reaching a maximum at one hundred and fifty feet. The major drawback of this technique is the amount of stress/pressure that is placed on the actual mind of the user. Any user that attempts to lift something that is beyond the strength of this technique will find they their mind is being torn apart much like how muscles would react. This along with the fact that when something over powers this technique is enough that the user will actually begin to bleed from their nose.
At this point most people should realize that this technique has a disadvantage that makes it not always even worth using in combat. Once the nose has begun to bleed the damage raises even further if the technique is even used again. The nose will continue to bleed and pain will extend throughout the body of the user every time it's used. If the technique is overpowered again the results skyrocket to the point that almost no one is strong enough to continue due to blood beginning to flow from their ears. Finally if continued the blood flows from these two sections while the pain has intensified if overpowered a third time though blood will flow from the bottom of the eyes and the user will simply shut down and drop unconscious regardless of skills. The only way that a user can be brought back during a thread is if they are healed in some manner time to recover will not allow recovery.
Technique Name: Drachen Stürmen (Dragon)
Class: 1
Technique Type: Quincy Technique
Usable By: Quincy (Free Quincy Only)
Technique Element: N/A
Technique Description and Effects: A technique created by Asmoskon Masurao in order to defeat the Vandenreich and gain the freedom of his brethren. This technique draws power from the individuals Quincy blood. It only works for free Quincy since the Vandenreich blood is tainted with the blood of the Emperor. After the Quincy has the minimum amount of blood on their bowstring they can then begin to channel their reiatsu into this technique.
Once this has been done the arrow for the first few moments looks to be normal however is growing in size above what might be considered possible. After three seconds the arrow head takes on the appearance of an aggressive Animal which is picked upon learning this technique. After that the arrow can be fired in any direction the Quincy is aiming. The arrow travels at twice the normal speed of any arrow fired and roars while traveling. The size of the arrow is equivalent to a small car. (7" wide)
How to use technique: Channel Reiatsu into an arrow like normal, however the hand that is channeling the arrow must be covered in blood.
Technique Drawbacks: This technique requires a blood payment to use the payment can't be small meaning that simply biting a finger will not suffice. The minimum payment is an ounce. When this technique is done the Quincy is left unable to fire off any arrow until the following post is completed. Cost is 600.
Incantation and Effect: The Incantation raises Reiatsu Strength by 50% or double the size of the arrow. "Strike through the clouds of Heaven. Break us from these Chains. The Screech of pain is nigh for the time is now. Burst through the containment and claim Freedom."
Technique Name: Blut (Blood)
Technique Class: 3
Technique Type: Quincy
Usable By: Mini Emperor
Technique Element: Spirit.
Technique Cost: 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
Description: Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to Use: Spend Reiatsu to draw out the latent power in the user's blood.
Drawbacks: The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein. Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
Technique Name: Schlinge Schuss
Class: 5
Technique Type: Quincy Technique
Usable By: Quincy (All)
Technique Element: N/A
Technique Description and Effects: This technique takes on the appearance of an Reiatsu arrow that has a blunt head with lining engraving on the head. Once fired off the arrow can be activated by the caster snapping their fingers. This will cause the arrow to break apart into a large Reiatsu net. The net is ten feet squared. The second option is that the arrow makes contact with a target. Once this has occurred the arrows transfers itself into long thick Reiatsu chains that wrap around the target binding them in place. The truth of the technique is that the arrow is a morphed version of the standard arrow. This also allows for the technique to be utilized through bow releases with slightly differ appearance to the arrows in use. (Bullets become completely blunt tipped) This basically grants a single arrow an additional effect.
How to use technique: Concentrate the Reiatsu into the arrow as norm. Then once fired either snap one’s fingers to activate or upon contact the technique will self activate.
Technique Drawbacks: This technique can only be done once every three posts. Once activated the technique stays stable for a total of two posts until failing. The net of the technique can be broken if the opponent attacks with an offensive stat greater than the user's Reiatsu Strength.
Technique Name: Ketsueki Ketsugō (Blood Bonds)
Class: 2
Technique Type: Other
Usable By: Quincy
Technique Element: Blood
Technique Description and Effects: This technique is one intended to allow the user to continue functioning even when they should be out of the fight. Originally inspired by Ransōtengai, this technique was designed by the Masurao head and used for the first time during one of his most legendary battles against the Captain of the Tenth division. The Captain at that time removed both of the head’s arms, assuming that it would prevent him from continuing to fight, and then let his attention lapse before finishing the head off. That proved to be his mistake, as the arms, independent from the body, rose up from the ground, formed a bow, and slew the Captain.
This technique, like most of the other Blood specialties, revolves around infusing reiatsu into one’s blood veins, similar to how Blut functions. In this case, however, it doesn’t reinforce the limb, but rather alters the way the blood works. If a limb, either arms or legs, or subsection of a limb, such as a foot or hand, is removed from the body, moments after the part is severed, the veins will stretch and connect it back to the main body. Then, the detached part will remain detached, but regain full functionality. If the person moves, the limb will move with it. The person effectively has telekinetic control over the limb, although the limb cannot move more than 10 feet away from the person. At any time during this process, the Quincy may spend 300 reiatsu in order to reattach the limb.
How to use technique: Detailed above.
Technique Drawbacks: First of all, this technique consumes 400 reiatsu per limb per post, which stacks up rather quickly cost wise. If someone wants to reattach a limb, it costs 300 reiatsu to do so, and the process hurts a fair bit. In addition, the biggest weakness with reattaching the limb is if the limb is removed within two posts of being reattached, this technique cannot be used to control it. Detached limbs are harder to control, and thus are treated as if all their skills were 1 less. Finally, if a limb is ever grabbed and moved more than 10 feet away from the user, the blood links will snap, and the user will lose control of the limb, although bringing it back in range and paying this technique’s reiatsu cost will relink it.
Technique Name: Kurimuzon Furaito (Crimson Flight)
Class: 2
Technique Type: Other
Usable By: Quincy
Technique Element: Blood
Technique Description and Effects: This technique is one that the Masurao Family created in order to keep a constant distance from foes and never lose the advantage of high ground. By channeling their reiatsu and blood throughout their body to the center of the back the user is able to create wings made from their blood infused with reiatsu. When the technique is being done the veins of the user glow bring red on their back just as one would see during the use of Blut. The wing span is ten feet in length and four feet width. The appearance of the wings is up to the user while creating them meaning they can be based off any type of animal the user can imagine.
Now other then granting the user the ability of flight after use these wings serve two other separate uses. The first of which is the wings can be used as a defense due to the fact that they are both physical and spiritual in nature they serve to protect the user from nearly any type of attack. The wings have durability equal to the Offensive stat of the user and even if damaged or broken can be repaired for an additional reiatsu cost of 300, along with further blood. The second purpose of these wings is simple and something that led to them being feared by those that had seen them in battle. The user is able to by flapping the wings send their blood outwards up to twenty feet away. The wings also leave blood on anything that makes contact with them which lead to many nicknaming the technique the "The Dying Angel" The wings stay stable for a total of 10 posts until the technique needs to either be reactivated or it ends.
How to use technique: Explained Above
Technique Drawbacks: This technique can only be used a total 2 times per thread any further usage will cause the user to slip into a coma. This technique costs a fair amount of blood to actually use and due to the blood that it requires once activated the Senses of the user drop by 25%. The Senses of the user regain by 5% every two posts until the full 25% is replenished. In order to repair the wings from damage along with the reiatsu cost the additional blood drops the Senses by an extra 5%. These deductions to Senses do stack making the technique very dangerous for many might find that soon they won't be able to find the target. Along with the deduction to Senses when this technique is done and blood is lost the user experiences sluggishness, exhaustion, and coldness. Excessive use is very tiring and normally is the failing of the technique. This technique costs 200 reiatsu each post its active.
Once this technique is learned, no other "Specialty" technique types besides "Blood Specialty" from the Masurao storages can be learned.
Technique Name: Kurimuzon Baria (Crimson Barrier)
Class: 1
Technique Type: Other
Usable By: Quincy
Technique Element: Blood
Technique Description and Effects: This technique is the ultimate defense of the Masurao Family. While during the time of being in the Vandenreich many didn't see the point in the technique due to the usage of Blut. From the point of defection onward the technique has been seen as an ingenious method of defending from nearly any attack. This technique begins much like Blut with the Quincy channeling reiatsu throughout their blood causing the veins to appear to be glowing red under the skin. The only difference is that this technique from that point onwards will cause any blood that the user has in the area to rush towards themselves and then form into a dome around them. The dome is a sphere while used in the air. It's circumference is a total of five feet around the user.
Now there are a few things that need to be explained about this dome. The first being that the dome has a durability equal to 2x the Offensive stat of the user. The second is that any blood within fifty feet of the user when the technique begins is drawn towards them and utilized to create the dome. It should also be stated that this dome prevents gas and liquids from entering it. When this technique is Mastered the user after it's use has a choice to draw in all blood used to preform this technique back into their body, however wounds present won't heal and will continue to bleed after the blood has been returned. If there is no blood in the surrounding area blood can be utilized from open wounds pulling blood itself from the body.
How to use technique: Concentrate heavily and extend reiatsu outwards.
Technique Drawbacks: This technique is incredible taxing far more so then any other "Blood Specialty". It places a grand deal of stress on the muscles and mind of the user and once used drops their stamina down by 25% of their maximum. The dome can only be maintained for a single post, meaning that if it's used at the ending of one post it must end at the end of the following. The technique can only be done twice per thread. If the technique uses blood directly from the body then the stamina drop is increased to 50%. Costs 800 reiatsu.
Once this technique is learned, no other "Specialty" technique types besides "Blood Specialty" from the Masurao storages can be learned.
Technique Name: Kurimuzon Iriguchi (Crimson Entrance)
Class: 4
Technique Type: Other
Usable By: Quincy
Technique Element: Blood
Technique Description and Effects: This is a cinematic Technique. This technique is actually a secret one that only those of the Masurao Family know exists. Even the Vandenreich whether they fought alongside a Masurao member in the past don't know of this technique. This technique is actually a spiritual portal technique that grants the user access to any dimension. The only problem is that this technique like all many of the others works off Blood. To be specific in order to gain access to a dimension the member must not only know this technique they must also have enough blood of an individual that belongs to the dimension that they wish to access. Once the blood is obtained the user must draw the Insignia on a surface and speak the incantation. Once all of this is done the user can then place their hand on the Insignia and they will be teleported to a random location of the dimension that fits the race used for the technique.
Alright now onto specifics of this technique.
Soul Society: The blood of a Shinigami allows the user of this technique to enter into a random location within any of the Rukongai Districts or the Seireitei itself. However, if the blood of a Beast is used the user will arrive in wilderness in which the Beast normally frequented such as their pack.
Hueco Mundo: Perhaps the most tricky dimension to actually enter. Since the technique can't be used with Hollow or Arrancar blood due to the fact it's harmful effects to Quincy the only way to enter Hueco Mundo is through the blood of a Vizard. Now when this is done the Quincy will arrive randomly in the dimension. Unless the Vizard has been in Hueco Mundo prior to having their blood taken which causes the Quincy to arrive where they had last been in the dimension.
Vandenreich World: This one is straight forward as the only thing needed is the blood of a Vandenreich Quincy. Once done the user arrives in a random location within that world.
Hell: The worse dimension possible to enter and while it hasn't ever been attempted in history it's actually possible. There are a multiple ways to actually enter Hell. The first being that unlike the other dimensions the user must utilize the blood of three different Sakai or Hason and will enter randomly from this usage. The second is the use of a Nakkabakki blood in which the user will be teleported to the area of Hell that there parent resides. Finally if the use of actual Akki blood is used then the use is able to teleport to the whereabouts of that Akki.
When this technique is Mastered there are a few different things that can be done. The first of which is that a single entity can be brought along with the user so long as physical contact is made when the technique is used. The technique can also be used in a different way with no Insignia only requiring the blood and Incantation. The only thing for this method that makes it difficult is that there needs to be enough blood on the ground that its almost a guaranteed fatal to the source of the blood. This means unless the technique is used from a recently decreased individual it won't work. When this method is used up to five entities can enter yet all must be standing in the blood and they will arrive randomly.
If the user has the blood of a specific individual and this technique Mastered then they're able to arrive right at the location of that Individual no matter which dimension they may currently be located. Finally the user can actually leave the Insignia somewhere in any of the dimensions and by using this technique with the same blood they can arrive at that location (Their own blood). When the blood is obtained the user retains some of their blood depending on what Class the individual is. Class 8-4 individuals can only be used once for they're to weak to use more then the first time. Class 3-1 can be used a single time after the first as some of the potency of their blood is locked away in the blood of the Masurao. Class 0 individuals enable the user of this technique permanent usage of their blood as the power never leaves the user.
How to use technique: The user must draw the Insignia in their blood and then speak the incantation while placing their hand on the Insignia. The user must be standing in the blood while speaking the incantation.
Technique Drawbacks: The major drawback of this technique is actually getting the blood of the race that they need. Drawbacks are included in the description. Also a Insignia can be removed from a surface in a thread preventing the technique from being used in later threads. Can only work by getting the blood of an RPC.
Incantation and Effect: "My power is the flow of my essence, the crimson liquid of life I present onto you grant me passage to the source of essence."
Technique Name: Blut Seitei
Class: 1
Technique Type: Other
Usable By: Quincy
Technique Element: Blood
Technique Description and Effects: The Ultimate Technique of the "Blood Specialty". This technique was crafted by the Founder of the Masurao Family who legends speak of as one of the original Quincy. The way that this technique works is by first getting the blood of the user on another entity. Now once that is done the user is able to actually activate a different variation of Blut which causes their own blood to take control of the area that it covers. To be incredibly specific the control spreads a total of a single centimeter away from the edge of the blood which takes the appearance of red lines much like normal Blut. This techniques total purpose is to take control of another beings body for their own advantage and so long as the user can they're able to manipulate the section through hand gestures. This is a Body Control technique that allows the user only to control the area afflicted by the blood.
How to use technique: Get the blood on the target and then focus your reiatsu from the blood into the body.
Technique Drawbacks: Costs 800 reiatsu per post to use and maintain. The technique can only be used on subjects that are within 200 feet of the user. Anyone with Strength superior to the user's RS is able to forcibly break the technique causing the blood to vanish. Anyone with RS that is 50% higher then the user's RS is unaffected by this technique. This technique has no effect on the mind and only enables the user to control the body. This technique can't be used on anyone of superior Class to the user. Those that have 3 in Strength of Will are able to fight for control of their body unless the user has double their RS. Using this technique for more then a single post begins to cause the flesh of the users arm to start blistering and burning causing incredible pain. If the technique is utilized as such for a total of four posts the limb that has been suffering damage becomes useless.
Once this technique is learned, no other "Specialty" technique types besides "Blood Specialty" from the Masurao storages can be learned.
Technique Name: Survival Discipline: Dying Will
Class: 1
Technique Type: HWD Technique
Usable By: Fullbringers, Non-Vandenreich Quincy
Technique Element: Varies
Technique Description and Effects: When one finds themselves on Death’s Door, it is easy to give up the ghost, to allow oneself to pass on. Many chose to do so. However, there exists in everyone the potential to rise back up, once more, and survive. This technique is the greatest embodiment of that, and usable only by the most mighty Human World Dwellers, and even amongst them, the ones with the greatest proximity to mortality.
Dying Will can only be activated when the user is close to death. They must be suffering from grave wounds, tired, and low on reiatsu. And they must entertain the idea of giving up, at least for a brief moment. In this moment, they must discover the reason why they wish to live. What purpose their life has. And that reason, that purpose, is the fuel that they will burn to ignite their Dying Will, and rise up once more, unbroken, undefeated, and far from out.
Once the technique has been activated, the user may spend additional reiatsu to rapidly heal their existing injuries. Lacerations are 50 Reiatsu, Broken Bones are 150 each, Missing Limbs are 200 each, and Missing or Damaged Organs are 300 each. They may only do this upon activation, and their wounds will rapidly vanish, healed as if by an unseen force. Then, the user’s reiatsu surges, flaring up to blind those around them. When it dies down, the user has changed.
Around their head hangs a halo, forged out of an element of their choosing: Fire, Lightning, Air, Ice. The user’s eyes are a different color, which is connected to the element that they decided. And as they move through the area, they leave behind them a trail of the chosen element. As they lash out at foes, striking them with force, with the power behind their Will to live, they also launch attacks of their chosen element. Fire bursts from their fist upon impact, or foes are electrocuted with their touch, winds buffer nearby enemies, or icicles are fired alongside every punch. These elemental attacks of course use the user’s RS to determine their offensive strength. This portion lasts for 10 posts.
Additionally, the user’s Dying Will has ignited to the point where, while they may still feel pain, as long as their Will is not shaken or broken, they cannot physically fall. Even if their limbs break, they will glide along, as if using Movement, regardless of injuries. They may still grow weary from taxed stamina, and they may still falter due to pain, but as long as their Will remains true and convicted, they cannot stop functioning, short of death. This portion lasts for 5 posts.
How to use technique: Explained in the second paragraph. To learn, the user must know all four basic Human World Dweller techniques.
Technique Drawbacks: The circumstances in which Dying Will can be activated are specific, and it requires a 3 in Strength of Will to be utilized at all. To activate, this technique sacrifices half of the user’s remaining reiatsu, or 500, whichever is greater. As long as the technique is active, the user must pursue whatever it was that caused them to rise back up, but they may not run away as long as things stand in their way. If their purpose for surviving was to kill their foe, they may not flee the combat. If their purpose was to protect a friend, they will do so until their body breaks. Absolute conviction has a price. Furthermore, once the whole technique ends, the user’s body will begin to be consumed uncontrollably by the original element of their choosing. This process will kill the user, without a doubt, unless they receive expert medical attention.
Technique Name: Tamashī no Sukuriputo (Soul Script)
Class: 1
Technique Type: Other
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: This technique takes on the appearance of a tattoo located on his back hidden from sight and one that very few individuals know about. This tattoo is the Crest of the Masurao Family which covers from the back of his shoulders down just below his shoulder blades to the upper middle of his back. Asmoskon actually has no control over this technique as he devised it to have a trigger situation that must be met in order for the technique to activate itself. In short when anything of danger reaches five feet from Asmoskon from behind the tattoo activates. Suddenly the crest of the Masurao family will appear behind Asmoskon as crimson reiatsu while rapidly rotating clockwise. Instantly the crest repels whatever activated it backwards with force equal to Asmoskon's Reiatsu Strength.
How to use technique: Listed Above
Technique Drawbacks: Costs 800 Reiatsu. The technique can't activate if the tattoo on Asmoskon's back is damaged in anyway meaning cutting his back can render this technique incapable of activating. Asmoskon has no control over the technique meaning it can actually be exploited against him. This technique isn't meant to cause harm so even though whatever triggers the technique may be pushed backwards with overwhelming strength the push itself won't cause any sort of harm. However, harm is possible if someone is pushed into an opposing force or obstacle that can't be moved by this technique. The greatest weakness of this technique is the simple fact that Asmoskon must fill the tattoo with his reiatsu prior to a threat appearing in order for it to activate. This must be done prior to every single activation as the technique will not activate unless this process is fulfilled.
Technique Name: Innerlich das Feuer (Inner Flame)
Class: 1
Technique Type: Other
Usable By: Anyone
Technique Element: Fire
Technique Description and Effects: Sought after only to be lost in the void of death this technique is the signature ability of Asmoskon's Grandfather, Otto Krieger (Masurao) that had brought him much success along with fear against all those that fought against him throughout his life. This technique in essence enabled him to ignite his soul in a fiery blaze. This causes all extensions of him to be set a flame meaning his body and reiatsu can potentially all become draped in fire burning all that makes contact.
Asmoskon after coursing through his grandfather's journal hundreds of times learning as much as he could from his teachers writings has finally decoded the puzzle pieces and learned the secret to the technique. On the surface this technique is very simple as all it accomplishes is setting the user or specific parts of them on fire with no harm to themselves burning anything else that makes contact with them. However, the physical body isn't the only aspect that can be effected as the reiatsu of the user can as well meaning that as a Quincy any and all techniques can potentially be ignited.
Anything that is linked to the user even if it's separated from the physically such as a soaring arrow, severed limb or even bodily fluid can be ignited. While the fire may be spiritual in nature it still burns and spreads rapidly. Potentially turning a small area into a fiery danger zone within a few moments. Prior to mastering this ability the user is limited to either igniting their reiatsu or physical body. The entirely of them is ignited until it's otherwise deactivated. Once mastered the user can determine what parts of them are effected.
How to use technique: The user looks within themselves to all of their drives and goals while feeding those aspirations with the memories and feelings of all their sorrows and rage. This ignites their soul which in turn leads to the ability taking form.
Technique Drawbacks: This technique is rather complex as it requires a different amount of reiatsu depending on what the user does to themselves. Effecting either their entire physical body or reiatsu costs 400 reiatsu and lasts for 2 posts unless the user willfully deactivates it. Effecting less than the entire body costs 200 reiatsu and is limited to one section at a time such as an arm, torso or the head. When it comes to techniques or Quincy Arrows the cost of effecting them is an additional 50% of whatever the original cost of it happens to be. If the user keeps a section of themselves active over the course of multiple post each part costs 50 reiatsu. The major drawback of this technique occurs when its face with the natural adversary to fire.
If any section of the users body should be active with this technique and it comes into contact with liquid the technique is immediately cancelled and that section suffers harsh third degree burns. Sections burned in this way can no longer be effected by this technique until they're healed. While this can be used with most Reiatsu-based techniques, it does not apply to techniques that create a field of control or aura.
Technique Name: Rechtes Auge
Class: 1
Technique Type: Other
Usable By: Quincy
Technique Element: N/A
Technique Description and Effects: This technique is one that Asmoskon developed as both a counter measure to his missing right eye as well as his trump card. This technique works by channeling his reiatsu into the hole where his eye once was while envisioning his sight through that position. What occurs there after is a new eye formed from his reiatsu into a physical form that allows him to see once again. This eye has a red iris and black sclera due to those being the two colors of Asmoskon's reiatsu.
Aside from granting him vision once again through his right side this eye is the pinnacle of Asmoskon's ability as a Quincy. A Quincy naturally has the ability to absorb reiatsu from their surroundings and use that reiatsu to their advantage. Asmoskon took that knowledge and implemented it into this eye. Most individuals fight by using reiatsu in some way or another knowing this Asmoskon after a long period of training and practice succeeded in making the ultimate technique for a Quincy. When a technique that consists of reiatsu is used Asmoskon can so long as he can see it with this eye pull the reiatsu into the eye absorbing it in a tunnel like manner. This costs double the reiatsu to cast the technique.
Once a technique has been absorbed into the eye is when the true beauty of this technique occurs. Simply absorbing reiatsu techniques is something that any talented Quincy could create if they put their mind to it. What makes this technique special and to Asmoskon the most powerful technique is the fact that his eye once it absorbs a technique manages to download how the reiatsu of that technique is structured/preformed. What this means is simple once a technique has been absorbed into Asmoskon's eye he gains knowledge regarding everything about the technique.
The eye though does have a limit as only 3 reiatsu techniques can be absorbed and replicated by the eye at any given time. Asmoskon has to in a thread active the eye and then pay triple the amount of reiatsu it costs to cast the technique he wishes to get rid of so that it basically is purged from the eye. When he does this he is able to get a new technique, but this can only be done once per thread and when he does it this eye's vision becomes blurred and the eye begins to bleed giving Asmoskon a painful headache. In order to preform techniques that his eye has absorbed Asmoskon needs to pay double the standard cost of the technique. Asmoskon though both gains and loses something important for any technique that he casts. He can't ever truly master a technique only having moderate skill at casting them through his eye so any advantage to having a technique mastered is beyond him. What he gains though is the ability to manipulate any technique that is cast from his eye while also keeping it active through multiple posts this control lasts so long as he can see them. The speed at which he can move them is 800.
How to use technique: Asmoskon focuses his reiatsu into his right eye socket.
Technique Drawbacks: It costs 250 reiatsu per post to keep this technique activated. Only one technique per post can be absorbed which results in immense pain for Asmoskon as the area around his eye receives burns from foreign reiatsu overload. Casting techniques through his eye can also be painful which is determined by what class the technique he casts. Class 8-4 cause him pain equivalent to having his eye shot once again which causes the area around his eye to not only burn, but twitch uncontrollably. Class 3-1 cause him to feel as if his entire body is set on fire. This pain though is only present so long as the technique he casts is under his control. Once it has been completed he no longer will feel the pain.
Asmoskon is also only capable of casting a single replicated technique per post. Asmoskon's offensive stat must be superior in order for him to absorb a technique into his eye. This technique while powerful isn't capable of absorbing techniques that have hollows reiatsu due to Asmoskon being a Quincy. This means that Hollow and Arrancar techniques are unaffected. This technique doesn't effect any technique that is physical or release in nature.