Post by Zeich Yajuu on Sept 16, 2014 13:38:44 GMT -5
Energy Generate, while it falls under the "Physical Manifestation" techniques, is one that involves not only the body, but often the soul. These techniques manipulate more than just the body, allowing the user to create effects similar to Kido, only through the use of manipulating their body's energies. Mod Souls, lacking a full physical body, are unable to utilize these techniques unless they are Mod Soul Giga. Since it differs in principle from the other Physical Manifestation techniques, it has its own page, and races still have their own variants on it. You can see these variants below, and the general techniques available to all beneath those:
- Energy Generate Techniques (Human)
- Energy Generate Techniques (Quincy)
- Energy Generate Techniques (Bount)
{Energy Generate}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.
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.
{Energy Generate Techniques (General)}Technique Name: [Energy Generate: Bulllet]
Class: [7, 5]
Technique Type: [Human World Dweller]
Usable By: [Anyone with Energy Generate]
Technique Element: [None]
Technique Description and Effects: [This is likely the simplest energy generate ever created, but it's an essential one amongst assassins. All this technique does is create a single bullet of hardened reiatsu. The bullet can be any caliber, but will function exactly like a normal bullet. It will disappear after only a single hour as the bonds holding the reiatsu together automatically break over time. This means that their is no evidence left behind from these bullets. It's also a good technique for any time you just need more ammo, or if you're trying to shoot a spiritual target. The damage is determined by the caliber of bullet, and thus the gun, but it's ability to pierce defenses is determined by the users reiatsu strength. All bullets are Class 7 for a clash of reiatsu though. These bullets don't have any special properties beyond that. They function exactly like a normal bullet would in terms of speed, strength, trajectory, and everything else under the sun. Any mechanics beyond their interaction with spiritual beings and reiatsu defenses is determined by the gun.
The class 7 version makes a single shot, and the class 5 version makes a a full clip of ammo for most guns. It's limited to creating up to 10 shots at once, but if you're using something like a 6-shot revolver, it'll only make enough bullets to give you a complete reload.]
How to use technique: [Condense reiatsu into the shape of a bullet. It can be created either in the palm of your hand or inside the gun.]
Technique Drawback: [Reiatsu cost. Requires Energy Generate to learn. Requires a Gun License and a Gun to be useful. Requires TTP be spent for both the class 7 and class 5 versions, but it does only take one technique slot.]
Made By: [Pie]
Reserved?: [No]
Technique Name: [Energy Generate: Shine]
Class: [6]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [Light]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
The user harnesses their energy to a single point: the tip of the finger. At that finger, they will have a pebble-sized ball of golden light glowing intensely. The user then has two options. Firstly, they can either fire the ball of light as a miniature beam that releases a small explosion the size of a beach ball upon impact. The alternative option is releasing the technique without any direction, causing it to harmlessly emit a blinding, white flash. Those looking directly at the light from less than fifteen feet away will feel as though they had been hit with a flash grenade. Even to those looking from further away, the light would impair their vision for half a second.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
It costs 25 reiatsu to form the ball of light on a single finger. However, if the technique is mastered, the user can pay 100 reiatsu to create five light balls, one on each finger of their hand, or 200 reiatsu to do so for all fingers of both hands. If the user loses focus while the light is concentrated at their fingertips, it will destabilize Energy Generate: Shine and cause the flashbang effect to instantly occur, blinding the unprepared user as well.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Silence Noise, Darken Light.]
Class: [5] - 8-0.
Technique Type: [Other: Senses] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [In essence the technique allows someone to shut off a sense. This allows the user to ignore effects that can only happen if the opponent hears it. It can shut off all 5 senses if desired. But it will leave them defenseless. This technique is almost instantaneous when activated. All they need to do is deduct 100 reiatsu to turn a sense off and deduct 200 to reactivate a sense. If mastered the body will not suffer negative effects for a sudden loss of hearing. They are capable of battling normally with or without their sense of hearing, smelling, whichever etc. But they still can not have all of their senses cut and still be able to fight normally.]
How to use technique: [Concentrate on a sense you want deactivated.]
Drawback: [For every Sense deactivated, senses are cut by 3/4. They also can not have or even attempt to cut off all senses. If they attempt to do so, they will immediately go numb, deaf, blind, etc. They become a vegetable, incapable of being aware of his or her environment.]
Made by: [Unknown]
Reserved?: [No]
Technique Name: Energy Generate: Firecracker
Class: 5
Technique Type: Other
Technique Element: None
Technique Description and Effects: This is a technique used for escape primarily, and is similar in use to caltrops made of fire. When used, this technique creates a layer of exploding points on any horizontal surface, which sizzle and pop with half of the user’s Reiatsu Strength. These are often used as distractions, as they still burn lightly despite their low strength, and make it difficult for one to walk through such an area. This lasts for roughly a minute, and can cover an area of fifty square feet.
How to use technique: Build up Reiatsu and spread it over an area before releasing it, causing it to explode in hundreds of small bursts of energy.
Drawback: This technique is weak, at only half of the user’s Reiatsu Strength, and does not inflict much damage beyond minor burns unless the victim stands within the field for the entire minute, at which point they may get moderately severe burns.
Made by: Z-Wolf
Reserved?: No.
Technique Name: Energy Generate: Decoy
Class: 4
Technique Type: Energy Generate Technique
Usable By: Anything that can use Energy Generate
Technique Element: Other
Technique Description and Effects: Rather than being an attack, this technique is actually a form of defense or diversion. Upon activation of this technique, one can instantaneously create a perfect replica of oneself. The decoy, hologram / clone / doppleganger (whatever you want to call it), is perfect in its mimicry. The doppleganger created comes off exactly as the same as the original. Creating the replica is easy enough, as simply activating the technique and visualizing a spot to create it in is easy enough. One can create the replica anywhere within the range of their Energy Sensing, meaning the copy can appear where it is best used. The decoy has the exact same reiatsu signature of the original, meaning it can fool enemies if the original is suppressing their reiatsu. The decoys can walk, talk, and interact with people and things like the original can.
How to use technique (How is it activated?): Focus on a area within the range of ones Energy Sensing and imagine yourself standing there.
Technique Drawbacks (Limitations, repercussions for use, etc) Cost. The clone lasts 4 posts. The big drawback is that the clone cannot attack. It cannot harm the enemy with itself, being made of reiatsu and only a form of distraction. If the decoy is attacked, and the attack connects, it dissolves harmlessly.These decoys will not impair attacks in any way, and the attack will continue through the decoy assuming it still has momentum left. The only exception to this is attacks that explode immediately on impact with anything or are specifically targeting the decoy. While it is able to spawn anywhere within the users field of energy sensing, it needs to be made in a area that the user remembers or can accurately visualize.
Made By: Zack Jensen
Reserved? (Yes/No): No
Technique Name: [Energy Generate: Cloak]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate Technique]
Usable By (Technique is available to which races?): [All Human World Dwelling Races, except Failures]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
This technique simply allows the user to create a layer of reiatsu around their skin that is equal in spiritual pressure and reiatsu strength as they are. The layer is constantly applying its force inwards into the user, and in doing so cancels out all of the energy that the user emits. This layer of reiatsu effectively cloaks the user's entire reiatsu signature, making them appear completely human. Obviously, with the Failure's massive outpouring of Reiatsu, this simple and low classed technique cannot hope to contain the reiatsu given off and fails in trying to conceal the Failure. This technique obviously can be sensed by having enough Energy Sensory, detailed below in the drawbacks, but if the user is skilled in stealth, they can use those skills to suppress their reiatsu more, requiring more ES to sense them.
How to use technique (How is it activated?): The user simply runs their hands across their body, letting the film of reiatsu cover them and cancel out their reiatsu signature.
Technique Drawbacks (Limitations, repercussions for use, etc)
First, this technique only lasts for 2 posts. One must pay the cost of the technique every 2 posts if they wish to keep it active.
Second, while this is active, no other reiatsu can be used, preventing release and actually sealing the release state if the technique is attempted while released. Note, Bounts do not suffer the lack of ability to stay released, as their dolls are the one that are possessing their own reiatsu signature. However, Cloak does not hide the released doll if the doll remains released.
Third, this does not hide people from sight, and can still be sensed with Energy Sensory over 300. For every level of skill in Stealth the user has, the Energy Sensory required to sense the user of Cloak increases by 150.
Made By: Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): Nope
Technique Name: [Energy Generate: Return]
Class: [4]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique relies on a bond between the user and their weapon. Once physical contact is made with a weapon, the user may pay 150 reiatsu to embed their reiatsu into said weapon. In the case of a released weapon, which already has the user’s energy flowing through it, this cost is reduced to only 50 reiatsu. Now, if that weapon ever leaves the user’s grasp, they may will it to return to their hand at a speed and force equal to the user’s reiatsu strength. As long as it is within 200 meters of the user, it will fly back to their grasp like metal to a magnet, slowing down only when it is a few inches away to avoid damaging the user. If the weapon is bladed, just as it approaches the user, it will spin so that its blunt-end, hilt, or handle enters the user’s grasp first. This technique best compliments throwing weapons like kunai, but it is also compatible with melee weapons.
How to use technique (How is it activated?): [Insert Below]
After activation, the user must will the weapon to return to their hand.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Other than reiatsu cost, this technique lasts for 4 posts. However, the user can repay the cost to renew duration.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Dokumu
Class: [4]
Technique Type: Energy Generate Technique
Usable By: Human World Dwellers
Technique Element: Poison
Technique Description and Effects: This technique is simplistic in its function and performance. Activation of this technique causes the user to breath out a cloud of an unidentified poison. Inhaling the cloud will cause the victim to experience an unimaginable amount of pain, coughing of blood. And finally after three times of being exposed to the cloud, death. The cloud spreads outward, thus making it far more useful in closed quarters but not so much in the open. The cloud only lasts for two posts after activation. Initially after being exhaled the cloud spreads out to the size of a small car. On the second post before it vanishes, the cloud would have expanded to at least twice that size before it vanishes. Upon the first post of being exhaled, the cloud comes out the the average size of a small car (think a Volkswagen beetle) and on the second post before dissipating it increases in size by 50%.
How to use technique (How is it activated?): Inhale, activate the technique, then exhale.
Technique Drawbacks (Limitations, repercussions for use, etc) First dawback is the cost. Secondly, while the user is immune to the poison while they breath it out if they inhale the cloud they are also victims to the poison. However, people with even a 2 in Poison Resistance is immune to this technique. Secondly, this technique is half effective against people with a higher class, meaning it requires twice as many hits in order to perform a fatal attack. Enemies with a 1 in Poison Resistance require at least two doses for the poison to take effect.
Made By: Zackary Jensen
Reserved?: Nope
Technique Name: [Energy Generate: Reiatsu Stream]
Class: [4]
Technique Type: [HWD Technique]
Usable By (Technique is available to which races?): [Any race that can learn Energy Generate]
Technique Element: [Other]
Technique Description and Effects: [This technique is simple in its nature. By letting reiatsu flow across a release weapon, one can extend the range and length of the weapon. For example, if one had a sword for a release and used this technique, the reiatsu would create an invisible length to the weapon. The technique, being designed by an assassin who uses a blade, was made to become invisible so his opponents would be caught off guard. This technique extends the length and reach of a weapon by 0.5 meters for every 100 in someones reiatsu strength, and only gets bigger for each perfect 100. Of course, this means the strength of the reiatsu is determined by ones reiatsu strength as well. This technique is good for sneak attacks, as the reiatsu cannot be detected by anything but a Energy Sensing of 100 or by techniques designed to detect Reiatsu (such as Pesquis). Upon activation of the technique, the reiatsu that flows from the users body cats the weapon and grows with a speed equaling at least 400]
How to use technique (How is it activated?): Coat the release weapon in reiatsu and image the weapon growing.
Technique Drawbacks (Limitations, repercussions for use, etc) Can only be used for Bladed weapons. Only lasts for four posts before the reiatsu dissipates. Energy Generate is required for this.
Made By: Zack Jensen
Reserved? (Yes/No): No
Technique Name: Air Cannon
Class: 3
Technique Type: Energy Generate
Usable By (Technique is available to which races?): Technically any HWD able to use Energy Generate
Technique Element: Physical/Wind
Technique Description and Effects (Explain appearance, powers, and effect): Having now faced Hollows outfitted with barriers created from a substance called Sekki-Sekki, Luke was forced to revisit his fighting strategy once again. Hollows equipped with reiatsu destroying barriers was a problem, and were one that his reiatsu attack heavy fighting style was going to have trouble with. But, then a idea was born. Luke realized to defeat enemies like that he was going to need to hit them physically, like he did with a Impact infused punch. But, getting close to Hollows like that again was going to be a problem. So, using Energy Generate Luke has created a technique designed specifically to fight enemies like this as well as one that has many practical uses.
Air Cannon is a technique that, using Energy Generate, gathers the air around Luke and turns it into destructive force. Using his reiatsu to swirl the winds like a cyclone around his arm, this causes the winds power to magnify. The result, after making a arm gesture such as a punch or pointing his arm at something, is the release of a blast of wind that is much closure to a shockwave than a wind blast. Air Cannon, when used, fires a shockwave equal to Luke’s Reiatsu Strength in a forward beam like blast. Being Class 3, this technique generally has the size of a high level Shinigami Hado like Hiryū Gekizoku Shinten Raihō so long as the user has at least 400 Reiatsu Strength though it won't get much bigger than that. Despite using Reiatsu Strength, it’s considered a physical attack rather than a reiatsu one.
How to use technique (How is it activated?): Use Energy Generate to gather the winds around the casting arm in question.
Technique Drawbacks (Limitations, repercussions for use, etc) Drawbacks are that the technique costs 200 reiatsu to use. It’s a very simple tech, so its drawbacks are also very simple and minimal. But the real issue is that, because this attack is physical, any abilities that neutralize physical damage are impervious against this attack. Examples include someone being able to use Physical Flex Defense to block this. Constantly spamming this technique can also began to inflict wear and tear on the users arms. Using this technique, unless Mastered, more than five times in the span of five posts will cause the arm in questions bones to be broken. When Mastered the safe usage of this technique goes up by five. Technique also only moves at 700 speed, making dodging it with a Step Technique very easy.
Made By: Luke Clyburn
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: [Energy Generate: Conflagration]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate]
Usable By (Technique is available to which races?): [All Human World Dwellers]
Technique Element: [Fire/Wind]
Technique Description and Effects (Explain appearance, powers, and effect): [This Energy Generate is very simple. The user gathers up a large amount of reiatsu that is exuded by their body and while exhaling the entire contents of their lungs unleashes it in an explosive blast out of their hands. The blast is shaped like a cone outwards from the user and rotates like a tornado, throwing things around with the force of its wind while also setting them on fire and burning them. This fiery vortex extends forwards fifteen meters at a stat speed of 400, then ends in a gaping maw of fire and wind. The end of the tornado is the most dangerous part of it, as the fire and wind combined can tear apart anything standing in the explosive radius. Standing closer than ten feet to the sides of the tornado will send the victim flying back, with heavy burns very possible.
How to use technique (How is it activated?): [See above]
Technique Drawbacks (Limitations, repercussions for use, etc)
First, as it is a high classed Energy Generate, it is very stamina taxing. However, this is more taxing than usual. The user's muscles in the arms ache and burn from sending so much hot energy through them, and the lungs start to burn from sacrificing so much air into the attack.
Second, the skin around the user's arms start to blister. Performing this attack more than once in a thread without extreme healing or extended rest would cause the arms to blacken and char from the heat pouring out of them.
Third, the reiatsu cost is very high and the range is not very big for a technique of its class, making the fairly slow technique possible to dodge.
Made By:Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): Still Nope
Technique Name: Energy Generate: Minefield
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: An advanced version of the lesser Firecracker technique, this one is actually meant to maim and kill, whereas its weaker version is meant to distract and slow. When this technique is used, the user can create a field of Reiatsu over a fifty square foot radius. Within this field, at any time, the user can detonate a section with the force of a large mine for the cost of 50 Reiatsu. An explosion does not use up an area of the minefield; the section is instantly replenished and can be detonated again.
How to use technique: Build up Reiatsu and spread it over an area, holding it in a steady wave beneath the ground before detonating it through simple focusing.
Drawback: This technique gets expensive; besides the initial cost of the technique, it also costs 50 Reiatsu per explosion, and atop that it costs an additional 100 Reiatsu per post to maintain the field. Atop that, it is tiring to maintain the field for long periods of time; after three posts, the pressure of holding it starts to wear on the user, and only gets worse after that.
Made by: Z-Wolf
Reserved?: No.
Technique Name: [Shining Blast]
Class: [3]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [Creates a ball of brilliant sky blue energy in the palm of of the user's hand. The size of the ball is dependent on the reiatsu strength of the user. For every 100 of reiatsustrength, the ball grows one inch, starting at five inches initially. After creation, the user thrusts the sphere in the direction they wish to fire it, creating a stream of energy, destroying anything in its path. The starting size of this is five feet, and for every 100 reiatsu strength the user has adds another foot to it. Moves twice as fast as a cero.]
How to use technique: [Described above.]
Technique Drawbacks: [Cost is 250 reiatsu.
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Energy Generate: Current]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [Lightning]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
By paying 300 reiatsu, the user can imbue a weapon of their choice with a powerful electric current that will shock and numb any individuals it comes into contact with, leaving second degree burns on the point of contact. However, this technique is not that simple. It has a second, more dangerous ability. By paying an additional 50 reiatsu, the user can transfer some electricity into objects or positions the sword comes into contact with. For example, if the user clashes weapons, so long as the weapon that it clashes with does not have more than 2x offensive stat superiority, that weapon can be charged with electricity as well. It will then electrocute all who touch it just as the user’s charged weapon would. The user may also press their weapon to the ground to leave an electric charge on that position.
Now, this is where things get interesting. Any item that the user has charged can be decharged, free of cost. The user simply must will that electricity to leap out of the charged target and return to the user. In doing so, a fast lightning bolt similar to Hado #4: Byakurai will shoot from the target and return to the user’s weapon like a homing missile, piercing through all those that stand in its path. Energy Generate: Current has a duration of 5 posts before the cost must be repaid to maintain this technique.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Reiatsu cost and duration are stated above. Furthermore, at the end of the technique, the user’s arm that has wielded their charged weapon will be numbed by the electricity.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Hydra
Class: 3
Technique Type: Energy Generate
Usable By: Universal
Technique Element: None
Technique Description and Effects: This technique modifies any other technique that manifests a spiritual energy beam, blast, projectile or wave in motion. When a Hydra-modified manifestation strikes a hard force or object, such as when it is blocked or parried, it produces a small explosion, then a second, identical iteration of the manifestation springs out from the first, and the two manifestations attack the target from opposite sides, minimizing further defensive or evasive options.
A character who is Proficient in the Hydra technique can stack two instances of it onto a single manifestation. A character who is a Master of the technique can stack three. When Hydra is stacked, both versions of a post-split manifestation are capable of producing another iteration, once for each stack. Each stack compressed into a manifestation after the first costs an additional 300 Reiatsu. Regardless of its mastery, a use of this technique cannot produce more than five iterations of the modified technique.
How to use technique: The user compresses one or more additional iterations of the base technique into its core manifestation and commands it to release when the manifestation strikes or rebounds off any hard body but its target.
Technique Drawbacks: If a Hydra-modified manifestation strikes its intended target or is dodged, the additional iteration(s) of the technique do not trigger, and the modified technique gains no benefit as a result.
Made By: Ammutseba
Reserved? No
Technique Name: Nisshoku
Class: 2
Technique Type: Energy Generate
Usable By: Human World Dwellers
Technique Element: Light
Technique Description and Effects: This is a technique designed for those that fight in the darkness. This technique creates a sphere of darkness that floats in the air. The gravity around the sphere is different as it does not suck in anything but light. This techniques erases all light within seventy five meters, casting all who are within that range into perfect and perpetual darkness instantly. No form of light can exist within the space and even hiding behind structures will not defend those. This technique does not do harm to anyone, it merely makes them incapable of seeing due to the complete lack of light. The technique lasts for three posts (not counting the creation post) and upon ended releases the light again as though someone turned on your vision.
How to use technique: Focusing reiatsu into your hand as well as visualizing a heavy circle. Then toss the sphere into the air.
Technique Drawbacks (Limitations, repercussions for use, etc) Besides making both the user and victim incapable of seeing for a few posts? Reiatsu cost is a thing. Also, the orb that is the center of the technique is capable of being destroyed by a attack with substantial (50%) more reiatsu strength than the caster. The area of effect can be escaped so long as the victims escape the seventy five meter range.
Made By: Zackary Jensen
Reserved?: No
Technique Name: [Protect]
Class: [2]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [This ability creates a shield of energy in front of the user, with the express purpose of blocking an attack. The shield is created at a speed of 1000, and cannot be created if an enemy, or someone you see as an enemy, is within three feet of you. The shield, more like a wall really, is as tall as the user is currently, and as wide as they are if they were to fully extend their arms. This ability will perfectly block a single attack any class below this tech, and block anything equal to or higher with the user's offensive stat.]
How to use technique: [User views incoming attack, and pays the cost]
Technique Drawbacks: [500 reiatsu cost, cooldown of 2 posts]
Made By: [Impossible]
Reserved?: [No]
Technique Name: Electrocution
Class: 4-2
Technique Type: Energy Generate
Usable By (Technique is available to which races?): Any Human World Dweller
Technique Element: Electricity
Technique Description and Effects (Explain appearance, powers, and effect): An ancient and powerful Energy Generate technique uncovered, Electrocution is a natural force using technique. This EG uses the raw power of electricity as its weapon, ravaging an enemies body as it is released from the hands or fingertips of its user. As the caster is only the conduit for the lightning, the EG does not rely on any of his physical or spiritual capabilities to perform. He simply needs the necessary Reiatsu to use it. Electrocution is a devastating Energy Generate as no force living or dead can withstand the effects of an electric shock. When the lightning strikes the target they will, typically, clench up and become immobilized as the pain of Electrocution courses through their bodies. Those struck by the electric shock are subject to the pain of high powered electricity. As mastery of the technique rises so does the power behind the electricity. Reiatsu Strength is the used Offensive Stat for this technique, but because this technique has definite damage the OS is simply used for clashes.
Class 4: The user cannot fully utilize the power of this technique at this Class. At Class 4 all the user can do is create a quick blast of electricity, a single and quick bolt that does nothing more than quickly immobilize and hurt the enemy. The bolt is quick, moving within the seven meter range of effectiveness in the blink of an eye. The immobilization caused by the bolt is quick fleeting, doing nothing more than stopping the target from performing an action (someone running would fall over). It is essentially the equivalent of someone being shot with a taser.
Class 3: Class 3 users of Electrocution are a force to be feared on the battlefield. As they practice and hone their talents with the technique they soon reach the level where they are no longer limited to a quick spark. Class 3 can release a steady stream of arcing bolts of electricity from their palms or fingertips for approximately seven seconds. While only one target can be struck at this level, the power at this level is much higher than its Class 4 state. Immense pain is inflicted upon the target, causing either intense tension in the body as it freezes up or simply collapsing. While not as lethal as the Class 2 version, this level of power is very useable in the battlefield. Unlike the former level, this one will even leave smoldering , second degree, burns upon the victim's body where the electricity struck. Machinery relying on electric parts are easily and effortlessly disabled by Electrocution at this level. At Class 3 it is entirely capable of killing people if you’re not careful.
Class 2: The most powerful level of this technique and only few have ever achieved. Upon becoming Class 2 users of Electrocution the user can easily gain the advantage on multiple opponents at once. The user can choose to release his technique from one or two hands or if Mastered from their entire bodies, releasing multiple forked arcing bolts of electricity to attack up to three foes at once. As the beams are forked they can jump between enemies, meaning one man can hit three people at once if they are close together. When the Class 2 version is fired, it doesn’t stop until the user either dies or wills it to stop. Multiple, hindering, third degree burns will cover the victim's body, often leaving them a steaming mess. The electrical power this technique is comparable to a lightning bolt, making it absolutely devastating against people. Continued and multiple exposure to this attack can cause someone to have cardiac arrest or completely disintegrate them.
How to use technique (How is it activated?): Using the technique is rather simple. One simply focuses their reiatsu into their hands and imagines lightning. Its a technique that gives hardly any sign of its preparation, making it an extremely useful surprise attack.
Technique Drawbacks (Limitations, repercussions for use, etc) A technique this powerful requires equally powerful drawbacks, and this technique has its own hindering drawbacks that makes someone think twice before using it. As the user is using his own arm(s) as the conduits for the technique, constant exposure to such high amounts of electricity is damaging. While the Class 4 version of this technique is far more lenient than its other versions, it can still cause numbing in the hand using it if used four times within seven posts. The Class 3 version is not so forgiving, however. The technique can be used safely twice before any of the limb damaging effects happen. Burning of the hands and arms is commonly seen after being used twice, as well as numbing of the arm that hinders its ability to be adequately used in combat. The numbness will recover after four posts. The Class 2 version of this technique though is the most damaging. It can only safely be used once, and anymore runs the risk of permanently damaging the user. Continued use of the Class 2 Electrocution would result in sever, third degree, burns across the length of the arm(s) that conduct this technique. While the Class 2 version can safely be used once, it will still result in the casters arm going completely numb and becoming partially paralyzed for four posts.
It has other limitations as well. Electrocution only has an effect range of ten meters, meaning an enemy has to be relatively close for it to even be effective. As this power is using pure electricity, it can be grounded by things that would normally ground electricity. Spiritual steel is able to partially block most of the power behind this attack, effectively halving most of the power but only if the target can block it in time. Both Hierro and Blut provide a natural defense against this technique, but follow Offensive Stat and Class Clash rules.
Made By: Ray
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Energy Generate: Barrier
Class: 2
Technique Type: Human World Dweller Technique
Usable By: Anything that can use Energy Generate
Technique Element: Other
Technique Description and Effects: A fairly simple Energy Generate technique, developed to be used by any and all beings who can use the technique. This is a defensive Energy Generate technique, evidenced by its title. Upon activation, one manipulates their reiatsu in order to form a spherical barrier around ones self. The barrier is large enough that it encompasses the users entire body. Being a sphere it grants complete protect on all sides. Its power is dependent on ones reiatsu strength. Though, for half the cost of a class 3 technique the user can perform a half barrier to protect them, which would basically be a wall curving around them.
How to use technique (How is it activated?): Focus your reiatsu and then imagine it forming a circle around you.
Technique Drawbacks (Limitations, repercussions for use, etc) Cost. While the barrier is active, the user cannot actually move. While they can still launch attacks from within the barrier (which just fly out, as attacks go out but cannot go in), they loose their ability to move. Basically, movement speed is 0 while within the barrier (they can still turn, move their arms, etc they just basically cannot become mobile). Full-Barrier lasts for 3 posts. If the Half-Barrer is used, one can still move, but it only lasts a single post. While the barrier is designed to block anything of smaller stats than it, if an enemy strikes with any offensive stat (Str, RS, SppR) greater than the users then the barrier breaks. After use, the technique cannot be used for three posts (half barrier must wait two posts before reuse) Costs double the amount of TTP to learn.
Made By: Some random Fullbringer
Reserved? (Yes/No): No
Technique Name: [Energy Generate: Soul Burst]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate]
Usable By (Technique is available to which races?): [Any Human World Dwellers]
Technique Element: [Raw Reiatsu]
Technique Description and Effects (Explain appearance, powers, and effect):
This is currently one of the strongest Energy Generate techniques in existence. It is an attack of pure offense, leaving no room for defense, countering, or even dodging once the process has started. This is a last effort kind of technique only used by the truly desperate or the completely insane.
The process starts by the user doing the nearly impossible. The user generates so much reiatsu that their inner organs begin to tear themselves apart, fueling the energy generation. It is not that the matter is converted into energy, but rather that the matter dies and is dissolved in producing so much energy. This causes the user's liver, kidneys, and stomach to liquefy as they build up an extreme excess and saturation of reiatsu. This process takes a few moments, and besides the growing reiatsu signature inside their body, there doesn't seem to be much of a difference externally. An opponent monitoring the signature of the user might even mistake it for a release, as there is a very large amount of energy building in a short amount of time.
Once the proper energy has built up, at physical harm to the user, causing plenty of pain as some vital organs liquify, the technique activates. All of the energy is sent out of the body, through the chest and ribcage, tearing open the torso cavity with the force of all the energy rushing out. The energy rushing out causes lethal damage within twenty feet of the user as it expands outwards and shoots into the sky. This initial burst is damaging enough, however, the technique isn't over.
The energy has yet to finish building completely as it hovers in the sky like a larval egg. The rest of the user's internal organs liquefy as they sacrifice the rest of the user's life into the technique, leaving only a hollow shell of the being that was there in the first place. The larval egg of raw reiatsu that hovers a quarter mile in the air hatches, letting raw reiatsu flood into the ground beneath, a veritable tsunami of raw reiatsu. Buildings and the environment are unaffected, but anything of flesh is disintegrated and absorbed into the flood.
If the user is cut into before the technique is activated, they will explode with the force of a Failure, sending out the liquid death in a much smaller, but still just as potent wave.
How to use technique (How is it activated?): [See Above]
Technique Drawbacks (Limitations, repercussions for use, etc)
Death.
Also, this technique costs half of the user's max reiatsu, and at least 1000 of it.
Also, Death. It doesn't distinguish between friend and foe, just kills everything.
Made By:Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Nope]
Technique Name: [Energy Generate: Center]
Class: [1]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [Energy]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Most energy attacks are flashy, fast-paced, and high in destructive power. Energy Generate: Center, achieves the same level of devastation in a very different way. From the user’s hand, they can release a large reiatsu ball with a radius of 5 meters. This ball grows with the color of their reiatsu and incinerates anything that comes in contact with it. However, it fires only at a speed of 100. The ball itself is quite easy to avoid, and its primary purpose is not that of a projectile. These balls created by Energy: Center have their own unique property.
When firing the ball, the user must determine how much distance it will travel before it will stop mid-air. However, the ball isn’t just anchored to the air. Its position is determined by the user, who acts as the center. When he spins, the ball will travel in an orbit-like fashion to maintain its orientation to the user. If the user runs, it follows. If he uses a step technique, it jumps in speed as well. Once multiple reiatsu balls are on the field, the user literally brings destruction wherever he walks.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Each reiatsu ball costs 300 reiatsu and last for six posts, although the user may repay the cost to renew the duration of the ball. At the learned stage, only one reiatsu ball may be used at a time. When proficient in this technique, that number increases to three. At mastered, the user may have five balls following them simultaneously.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Energy Generate: Inner Power]
Class: [1]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Although Inner Power falls under the category of an Energy Generate technique, it is more than that. This technique relies on amplifying the very power of Martial Discipline: Ken. For this reason, the user must know Ken in order to learn Energy Generate: Inner Power. This technique is only to be called upon at the end of a battle if the user has no other options. It is a last resort technique that will leave the user completely drained, but in exchange, they are briefly granted immense power.
This technique appears much like Ken. The user flexes their spiritual power to release a layer of reiatsu from their body, extending outward in every direction. However, that extension does not end. It will continue until it forms a 30 foot creature similar to the Susanoo of the Uchiha from Naruto. The appearance of this creature differs from individual to individual. However, it will retain the intimidation effects of Ken. Furthermore, its durability will be determined by the sum of the user’s reiatsu strength, spiritual pressure, and strength, just as Ken is.
While Inner Power is active, the user may no longer activate any more non-release techniques other than step-techniques, which come free of cost. However, they are limited to two step techniques per post. While they cannot cast any more non-release techniques, those that are already active may be renewed by repaying the reiatsu cost. The user’s release is still available to them.
Instead of relying on other abilities, the user may take advantage of Inner Power’s properties. Firstly, the reiatsu armor around them has the same property as Ken. If the user takes the offensive, their physical attacks will strike with a force equal to the sum of all their offensive stats. Furthermore, by paying 100 reiatsu, the user can release a projectile from Inner Power. This projectile may take the form of a shakkah-sized arrow or a ball, and it is fired from Inner Power’s hand. It will also hit with an impact or piercing power equal to the sum of the user’s offensive stats.
How to use technique (How is it activated?): [Insert Below]
Same as Ken except more energy is channeled for a longer time to extend the size of the Ken and shape it into a powerful spiritual form.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The user must pay 600 reiatsu to activate Inner Power. Once activated, it will last for four posts before the user exhausts and loses consciousness. For this reason, Inner Power may not be refreshed. When it ends, the user’s remaining reiatsu will automatically fade. Because stamina cost is not lifted while Inner Power is active, the user may extend the duration of Inner Power by one post for each point in Strength of Will the user possesses.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Energy Generate: Domain Expansion
Technique Class: 1-0
Technique Type: Human World Dweller Technique
Usable By: Fullbringers, Free Quincy, Bount, Mod Soul Giga
Technique Element: N/A
Description:
The penultimate technique available to those born of the Living World. While there exists other techniques that allow a Living World dweller to combat even the strongest of the spiritual worlds fighters, this technique sets them above the rest. Those that are capable of performing this ability have their names forever remembered in the unspoken history as the greatest of the Living World. In order to even begin learning this technique the user must have mastered the Energy Generate technique, the Willpower technique, and the Output technique. This technique uses all three of these abilities in conjunction and performs an impossible feat; to expand a barrier that contains one innate domain. Their inner world.
By performing a unique hand sign that acts as the “conduit” for the technique to activate, the user encloses their opponent in an instantaneously-formed barrier. This barrier, much like the mechanics of a few Martial Disciplines, has an interior durability that equals the combined might of the casters Strength, Reiatsu Strength, and Spiritual Pressure. It cannot be bolstered through Stat Boosting abilities. If the opponent is able to locate the boundary of the barrier, they can attempt to escape by shattering it, but escaping from an expanded domain from inside the barrier proves incredibly difficult for a number of reasons. The first is the distortion of space. The inside of the barrier does not match its actual proportions, meaning it can seemingly be a mile in radius while the actual barrier's boundaries are only a few meters away from the center of the domain. This makes locating the boundary difficult, but someone with at least 250 ES can detect it. Because the interior of the barrier is so powerful, the trade-off is that breaching the barrier from the outside is much easier. The exterior of the barrier, still in the outside world, only has an OS equal to the caster's highest Spiritual Stat. It also does not Class Clash like the inside does. If one has a superior offensive stat, they are able to breach the exterior and enter the barrier or even create an exit for their ally. If somebody really and truly wanted to get inside the domain they could, but they would also be trapped.
What makes Domain Expansion so incredibly dangerous and powerful is that the interior subjects the captured opponents to a sure-hit effect. Each Domain Expansion is unique between users because it utilizes the caster's Release in some way. A release is an expression of the soul, so a technique that manifests one's inner world would naturally coincide with such power. The barrier created is imbued with the caster's Release ability. An effect related to the caster's Release will target and hit the enemies caught within. Once trapped inside, the victims are subjected to an ability with a guaranteed hit. Domain Expansion will last for 5 posts but can be boosted to 7 if the user possesses a Rank of 3 or higher in Strength of Will.
There is another level to this technique - the Class 0 version. At Class 0, the technique no longer requires the creation of the barrier to perform its sure-hit effect, though one can still be created. The ability to realize one’s innate domain without using a barrier is akin to an artist painting a masterpiece not on a canvas, but on air. It is truly a divine technique. Using the Class 0 version of the technique removes the need to use the barrier to entrap an opponent. This gives them the opportunity to escape, but doing so creates the condition that, while they can escape, this expands the technique's sure-hit effect to a range of 200 meters in every direction. This effect allows a user of a Class 0 Domain Expansion to fight against other versions of the technique. Should they get trapped in another person's Domain Expansion, the Class 0 user can use their own version of the technique and attack the other user's barrier from outside. The Class 0 version always over-powers the Class 1 version, alongside simply destroying the barrier and then assaulting the opponent with the innate technique.
At Learned the caster is not able to fully manifest the barrier to create the domain. This requires the caster to already be inside some kind of barrier, a separate space, or inside of a closed building. Anybody caught within the space will be subjected to the sure-hit effect indiscriminately.
At Proficient the caster is able to manifest their barrier and even exclude people from getting caught in it. In order to capture someone in the barrier they must be within fifteen meters of the caster when the technique is activated.
At Mastered the range at which the barrier can be expanded increases to thirty meters. At this level, any number of people within the Domain can be chosen to not be subjected to its effects. This keeps allies or friends safe while only attacking the desired opponent.
Because of the unique and individualistic nature of Domain Expansion, the Player must submit their own version of the technique for Staff review following the guidelines provided in this technique. This is the only way they can learn it. Descriptions should be concise and simple, always relating back to the character's Release.
[Character Name’s Here] Domain Expansion: Description goes here
Domain Name:
How to Use: Combine the use of the listed prerequisite techniques and focus them through the hand sign created.
Drawbacks: There are drawbacks and counters to this ability. The first drawback is the cost. Domain Expansion costs a hefty 1,500 Reiatsu. It’s also incredibly exhausting. Though the stamina drain will not hit until after the technique ends, it will reduce the caster's stamina by 75%. This ability is meant to be a finisher and end fights. Another drawback is that this technique disables the Release of the caster after it ends for 10 posts and other non-Release techniques receive a 50% increase in their costs. Utilizing the technique also causes immense strain on the user's body the longer the domain remains active. Open wounds will bleed heavier. Previous injuries will hurt more and more. An injured and exhausted fighter might only be able to maintain the domain for two posts before it collapses. What’s more, reishi cannot be brought into the barrier. This locks Quincy out from recovering their reiatsu while they are inside a Domain, whether it’s theirs or not. Strengthening techniques like Martial Discipline: Chakra cannot be applied to the barrier.
There are ways to counter the domain even inside of it. The sure-hit effect of the Domain is subjected to clashing with the opponents trapped inside of it. The defense of the barrier itself and the imbued effect receive the combined total of the three stats listed above, but they are still subject to clashing with defenses and other abilities the opponent possesses. For example, the Domain would clash with Hierro, Blut, or other defensive techniques. Secondly, an opponent can engage in either a clash of Domains by using their own Domain Expansion OR, if they are a race that does not possess access to this technique, then they can use a Level 2 or greater release, like Bankai, to clash with the Domain. Expanding one's own Domain Expansion or an ascended level of Release will cancel out the sure-hit effect of the Domain's barrier, causing the two to clash for a post until the stronger of the two wins out. The Release must be activated at a Class equal to or greater than the Domain Expansions. The best strategy to defeat a Domain Expansion is to target the caster rather than trying to escape.
Domain Expansion is considered a Reserved Technique for each user and thus counts against their total number of Reserved Techniques.
Made By: Luke Clyburn
Reserved?: No
Class: [7, 5]
Technique Type: [Human World Dweller]
Usable By: [Anyone with Energy Generate]
Technique Element: [None]
Technique Description and Effects: [This is likely the simplest energy generate ever created, but it's an essential one amongst assassins. All this technique does is create a single bullet of hardened reiatsu. The bullet can be any caliber, but will function exactly like a normal bullet. It will disappear after only a single hour as the bonds holding the reiatsu together automatically break over time. This means that their is no evidence left behind from these bullets. It's also a good technique for any time you just need more ammo, or if you're trying to shoot a spiritual target. The damage is determined by the caliber of bullet, and thus the gun, but it's ability to pierce defenses is determined by the users reiatsu strength. All bullets are Class 7 for a clash of reiatsu though. These bullets don't have any special properties beyond that. They function exactly like a normal bullet would in terms of speed, strength, trajectory, and everything else under the sun. Any mechanics beyond their interaction with spiritual beings and reiatsu defenses is determined by the gun.
The class 7 version makes a single shot, and the class 5 version makes a a full clip of ammo for most guns. It's limited to creating up to 10 shots at once, but if you're using something like a 6-shot revolver, it'll only make enough bullets to give you a complete reload.]
How to use technique: [Condense reiatsu into the shape of a bullet. It can be created either in the palm of your hand or inside the gun.]
Technique Drawback: [Reiatsu cost. Requires Energy Generate to learn. Requires a Gun License and a Gun to be useful. Requires TTP be spent for both the class 7 and class 5 versions, but it does only take one technique slot.]
Made By: [Pie]
Reserved?: [No]
Technique Name: [Energy Generate: Shine]
Class: [6]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [Light]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
The user harnesses their energy to a single point: the tip of the finger. At that finger, they will have a pebble-sized ball of golden light glowing intensely. The user then has two options. Firstly, they can either fire the ball of light as a miniature beam that releases a small explosion the size of a beach ball upon impact. The alternative option is releasing the technique without any direction, causing it to harmlessly emit a blinding, white flash. Those looking directly at the light from less than fifteen feet away will feel as though they had been hit with a flash grenade. Even to those looking from further away, the light would impair their vision for half a second.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
It costs 25 reiatsu to form the ball of light on a single finger. However, if the technique is mastered, the user can pay 100 reiatsu to create five light balls, one on each finger of their hand, or 200 reiatsu to do so for all fingers of both hands. If the user loses focus while the light is concentrated at their fingertips, it will destabilize Energy Generate: Shine and cause the flashbang effect to instantly occur, blinding the unprepared user as well.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Silence Noise, Darken Light.]
Class: [5] - 8-0.
Technique Type: [Other: Senses] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [In essence the technique allows someone to shut off a sense. This allows the user to ignore effects that can only happen if the opponent hears it. It can shut off all 5 senses if desired. But it will leave them defenseless. This technique is almost instantaneous when activated. All they need to do is deduct 100 reiatsu to turn a sense off and deduct 200 to reactivate a sense. If mastered the body will not suffer negative effects for a sudden loss of hearing. They are capable of battling normally with or without their sense of hearing, smelling, whichever etc. But they still can not have all of their senses cut and still be able to fight normally.]
How to use technique: [Concentrate on a sense you want deactivated.]
Drawback: [For every Sense deactivated, senses are cut by 3/4. They also can not have or even attempt to cut off all senses. If they attempt to do so, they will immediately go numb, deaf, blind, etc. They become a vegetable, incapable of being aware of his or her environment.]
Made by: [Unknown]
Reserved?: [No]
Technique Name: Energy Generate: Firecracker
Class: 5
Technique Type: Other
Technique Element: None
Technique Description and Effects: This is a technique used for escape primarily, and is similar in use to caltrops made of fire. When used, this technique creates a layer of exploding points on any horizontal surface, which sizzle and pop with half of the user’s Reiatsu Strength. These are often used as distractions, as they still burn lightly despite their low strength, and make it difficult for one to walk through such an area. This lasts for roughly a minute, and can cover an area of fifty square feet.
How to use technique: Build up Reiatsu and spread it over an area before releasing it, causing it to explode in hundreds of small bursts of energy.
Drawback: This technique is weak, at only half of the user’s Reiatsu Strength, and does not inflict much damage beyond minor burns unless the victim stands within the field for the entire minute, at which point they may get moderately severe burns.
Made by: Z-Wolf
Reserved?: No.
Technique Name: Energy Generate: Decoy
Class: 4
Technique Type: Energy Generate Technique
Usable By: Anything that can use Energy Generate
Technique Element: Other
Technique Description and Effects: Rather than being an attack, this technique is actually a form of defense or diversion. Upon activation of this technique, one can instantaneously create a perfect replica of oneself. The decoy, hologram / clone / doppleganger (whatever you want to call it), is perfect in its mimicry. The doppleganger created comes off exactly as the same as the original. Creating the replica is easy enough, as simply activating the technique and visualizing a spot to create it in is easy enough. One can create the replica anywhere within the range of their Energy Sensing, meaning the copy can appear where it is best used. The decoy has the exact same reiatsu signature of the original, meaning it can fool enemies if the original is suppressing their reiatsu. The decoys can walk, talk, and interact with people and things like the original can.
How to use technique (How is it activated?): Focus on a area within the range of ones Energy Sensing and imagine yourself standing there.
Technique Drawbacks (Limitations, repercussions for use, etc) Cost. The clone lasts 4 posts. The big drawback is that the clone cannot attack. It cannot harm the enemy with itself, being made of reiatsu and only a form of distraction. If the decoy is attacked, and the attack connects, it dissolves harmlessly.These decoys will not impair attacks in any way, and the attack will continue through the decoy assuming it still has momentum left. The only exception to this is attacks that explode immediately on impact with anything or are specifically targeting the decoy. While it is able to spawn anywhere within the users field of energy sensing, it needs to be made in a area that the user remembers or can accurately visualize.
Made By: Zack Jensen
Reserved? (Yes/No): No
Technique Name: [Energy Generate: Cloak]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate Technique]
Usable By (Technique is available to which races?): [All Human World Dwelling Races, except Failures]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
This technique simply allows the user to create a layer of reiatsu around their skin that is equal in spiritual pressure and reiatsu strength as they are. The layer is constantly applying its force inwards into the user, and in doing so cancels out all of the energy that the user emits. This layer of reiatsu effectively cloaks the user's entire reiatsu signature, making them appear completely human. Obviously, with the Failure's massive outpouring of Reiatsu, this simple and low classed technique cannot hope to contain the reiatsu given off and fails in trying to conceal the Failure. This technique obviously can be sensed by having enough Energy Sensory, detailed below in the drawbacks, but if the user is skilled in stealth, they can use those skills to suppress their reiatsu more, requiring more ES to sense them.
How to use technique (How is it activated?): The user simply runs their hands across their body, letting the film of reiatsu cover them and cancel out their reiatsu signature.
Technique Drawbacks (Limitations, repercussions for use, etc)
First, this technique only lasts for 2 posts. One must pay the cost of the technique every 2 posts if they wish to keep it active.
Second, while this is active, no other reiatsu can be used, preventing release and actually sealing the release state if the technique is attempted while released. Note, Bounts do not suffer the lack of ability to stay released, as their dolls are the one that are possessing their own reiatsu signature. However, Cloak does not hide the released doll if the doll remains released.
Third, this does not hide people from sight, and can still be sensed with Energy Sensory over 300. For every level of skill in Stealth the user has, the Energy Sensory required to sense the user of Cloak increases by 150.
Made By: Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): Nope
Technique Name: [Energy Generate: Return]
Class: [4]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
This technique relies on a bond between the user and their weapon. Once physical contact is made with a weapon, the user may pay 150 reiatsu to embed their reiatsu into said weapon. In the case of a released weapon, which already has the user’s energy flowing through it, this cost is reduced to only 50 reiatsu. Now, if that weapon ever leaves the user’s grasp, they may will it to return to their hand at a speed and force equal to the user’s reiatsu strength. As long as it is within 200 meters of the user, it will fly back to their grasp like metal to a magnet, slowing down only when it is a few inches away to avoid damaging the user. If the weapon is bladed, just as it approaches the user, it will spin so that its blunt-end, hilt, or handle enters the user’s grasp first. This technique best compliments throwing weapons like kunai, but it is also compatible with melee weapons.
How to use technique (How is it activated?): [Insert Below]
After activation, the user must will the weapon to return to their hand.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Other than reiatsu cost, this technique lasts for 4 posts. However, the user can repay the cost to renew duration.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Dokumu
Class: [4]
Technique Type: Energy Generate Technique
Usable By: Human World Dwellers
Technique Element: Poison
Technique Description and Effects: This technique is simplistic in its function and performance. Activation of this technique causes the user to breath out a cloud of an unidentified poison. Inhaling the cloud will cause the victim to experience an unimaginable amount of pain, coughing of blood. And finally after three times of being exposed to the cloud, death. The cloud spreads outward, thus making it far more useful in closed quarters but not so much in the open. The cloud only lasts for two posts after activation. Initially after being exhaled the cloud spreads out to the size of a small car. On the second post before it vanishes, the cloud would have expanded to at least twice that size before it vanishes. Upon the first post of being exhaled, the cloud comes out the the average size of a small car (think a Volkswagen beetle) and on the second post before dissipating it increases in size by 50%.
How to use technique (How is it activated?): Inhale, activate the technique, then exhale.
Technique Drawbacks (Limitations, repercussions for use, etc) First dawback is the cost. Secondly, while the user is immune to the poison while they breath it out if they inhale the cloud they are also victims to the poison. However, people with even a 2 in Poison Resistance is immune to this technique. Secondly, this technique is half effective against people with a higher class, meaning it requires twice as many hits in order to perform a fatal attack. Enemies with a 1 in Poison Resistance require at least two doses for the poison to take effect.
Made By: Zackary Jensen
Reserved?: Nope
Technique Name: [Energy Generate: Reiatsu Stream]
Class: [4]
Technique Type: [HWD Technique]
Usable By (Technique is available to which races?): [Any race that can learn Energy Generate]
Technique Element: [Other]
Technique Description and Effects: [This technique is simple in its nature. By letting reiatsu flow across a release weapon, one can extend the range and length of the weapon. For example, if one had a sword for a release and used this technique, the reiatsu would create an invisible length to the weapon. The technique, being designed by an assassin who uses a blade, was made to become invisible so his opponents would be caught off guard. This technique extends the length and reach of a weapon by 0.5 meters for every 100 in someones reiatsu strength, and only gets bigger for each perfect 100. Of course, this means the strength of the reiatsu is determined by ones reiatsu strength as well. This technique is good for sneak attacks, as the reiatsu cannot be detected by anything but a Energy Sensing of 100 or by techniques designed to detect Reiatsu (such as Pesquis). Upon activation of the technique, the reiatsu that flows from the users body cats the weapon and grows with a speed equaling at least 400]
How to use technique (How is it activated?): Coat the release weapon in reiatsu and image the weapon growing.
Technique Drawbacks (Limitations, repercussions for use, etc) Can only be used for Bladed weapons. Only lasts for four posts before the reiatsu dissipates. Energy Generate is required for this.
Made By: Zack Jensen
Reserved? (Yes/No): No
Technique Name: Air Cannon
Class: 3
Technique Type: Energy Generate
Usable By (Technique is available to which races?): Technically any HWD able to use Energy Generate
Technique Element: Physical/Wind
Technique Description and Effects (Explain appearance, powers, and effect): Having now faced Hollows outfitted with barriers created from a substance called Sekki-Sekki, Luke was forced to revisit his fighting strategy once again. Hollows equipped with reiatsu destroying barriers was a problem, and were one that his reiatsu attack heavy fighting style was going to have trouble with. But, then a idea was born. Luke realized to defeat enemies like that he was going to need to hit them physically, like he did with a Impact infused punch. But, getting close to Hollows like that again was going to be a problem. So, using Energy Generate Luke has created a technique designed specifically to fight enemies like this as well as one that has many practical uses.
Air Cannon is a technique that, using Energy Generate, gathers the air around Luke and turns it into destructive force. Using his reiatsu to swirl the winds like a cyclone around his arm, this causes the winds power to magnify. The result, after making a arm gesture such as a punch or pointing his arm at something, is the release of a blast of wind that is much closure to a shockwave than a wind blast. Air Cannon, when used, fires a shockwave equal to Luke’s Reiatsu Strength in a forward beam like blast. Being Class 3, this technique generally has the size of a high level Shinigami Hado like Hiryū Gekizoku Shinten Raihō so long as the user has at least 400 Reiatsu Strength though it won't get much bigger than that. Despite using Reiatsu Strength, it’s considered a physical attack rather than a reiatsu one.
How to use technique (How is it activated?): Use Energy Generate to gather the winds around the casting arm in question.
Technique Drawbacks (Limitations, repercussions for use, etc) Drawbacks are that the technique costs 200 reiatsu to use. It’s a very simple tech, so its drawbacks are also very simple and minimal. But the real issue is that, because this attack is physical, any abilities that neutralize physical damage are impervious against this attack. Examples include someone being able to use Physical Flex Defense to block this. Constantly spamming this technique can also began to inflict wear and tear on the users arms. Using this technique, unless Mastered, more than five times in the span of five posts will cause the arm in questions bones to be broken. When Mastered the safe usage of this technique goes up by five. Technique also only moves at 700 speed, making dodging it with a Step Technique very easy.
Made By: Luke Clyburn
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: [Energy Generate: Conflagration]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate]
Usable By (Technique is available to which races?): [All Human World Dwellers]
Technique Element: [Fire/Wind]
Technique Description and Effects (Explain appearance, powers, and effect): [This Energy Generate is very simple. The user gathers up a large amount of reiatsu that is exuded by their body and while exhaling the entire contents of their lungs unleashes it in an explosive blast out of their hands. The blast is shaped like a cone outwards from the user and rotates like a tornado, throwing things around with the force of its wind while also setting them on fire and burning them. This fiery vortex extends forwards fifteen meters at a stat speed of 400, then ends in a gaping maw of fire and wind. The end of the tornado is the most dangerous part of it, as the fire and wind combined can tear apart anything standing in the explosive radius. Standing closer than ten feet to the sides of the tornado will send the victim flying back, with heavy burns very possible.
How to use technique (How is it activated?): [See above]
Technique Drawbacks (Limitations, repercussions for use, etc)
First, as it is a high classed Energy Generate, it is very stamina taxing. However, this is more taxing than usual. The user's muscles in the arms ache and burn from sending so much hot energy through them, and the lungs start to burn from sacrificing so much air into the attack.
Second, the skin around the user's arms start to blister. Performing this attack more than once in a thread without extreme healing or extended rest would cause the arms to blacken and char from the heat pouring out of them.
Third, the reiatsu cost is very high and the range is not very big for a technique of its class, making the fairly slow technique possible to dodge.
Made By:Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): Still Nope
Technique Name: Energy Generate: Minefield
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: An advanced version of the lesser Firecracker technique, this one is actually meant to maim and kill, whereas its weaker version is meant to distract and slow. When this technique is used, the user can create a field of Reiatsu over a fifty square foot radius. Within this field, at any time, the user can detonate a section with the force of a large mine for the cost of 50 Reiatsu. An explosion does not use up an area of the minefield; the section is instantly replenished and can be detonated again.
How to use technique: Build up Reiatsu and spread it over an area, holding it in a steady wave beneath the ground before detonating it through simple focusing.
Drawback: This technique gets expensive; besides the initial cost of the technique, it also costs 50 Reiatsu per explosion, and atop that it costs an additional 100 Reiatsu per post to maintain the field. Atop that, it is tiring to maintain the field for long periods of time; after three posts, the pressure of holding it starts to wear on the user, and only gets worse after that.
Made by: Z-Wolf
Reserved?: No.
Technique Name: [Shining Blast]
Class: [3]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [Creates a ball of brilliant sky blue energy in the palm of of the user's hand. The size of the ball is dependent on the reiatsu strength of the user. For every 100 of reiatsustrength, the ball grows one inch, starting at five inches initially. After creation, the user thrusts the sphere in the direction they wish to fire it, creating a stream of energy, destroying anything in its path. The starting size of this is five feet, and for every 100 reiatsu strength the user has adds another foot to it. Moves twice as fast as a cero.]
How to use technique: [Described above.]
Technique Drawbacks: [Cost is 250 reiatsu.
Made By: [Impossible]
Reserved?: [No]
Technique Name: [Energy Generate: Current]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [Lightning]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
By paying 300 reiatsu, the user can imbue a weapon of their choice with a powerful electric current that will shock and numb any individuals it comes into contact with, leaving second degree burns on the point of contact. However, this technique is not that simple. It has a second, more dangerous ability. By paying an additional 50 reiatsu, the user can transfer some electricity into objects or positions the sword comes into contact with. For example, if the user clashes weapons, so long as the weapon that it clashes with does not have more than 2x offensive stat superiority, that weapon can be charged with electricity as well. It will then electrocute all who touch it just as the user’s charged weapon would. The user may also press their weapon to the ground to leave an electric charge on that position.
Now, this is where things get interesting. Any item that the user has charged can be decharged, free of cost. The user simply must will that electricity to leap out of the charged target and return to the user. In doing so, a fast lightning bolt similar to Hado #4: Byakurai will shoot from the target and return to the user’s weapon like a homing missile, piercing through all those that stand in its path. Energy Generate: Current has a duration of 5 posts before the cost must be repaid to maintain this technique.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Reiatsu cost and duration are stated above. Furthermore, at the end of the technique, the user’s arm that has wielded their charged weapon will be numbed by the electricity.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Hydra
Class: 3
Technique Type: Energy Generate
Usable By: Universal
Technique Element: None
Technique Description and Effects: This technique modifies any other technique that manifests a spiritual energy beam, blast, projectile or wave in motion. When a Hydra-modified manifestation strikes a hard force or object, such as when it is blocked or parried, it produces a small explosion, then a second, identical iteration of the manifestation springs out from the first, and the two manifestations attack the target from opposite sides, minimizing further defensive or evasive options.
A character who is Proficient in the Hydra technique can stack two instances of it onto a single manifestation. A character who is a Master of the technique can stack three. When Hydra is stacked, both versions of a post-split manifestation are capable of producing another iteration, once for each stack. Each stack compressed into a manifestation after the first costs an additional 300 Reiatsu. Regardless of its mastery, a use of this technique cannot produce more than five iterations of the modified technique.
How to use technique: The user compresses one or more additional iterations of the base technique into its core manifestation and commands it to release when the manifestation strikes or rebounds off any hard body but its target.
Technique Drawbacks: If a Hydra-modified manifestation strikes its intended target or is dodged, the additional iteration(s) of the technique do not trigger, and the modified technique gains no benefit as a result.
Made By: Ammutseba
Reserved? No
Technique Name: Nisshoku
Class: 2
Technique Type: Energy Generate
Usable By: Human World Dwellers
Technique Element: Light
Technique Description and Effects: This is a technique designed for those that fight in the darkness. This technique creates a sphere of darkness that floats in the air. The gravity around the sphere is different as it does not suck in anything but light. This techniques erases all light within seventy five meters, casting all who are within that range into perfect and perpetual darkness instantly. No form of light can exist within the space and even hiding behind structures will not defend those. This technique does not do harm to anyone, it merely makes them incapable of seeing due to the complete lack of light. The technique lasts for three posts (not counting the creation post) and upon ended releases the light again as though someone turned on your vision.
How to use technique: Focusing reiatsu into your hand as well as visualizing a heavy circle. Then toss the sphere into the air.
Technique Drawbacks (Limitations, repercussions for use, etc) Besides making both the user and victim incapable of seeing for a few posts? Reiatsu cost is a thing. Also, the orb that is the center of the technique is capable of being destroyed by a attack with substantial (50%) more reiatsu strength than the caster. The area of effect can be escaped so long as the victims escape the seventy five meter range.
Made By: Zackary Jensen
Reserved?: No
Technique Name: [Protect]
Class: [2]
Technique Type: [Energy Generate]
Usable By: [Hwd]
Technique Element: [Light]
Technique Description and Effects: [This ability creates a shield of energy in front of the user, with the express purpose of blocking an attack. The shield is created at a speed of 1000, and cannot be created if an enemy, or someone you see as an enemy, is within three feet of you. The shield, more like a wall really, is as tall as the user is currently, and as wide as they are if they were to fully extend their arms. This ability will perfectly block a single attack any class below this tech, and block anything equal to or higher with the user's offensive stat.]
How to use technique: [User views incoming attack, and pays the cost]
Technique Drawbacks: [500 reiatsu cost, cooldown of 2 posts]
Made By: [Impossible]
Reserved?: [No]
Technique Name: Electrocution
Class: 4-2
Technique Type: Energy Generate
Usable By (Technique is available to which races?): Any Human World Dweller
Technique Element: Electricity
Technique Description and Effects (Explain appearance, powers, and effect): An ancient and powerful Energy Generate technique uncovered, Electrocution is a natural force using technique. This EG uses the raw power of electricity as its weapon, ravaging an enemies body as it is released from the hands or fingertips of its user. As the caster is only the conduit for the lightning, the EG does not rely on any of his physical or spiritual capabilities to perform. He simply needs the necessary Reiatsu to use it. Electrocution is a devastating Energy Generate as no force living or dead can withstand the effects of an electric shock. When the lightning strikes the target they will, typically, clench up and become immobilized as the pain of Electrocution courses through their bodies. Those struck by the electric shock are subject to the pain of high powered electricity. As mastery of the technique rises so does the power behind the electricity. Reiatsu Strength is the used Offensive Stat for this technique, but because this technique has definite damage the OS is simply used for clashes.
Class 4: The user cannot fully utilize the power of this technique at this Class. At Class 4 all the user can do is create a quick blast of electricity, a single and quick bolt that does nothing more than quickly immobilize and hurt the enemy. The bolt is quick, moving within the seven meter range of effectiveness in the blink of an eye. The immobilization caused by the bolt is quick fleeting, doing nothing more than stopping the target from performing an action (someone running would fall over). It is essentially the equivalent of someone being shot with a taser.
Class 3: Class 3 users of Electrocution are a force to be feared on the battlefield. As they practice and hone their talents with the technique they soon reach the level where they are no longer limited to a quick spark. Class 3 can release a steady stream of arcing bolts of electricity from their palms or fingertips for approximately seven seconds. While only one target can be struck at this level, the power at this level is much higher than its Class 4 state. Immense pain is inflicted upon the target, causing either intense tension in the body as it freezes up or simply collapsing. While not as lethal as the Class 2 version, this level of power is very useable in the battlefield. Unlike the former level, this one will even leave smoldering , second degree, burns upon the victim's body where the electricity struck. Machinery relying on electric parts are easily and effortlessly disabled by Electrocution at this level. At Class 3 it is entirely capable of killing people if you’re not careful.
Class 2: The most powerful level of this technique and only few have ever achieved. Upon becoming Class 2 users of Electrocution the user can easily gain the advantage on multiple opponents at once. The user can choose to release his technique from one or two hands or if Mastered from their entire bodies, releasing multiple forked arcing bolts of electricity to attack up to three foes at once. As the beams are forked they can jump between enemies, meaning one man can hit three people at once if they are close together. When the Class 2 version is fired, it doesn’t stop until the user either dies or wills it to stop. Multiple, hindering, third degree burns will cover the victim's body, often leaving them a steaming mess. The electrical power this technique is comparable to a lightning bolt, making it absolutely devastating against people. Continued and multiple exposure to this attack can cause someone to have cardiac arrest or completely disintegrate them.
How to use technique (How is it activated?): Using the technique is rather simple. One simply focuses their reiatsu into their hands and imagines lightning. Its a technique that gives hardly any sign of its preparation, making it an extremely useful surprise attack.
Technique Drawbacks (Limitations, repercussions for use, etc) A technique this powerful requires equally powerful drawbacks, and this technique has its own hindering drawbacks that makes someone think twice before using it. As the user is using his own arm(s) as the conduits for the technique, constant exposure to such high amounts of electricity is damaging. While the Class 4 version of this technique is far more lenient than its other versions, it can still cause numbing in the hand using it if used four times within seven posts. The Class 3 version is not so forgiving, however. The technique can be used safely twice before any of the limb damaging effects happen. Burning of the hands and arms is commonly seen after being used twice, as well as numbing of the arm that hinders its ability to be adequately used in combat. The numbness will recover after four posts. The Class 2 version of this technique though is the most damaging. It can only safely be used once, and anymore runs the risk of permanently damaging the user. Continued use of the Class 2 Electrocution would result in sever, third degree, burns across the length of the arm(s) that conduct this technique. While the Class 2 version can safely be used once, it will still result in the casters arm going completely numb and becoming partially paralyzed for four posts.
It has other limitations as well. Electrocution only has an effect range of ten meters, meaning an enemy has to be relatively close for it to even be effective. As this power is using pure electricity, it can be grounded by things that would normally ground electricity. Spiritual steel is able to partially block most of the power behind this attack, effectively halving most of the power but only if the target can block it in time. Both Hierro and Blut provide a natural defense against this technique, but follow Offensive Stat and Class Clash rules.
Made By: Ray
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Energy Generate: Barrier
Class: 2
Technique Type: Human World Dweller Technique
Usable By: Anything that can use Energy Generate
Technique Element: Other
Technique Description and Effects: A fairly simple Energy Generate technique, developed to be used by any and all beings who can use the technique. This is a defensive Energy Generate technique, evidenced by its title. Upon activation, one manipulates their reiatsu in order to form a spherical barrier around ones self. The barrier is large enough that it encompasses the users entire body. Being a sphere it grants complete protect on all sides. Its power is dependent on ones reiatsu strength. Though, for half the cost of a class 3 technique the user can perform a half barrier to protect them, which would basically be a wall curving around them.
How to use technique (How is it activated?): Focus your reiatsu and then imagine it forming a circle around you.
Technique Drawbacks (Limitations, repercussions for use, etc) Cost. While the barrier is active, the user cannot actually move. While they can still launch attacks from within the barrier (which just fly out, as attacks go out but cannot go in), they loose their ability to move. Basically, movement speed is 0 while within the barrier (they can still turn, move their arms, etc they just basically cannot become mobile). Full-Barrier lasts for 3 posts. If the Half-Barrer is used, one can still move, but it only lasts a single post. While the barrier is designed to block anything of smaller stats than it, if an enemy strikes with any offensive stat (Str, RS, SppR) greater than the users then the barrier breaks. After use, the technique cannot be used for three posts (half barrier must wait two posts before reuse) Costs double the amount of TTP to learn.
Made By: Some random Fullbringer
Reserved? (Yes/No): No
Technique Name: [Energy Generate: Soul Burst]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Energy Generate]
Usable By (Technique is available to which races?): [Any Human World Dwellers]
Technique Element: [Raw Reiatsu]
Technique Description and Effects (Explain appearance, powers, and effect):
This is currently one of the strongest Energy Generate techniques in existence. It is an attack of pure offense, leaving no room for defense, countering, or even dodging once the process has started. This is a last effort kind of technique only used by the truly desperate or the completely insane.
The process starts by the user doing the nearly impossible. The user generates so much reiatsu that their inner organs begin to tear themselves apart, fueling the energy generation. It is not that the matter is converted into energy, but rather that the matter dies and is dissolved in producing so much energy. This causes the user's liver, kidneys, and stomach to liquefy as they build up an extreme excess and saturation of reiatsu. This process takes a few moments, and besides the growing reiatsu signature inside their body, there doesn't seem to be much of a difference externally. An opponent monitoring the signature of the user might even mistake it for a release, as there is a very large amount of energy building in a short amount of time.
Once the proper energy has built up, at physical harm to the user, causing plenty of pain as some vital organs liquify, the technique activates. All of the energy is sent out of the body, through the chest and ribcage, tearing open the torso cavity with the force of all the energy rushing out. The energy rushing out causes lethal damage within twenty feet of the user as it expands outwards and shoots into the sky. This initial burst is damaging enough, however, the technique isn't over.
The energy has yet to finish building completely as it hovers in the sky like a larval egg. The rest of the user's internal organs liquefy as they sacrifice the rest of the user's life into the technique, leaving only a hollow shell of the being that was there in the first place. The larval egg of raw reiatsu that hovers a quarter mile in the air hatches, letting raw reiatsu flood into the ground beneath, a veritable tsunami of raw reiatsu. Buildings and the environment are unaffected, but anything of flesh is disintegrated and absorbed into the flood.
If the user is cut into before the technique is activated, they will explode with the force of a Failure, sending out the liquid death in a much smaller, but still just as potent wave.
How to use technique (How is it activated?): [See Above]
Technique Drawbacks (Limitations, repercussions for use, etc)
Death.
Also, this technique costs half of the user's max reiatsu, and at least 1000 of it.
Also, Death. It doesn't distinguish between friend and foe, just kills everything.
Made By:Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Nope]
Technique Name: [Energy Generate: Center]
Class: [1]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [Energy]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Most energy attacks are flashy, fast-paced, and high in destructive power. Energy Generate: Center, achieves the same level of devastation in a very different way. From the user’s hand, they can release a large reiatsu ball with a radius of 5 meters. This ball grows with the color of their reiatsu and incinerates anything that comes in contact with it. However, it fires only at a speed of 100. The ball itself is quite easy to avoid, and its primary purpose is not that of a projectile. These balls created by Energy: Center have their own unique property.
When firing the ball, the user must determine how much distance it will travel before it will stop mid-air. However, the ball isn’t just anchored to the air. Its position is determined by the user, who acts as the center. When he spins, the ball will travel in an orbit-like fashion to maintain its orientation to the user. If the user runs, it follows. If he uses a step technique, it jumps in speed as well. Once multiple reiatsu balls are on the field, the user literally brings destruction wherever he walks.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
Each reiatsu ball costs 300 reiatsu and last for six posts, although the user may repay the cost to renew the duration of the ball. At the learned stage, only one reiatsu ball may be used at a time. When proficient in this technique, that number increases to three. At mastered, the user may have five balls following them simultaneously.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Energy Generate: Inner Power]
Class: [1]
Technique Type: [Energy Generate]
Usable By (Technique is available to which races?): [HWDs]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Although Inner Power falls under the category of an Energy Generate technique, it is more than that. This technique relies on amplifying the very power of Martial Discipline: Ken. For this reason, the user must know Ken in order to learn Energy Generate: Inner Power. This technique is only to be called upon at the end of a battle if the user has no other options. It is a last resort technique that will leave the user completely drained, but in exchange, they are briefly granted immense power.
This technique appears much like Ken. The user flexes their spiritual power to release a layer of reiatsu from their body, extending outward in every direction. However, that extension does not end. It will continue until it forms a 30 foot creature similar to the Susanoo of the Uchiha from Naruto. The appearance of this creature differs from individual to individual. However, it will retain the intimidation effects of Ken. Furthermore, its durability will be determined by the sum of the user’s reiatsu strength, spiritual pressure, and strength, just as Ken is.
While Inner Power is active, the user may no longer activate any more non-release techniques other than step-techniques, which come free of cost. However, they are limited to two step techniques per post. While they cannot cast any more non-release techniques, those that are already active may be renewed by repaying the reiatsu cost. The user’s release is still available to them.
Instead of relying on other abilities, the user may take advantage of Inner Power’s properties. Firstly, the reiatsu armor around them has the same property as Ken. If the user takes the offensive, their physical attacks will strike with a force equal to the sum of all their offensive stats. Furthermore, by paying 100 reiatsu, the user can release a projectile from Inner Power. This projectile may take the form of a shakkah-sized arrow or a ball, and it is fired from Inner Power’s hand. It will also hit with an impact or piercing power equal to the sum of the user’s offensive stats.
How to use technique (How is it activated?): [Insert Below]
Same as Ken except more energy is channeled for a longer time to extend the size of the Ken and shape it into a powerful spiritual form.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
The user must pay 600 reiatsu to activate Inner Power. Once activated, it will last for four posts before the user exhausts and loses consciousness. For this reason, Inner Power may not be refreshed. When it ends, the user’s remaining reiatsu will automatically fade. Because stamina cost is not lifted while Inner Power is active, the user may extend the duration of Inner Power by one post for each point in Strength of Will the user possesses.
Made By: Marcus Cole
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Energy Generate: Domain Expansion
Technique Class: 1-0
Technique Type: Human World Dweller Technique
Usable By: Fullbringers, Free Quincy, Bount, Mod Soul Giga
Technique Element: N/A
Description:
The penultimate technique available to those born of the Living World. While there exists other techniques that allow a Living World dweller to combat even the strongest of the spiritual worlds fighters, this technique sets them above the rest. Those that are capable of performing this ability have their names forever remembered in the unspoken history as the greatest of the Living World. In order to even begin learning this technique the user must have mastered the Energy Generate technique, the Willpower technique, and the Output technique. This technique uses all three of these abilities in conjunction and performs an impossible feat; to expand a barrier that contains one innate domain. Their inner world.
By performing a unique hand sign that acts as the “conduit” for the technique to activate, the user encloses their opponent in an instantaneously-formed barrier. This barrier, much like the mechanics of a few Martial Disciplines, has an interior durability that equals the combined might of the casters Strength, Reiatsu Strength, and Spiritual Pressure. It cannot be bolstered through Stat Boosting abilities. If the opponent is able to locate the boundary of the barrier, they can attempt to escape by shattering it, but escaping from an expanded domain from inside the barrier proves incredibly difficult for a number of reasons. The first is the distortion of space. The inside of the barrier does not match its actual proportions, meaning it can seemingly be a mile in radius while the actual barrier's boundaries are only a few meters away from the center of the domain. This makes locating the boundary difficult, but someone with at least 250 ES can detect it. Because the interior of the barrier is so powerful, the trade-off is that breaching the barrier from the outside is much easier. The exterior of the barrier, still in the outside world, only has an OS equal to the caster's highest Spiritual Stat. It also does not Class Clash like the inside does. If one has a superior offensive stat, they are able to breach the exterior and enter the barrier or even create an exit for their ally. If somebody really and truly wanted to get inside the domain they could, but they would also be trapped.
What makes Domain Expansion so incredibly dangerous and powerful is that the interior subjects the captured opponents to a sure-hit effect. Each Domain Expansion is unique between users because it utilizes the caster's Release in some way. A release is an expression of the soul, so a technique that manifests one's inner world would naturally coincide with such power. The barrier created is imbued with the caster's Release ability. An effect related to the caster's Release will target and hit the enemies caught within. Once trapped inside, the victims are subjected to an ability with a guaranteed hit. Domain Expansion will last for 5 posts but can be boosted to 7 if the user possesses a Rank of 3 or higher in Strength of Will.
There is another level to this technique - the Class 0 version. At Class 0, the technique no longer requires the creation of the barrier to perform its sure-hit effect, though one can still be created. The ability to realize one’s innate domain without using a barrier is akin to an artist painting a masterpiece not on a canvas, but on air. It is truly a divine technique. Using the Class 0 version of the technique removes the need to use the barrier to entrap an opponent. This gives them the opportunity to escape, but doing so creates the condition that, while they can escape, this expands the technique's sure-hit effect to a range of 200 meters in every direction. This effect allows a user of a Class 0 Domain Expansion to fight against other versions of the technique. Should they get trapped in another person's Domain Expansion, the Class 0 user can use their own version of the technique and attack the other user's barrier from outside. The Class 0 version always over-powers the Class 1 version, alongside simply destroying the barrier and then assaulting the opponent with the innate technique.
At Learned the caster is not able to fully manifest the barrier to create the domain. This requires the caster to already be inside some kind of barrier, a separate space, or inside of a closed building. Anybody caught within the space will be subjected to the sure-hit effect indiscriminately.
At Proficient the caster is able to manifest their barrier and even exclude people from getting caught in it. In order to capture someone in the barrier they must be within fifteen meters of the caster when the technique is activated.
At Mastered the range at which the barrier can be expanded increases to thirty meters. At this level, any number of people within the Domain can be chosen to not be subjected to its effects. This keeps allies or friends safe while only attacking the desired opponent.
Because of the unique and individualistic nature of Domain Expansion, the Player must submit their own version of the technique for Staff review following the guidelines provided in this technique. This is the only way they can learn it. Descriptions should be concise and simple, always relating back to the character's Release.
[Character Name’s Here] Domain Expansion: Description goes here
Domain Name:
How to Use: Combine the use of the listed prerequisite techniques and focus them through the hand sign created.
Drawbacks: There are drawbacks and counters to this ability. The first drawback is the cost. Domain Expansion costs a hefty 1,500 Reiatsu. It’s also incredibly exhausting. Though the stamina drain will not hit until after the technique ends, it will reduce the caster's stamina by 75%. This ability is meant to be a finisher and end fights. Another drawback is that this technique disables the Release of the caster after it ends for 10 posts and other non-Release techniques receive a 50% increase in their costs. Utilizing the technique also causes immense strain on the user's body the longer the domain remains active. Open wounds will bleed heavier. Previous injuries will hurt more and more. An injured and exhausted fighter might only be able to maintain the domain for two posts before it collapses. What’s more, reishi cannot be brought into the barrier. This locks Quincy out from recovering their reiatsu while they are inside a Domain, whether it’s theirs or not. Strengthening techniques like Martial Discipline: Chakra cannot be applied to the barrier.
There are ways to counter the domain even inside of it. The sure-hit effect of the Domain is subjected to clashing with the opponents trapped inside of it. The defense of the barrier itself and the imbued effect receive the combined total of the three stats listed above, but they are still subject to clashing with defenses and other abilities the opponent possesses. For example, the Domain would clash with Hierro, Blut, or other defensive techniques. Secondly, an opponent can engage in either a clash of Domains by using their own Domain Expansion OR, if they are a race that does not possess access to this technique, then they can use a Level 2 or greater release, like Bankai, to clash with the Domain. Expanding one's own Domain Expansion or an ascended level of Release will cancel out the sure-hit effect of the Domain's barrier, causing the two to clash for a post until the stronger of the two wins out. The Release must be activated at a Class equal to or greater than the Domain Expansions. The best strategy to defeat a Domain Expansion is to target the caster rather than trying to escape.
Domain Expansion is considered a Reserved Technique for each user and thus counts against their total number of Reserved Techniques.
Made By: Luke Clyburn
Reserved?: No