Post by Zeich Yajuu on Sept 30, 2014 23:12:15 GMT -5
{Class 7 Techniques}Technique Name: Sakugen (Cut)
Technique Class: 7 - 10 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A
Technique Cost: 25 Reiatsu.
Description: The user pours Reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of Reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses the cutback effect, as well as comes with the user's weight. It feels like it hits the enemy with the user's body weight, on top of cutting into them or their tools.
How to Use: Charge and slash in an instant.
Incantation: N/A.
Drawbacks: It drains some Reiatsu and some stamina, but also comes with a requirement. One must have a minimum of 200 in strength to be able to use this technique, or it cannot be used.
Made By: Ozuru Ren.
Reserved?: No.
Technique Name: Kido Teacher
Technique Class: 7 - 5 TTP
Technique Type: General Shinigami - Cinematic.
Usable By: Shinigami, Rogues.
Technique Element: N/A
Technique Cost: 0 Reiatsu.
Description: This person has been around for many years and over the years they have learned how to use countless kido. With all of this information swimming in their head they wants to help teach others all about kido and how to use kido. They're able to use any kido they want as long as they're the appropriate class, but only when teaching someone how to use it. Any kido fired off in training threads have the strength of 0 RS and can't inflict damage, binding kido and defensive kido will work as planned however can be broken easily. The only point to them is to teach others how to use them and what they can be used for. In any PVP this skill can't be activated at all and in adventure only if there is a moment of rest and peace without foes around he can use this to show others what kido is or try and convince others to use a specific kido. All kido used cost 0 reiatsu.
How to Use: Cast like Kido.
Incantation: N/A.
Drawbacks: Cannot be used in PvP. All Kido is only used for Training.
Made By: Wycliff.
Reserved?: No.
Technique Class: 7 - 10 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A
Technique Cost: 25 Reiatsu.
Description: The user pours Reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of Reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses the cutback effect, as well as comes with the user's weight. It feels like it hits the enemy with the user's body weight, on top of cutting into them or their tools.
How to Use: Charge and slash in an instant.
Incantation: N/A.
Drawbacks: It drains some Reiatsu and some stamina, but also comes with a requirement. One must have a minimum of 200 in strength to be able to use this technique, or it cannot be used.
Made By: Ozuru Ren.
Reserved?: No.
Technique Name: Kido Teacher
Technique Class: 7 - 5 TTP
Technique Type: General Shinigami - Cinematic.
Usable By: Shinigami, Rogues.
Technique Element: N/A
Technique Cost: 0 Reiatsu.
Description: This person has been around for many years and over the years they have learned how to use countless kido. With all of this information swimming in their head they wants to help teach others all about kido and how to use kido. They're able to use any kido they want as long as they're the appropriate class, but only when teaching someone how to use it. Any kido fired off in training threads have the strength of 0 RS and can't inflict damage, binding kido and defensive kido will work as planned however can be broken easily. The only point to them is to teach others how to use them and what they can be used for. In any PVP this skill can't be activated at all and in adventure only if there is a moment of rest and peace without foes around he can use this to show others what kido is or try and convince others to use a specific kido. All kido used cost 0 reiatsu.
How to Use: Cast like Kido.
Incantation: N/A.
Drawbacks: Cannot be used in PvP. All Kido is only used for Training.
Made By: Wycliff.
Reserved?: No.
{Class 5 Techniques}Technique Name: Jinzen: Kyōshin
Technique Class: 5 - 20 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizards.
Technique Element: N/A
Technique Cost: 100 Reiatsu.
Description: As Jinzen is a technique used to converse with one's Zanpakuto spirit. Kyōshin allows one the ability to enter the inner world of another performing Jinzen or perhaps allow an individual to enter their world. This in turn allows both to converse with their spirits respectfully or simply allows the two to speak in secret. Can be used with Instant Jinzen if learned, allowing two ample time to communicate in the heat of combat. Once learned this technique can only be used with one willing participant. Those proficient in the technique can be used with three. If mastered while used alongside Instant Jinzen one can forcibly bring another into their inner world or enter another's through contact for a short time(one post). This does not impact the outside world or create an advantage to those outside. For the period of time is brief and the entire exchange to an onlooker happens less than a second.
How to Use: Meditate alongside another, performing Jinzen and resonate your Reiatsu with the other, creating a link. If Instant Jinzen is known, simply resonate your Reiatsu with a willing participant.
Incantation: N/A.
Drawbacks: Stepping foot or allowing another to step into one's inner world can be a dangerous feat to attempt. One's Zanpakuto spirit may be aggressive and decide to turn hostile against the potential intruder. Also attempting to resonate with more than one other participant can be rather risky putting a heavy strain and fatiguing all those involved immensely. This technique, if mastered, cannot be forcibly used on those of higher class.
Made By: Aevus.
Reserved?: No.
Technique Class: 5 - 20 TTP
Technique Type: General Shinigami.
Usable By: Shinigami, Vizards.
Technique Element: N/A
Technique Cost: 100 Reiatsu.
Description: As Jinzen is a technique used to converse with one's Zanpakuto spirit. Kyōshin allows one the ability to enter the inner world of another performing Jinzen or perhaps allow an individual to enter their world. This in turn allows both to converse with their spirits respectfully or simply allows the two to speak in secret. Can be used with Instant Jinzen if learned, allowing two ample time to communicate in the heat of combat. Once learned this technique can only be used with one willing participant. Those proficient in the technique can be used with three. If mastered while used alongside Instant Jinzen one can forcibly bring another into their inner world or enter another's through contact for a short time(one post). This does not impact the outside world or create an advantage to those outside. For the period of time is brief and the entire exchange to an onlooker happens less than a second.
How to Use: Meditate alongside another, performing Jinzen and resonate your Reiatsu with the other, creating a link. If Instant Jinzen is known, simply resonate your Reiatsu with a willing participant.
Incantation: N/A.
Drawbacks: Stepping foot or allowing another to step into one's inner world can be a dangerous feat to attempt. One's Zanpakuto spirit may be aggressive and decide to turn hostile against the potential intruder. Also attempting to resonate with more than one other participant can be rather risky putting a heavy strain and fatiguing all those involved immensely. This technique, if mastered, cannot be forcibly used on those of higher class.
Made By: Aevus.
Reserved?: No.
{Class 3 Techniques}Technique Name: Konshin (Jamming)
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: Sound.
Technique Cost: Varies.
Description: This is a very useful technique for any Shinigami to have, and is quite useful in shutting down Arrancar Pesquis and techniques of the same line. Simply put, this is a technique to disrupt, distort, and distract anyone using a Sensing Technique, such as Pesquis. The user of this technique sends out a unique Spirit Particle vibration that causes noise resembling static to be heard in the minds of whoever uses a sensing spell. The static is deafening, roaring loud, and will disorient and confuse anyone who tries to listen to it for too long. Due to Spirit Particle interference, regular Energy Sensory is affected as well. This comes in the form of creating energy doubles, blurs, and the like. The jamming field's size is dependent on the user's Reiatsu Strength: 100 is an Eighth of a Mile, 200 is a Quarter of a Mile, 400 is Half a Mile, 800 is a Mile, and so on and so on.
How to Use: Release a large amount of Reiatsu into the air, interfere with the Spirit Particles, and concentrate.
Incantation: N/A.
Drawbacks: To use this technique, the user must maintain a high level of focus on their task; a few distractions will cause this spell to fail. Furthermore, this technique requires a Reiatsu Upkeep to keep it active, equal to that of the technique's original cost. However, upkeep increases by 50% every three posts this is kept active. This is a technique best used with someone else to help guard you. and to take advantage of the jamming's effect. Furthermore, if the enemy's senses and Energy Sensory combined are equal to or greater than 1/5th of the user's RS, then they can penetrate the technique with some effort. However, the user's position is still present, even while using the technique. Sort of like a signal beacon.
Made By: Taien Hadohou.
Reserved?: No.
Technique Name: Kagura Shingan
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 100 Reiatsu/Post.
Description: This technique increases the user's Energy Sensing by 50 by focusing on one target rather than a wide area. This technique also allows the wielder to be capable of predicting the way a person will move by the flow of their reiatsu, as well as Kido preparation or other reiatsu based techniques, by focusing specifically on the target's reiatsu. Reiatsu is the energy that flows through all things and just like brain signals the reiatsu will flow differently when a limb begins to move. This technique lets the user detect these subtle changes and when a high level of skill with the technique is acquired the user can predict how an opponent will move. This technique visualizes the reiatsu in a person's body in a sort of "mind's eye".
Level 1: Allows the user to predict how the opponent will move. Like, the movement of an arm or the charging of a powerful Kido. Subtle movements like blinking, finger twitches, or other smaller things are next to impossible for this level to detect. Max distance is 500 feet.
Level 2: The user can more easily predict how the opponent will move. Expands the radius of the technique to 1000 feet. Also capable of being used through solid objects now. Detection increases to the point more subtle movements can be detected, as well as weaker Kido being prepared.
Level 3: Can use this technique to its max power and detect someone at 2000 feet. Mastered increases Energy Sensing by another 25 points. Instinct and Senses allowed the user could predict just about any form of movement the opponent will do, even a nose twitch. It would be near impossible for Kido preparation to be missed.
How to Use: Simply cast the technique. This technique is mental in nature, sort of like long range Spider-Senses.
Incantation: N/A.
Drawbacks: First drawback is the cost. Second drawback is the constant cost. The technique requires 100 reiatsu a post to remain active. Reactivating the technique is half the cost. Third drawback is increased sensitivity to reiatsu pressure. What this means is if the enemy suddenly explodes with a drastic increase in reiatsu the user will be extra sensitive to this. This could cause the person to pass out. What this means is that the enemy would have to at least to increase his RS by double of the users. Fourth drawback is that this technique does not mean "I can predict you so I can dodge you". No, the user would have to have enough Instinct to be able to react in time to attacks. Just because you can tell how an opponent will move doesn't mean you are smart or fast enough to react in time. One more drawback of course, in order to use this technique the person needs to have over 50 points in Energy Sensing. Since this ability is mental in nature it can put a strain on the mind. If used for five posts straight then headaches will begin to form. After ten posts migraines will begin to form. After the tenth post the user will begin to have nosebleeds. But if the technique is used for 15 consecutive posts the user will pass out.
Made By: Raygin Kawada.
Reserved?: No.
Technique Name: Shindōyoku (Vibrating Blade)
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami - Zanjutsu.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 400 Reiatsu.
Description: User coats their weapon of choice with Reiatsu causing the weapon to glow the same color of the user's natural Reiatsu. The Reiatsu resonates at extremely high frequencies when attacking, allowing one's bladed weapon to weaken the molecular bonds of whatever the user is cutting into for one single strike. In turn increasing the weapon of choices cutting ability and lowering the strength of an opposing technique if it comes into contact with another source of Reiatsu by 25%. If mastered it's 30%. This Allows it to cut through nearly everything in the users path with seamless ease. The cutting power of this technique relies completely on the users highest offensive stat (Spiritual Pressure excluded unless in release) allowing it to cut through Reiatsu based techniques as long as the users highest offensive stat is higher than the opposing technique.
How to Use: Coat blade in Reiatsu and use.
Incantation: N/A.
Drawbacks: This technique counts as a short term stat boost. You need at least a 2 in a Sword Skill and the right amount of Reiatsu to use this technique. This technique puts a short term strain on the users arm due to the high vibration of the weapon playing part in this technique and needs a total of two of the users posts, one if mastered to rest for each individual arm that is used. This strain will cause the user some minor pain but consistent uses of the technique before the two post wait period will put a higher strain on the users weapon arm for each use, tearing muscle, breaking bones, etc.
Made By: Aevus.
Reserved?: No.
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: Sound.
Technique Cost: Varies.
Description: This is a very useful technique for any Shinigami to have, and is quite useful in shutting down Arrancar Pesquis and techniques of the same line. Simply put, this is a technique to disrupt, distort, and distract anyone using a Sensing Technique, such as Pesquis. The user of this technique sends out a unique Spirit Particle vibration that causes noise resembling static to be heard in the minds of whoever uses a sensing spell. The static is deafening, roaring loud, and will disorient and confuse anyone who tries to listen to it for too long. Due to Spirit Particle interference, regular Energy Sensory is affected as well. This comes in the form of creating energy doubles, blurs, and the like. The jamming field's size is dependent on the user's Reiatsu Strength: 100 is an Eighth of a Mile, 200 is a Quarter of a Mile, 400 is Half a Mile, 800 is a Mile, and so on and so on.
How to Use: Release a large amount of Reiatsu into the air, interfere with the Spirit Particles, and concentrate.
Incantation: N/A.
Drawbacks: To use this technique, the user must maintain a high level of focus on their task; a few distractions will cause this spell to fail. Furthermore, this technique requires a Reiatsu Upkeep to keep it active, equal to that of the technique's original cost. However, upkeep increases by 50% every three posts this is kept active. This is a technique best used with someone else to help guard you. and to take advantage of the jamming's effect. Furthermore, if the enemy's senses and Energy Sensory combined are equal to or greater than 1/5th of the user's RS, then they can penetrate the technique with some effort. However, the user's position is still present, even while using the technique. Sort of like a signal beacon.
Made By: Taien Hadohou.
Reserved?: No.
Technique Name: Kagura Shingan
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 100 Reiatsu/Post.
Description: This technique increases the user's Energy Sensing by 50 by focusing on one target rather than a wide area. This technique also allows the wielder to be capable of predicting the way a person will move by the flow of their reiatsu, as well as Kido preparation or other reiatsu based techniques, by focusing specifically on the target's reiatsu. Reiatsu is the energy that flows through all things and just like brain signals the reiatsu will flow differently when a limb begins to move. This technique lets the user detect these subtle changes and when a high level of skill with the technique is acquired the user can predict how an opponent will move. This technique visualizes the reiatsu in a person's body in a sort of "mind's eye".
Level 1: Allows the user to predict how the opponent will move. Like, the movement of an arm or the charging of a powerful Kido. Subtle movements like blinking, finger twitches, or other smaller things are next to impossible for this level to detect. Max distance is 500 feet.
Level 2: The user can more easily predict how the opponent will move. Expands the radius of the technique to 1000 feet. Also capable of being used through solid objects now. Detection increases to the point more subtle movements can be detected, as well as weaker Kido being prepared.
Level 3: Can use this technique to its max power and detect someone at 2000 feet. Mastered increases Energy Sensing by another 25 points. Instinct and Senses allowed the user could predict just about any form of movement the opponent will do, even a nose twitch. It would be near impossible for Kido preparation to be missed.
How to Use: Simply cast the technique. This technique is mental in nature, sort of like long range Spider-Senses.
Incantation: N/A.
Drawbacks: First drawback is the cost. Second drawback is the constant cost. The technique requires 100 reiatsu a post to remain active. Reactivating the technique is half the cost. Third drawback is increased sensitivity to reiatsu pressure. What this means is if the enemy suddenly explodes with a drastic increase in reiatsu the user will be extra sensitive to this. This could cause the person to pass out. What this means is that the enemy would have to at least to increase his RS by double of the users. Fourth drawback is that this technique does not mean "I can predict you so I can dodge you". No, the user would have to have enough Instinct to be able to react in time to attacks. Just because you can tell how an opponent will move doesn't mean you are smart or fast enough to react in time. One more drawback of course, in order to use this technique the person needs to have over 50 points in Energy Sensing. Since this ability is mental in nature it can put a strain on the mind. If used for five posts straight then headaches will begin to form. After ten posts migraines will begin to form. After the tenth post the user will begin to have nosebleeds. But if the technique is used for 15 consecutive posts the user will pass out.
Made By: Raygin Kawada.
Reserved?: No.
Technique Name: Shindōyoku (Vibrating Blade)
Technique Class: 3 - 80 TTP
Technique Type: General Shinigami - Zanjutsu.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 400 Reiatsu.
Description: User coats their weapon of choice with Reiatsu causing the weapon to glow the same color of the user's natural Reiatsu. The Reiatsu resonates at extremely high frequencies when attacking, allowing one's bladed weapon to weaken the molecular bonds of whatever the user is cutting into for one single strike. In turn increasing the weapon of choices cutting ability and lowering the strength of an opposing technique if it comes into contact with another source of Reiatsu by 25%. If mastered it's 30%. This Allows it to cut through nearly everything in the users path with seamless ease. The cutting power of this technique relies completely on the users highest offensive stat (Spiritual Pressure excluded unless in release) allowing it to cut through Reiatsu based techniques as long as the users highest offensive stat is higher than the opposing technique.
How to Use: Coat blade in Reiatsu and use.
Incantation: N/A.
Drawbacks: This technique counts as a short term stat boost. You need at least a 2 in a Sword Skill and the right amount of Reiatsu to use this technique. This technique puts a short term strain on the users arm due to the high vibration of the weapon playing part in this technique and needs a total of two of the users posts, one if mastered to rest for each individual arm that is used. This strain will cause the user some minor pain but consistent uses of the technique before the two post wait period will put a higher strain on the users weapon arm for each use, tearing muscle, breaking bones, etc.
Made By: Aevus.
Reserved?: No.
{Class 2 Techniques}Technique Name: Spiritual Projection
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: Varies.
Description: Spiritual Projection is a technique that creates an object that is spiritually connected to the user's Zanpakuto. As a result, the durability of this object is nearly the same as the sealed state of the user's Zanpakuto and carries the same unique properties as the sealed state. For example, if the sealed state has the unique property of glowing in the dark, then this object will glow in the dark too. Unfortunately, this object does not have a "release" but one can create all sorts of weapons to attack, be it a sword, axe, firearm or even explosive. When this technique is mastered, the user can use this ability to temporarily summon one's Zanpakuto spirit. This way, people can interact with the Zanpakuto spirit in the real world, which can be kind of cool. The Zanpakuto spirit possesses the same exact stats as the user and disappears when the user wills its end or gets killed in the real world.
How to Use: Simply project a creation into the world.
Incantation: N/A.
Drawbacks: The more advanced the weapon, the longer it takes and the more difficult it is to create. The user would have to imagine the structure of the object and trace it into reality. It is much easier to trace copies of an object that the user has already seen than to create something from scratch so keep that in mind. For example, if the user has never seen a gun before, it will be nearly impossible for the user to create one with this technique. Each weapon has a different type of reiatsu cost to create. A knife costs 25 reiatsu. A sword, axe or spear costs 50 reiatsu. A firearm costs 100 reiatsu. A grenade costs 150 reiatsu. A rocket launcher costs 200 reiatsu. A car or vehicle costs 250 reiatsu. A plane or helicopter costs 300 reiatsu. A Zanpakuto spirit costs 400 reiatsu. An inner hollow costs 600 reiatsu.
There are drawbacks to projecting a Zanpakuto Spirit or an Inner Hollow. First off, the Inner Hollow only has the same stats as the user, is only accessible to Vizards and will not hesitate to attack the user. It is not the smartest idea. Second of all, Zanpakuto Spirits have their own will, personality and ideals that they follow. In other words, a passive and peaceful Zanpakuto Spirit will not be likely to help the user fight an opponent if he or she disapproves. Some Zanpakuto Spirits are purely social characters, which are only useful in everyday life situations. Lastly, if a summoned Zanpakuto Spirit uses reiatsu, that amount is automatically deducted off of the user's total reiatsu.
When the projected Zanpakuto Spirit is killed in the real world, it will severely impair the user's Zanpakuto ability. As a result, the user's Shikai and Bankai duration will be cut in half (i.e. 10 posts will be 5). Also, the user will not be able to re-project if the Zanpakuto Spirit is completely restored. Restoration cool down time takes about an hour in game time.
Made By: Shiki Kanzaki.
Reserved?: No.
Technique Name: Yin-Yang Seal
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Vizard.
Usable By: Vizard.
Technique Element: N/A.
Technique Cost: 400 Reiatsu on Deactivation.
Description: This seal makes a Vizard's Shinigami and Hollow powers two sides of the same coin, hiding one side and revealing another. By sealing up the user's hollow powers, the Shinigami side remains and allows the user to disguise as a normal Shinigami. This anti-hollow seal hides all traces of the user's hollow reiatsu and cannot use any of the hollow powers like mask or cero. By sealing up the user's Shinigami powers, the hollow side remains and allows the user to disguise as a hollow. This anti-Shinigami seal hides all traces of the user's Shinigami reiatsu and cannot use any of the Shinigami powers like Shikai or kido. If this technique is mastered and the user has unlocked vizard resurrection, this even allows the user to disguise as an Arrancar. In other words, this technique is perfect for infiltration. It takes the form of a Yin and Yang tattoo on the user's body.
How to Use: Create the seal.
Incantation: N/A.
Drawbacks: Similar to Hierro, it doesn't use reiatsu to keep active but 400 reiatsu is lost upon deactivation. Once the seal is placed on the body, it can remain permanently active as a flawless disguise. However, the ultimate drawback of this seal is that it also seals the user's spiritual abilities along with sealing off one side of the user's powers, similar to the Shinigami's limiter. The user's reiatsu strength and spiritual pressure will be cut by 25% until the seal is released (i.e. 100 reiatsu strength will be reduced to 75 points). This is only accessible to Vizards that have unlocked their hollow mask.
Made By: Shiki Kanzaki.
Reserved?: No.
Technique Name: Secret Art: Kido Fusion
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: Varies.
Technique Cost: Varies.
Description: This Technique allows the user to fuse two or more kido together before they are fired, making their arsenal more varied and creative for what spell they need at a given moment. This is the ultimate mastery of kido, and thus needs one of two requirements. Either the user must be a Technique Master and have 4 SKP in kido skills, or they must have spent 7 SKP in kido skills, such as kido itself and Mental Incantation. The Analysis Skill also adds to that SKP amount, since the user is able to analyze and deconstruct kido at a conceptual level. If they are not a Technique Master, who inherently have the ability to replicate techniques they see and understand, they must also be trained by someone who knows this technique.
But what exactly -is- kido Fusion? Put simply, it is the ability to borrow parts of two kido in order to mash them together in the way that the user needs. This is done by a system of "Form" and "Effect". All kido can be broken down into those two categories. They have physical shapes, and they have effects. For example, Hado #4: Byakurai has the Form of a Beam and the Effect of the Electrical element. Some kido can have more than one effect, since some are complicated, and the user can borrow which ones they need. Elements are always an option for the user to borrow.
But what do you mean borrow? Mash them together? Put simply, the user takes a Form, and at least one Effect, and combines them. Byakurai + Sho could make an electrical projectile. It could not make an electrical projectile that pushes, since Sho is donating its form. Exceptions will be included later when costs are described. Basically, Sho donates its Form, which is a small projectile, and takes on the element from Byakurai. It could also create a piercing projectile, since Byakurai do pierce. The flexibility is what makes this technique versatile and strong. When figuring out Class for clash purposes, the user may choose which class is dominant. So if you fuse a Class 5 and a Class 7, the result may be Class 7 or Class 5.
If this technique is Mastered, then the user can combine more than two kido together. This is done by multiple kido contributing Effects to one Form. So a Fusion of Sho (Form), Byakurai, and Shakkaho could be a small electrical projectile that explodes on contact with something. Or a Fusion of Sho, Byakurai, Shakkaho, and Tsuzuri Raiden (Form) could be a wave of electrical force that pushes things away and explodes. The combinations become much crazier when the technique is mastered.
But what about crazy high leveled kido that become so ridiculously overpowered when they are fused? Can you just imagine Sharknado being fused with Soukahou to fire infinite tornados of sharks?? That is a serious possibility, but there are limitations to this technique that avoid that amount of overpowered techniques being fused. Every Class of kido has a point value. For Class 8 it is 0, all the way up to Class 0 which is 8 points. The User's Class is what determines how many points they have to use. A class 1 character can't fuse anything into a Class 1 kido that isn't a Class 8 kido, for example. A class 1 character could, however, fuse 7 Class 7 techniques into one mega attack, though it would still be Class 7 for clash purposes. Mastering this technique grants one extra point, however Class 0 kido can still not be fused with anything else. Due to giving up release in order to master techniques, Technique Masters inherently have 1 more point to work with for their fusions.
Class 7 Technique: 1 Point
Class 6 Technique: 2 Points
Class 5 Technique: 3 Points
Class 4 Technique: 4 Points
Class 3 Technique: 5 Points
Class 2 Technique: 6 points
Class 1 Technique: 7 points
Class 0 Technique: Cannot be fused
Class 7 Character: 1 Point
Class 6 Character: 2 Points
Class 5 Character: 3 Points
Class 4 Character: 4 Points
Class 3 Character: 5 Points
Class 2 Character: 6 points
Class 1 Character: 7 points
Class 0 Character: 8 points
Mastered Technique: + 1 points
Technique Master: +1 points
How to Use: Mentally command it to happen.
Incantation: N/A.
Drawbacks: Obviously there are Drawbacks to using so many kido like this in ways they were not designed to be used. The first Drawback is simple. Any and all drawbacks that are associated with the technique are inflicted on the user, no matter how small a part of the kido is used. If you fuse Sharknado into something in order to do nothing more than give it the joke element of Shark, then the limb that fires that technique will receive cuts. If the effect of a kido is caused by an action, such as Baundo Zetsumei's effect of multiplying -when- it changes direction, then the effect of multiplying cannot be added unless it comes with the added "when it changes direction". The -only- exception to this is situational drawbacks. Situational Drawbacks are more like limitations. For example, "Kiss of New Breath" is a Kaido that cannot be used on yourself because you cannot kiss yourself. This is a limitation, not a drawback. By fusing this kido into another medium, you would be able to administer it to yourself at possibly reduced efficiency.
Now for Cost. The cost of using this technique is equivalent to each part of the technique. So fusing two Class 7 techniques will put you down 25 reiatsu each, for a total of 50 reiatsu lost. It is also physically and spiritually demanding to fuse techniques. While Technique Masters and those with a 4 in kido might be able to fuse much more, even they will start to become weary and fatigued by fusing to their max amount of points frequently. For kido, Bakudo in particular, that are considered "auto-hits", like Haihin, when fused into anything the auto-hit property is considered neither an Effect nor part of the Form, and is simply lost in the fusion.
Made By: Unknown.
Reserved?: No - Only five characters at a time can have this technique.
Technique Name: Onibi (Oni Fire)
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Zanjutsu.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 0 Reiatsu with Strength, 600 Reiatsu with Reiatsu Strength/Spiritual Pressure.
Description: Onibi is a brutal technique used with either a blunt weapon or with a blunt part of a weapon such as the pommel. The user thrusts their weapon into the target of choice. This sends a force equal to the user's strength alongside a shockwave equivalent to the user's highest offensive stat into and out the back of the target. Thus creating a large gaping, cylindrical hole through the target struck by Onibi. Upon mastery Strength user's that have above 600 strength half the stamina cost.
How to Use: The user performs a powerful thrust with a blunt part of a weapon and releases a shockwave created from their highest offensive stat excluding Spiritual Pressure unless in release.
Incantation: N/A.
Drawbacks: This technique requires at least 600 strength to pull off without straining the user's arm from a single attack. The user also requires a 2 in a weapon skill to learn. If the user doesn't have at least 600 strength, they can only pull off this technique once per arm. If they attempt to perform this technique again, they will lose all function of that appendage during the rest of said thread. Unless healed or given a rest period during the thread it was used. Those with 600 strength can take the stress of this technique twice per arm.
Made By: Unknown.
Reserved?: No.
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: Varies.
Description: Spiritual Projection is a technique that creates an object that is spiritually connected to the user's Zanpakuto. As a result, the durability of this object is nearly the same as the sealed state of the user's Zanpakuto and carries the same unique properties as the sealed state. For example, if the sealed state has the unique property of glowing in the dark, then this object will glow in the dark too. Unfortunately, this object does not have a "release" but one can create all sorts of weapons to attack, be it a sword, axe, firearm or even explosive. When this technique is mastered, the user can use this ability to temporarily summon one's Zanpakuto spirit. This way, people can interact with the Zanpakuto spirit in the real world, which can be kind of cool. The Zanpakuto spirit possesses the same exact stats as the user and disappears when the user wills its end or gets killed in the real world.
How to Use: Simply project a creation into the world.
Incantation: N/A.
Drawbacks: The more advanced the weapon, the longer it takes and the more difficult it is to create. The user would have to imagine the structure of the object and trace it into reality. It is much easier to trace copies of an object that the user has already seen than to create something from scratch so keep that in mind. For example, if the user has never seen a gun before, it will be nearly impossible for the user to create one with this technique. Each weapon has a different type of reiatsu cost to create. A knife costs 25 reiatsu. A sword, axe or spear costs 50 reiatsu. A firearm costs 100 reiatsu. A grenade costs 150 reiatsu. A rocket launcher costs 200 reiatsu. A car or vehicle costs 250 reiatsu. A plane or helicopter costs 300 reiatsu. A Zanpakuto spirit costs 400 reiatsu. An inner hollow costs 600 reiatsu.
There are drawbacks to projecting a Zanpakuto Spirit or an Inner Hollow. First off, the Inner Hollow only has the same stats as the user, is only accessible to Vizards and will not hesitate to attack the user. It is not the smartest idea. Second of all, Zanpakuto Spirits have their own will, personality and ideals that they follow. In other words, a passive and peaceful Zanpakuto Spirit will not be likely to help the user fight an opponent if he or she disapproves. Some Zanpakuto Spirits are purely social characters, which are only useful in everyday life situations. Lastly, if a summoned Zanpakuto Spirit uses reiatsu, that amount is automatically deducted off of the user's total reiatsu.
When the projected Zanpakuto Spirit is killed in the real world, it will severely impair the user's Zanpakuto ability. As a result, the user's Shikai and Bankai duration will be cut in half (i.e. 10 posts will be 5). Also, the user will not be able to re-project if the Zanpakuto Spirit is completely restored. Restoration cool down time takes about an hour in game time.
Made By: Shiki Kanzaki.
Reserved?: No.
Technique Name: Yin-Yang Seal
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Vizard.
Usable By: Vizard.
Technique Element: N/A.
Technique Cost: 400 Reiatsu on Deactivation.
Description: This seal makes a Vizard's Shinigami and Hollow powers two sides of the same coin, hiding one side and revealing another. By sealing up the user's hollow powers, the Shinigami side remains and allows the user to disguise as a normal Shinigami. This anti-hollow seal hides all traces of the user's hollow reiatsu and cannot use any of the hollow powers like mask or cero. By sealing up the user's Shinigami powers, the hollow side remains and allows the user to disguise as a hollow. This anti-Shinigami seal hides all traces of the user's Shinigami reiatsu and cannot use any of the Shinigami powers like Shikai or kido. If this technique is mastered and the user has unlocked vizard resurrection, this even allows the user to disguise as an Arrancar. In other words, this technique is perfect for infiltration. It takes the form of a Yin and Yang tattoo on the user's body.
How to Use: Create the seal.
Incantation: N/A.
Drawbacks: Similar to Hierro, it doesn't use reiatsu to keep active but 400 reiatsu is lost upon deactivation. Once the seal is placed on the body, it can remain permanently active as a flawless disguise. However, the ultimate drawback of this seal is that it also seals the user's spiritual abilities along with sealing off one side of the user's powers, similar to the Shinigami's limiter. The user's reiatsu strength and spiritual pressure will be cut by 25% until the seal is released (i.e. 100 reiatsu strength will be reduced to 75 points). This is only accessible to Vizards that have unlocked their hollow mask.
Made By: Shiki Kanzaki.
Reserved?: No.
Technique Name: Secret Art: Kido Fusion
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Kido.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: Varies.
Technique Cost: Varies.
Description: This Technique allows the user to fuse two or more kido together before they are fired, making their arsenal more varied and creative for what spell they need at a given moment. This is the ultimate mastery of kido, and thus needs one of two requirements. Either the user must be a Technique Master and have 4 SKP in kido skills, or they must have spent 7 SKP in kido skills, such as kido itself and Mental Incantation. The Analysis Skill also adds to that SKP amount, since the user is able to analyze and deconstruct kido at a conceptual level. If they are not a Technique Master, who inherently have the ability to replicate techniques they see and understand, they must also be trained by someone who knows this technique.
But what exactly -is- kido Fusion? Put simply, it is the ability to borrow parts of two kido in order to mash them together in the way that the user needs. This is done by a system of "Form" and "Effect". All kido can be broken down into those two categories. They have physical shapes, and they have effects. For example, Hado #4: Byakurai has the Form of a Beam and the Effect of the Electrical element. Some kido can have more than one effect, since some are complicated, and the user can borrow which ones they need. Elements are always an option for the user to borrow.
But what do you mean borrow? Mash them together? Put simply, the user takes a Form, and at least one Effect, and combines them. Byakurai + Sho could make an electrical projectile. It could not make an electrical projectile that pushes, since Sho is donating its form. Exceptions will be included later when costs are described. Basically, Sho donates its Form, which is a small projectile, and takes on the element from Byakurai. It could also create a piercing projectile, since Byakurai do pierce. The flexibility is what makes this technique versatile and strong. When figuring out Class for clash purposes, the user may choose which class is dominant. So if you fuse a Class 5 and a Class 7, the result may be Class 7 or Class 5.
If this technique is Mastered, then the user can combine more than two kido together. This is done by multiple kido contributing Effects to one Form. So a Fusion of Sho (Form), Byakurai, and Shakkaho could be a small electrical projectile that explodes on contact with something. Or a Fusion of Sho, Byakurai, Shakkaho, and Tsuzuri Raiden (Form) could be a wave of electrical force that pushes things away and explodes. The combinations become much crazier when the technique is mastered.
But what about crazy high leveled kido that become so ridiculously overpowered when they are fused? Can you just imagine Sharknado being fused with Soukahou to fire infinite tornados of sharks?? That is a serious possibility, but there are limitations to this technique that avoid that amount of overpowered techniques being fused. Every Class of kido has a point value. For Class 8 it is 0, all the way up to Class 0 which is 8 points. The User's Class is what determines how many points they have to use. A class 1 character can't fuse anything into a Class 1 kido that isn't a Class 8 kido, for example. A class 1 character could, however, fuse 7 Class 7 techniques into one mega attack, though it would still be Class 7 for clash purposes. Mastering this technique grants one extra point, however Class 0 kido can still not be fused with anything else. Due to giving up release in order to master techniques, Technique Masters inherently have 1 more point to work with for their fusions.
Class 7 Technique: 1 Point
Class 6 Technique: 2 Points
Class 5 Technique: 3 Points
Class 4 Technique: 4 Points
Class 3 Technique: 5 Points
Class 2 Technique: 6 points
Class 1 Technique: 7 points
Class 0 Technique: Cannot be fused
Class 7 Character: 1 Point
Class 6 Character: 2 Points
Class 5 Character: 3 Points
Class 4 Character: 4 Points
Class 3 Character: 5 Points
Class 2 Character: 6 points
Class 1 Character: 7 points
Class 0 Character: 8 points
Mastered Technique: + 1 points
Technique Master: +1 points
How to Use: Mentally command it to happen.
Incantation: N/A.
Drawbacks: Obviously there are Drawbacks to using so many kido like this in ways they were not designed to be used. The first Drawback is simple. Any and all drawbacks that are associated with the technique are inflicted on the user, no matter how small a part of the kido is used. If you fuse Sharknado into something in order to do nothing more than give it the joke element of Shark, then the limb that fires that technique will receive cuts. If the effect of a kido is caused by an action, such as Baundo Zetsumei's effect of multiplying -when- it changes direction, then the effect of multiplying cannot be added unless it comes with the added "when it changes direction". The -only- exception to this is situational drawbacks. Situational Drawbacks are more like limitations. For example, "Kiss of New Breath" is a Kaido that cannot be used on yourself because you cannot kiss yourself. This is a limitation, not a drawback. By fusing this kido into another medium, you would be able to administer it to yourself at possibly reduced efficiency.
Now for Cost. The cost of using this technique is equivalent to each part of the technique. So fusing two Class 7 techniques will put you down 25 reiatsu each, for a total of 50 reiatsu lost. It is also physically and spiritually demanding to fuse techniques. While Technique Masters and those with a 4 in kido might be able to fuse much more, even they will start to become weary and fatigued by fusing to their max amount of points frequently. For kido, Bakudo in particular, that are considered "auto-hits", like Haihin, when fused into anything the auto-hit property is considered neither an Effect nor part of the Form, and is simply lost in the fusion.
Made By: Unknown.
Reserved?: No - Only five characters at a time can have this technique.
Technique Name: Onibi (Oni Fire)
Technique Class: 2 - 180 TTP
Technique Type: General Shinigami - Zanjutsu.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 0 Reiatsu with Strength, 600 Reiatsu with Reiatsu Strength/Spiritual Pressure.
Description: Onibi is a brutal technique used with either a blunt weapon or with a blunt part of a weapon such as the pommel. The user thrusts their weapon into the target of choice. This sends a force equal to the user's strength alongside a shockwave equivalent to the user's highest offensive stat into and out the back of the target. Thus creating a large gaping, cylindrical hole through the target struck by Onibi. Upon mastery Strength user's that have above 600 strength half the stamina cost.
How to Use: The user performs a powerful thrust with a blunt part of a weapon and releases a shockwave created from their highest offensive stat excluding Spiritual Pressure unless in release.
Incantation: N/A.
Drawbacks: This technique requires at least 600 strength to pull off without straining the user's arm from a single attack. The user also requires a 2 in a weapon skill to learn. If the user doesn't have at least 600 strength, they can only pull off this technique once per arm. If they attempt to perform this technique again, they will lose all function of that appendage during the rest of said thread. Unless healed or given a rest period during the thread it was used. Those with 600 strength can take the stress of this technique twice per arm.
Made By: Unknown.
Reserved?: No.
{Class 1 Techniques}Technique Name: Hitotsume: Nadegiri (The First: Killing Stroke)
Technique Class: 1 - 250 TTP
Technique Type: General Shinigami - Zanjutsu.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 800 Reiatsu.
Description: Nadegiri is a precise and swift attack that relies upon and combines the user's momentum (speed) and the offensive cutting power of their weapon, to cut their target. The user simply draws their weapon, performs a slash at 3x their speed and sheathes their weapon. The transition between drawing, attacking and sheathing is rather seamless. It can appear invisible to slower opponents or those without the proper senses and instinct. Appearing as if the user had never drawn their weapon to begin with. The only sign generally to the victim is a powerful cut.
How to Use: Flow reiatsu into sword arm, Draw weapon, attack and sheath.
Incantation: N/A.
Drawbacks: Nadegiri is a powerful Zanjutsu technique that requires the user to have a 3 in a weapon skill to perform and at least 500 speed to learn. Due to the precision, speed and overall power, this technique can cause minor muscle damage on the users sword arm due to it tripling their speed. Though Reiatsu is first flown through the user's arm to prevent major damage to the user's muscles and bone. It still causes stress due to the precision and speed of the cut. Thus the user is recommended to rest their sword arm for a single post before using Nadegiri again. Excessive use of this technique while ignoring the rest time, will tear muscle and can even break bones, if the user is not careful. Nadegiri, though combining the speed and offensive cutting power of the user's weapon still follows the 3x rule and can not exceed it. So say if the user had 400 cutting power and 400 speed, this technique would combine the two, making it a 800 base. The combination of these two stats, couldn't exceed 2400 with this technique. This technique counts as a short term stat boost and thus has a natural limit of uses in a thread.
Made By: Unknown.
Reserved?: No.
Technique Class: 1 - 250 TTP
Technique Type: General Shinigami - Zanjutsu.
Usable By: Shinigami, Vizard, Rogues.
Technique Element: N/A.
Technique Cost: 800 Reiatsu.
Description: Nadegiri is a precise and swift attack that relies upon and combines the user's momentum (speed) and the offensive cutting power of their weapon, to cut their target. The user simply draws their weapon, performs a slash at 3x their speed and sheathes their weapon. The transition between drawing, attacking and sheathing is rather seamless. It can appear invisible to slower opponents or those without the proper senses and instinct. Appearing as if the user had never drawn their weapon to begin with. The only sign generally to the victim is a powerful cut.
How to Use: Flow reiatsu into sword arm, Draw weapon, attack and sheath.
Incantation: N/A.
Drawbacks: Nadegiri is a powerful Zanjutsu technique that requires the user to have a 3 in a weapon skill to perform and at least 500 speed to learn. Due to the precision, speed and overall power, this technique can cause minor muscle damage on the users sword arm due to it tripling their speed. Though Reiatsu is first flown through the user's arm to prevent major damage to the user's muscles and bone. It still causes stress due to the precision and speed of the cut. Thus the user is recommended to rest their sword arm for a single post before using Nadegiri again. Excessive use of this technique while ignoring the rest time, will tear muscle and can even break bones, if the user is not careful. Nadegiri, though combining the speed and offensive cutting power of the user's weapon still follows the 3x rule and can not exceed it. So say if the user had 400 cutting power and 400 speed, this technique would combine the two, making it a 800 base. The combination of these two stats, couldn't exceed 2400 with this technique. This technique counts as a short term stat boost and thus has a natural limit of uses in a thread.
Made By: Unknown.
Reserved?: No.