Post by Amagai Kuchiki on Oct 31, 2014 17:10:50 GMT -5
{Class 7 Techniques}Technique Name:
An Zam: Khad taslagch (Road of Hunt, Cliff Cutter)
Class: 7, 5, 2
Technique Type: Martial
Usable By : Any Race
Technique Element: Varies
Technique Description and Effects : This technique is one that bases on the environment as opposed to the opponent. By stabbing the foot (or other limb) into the ground, the user can flex their muscles, sending a pule of force through the ground, creating fissures in the ground before sweeping the limb in an uppercut, causing a surge of rising earth (or whatever ambient material there my be) in a line. At class 7 this surge typically comes in the form of dust, dirt, and soem bits of hard, sharp debris. At class 5, this ability can cause large chunks of material and even small plates of the ground to rush upward. At class 2, this technique can cause the ground to break up to depths of dozens of feet before being shredded upward, with enough strength this cold even cause small hills (Or with very high amounts of strength (600+), small cliffs) to be formed, though this is just the base strength of the techniques, and high amounts of strength can allow even the low class version to cause large amounts of damage.
At learned this technique is restricted to being executed in a straight line. At Proficient this technique can be slightly curved up to 45 degrees. And at Mastered, there is such control with this technique that it can actually be curved to hit enemies behind them, faking out the direction they are attacking in.
How to use technique: See Description
Technique Drawbacks: Class 7 and 5 requires a 1 in Martial Arts:An Zam or Street fighting (Street Fighters can only learn up to proficcient), class 2 requires a 3. The class 7 and 5 technique have no reiatsu cost, the class 2 has a 350 reiatsu cost if the user is not a Beast Clan species that is considered subterranean (Moles, Digging insects, Burrowing Lizards, ect), in which case it has a 200 reiatsu cost.
Made By: Chiku
Reserved?: No
An Zam: Khad taslagch (Road of Hunt, Cliff Cutter)
Class: 7, 5, 2
Technique Type: Martial
Usable By : Any Race
Technique Element: Varies
Technique Description and Effects : This technique is one that bases on the environment as opposed to the opponent. By stabbing the foot (or other limb) into the ground, the user can flex their muscles, sending a pule of force through the ground, creating fissures in the ground before sweeping the limb in an uppercut, causing a surge of rising earth (or whatever ambient material there my be) in a line. At class 7 this surge typically comes in the form of dust, dirt, and soem bits of hard, sharp debris. At class 5, this ability can cause large chunks of material and even small plates of the ground to rush upward. At class 2, this technique can cause the ground to break up to depths of dozens of feet before being shredded upward, with enough strength this cold even cause small hills (Or with very high amounts of strength (600+), small cliffs) to be formed, though this is just the base strength of the techniques, and high amounts of strength can allow even the low class version to cause large amounts of damage.
At learned this technique is restricted to being executed in a straight line. At Proficient this technique can be slightly curved up to 45 degrees. And at Mastered, there is such control with this technique that it can actually be curved to hit enemies behind them, faking out the direction they are attacking in.
How to use technique: See Description
Technique Drawbacks: Class 7 and 5 requires a 1 in Martial Arts:An Zam or Street fighting (Street Fighters can only learn up to proficcient), class 2 requires a 3. The class 7 and 5 technique have no reiatsu cost, the class 2 has a 350 reiatsu cost if the user is not a Beast Clan species that is considered subterranean (Moles, Digging insects, Burrowing Lizards, ect), in which case it has a 200 reiatsu cost.
Made By: Chiku
Reserved?: No
{Class 6 Techniques}
Technique Name: [Eskrima - Twirl]
Class: [6]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Insert Here]
Usable By (Technique is available to which races?): [All]
Technique Element: [Eskrima]
Technique Description and Effects (Explain appearance, powers, and effect):
Eskrima is a fierce, brutal martial arts developed in the Phillipines. It is extremely fast-paced and focuses on rapid barrages of strikes against a target. This technique applies that objective to get as many strikes in as possible in a short time by spinning an Eskrima stick in the user’s palm. The stick would either spin at a speed of the user’s reiatsu strength. The user wouldn’t be gripping the stick, but they would use reiatsu control to cause the stick to spin so rapidly in order to keep it stuck to their palm until they end the technique. Twirl may allow the user to make multiple strikes from an opportunity to land only one.
How to use technique (How is it activated?):
Focus reiatsu at the palm and manipulate it to let the eskrima stick spin.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique requires a reiatsu cost of a traditional Class 6 technique. In addition, there is no purpose in it unless the user is physically capable of landing a hit without the technique. The user must also be equipped with one or more Eskrima sticks or knives/daggers. Finally, it requires at least a 1 in Eskrima or Kali.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: An Zam: Mogoi Golyn Taslagch (Road of Hunt, Snake River Cutter)
Class: 6, 3
Technique Type: Martial
Usable By : Any Race
Technique Element: Varies
Technique Description and Effects : This technique is an offensive attack based around serpentine motion. The primary aspect of this attack is that it is universally applicable to a variety of attacks so long as it uses the arms or portion of the body that does not require turning the hips. Using this technique, the user keeps a very basic, neutral stance while attacking (though this is not necessary when mastered). Midway through the attack, the user then twists the hips, applying a sudden shift in the motion of the attack, allowing an attack to swerve and redirect mid-strike, at learned this attack can cause a swing to redirect up to 45 degrees , at Proficient the attack can redirect up to 90 degrees, and at Master the attack can be executed to do a complete 180 degree reversal. During this redirection, the attack resembles a snake or a meandering river.
At class 6, this attack is a pure redirection of the attack and unless the user has at least 150 instinct, the attack loses 30% speed and impact damage because of the redirection, this is reduced to 20% speed and impact at proficient, and 10% speed and impact at mastered.
At class 3, this attack can not only be executed without losing speed or force, but can also be used in the middle of a step technique. At learned, this can occur up to a speed of 1000. At proficient this can occur up to a speed of 3000, and at Mastered it can occur up to a speed of 5000. Any faster than this limit and not only will the attack lose 50% of it's force, but will typically snap the user's wrist and cause a series of small fractures along the forearm.
How to use technique: See Description
Technique Drawbacks: Class 3 Requires a 2 in Martial Arts:An Zam or Street fighting (Street Fighters can only learn up to proficient). Class 6 has no cost.
Reptile type beastclan can execute this technique at Class 3 using only 100 reiatsu, anyone else must pay 250 reiatsu to execute this.
Made By: Chiku
Reserved?: No
Technique Name: Retraction
Class: 6
Technique Type: Step Technique
Usable By: All races
Technique Element: None
Technique Description and Effects:
The user pulls an extended limb or extremity in toward the core of their body with great speed, priming them for a more defensive stance or ready state. This technique moves a single limb or extremity of the user toward their body's core at ×4 their normal Speed. If used prior to a stepping technique that moves the user's entire body, the cost of this technique reduces the cost of that technique by an equal figure.
How to use technique:
Stated above.
Technique Drawbacks This technique can be used no more than once per post.
Made By: Akunzun
Reserved? (Yes/No): No
Technique Name: [Eskrima - Twirl]
Class: [6]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Insert Here]
Usable By (Technique is available to which races?): [All]
Technique Element: [Eskrima]
Technique Description and Effects (Explain appearance, powers, and effect):
Eskrima is a fierce, brutal martial arts developed in the Phillipines. It is extremely fast-paced and focuses on rapid barrages of strikes against a target. This technique applies that objective to get as many strikes in as possible in a short time by spinning an Eskrima stick in the user’s palm. The stick would either spin at a speed of the user’s reiatsu strength. The user wouldn’t be gripping the stick, but they would use reiatsu control to cause the stick to spin so rapidly in order to keep it stuck to their palm until they end the technique. Twirl may allow the user to make multiple strikes from an opportunity to land only one.
How to use technique (How is it activated?):
Focus reiatsu at the palm and manipulate it to let the eskrima stick spin.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique requires a reiatsu cost of a traditional Class 6 technique. In addition, there is no purpose in it unless the user is physically capable of landing a hit without the technique. The user must also be equipped with one or more Eskrima sticks or knives/daggers. Finally, it requires at least a 1 in Eskrima or Kali.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: An Zam: Mogoi Golyn Taslagch (Road of Hunt, Snake River Cutter)
Class: 6, 3
Technique Type: Martial
Usable By : Any Race
Technique Element: Varies
Technique Description and Effects : This technique is an offensive attack based around serpentine motion. The primary aspect of this attack is that it is universally applicable to a variety of attacks so long as it uses the arms or portion of the body that does not require turning the hips. Using this technique, the user keeps a very basic, neutral stance while attacking (though this is not necessary when mastered). Midway through the attack, the user then twists the hips, applying a sudden shift in the motion of the attack, allowing an attack to swerve and redirect mid-strike, at learned this attack can cause a swing to redirect up to 45 degrees , at Proficient the attack can redirect up to 90 degrees, and at Master the attack can be executed to do a complete 180 degree reversal. During this redirection, the attack resembles a snake or a meandering river.
At class 6, this attack is a pure redirection of the attack and unless the user has at least 150 instinct, the attack loses 30% speed and impact damage because of the redirection, this is reduced to 20% speed and impact at proficient, and 10% speed and impact at mastered.
At class 3, this attack can not only be executed without losing speed or force, but can also be used in the middle of a step technique. At learned, this can occur up to a speed of 1000. At proficient this can occur up to a speed of 3000, and at Mastered it can occur up to a speed of 5000. Any faster than this limit and not only will the attack lose 50% of it's force, but will typically snap the user's wrist and cause a series of small fractures along the forearm.
How to use technique: See Description
Technique Drawbacks: Class 3 Requires a 2 in Martial Arts:An Zam or Street fighting (Street Fighters can only learn up to proficient). Class 6 has no cost.
Reptile type beastclan can execute this technique at Class 3 using only 100 reiatsu, anyone else must pay 250 reiatsu to execute this.
Made By: Chiku
Reserved?: No
Technique Name: Retraction
Class: 6
Technique Type: Step Technique
Usable By: All races
Technique Element: None
Technique Description and Effects:
The user pulls an extended limb or extremity in toward the core of their body with great speed, priming them for a more defensive stance or ready state. This technique moves a single limb or extremity of the user toward their body's core at ×4 their normal Speed. If used prior to a stepping technique that moves the user's entire body, the cost of this technique reduces the cost of that technique by an equal figure.
How to use technique:
Stated above.
Technique Drawbacks This technique can be used no more than once per post.
Made By: Akunzun
Reserved? (Yes/No): No
{Class 5 Techniques}
Technique Name: Knock Back Bash
Class: 5
Technique Type: Martial Art
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: A Muay Boran technique developed with the purpose of distancing oneself from the foe. By striking with one of the nine weapons of Muay Boran the user is able to send whatever is struck in the opposite direction. The distance of what is struck is 10 feet per 100 Strength the user possesses at the time of impact. As this technique isn't meant to cause immediate harm no damage is inflicted upon the impact. Harm isn't a impossibility however as when a foe impacts something prior to reaching the maximum distance damage revirberates throughout the entire body causing damage accordingly to them as a whole. The damage depends on how far the victim travels. If the victim collides with something before half the maximum distance is reached then the full Strength of the user is sent throughout their body. Once more than half the distance is reached then only half the Strength of the user is inflicted upon their body.
How to use technique: The user must strike a physical blow against the target.
Technique Drawbacks: This technique can't inflict damage during impact sacrificing a potentially grand wound against a foe in order to send them in the opposite direction. Requires at least 400 in Strength. Requires at least 2 in either Muay Thai or Muay Boran.
Made By: Unknown
Reserved: No
Technique Name: Blade Path: Morning Song
Class: 5, 3
Technique Type: General Physical
Usable By : Any
Technique Element: None
Technique Description and Effects: This technique is a basic technique. To become one with one's weapon to such a degree, that one can FEEL through one's weapon. Using this technique, the user flexes their muscles all along the limbs currently wielding the bladed weapon, causing a sudden jolt of kinetic energy through the blade itself, causing it to resonate. This causes an outward pulse through the weapon itself, then rebounding back to the weapon.
At Base Class 5, this technique allows the user, once per three (Two at Proficient, once per post as Mastered) posts release a short-distance resonance wave with the weapon, giving them perception of everything within 2 meters of the user, as if they were being touched physically. The user must be holding still for the instant that this technique is used (Those with lower instincts will be more open than those with higher instincts, as they will be able to shorten the 'instant' that they are still).
At Class 3, mastery of this technique allows the user to maintain this resonance not just by holding still and flexing like before, but by simply reading the natural resonance of the bladed weapon that they are holding. At this level, so long as the user is moving the blade above 300 speed, the resonance of the blade moving through the air will allow them to sense the area around them within 2 (3 at proficient, 4 at mastered) meters of the user as though anything in that zone were in physical contact with them.
How to use technique: This technique is utilized in early stages by forcing the blade to resonate to such a degree that the feedback is palpable, and at higher class the technique is about being able to sense the vibrations without forcing it.
Technique Drawbacks Though this technique does not cost reiatsu, it is taxing. Class 5 has limited uses based on it's mastery, and even then it is tiring to flex repeatedly as soon as absolutely possible (The post limitation is pushing it to the limit, not what is comfortable, spacing out the flexes alleviates the fatigue). At Higher classes, the user is required to move at a speed that is taxing, especially when going well above the 300 speed requirement. Lastly, the user needs high senses in order to properly feel the blade if they are not particularly skilled with the weapon. Requires 100 senses for class 5, and 300 for class 3. This senses requirement is reduced by 50 per point that the user has in Weapon Skill (Bladed weapons only), and Analysis (As this assists in reading the vibrations).
This technique can only apply when using a weapon with a metal blade.
Made By: TV
Reserved? : No
Technique Name: Blade Path: The Teacher
Class: 5, 2
Technique Type: General Physical
Usable By : Any
Technique Element: None
Technique Description and Effects: To grasp the student's hand, and guide them. A simple action that any practitioner with a teacher is familiar with. To take hold of one's blade, and guide them, to teach the motion through gentle touch. This technique applies that theology to an attack. A Ranged attack. When using any ranged technique, before the attack is fully launched, the user till dip their blade into the attack itself, and then perform the slash, turning the ranged attack into a wide sweeping slash attack as guided by the blade.
At Class 5, this widens the attack by up to 30 degrees at learned (50 at proficient, 70 degrees at mastered), and changes the range of the attack to 30 feet unless the range was already shorter. At Class 2, this can widen the technique to 90 degrees at Learned (180 degrees at Proficient, and a full circular 360 degrees at mastered), and sets the technique's range at 60 feet, unless the range was already shorter.
If the user also knows Redirection, this technique can be used to redirect an incoming attack, as well as fanning it into a slashing attack, requiring them to pay reiatsu equal to the incoming technique to reinforce their body and blade, as well as taxing stamina as if the user were moving at 4x their maximum speed.
How to use technique: Fire ranged technique, insert blade into projectile before launch, slash.
Technique Drawbacks While this technique does not require reiatsu, it is taxing, requiring 2 posts of rest between uses (reduced to 1 post between uses by paying 50 (200 at class 2) reiatsu to reinforce the body). Additionally, the Redirection version of this technique while reinforcing the body, does not reinforce the blade, and thus using this on techniques of higher OS will cause your blade to suffer normal damage it would take from taking such an attack. A damaged blade cannot be used for any level of this technique, even a small scratch on the blade will cause the ranged attack to simply explode in the user's face (refering to the blade's condition at the start of the technique, a blade that is damaged during the technique will still successfully execute).
Made By: TV
Reserved? : No
Technique Name: Knock Back Bash
Class: 5
Technique Type: Martial Art
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: A Muay Boran technique developed with the purpose of distancing oneself from the foe. By striking with one of the nine weapons of Muay Boran the user is able to send whatever is struck in the opposite direction. The distance of what is struck is 10 feet per 100 Strength the user possesses at the time of impact. As this technique isn't meant to cause immediate harm no damage is inflicted upon the impact. Harm isn't a impossibility however as when a foe impacts something prior to reaching the maximum distance damage revirberates throughout the entire body causing damage accordingly to them as a whole. The damage depends on how far the victim travels. If the victim collides with something before half the maximum distance is reached then the full Strength of the user is sent throughout their body. Once more than half the distance is reached then only half the Strength of the user is inflicted upon their body.
How to use technique: The user must strike a physical blow against the target.
Technique Drawbacks: This technique can't inflict damage during impact sacrificing a potentially grand wound against a foe in order to send them in the opposite direction. Requires at least 400 in Strength. Requires at least 2 in either Muay Thai or Muay Boran.
Made By: Unknown
Reserved: No
Technique Name: Blade Path: Morning Song
Class: 5, 3
Technique Type: General Physical
Usable By : Any
Technique Element: None
Technique Description and Effects: This technique is a basic technique. To become one with one's weapon to such a degree, that one can FEEL through one's weapon. Using this technique, the user flexes their muscles all along the limbs currently wielding the bladed weapon, causing a sudden jolt of kinetic energy through the blade itself, causing it to resonate. This causes an outward pulse through the weapon itself, then rebounding back to the weapon.
At Base Class 5, this technique allows the user, once per three (Two at Proficient, once per post as Mastered) posts release a short-distance resonance wave with the weapon, giving them perception of everything within 2 meters of the user, as if they were being touched physically. The user must be holding still for the instant that this technique is used (Those with lower instincts will be more open than those with higher instincts, as they will be able to shorten the 'instant' that they are still).
At Class 3, mastery of this technique allows the user to maintain this resonance not just by holding still and flexing like before, but by simply reading the natural resonance of the bladed weapon that they are holding. At this level, so long as the user is moving the blade above 300 speed, the resonance of the blade moving through the air will allow them to sense the area around them within 2 (3 at proficient, 4 at mastered) meters of the user as though anything in that zone were in physical contact with them.
How to use technique: This technique is utilized in early stages by forcing the blade to resonate to such a degree that the feedback is palpable, and at higher class the technique is about being able to sense the vibrations without forcing it.
Technique Drawbacks Though this technique does not cost reiatsu, it is taxing. Class 5 has limited uses based on it's mastery, and even then it is tiring to flex repeatedly as soon as absolutely possible (The post limitation is pushing it to the limit, not what is comfortable, spacing out the flexes alleviates the fatigue). At Higher classes, the user is required to move at a speed that is taxing, especially when going well above the 300 speed requirement. Lastly, the user needs high senses in order to properly feel the blade if they are not particularly skilled with the weapon. Requires 100 senses for class 5, and 300 for class 3. This senses requirement is reduced by 50 per point that the user has in Weapon Skill (Bladed weapons only), and Analysis (As this assists in reading the vibrations).
This technique can only apply when using a weapon with a metal blade.
Made By: TV
Reserved? : No
Technique Name: Blade Path: The Teacher
Class: 5, 2
Technique Type: General Physical
Usable By : Any
Technique Element: None
Technique Description and Effects: To grasp the student's hand, and guide them. A simple action that any practitioner with a teacher is familiar with. To take hold of one's blade, and guide them, to teach the motion through gentle touch. This technique applies that theology to an attack. A Ranged attack. When using any ranged technique, before the attack is fully launched, the user till dip their blade into the attack itself, and then perform the slash, turning the ranged attack into a wide sweeping slash attack as guided by the blade.
At Class 5, this widens the attack by up to 30 degrees at learned (50 at proficient, 70 degrees at mastered), and changes the range of the attack to 30 feet unless the range was already shorter. At Class 2, this can widen the technique to 90 degrees at Learned (180 degrees at Proficient, and a full circular 360 degrees at mastered), and sets the technique's range at 60 feet, unless the range was already shorter.
If the user also knows Redirection, this technique can be used to redirect an incoming attack, as well as fanning it into a slashing attack, requiring them to pay reiatsu equal to the incoming technique to reinforce their body and blade, as well as taxing stamina as if the user were moving at 4x their maximum speed.
How to use technique: Fire ranged technique, insert blade into projectile before launch, slash.
Technique Drawbacks While this technique does not require reiatsu, it is taxing, requiring 2 posts of rest between uses (reduced to 1 post between uses by paying 50 (200 at class 2) reiatsu to reinforce the body). Additionally, the Redirection version of this technique while reinforcing the body, does not reinforce the blade, and thus using this on techniques of higher OS will cause your blade to suffer normal damage it would take from taking such an attack. A damaged blade cannot be used for any level of this technique, even a small scratch on the blade will cause the ranged attack to simply explode in the user's face (refering to the blade's condition at the start of the technique, a blade that is damaged during the technique will still successfully execute).
Made By: TV
Reserved? : No
{Class 4 Techniques}
Technique Name: [Sandjouken (Lit. Shotgun Fist)]
Class: [4]
Technique Type: Other
Technique Element: none
Technique Description and Effects:
An intense burst of sharpened reiatsu, augmented by the user's physical strength. If visible it takes the form of a number of spikes that rapidly form from the end of the users fist during a punch, Although you need an ES of at least 200 to be able to see the spikes. It was adapted to fight against Hierro when the zanpakuto was disabled, but it was soon discovered anyone could learn it, even the Arrancar it was designed to fight.
It adds 75% of the users strength to 25% of their RS for the strength and RS of the attack. ( 75% str + 25% RS = Atk RS and Str)
OR
75% RS and 25% Strength for the strength and RS of the attack (25% Str + 75% RS = Atk RS and Str)
It allows the physically weak to use their Reiatsu to inflict physical damage, and it allows the physically strong to use their strength to inflict reishi damage.
How to use technique:
To activate this technique the user must focus their Reiatsu into compressed spikes underneath the skin on their hand, and release them as they punch. It takes a decent amount of reiatsu control, but is easier to learn than kido.
Technique Drawbacks:
Every time this technique is used it costs 150 reiatsu and damages the user's hand by tearing up the skin.
The user must choose which strength/reiatsu strength combination they want when they learn this attack, and it cannot be changed without relearning the attack. You cannot know both versions of the technique at the same time.
To learn this technique you must have 2 in any martial art.
Made By: Unknown
Technique Name: [Strength Step]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [General Physical Technique]
Usable By (Technique is available to which races?): [All Races]
Technique Description and Effects (Explain appearance, powers, and effect):
This, first and foremost, is not a Strength based Step Technique. It does not boost stats, and does nothing involving speed. People of high enough strength are more powerful in all aspects of their body in comparison to those who are weak. Their arms can push harder, their abs can stop punches, and they can perform feats such as jumping higher. This last one is what Strength Step uses for its effect. By crouching down and bunching up their leg muscles, strong people can push off the ground at incredible strengths, sending them soaring into the air. This can be useful in a variety of ways.
To use the base form of this technique, the character must have 400 strength. They can use that strength to propel themselves much like the Hulk is seen doing, jumping over and over again over a long distance. At higher levels of strength, they can use this technique more powerfully. While at 400 strength the ground will only bend and crack, at 600 strength the person pushing off the ground will leave a fairly large crater, measuring a few feet in diameter. At 1000 strength, the person will be able to use this technique in a much more offensive way.
By using their full strength, pushing off the ground will not only leave a good sized crater, but the air will be forced around them as they push through it, causing a cone of air to build up. This cone is not large, like a supersonic cone would be, but merely measures a foot away in all directions from the person pushing. This cone of air can push away any physical projectiles or attacks of inferior strength, and because they can already push through Reiatsu techniques, even the air can disperse reiatsu techniques if the strength is 50% superior than the offensive stat of the technique.
How to use technique (How is it activated?): [See Above]
Technique Drawbacks (Limitations, repercussions for use, etc) Stamina drain, muscle damage for repeated use, possible issues with falling if jumping off of a high building.
Made By: Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Quinquaginta Eiecit (Fifty Thrust)
Class: 4
Technique Type: Weapon
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: By concentrating reiatsu into the arm of choice in the same manner that one would in preparation to utilize a step technique this technique begins bringing not only an enhanced flexibility and durability to the muscles of the arm, but the speed at which the arm can be moved. This technique enables a user with any sort of weapon to actually thrust it forward a total of fifty times in rapid succession equal to double their maximum speed. While the technique enables the user to thrust forward at a rapid rate to inflict damage rapidly it isn't very well suited to dealing lethal damage normally as the wounds inflicted normally will only be a few centimeters in depth.
How to use technique: Listed above.
Technique Drawbacks: Costs 150 reiatsu. Counts as a short term stat boost.
Made By: Unknown Soul
Reserved: No
Technique Name: Shatter-point Strike
Class: 4
Technique Type: Martial Art
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: A Muay Boran technique created with the purpose of inflicting damage over time after the initial impact. This technique takes the appearance of cracked glass on whatever surface the user strikes when in actuality the cracks are cuts that the victim suffers over the area of impact outwards to ten centimeters. These crates are caused when the strength of the user's strike is spread out from the impact zone destroying the surrounding area which causes the cracks. When this is done against an enemy the cracks will bleed and depending on the Strength of the user the depth of the cracks may be anywhere from half a centimeter to five centimeters deep. (.5 Centimeters of depth for every 100 in Strength the user possesses maxing out at 1000 Strength) How this continues to inflict damage after the initial strike is simply movement of the inflicted area will cause the cracks to bleed heavily or even hemorrhage if they're deep enough.
How to use technique: The user must strike a physical blow against the target.
Technique Drawbacks: Requires at least 400 in Strength. Requires at least 2 in either Muay Thai or Muay Boran.
Made By: Unknown
Reserved: No
Technique Name: Blade Path: Flow Dance
Class: 4
Technique Type: General Physical
Usable By : Any
Technique Element: None
Technique Description and Effects: The Blade is not just a tool, it is a partof the body. And as one wield the blade, one of the first lessons is in balancing the body to move the blade. However, the opposite is also possible. Using this technique, the user uses the blade to move their body, rather than the other way around. By executing this technique, the user executes a slash with the flat of the blade, rather than with the blade's edge, rapidly jerking the weight distribution of the body and allowing the user to make tight, almost dime-narrow turns that normally would be impossible while moving, allowing the user to change directions without losing momentum or stumbling as one usually would when dedicating their full speed and strength to a motion.
At Proficient, the user is able to execute this technique with the blade still facing edge-first through the slash. Where previously, the Dance could only be used to move, and not to simultaniously attack, this level of mastery allows such a thing, so long as the user also has at least 2 in Weapon skill (Bladed weapons only). Additionally, this technique can be used while moving mid-air.
At Mastered, a new path opens up in the dance. With 400 instincts, reduced by 50 per point in Weapon Skill (Bladed Weapons) and their Race's Relevent Stepping skill (Hoho, Sonido, ect), the user can execute this technique mid-step, allowing them to both attack, and change the direction of their step, midway through. This reduces the speed of the step by 3x the user's current speed.
How to use technique: Performing a slash midway through a fully-commited motion to rapidly change the vector and intensity of the motion.
Technique Drawbacks While this technique does not cost reiatsu, it can be taxing at later masteries. When using the Proficient version of this technique, strain can build up over time. If this technique's proficient version is used 3 times within a 6 post period, they will lose the sensation in their sword arm. If used 3 times within 4 posts, the user will suffer tendon and muscle damage, cutting speed and strength of the arms by 25%.
At Mastered, this is even more taxing. In addition to the use limitations set by proficient, this technique used during a step will make that step count as 2 steps for the total number of steps the user can make that post. If the target uses this level without the required instincts/skills, they must pay 300 reiatsu instead, as the spiritual energy can briefly be used to supplement their reflexes to the required levels.
Made By: TV
Reserved? : No
Technique Name: Iaijutsu (Sudden Strike Technique)
Class: 4
Technique Type: General Physical Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique (How is it activated?): Simply draw your weapon and strike in a single fluid motion.
Technique Drawbacks (Limitations, repercussions for use, etc) This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SKP in Weapons (Sword) in order to be used, and 3 SKP to be mastered.
Made By: Kerrigan
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Odoroki
Class: 4
Technique Type: Movement
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: This movement enhancement technique may not be the most potent instead utilizing surprise to aid the user in dangerous situations. By amplifying their speed via their reiatsu like virtually all step techniques the user accelerates at 7x their base speed. Instead of simply vanishing from sight however when one executes this technique an after image of the user remains in location. This afterimage remains for only a moment like most however is unique due to the fact that after a full second or it’s attacked it will pop like a balloon. When this happens the reiatsu left lingering in the afterimage causes a loud popping noise that can catch the attention of those around the area.
How to use technique: Focus reiatsu onto the bottom of the feet and shift ankles while stepping off the ground.
Technique Drawbacks: 50 reiatsu
Made By: Asmo
Reserved: No
Technique Name: [Sandjouken (Lit. Shotgun Fist)]
Class: [4]
Technique Type: Other
Technique Element: none
Technique Description and Effects:
An intense burst of sharpened reiatsu, augmented by the user's physical strength. If visible it takes the form of a number of spikes that rapidly form from the end of the users fist during a punch, Although you need an ES of at least 200 to be able to see the spikes. It was adapted to fight against Hierro when the zanpakuto was disabled, but it was soon discovered anyone could learn it, even the Arrancar it was designed to fight.
It adds 75% of the users strength to 25% of their RS for the strength and RS of the attack. ( 75% str + 25% RS = Atk RS and Str)
OR
75% RS and 25% Strength for the strength and RS of the attack (25% Str + 75% RS = Atk RS and Str)
It allows the physically weak to use their Reiatsu to inflict physical damage, and it allows the physically strong to use their strength to inflict reishi damage.
How to use technique:
To activate this technique the user must focus their Reiatsu into compressed spikes underneath the skin on their hand, and release them as they punch. It takes a decent amount of reiatsu control, but is easier to learn than kido.
Technique Drawbacks:
Every time this technique is used it costs 150 reiatsu and damages the user's hand by tearing up the skin.
The user must choose which strength/reiatsu strength combination they want when they learn this attack, and it cannot be changed without relearning the attack. You cannot know both versions of the technique at the same time.
To learn this technique you must have 2 in any martial art.
Made By: Unknown
Technique Name: [Strength Step]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [General Physical Technique]
Usable By (Technique is available to which races?): [All Races]
Technique Description and Effects (Explain appearance, powers, and effect):
This, first and foremost, is not a Strength based Step Technique. It does not boost stats, and does nothing involving speed. People of high enough strength are more powerful in all aspects of their body in comparison to those who are weak. Their arms can push harder, their abs can stop punches, and they can perform feats such as jumping higher. This last one is what Strength Step uses for its effect. By crouching down and bunching up their leg muscles, strong people can push off the ground at incredible strengths, sending them soaring into the air. This can be useful in a variety of ways.
To use the base form of this technique, the character must have 400 strength. They can use that strength to propel themselves much like the Hulk is seen doing, jumping over and over again over a long distance. At higher levels of strength, they can use this technique more powerfully. While at 400 strength the ground will only bend and crack, at 600 strength the person pushing off the ground will leave a fairly large crater, measuring a few feet in diameter. At 1000 strength, the person will be able to use this technique in a much more offensive way.
By using their full strength, pushing off the ground will not only leave a good sized crater, but the air will be forced around them as they push through it, causing a cone of air to build up. This cone is not large, like a supersonic cone would be, but merely measures a foot away in all directions from the person pushing. This cone of air can push away any physical projectiles or attacks of inferior strength, and because they can already push through Reiatsu techniques, even the air can disperse reiatsu techniques if the strength is 50% superior than the offensive stat of the technique.
How to use technique (How is it activated?): [See Above]
Technique Drawbacks (Limitations, repercussions for use, etc) Stamina drain, muscle damage for repeated use, possible issues with falling if jumping off of a high building.
Made By: Kyomei
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Quinquaginta Eiecit (Fifty Thrust)
Class: 4
Technique Type: Weapon
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: By concentrating reiatsu into the arm of choice in the same manner that one would in preparation to utilize a step technique this technique begins bringing not only an enhanced flexibility and durability to the muscles of the arm, but the speed at which the arm can be moved. This technique enables a user with any sort of weapon to actually thrust it forward a total of fifty times in rapid succession equal to double their maximum speed. While the technique enables the user to thrust forward at a rapid rate to inflict damage rapidly it isn't very well suited to dealing lethal damage normally as the wounds inflicted normally will only be a few centimeters in depth.
How to use technique: Listed above.
Technique Drawbacks: Costs 150 reiatsu. Counts as a short term stat boost.
Made By: Unknown Soul
Reserved: No
Technique Name: Shatter-point Strike
Class: 4
Technique Type: Martial Art
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: A Muay Boran technique created with the purpose of inflicting damage over time after the initial impact. This technique takes the appearance of cracked glass on whatever surface the user strikes when in actuality the cracks are cuts that the victim suffers over the area of impact outwards to ten centimeters. These crates are caused when the strength of the user's strike is spread out from the impact zone destroying the surrounding area which causes the cracks. When this is done against an enemy the cracks will bleed and depending on the Strength of the user the depth of the cracks may be anywhere from half a centimeter to five centimeters deep. (.5 Centimeters of depth for every 100 in Strength the user possesses maxing out at 1000 Strength) How this continues to inflict damage after the initial strike is simply movement of the inflicted area will cause the cracks to bleed heavily or even hemorrhage if they're deep enough.
How to use technique: The user must strike a physical blow against the target.
Technique Drawbacks: Requires at least 400 in Strength. Requires at least 2 in either Muay Thai or Muay Boran.
Made By: Unknown
Reserved: No
Technique Name: Blade Path: Flow Dance
Class: 4
Technique Type: General Physical
Usable By : Any
Technique Element: None
Technique Description and Effects: The Blade is not just a tool, it is a partof the body. And as one wield the blade, one of the first lessons is in balancing the body to move the blade. However, the opposite is also possible. Using this technique, the user uses the blade to move their body, rather than the other way around. By executing this technique, the user executes a slash with the flat of the blade, rather than with the blade's edge, rapidly jerking the weight distribution of the body and allowing the user to make tight, almost dime-narrow turns that normally would be impossible while moving, allowing the user to change directions without losing momentum or stumbling as one usually would when dedicating their full speed and strength to a motion.
At Proficient, the user is able to execute this technique with the blade still facing edge-first through the slash. Where previously, the Dance could only be used to move, and not to simultaniously attack, this level of mastery allows such a thing, so long as the user also has at least 2 in Weapon skill (Bladed weapons only). Additionally, this technique can be used while moving mid-air.
At Mastered, a new path opens up in the dance. With 400 instincts, reduced by 50 per point in Weapon Skill (Bladed Weapons) and their Race's Relevent Stepping skill (Hoho, Sonido, ect), the user can execute this technique mid-step, allowing them to both attack, and change the direction of their step, midway through. This reduces the speed of the step by 3x the user's current speed.
How to use technique: Performing a slash midway through a fully-commited motion to rapidly change the vector and intensity of the motion.
Technique Drawbacks While this technique does not cost reiatsu, it can be taxing at later masteries. When using the Proficient version of this technique, strain can build up over time. If this technique's proficient version is used 3 times within a 6 post period, they will lose the sensation in their sword arm. If used 3 times within 4 posts, the user will suffer tendon and muscle damage, cutting speed and strength of the arms by 25%.
At Mastered, this is even more taxing. In addition to the use limitations set by proficient, this technique used during a step will make that step count as 2 steps for the total number of steps the user can make that post. If the target uses this level without the required instincts/skills, they must pay 300 reiatsu instead, as the spiritual energy can briefly be used to supplement their reflexes to the required levels.
Made By: TV
Reserved? : No
Technique Name: Iaijutsu (Sudden Strike Technique)
Class: 4
Technique Type: General Physical Technique
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): The user of this technique draws their sword and strikes with one fluid, lightning-fast motion. This technique can easily catch an unprepared opponent off-guard. This attack is made at 2x the user's Speed, or at a speed of 600 (whichever is faster). Due to the sudden nature of this attack, characters with less than 200 Instinct are caught completely flat-footed and unable to react to this attack, unless they meet one of the alternative requirements (see drawbacks below).
Except where noted, this is otherwise an ordinary melee strike and has no reiatsu cost. Proficiency with this technique allows the user to immediately sheathe their weapon after making their attack.
Mastery of this technique allows for it to be combined with Shunpo to draw, strike, and sheathe the weapon in the blink of an eye. This variant costs 50 reiatsu to perform, and gains the benefits of a 3x Speed Boost (instead of the usual 2x). This variant is imperceptible to characters with less than 200 Senses. Characters with 200+ Senses detect a blur of movement from the user but may not be able to react to the attack unless they have 200+ Instinct and/or one of the benefits listed in drawbacks below.
How to use technique (How is it activated?): Simply draw your weapon and strike in a single fluid motion.
Technique Drawbacks (Limitations, repercussions for use, etc) This technique rarely works more than once per thread, as any opponent who witnesses this technique being used can react to it normally (regardless of Instinct). Even against aware opponents, this attack retains its speed however and should not be underestimated.
In addition, characters who know this technique or have Battle Analysis of 2 (or above) can easily identify the ready stances used in this technique and predict the user's intent. Such characters are never caught off-guard by this attack but will still need to react to its incredible speed.
This technique can only be used with a sheathed sword. In order to use this technique more than once during a single thread, the user must sheathe their weapon prior to using this technique again. This technique requires 2 SKP in Weapons (Sword) in order to be used, and 3 SKP to be mastered.
Made By: Kerrigan
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Odoroki
Class: 4
Technique Type: Movement
Usable By: Any Race
Technique Element: N/A
Technique Description and Effects: This movement enhancement technique may not be the most potent instead utilizing surprise to aid the user in dangerous situations. By amplifying their speed via their reiatsu like virtually all step techniques the user accelerates at 7x their base speed. Instead of simply vanishing from sight however when one executes this technique an after image of the user remains in location. This afterimage remains for only a moment like most however is unique due to the fact that after a full second or it’s attacked it will pop like a balloon. When this happens the reiatsu left lingering in the afterimage causes a loud popping noise that can catch the attention of those around the area.
How to use technique: Focus reiatsu onto the bottom of the feet and shift ankles while stepping off the ground.
Technique Drawbacks: 50 reiatsu
Made By: Asmo
Reserved: No
{Class 3 Techniques}
Technique Name: Ten Kaika Ken (Heavenly Flower Fist)
Class: 3
Technique Type: Other
Usable By: Any Race
Technique Element: General Reiatsu
Technique Description and Effects: Considered a beautiful technique by those who witness it, those who experience it have a much different opinion. By making contact with an object or person, the user is able to vibrate their Reiatsu in sync with whatever they are touching, and forcibly expel the Reiatsu through the target. As the Reiatsu is expelled, it spirals outward and breaks away into shapes that are reminiscent of flower petals – hence the name. Though beautiful, the technique is destructive in nature, and is used to cause massive internal damage at the cost of damaging the hand of the user. After one use, there is internal bleeding inside the target on every organ, as well as a significant amount of pain; they will begin coughing up blood as well. A second use results in organs being ruptured and torn, which thus causes more bleeding. A third use results in complete internal destruction. If used on a physical or spiritual object, the object is completely destroyed from the inside out, leaving it hollow.
How to use technique: The user has to make contact with a target with their hands – through a fist or open palm gesture if they want – and vibrate their Reiatsu in sync with that of the opponent, then fire it outward.
Technique Drawbacks: A moderate Reiatsu cost is one drawback. The second is the damage caused by the Reiatsu that was vibrated in the hand used. The hand, after just one use, will be completely numb, and covered in deep cuts, which results in a significant amount of bleeding, and a loss in dexterity. Moreover, the bones in the hand become fractured, adding to the pain. After a second use, the hand is useless, and it is destroyed internally. Furthermore, if the Combat Stat of the target is superior to that of the user's Combat Stat, the damage is cut by fifty percent. At a fifty percent difference in superiority by the target, the damage of this technique is nullified.This technique does not ignore defense techniques like Hierro/Blut, and will result in a clash if used (technique vs technique). Finally, this technique can only be used once per post of the user.
Made By: Kazuko Shiba
Reserved? (Yes/No): Nope
Technique Name: [Eskrima – 12 Balintawak Defenses]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Eskrima]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Just as there are 12 Balintawak strikes, there are also 12 Balintawak defenses. These blocks or parries are meant to protect against attacks directed towards the main angles of attack listed in the 12 Balintawak strikes. This defensive technique allows the user to protect his or herself from all these angles at the same time. Just like Eskrima -12 Balintawak Strikes, the user’s body is accelerated to an uncanny speed three times its normal speed in order to defend from all these angles at the same time. It ends with the user in a defensive battle stance of his or her choosing. This is a short-term buff.
How to use technique (How is it activated?):
Stated above
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique has the traditional cost of a Class 3 technique. However, it is very tiring, and drains the user’s stamina. Using it more than twice in a thread would tear the user’s muscles, making it difficult to physically fight. Also, it does not defend against reiatsu-based attacks such as Cero and Kido, nor does it protect against any attacks not directed towards one of the twelve angles, including sneak attacks from behind. It requires a 3 in Eskrima or Kali.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Step Waltz: Refractory Remains
Class: 3
Technique Type: General Physical Technique
Usable By : Any Race
Technique Element: of Surprise
Technique Description and Effects: This technique is a modifier for a normal race's step technique. Using this technique in combination with a normal step technique modifies that step's nature. Namely, this is a modification for short-range stepsm the user condensing their step and altering it's direction within the set distance. This modification shifts the step into an outward spiral, and during it's execution, it does not look like a step at all, but rather as if the user has simply split into four whilst performing an evasive slide. At Learned, all four afterimages must be within 1 meter of one another as they translate to the end position, the step itself can only travel 2 meters from the user's start position. At Proficient, the afterimages can be within 5 meters of one another, and can mover out of formation, but still must travel within 5 meters of one another throughout the transition, and the user can travel a total of 10 meters with the step. At mastered, the afterimages can move within 10 meters of one another during the transition and the user can move up to 20 meters away.
This modifier reduces the speed of the step to 5x the user's speed for the actual travel time (This is because the user is rapidly moving between the four positions during the motion) but in acuality, they are moving at 15x normal speed. When executed, it simply seems as if the user splits into four and then maneuvers to a new position at high speed, serving as either a confusing escape, or a seemingly unavoidable attack as this increases the area of a fast step-based attack.
Technique Drawbacks: This technique, although incredibly fast, is very predictable unless mastered as the afterimages MUST converge on the end-point, thus seasoned combatants will be able to easily discern where the user will wind up. Additionally, while this can be applied to any step technique (That is not a teleport or ulcera-like), it doubles the reiatsu cost of the technique, and adds another 100 reiatsu on top of that (A standard shunpo will cost 200 instead of 50). No other steps(This includes ANY other high speed techniques, as such any technique that is a variation or in the same category (Hoho, for example) also counts) may be used in the same post as Step Waltz: Refractory Remains because of the stress, doing so will immediately cause the muscles to shred, reducing the speed and strength of the user by 75% (100 becomes 25) for 5 posts and causing severe stamina drain.
Additionally, any attack that hits all four afterimages at once will be able to still damage the user, making this technique dangerous even when mastered as it is not as reliably safe against opponents with massive AOE attacks that can catch the user at 5x speed. If the attack is faster than 5x the user's speed, they need only hit three of the afterimages. If the attack is faster than 10x the user's speed, they need only hit two of the afterimages. If the attack is faster than 15x the user's speed, they only need to hit one of the afterimages.
If a step moves slower than 5x normally, it cannot be paired with Refractory Remains.
This technique may not be utilized by anyone without a combined Strength/Speed of 1000 (At least 600 of which being speed), lest the physical strain be too much for their body to handle even using this technique once per thread. Those above this thread can use this technique twice per thread at learned, four times per thread at proficient, and six times per thread at mastered.
Made By: TV
Reserved? No
Technique Name: Blade Path: Air Frenzy
Class: 3
Technique Type: General Physical/Spiritual
Usable By : Any
Technique Element: None
Technique Description and Effects: Cunning is just as important as skill when using the blade. This technique is based upon the ancient art of weeaboo anime sword nonsense. The art of cutting distant objects. By condensing ambient reishi into a long, durable, sharp string from the tip of the blade, the user is able to weave attacks that can hit beyond where the user is currently standing.
At Learned, the user can flicker their blade, executing a single slash which travels at double the slashing speed through the string, to cut at a target up to 30 feet away from the user.
At Proficient, the user can flicker the blade and execute two different slashes at any two distant locations within 20 feet of the user, traveling at double the speed of the swing.
At Mastered, the user can execute a flurry of frenzied strikes, cutting everything within 10 feet of the user, at triple the speed of the actual slashing. Using this level of the technique causes the duration of the air strings to drop by 3 that post instead of 1.
How to use technique: The user uses Advanced Air Arsenal: Air Strings to generate a string at the tip of their blade, and then performs slashes flicking the string like a whip and allowing them to perform distant slashes.
Technique Drawbacks Must Know some Class of Advanced Air Arsenal: Air Strings. Additionally, unlike normal slashing, the attack power and durability of the string is dependent on the class of Air Strings known. Additionally, this technique is limited by the duration of how long the strings themselves can last. Finally: This can be taxing for the user, requiring 2 posts of rest if this technique is used more than once per post (Otherwise this technique can be used once per post), making it hard to juggle the strain of this technique and the duration of the threads. This technique does not cost reiatsu, other than the price of generating the Air Strings (Which follow standard class-based technique cost).
"At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1). "
"At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1). "
"Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered."
Made By: TV
Reserved? : No
Technique Name: Iron Body
Class: 3
Technique Type: Physical Technique
Usable By (Technique is available to which races?): Anyone with a Physical Body.
Technique Element: Physical
Technique Description and Effects (Explain appearance, powers, and effect):
The Iron Body is a powerful defensive technique executed through extensive physical prowess and timing. By severely tensing and flexing, the user will cause all of their muscles to bulge out and their physical form to drastically increase in toughness. A small amount of spiritual power is added to the mix as well, further reinforcing the flex. While performing it, the person's flesh will be just as tough as iron, hence the name, often too strong for weapons, bullets, or most attacks to break through. It will drastically reduce any damage the user takes, allowing them endure damage as if their strength were much higher than normal. While interaction can vary, this will turn the user into a fortress of their own body, causing any normal attack with inferior OS to their base strength to bounce right off, and any attack with less than double their strength will inflioct heavily reduced damage. Anything stronger than 2x the user's strength will only have its damage reduced very slightly This does not count as a stat boost and offers no benefit other than sheer durability.
How to use technique (How is it activated?): Flex and feed spiritual energy into the flesh.
Technique Drawbacks (Limitations, repercussions for use, etc)
Firstly, while using iron body, the user will be completely unable to move. Because of this it is dangerous to maintain for too long. It is very taxing on the user's stamina as well, leading to quick fatigue if used for too long or too often. Lastly, while the reiatsu cost is lower than a standard class three technique, it does still have one. It'll cost 150 reiatsu each time this is used, with a matching maintenance cost if used for more than one post. This technique can only be used by someone with a minimum of 300 strength and requires a physical body to use.
Made By: Zane
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Sonic Click
Class: 3
Technique Type: Physical Technique
Usable By (Technique is available to which races?): Anyone
Technique Element: Physical
Technique Description and Effects (Explain appearance, powers, and effect):
The technique is very simple. The user will click their tongue in their mouth, producing a wet sound that echos outward. That is something just about everyone can do, but this applies absurd amounts of strength and sound to it. Rather than a normal click, this creates a small sonic boom that spills outward from the mouth at a speed of 1000,. This sonic boom doesn't do any direct damage, but is loud and dense enough to highly disorient a target(s). When the sonic click hits their ear drums, they'll suffer one of two effects. If their senses are 149 or below, their instinct will be cut by 50% for a brief moment. If their senses are 150 or higher, they will instead have their instinct cut by 75%. This is a very small timeframe, not even taking up a post's time. Instead, it gives the user an opening for a single attack to follow through with.
How to use technique (How is it activated?): Click the tongue with great force and energy.
Technique Drawbacks (Limitations, repercussions for use, etc)
Firstly, using this more than twice can quickly result in damage to the tongue and mouth, rendering the person unable to use it again or even speak properly after the third use. It has a slight stamina drain to it, but not as much as most other physical techniques. It is helped by a small reiatsu cost as well of 150, though the bulk of the technique is still physical. It requires a minimum of 400 strength and if the user's senses are above 150, they will also suffer a 50% cut to their instinct for the moment this is used. Does no real damage and can fail to gain the desired effect at all if the target is still fast enough. If the target(s) is between 11 to 20 feet away from the user when the technique is used, the reduction is decreased by 25% (-149 being 25% cut, 150+ being 50% cut) If they are farther than 20 feet away, it will not work at all.
Made By: Zane
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Ten Kaika Ken (Heavenly Flower Fist)
Class: 3
Technique Type: Other
Usable By: Any Race
Technique Element: General Reiatsu
Technique Description and Effects: Considered a beautiful technique by those who witness it, those who experience it have a much different opinion. By making contact with an object or person, the user is able to vibrate their Reiatsu in sync with whatever they are touching, and forcibly expel the Reiatsu through the target. As the Reiatsu is expelled, it spirals outward and breaks away into shapes that are reminiscent of flower petals – hence the name. Though beautiful, the technique is destructive in nature, and is used to cause massive internal damage at the cost of damaging the hand of the user. After one use, there is internal bleeding inside the target on every organ, as well as a significant amount of pain; they will begin coughing up blood as well. A second use results in organs being ruptured and torn, which thus causes more bleeding. A third use results in complete internal destruction. If used on a physical or spiritual object, the object is completely destroyed from the inside out, leaving it hollow.
How to use technique: The user has to make contact with a target with their hands – through a fist or open palm gesture if they want – and vibrate their Reiatsu in sync with that of the opponent, then fire it outward.
Technique Drawbacks: A moderate Reiatsu cost is one drawback. The second is the damage caused by the Reiatsu that was vibrated in the hand used. The hand, after just one use, will be completely numb, and covered in deep cuts, which results in a significant amount of bleeding, and a loss in dexterity. Moreover, the bones in the hand become fractured, adding to the pain. After a second use, the hand is useless, and it is destroyed internally. Furthermore, if the Combat Stat of the target is superior to that of the user's Combat Stat, the damage is cut by fifty percent. At a fifty percent difference in superiority by the target, the damage of this technique is nullified.This technique does not ignore defense techniques like Hierro/Blut, and will result in a clash if used (technique vs technique). Finally, this technique can only be used once per post of the user.
Made By: Kazuko Shiba
Reserved? (Yes/No): Nope
Technique Name: [Eskrima – 12 Balintawak Defenses]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Eskrima]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Just as there are 12 Balintawak strikes, there are also 12 Balintawak defenses. These blocks or parries are meant to protect against attacks directed towards the main angles of attack listed in the 12 Balintawak strikes. This defensive technique allows the user to protect his or herself from all these angles at the same time. Just like Eskrima -12 Balintawak Strikes, the user’s body is accelerated to an uncanny speed three times its normal speed in order to defend from all these angles at the same time. It ends with the user in a defensive battle stance of his or her choosing. This is a short-term buff.
How to use technique (How is it activated?):
Stated above
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique has the traditional cost of a Class 3 technique. However, it is very tiring, and drains the user’s stamina. Using it more than twice in a thread would tear the user’s muscles, making it difficult to physically fight. Also, it does not defend against reiatsu-based attacks such as Cero and Kido, nor does it protect against any attacks not directed towards one of the twelve angles, including sneak attacks from behind. It requires a 3 in Eskrima or Kali.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Step Waltz: Refractory Remains
Class: 3
Technique Type: General Physical Technique
Usable By : Any Race
Technique Element: of Surprise
Technique Description and Effects: This technique is a modifier for a normal race's step technique. Using this technique in combination with a normal step technique modifies that step's nature. Namely, this is a modification for short-range stepsm the user condensing their step and altering it's direction within the set distance. This modification shifts the step into an outward spiral, and during it's execution, it does not look like a step at all, but rather as if the user has simply split into four whilst performing an evasive slide. At Learned, all four afterimages must be within 1 meter of one another as they translate to the end position, the step itself can only travel 2 meters from the user's start position. At Proficient, the afterimages can be within 5 meters of one another, and can mover out of formation, but still must travel within 5 meters of one another throughout the transition, and the user can travel a total of 10 meters with the step. At mastered, the afterimages can move within 10 meters of one another during the transition and the user can move up to 20 meters away.
This modifier reduces the speed of the step to 5x the user's speed for the actual travel time (This is because the user is rapidly moving between the four positions during the motion) but in acuality, they are moving at 15x normal speed. When executed, it simply seems as if the user splits into four and then maneuvers to a new position at high speed, serving as either a confusing escape, or a seemingly unavoidable attack as this increases the area of a fast step-based attack.
Technique Drawbacks: This technique, although incredibly fast, is very predictable unless mastered as the afterimages MUST converge on the end-point, thus seasoned combatants will be able to easily discern where the user will wind up. Additionally, while this can be applied to any step technique (That is not a teleport or ulcera-like), it doubles the reiatsu cost of the technique, and adds another 100 reiatsu on top of that (A standard shunpo will cost 200 instead of 50). No other steps(This includes ANY other high speed techniques, as such any technique that is a variation or in the same category (Hoho, for example) also counts) may be used in the same post as Step Waltz: Refractory Remains because of the stress, doing so will immediately cause the muscles to shred, reducing the speed and strength of the user by 75% (100 becomes 25) for 5 posts and causing severe stamina drain.
Additionally, any attack that hits all four afterimages at once will be able to still damage the user, making this technique dangerous even when mastered as it is not as reliably safe against opponents with massive AOE attacks that can catch the user at 5x speed. If the attack is faster than 5x the user's speed, they need only hit three of the afterimages. If the attack is faster than 10x the user's speed, they need only hit two of the afterimages. If the attack is faster than 15x the user's speed, they only need to hit one of the afterimages.
If a step moves slower than 5x normally, it cannot be paired with Refractory Remains.
This technique may not be utilized by anyone without a combined Strength/Speed of 1000 (At least 600 of which being speed), lest the physical strain be too much for their body to handle even using this technique once per thread. Those above this thread can use this technique twice per thread at learned, four times per thread at proficient, and six times per thread at mastered.
Made By: TV
Reserved? No
Technique Name: Blade Path: Air Frenzy
Class: 3
Technique Type: General Physical/Spiritual
Usable By : Any
Technique Element: None
Technique Description and Effects: Cunning is just as important as skill when using the blade. This technique is based upon the ancient art of weeaboo anime sword nonsense. The art of cutting distant objects. By condensing ambient reishi into a long, durable, sharp string from the tip of the blade, the user is able to weave attacks that can hit beyond where the user is currently standing.
At Learned, the user can flicker their blade, executing a single slash which travels at double the slashing speed through the string, to cut at a target up to 30 feet away from the user.
At Proficient, the user can flicker the blade and execute two different slashes at any two distant locations within 20 feet of the user, traveling at double the speed of the swing.
At Mastered, the user can execute a flurry of frenzied strikes, cutting everything within 10 feet of the user, at triple the speed of the actual slashing. Using this level of the technique causes the duration of the air strings to drop by 3 that post instead of 1.
How to use technique: The user uses Advanced Air Arsenal: Air Strings to generate a string at the tip of their blade, and then performs slashes flicking the string like a whip and allowing them to perform distant slashes.
Technique Drawbacks Must Know some Class of Advanced Air Arsenal: Air Strings. Additionally, unlike normal slashing, the attack power and durability of the string is dependent on the class of Air Strings known. Additionally, this technique is limited by the duration of how long the strings themselves can last. Finally: This can be taxing for the user, requiring 2 posts of rest if this technique is used more than once per post (Otherwise this technique can be used once per post), making it hard to juggle the strain of this technique and the duration of the threads. This technique does not cost reiatsu, other than the price of generating the Air Strings (Which follow standard class-based technique cost).
"At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1). "
"At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1). "
"Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficient, and 15 posts at mastered."
Made By: TV
Reserved? : No
Technique Name: Iron Body
Class: 3
Technique Type: Physical Technique
Usable By (Technique is available to which races?): Anyone with a Physical Body.
Technique Element: Physical
Technique Description and Effects (Explain appearance, powers, and effect):
The Iron Body is a powerful defensive technique executed through extensive physical prowess and timing. By severely tensing and flexing, the user will cause all of their muscles to bulge out and their physical form to drastically increase in toughness. A small amount of spiritual power is added to the mix as well, further reinforcing the flex. While performing it, the person's flesh will be just as tough as iron, hence the name, often too strong for weapons, bullets, or most attacks to break through. It will drastically reduce any damage the user takes, allowing them endure damage as if their strength were much higher than normal. While interaction can vary, this will turn the user into a fortress of their own body, causing any normal attack with inferior OS to their base strength to bounce right off, and any attack with less than double their strength will inflioct heavily reduced damage. Anything stronger than 2x the user's strength will only have its damage reduced very slightly This does not count as a stat boost and offers no benefit other than sheer durability.
How to use technique (How is it activated?): Flex and feed spiritual energy into the flesh.
Technique Drawbacks (Limitations, repercussions for use, etc)
Firstly, while using iron body, the user will be completely unable to move. Because of this it is dangerous to maintain for too long. It is very taxing on the user's stamina as well, leading to quick fatigue if used for too long or too often. Lastly, while the reiatsu cost is lower than a standard class three technique, it does still have one. It'll cost 150 reiatsu each time this is used, with a matching maintenance cost if used for more than one post. This technique can only be used by someone with a minimum of 300 strength and requires a physical body to use.
Made By: Zane
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Sonic Click
Class: 3
Technique Type: Physical Technique
Usable By (Technique is available to which races?): Anyone
Technique Element: Physical
Technique Description and Effects (Explain appearance, powers, and effect):
The technique is very simple. The user will click their tongue in their mouth, producing a wet sound that echos outward. That is something just about everyone can do, but this applies absurd amounts of strength and sound to it. Rather than a normal click, this creates a small sonic boom that spills outward from the mouth at a speed of 1000,. This sonic boom doesn't do any direct damage, but is loud and dense enough to highly disorient a target(s). When the sonic click hits their ear drums, they'll suffer one of two effects. If their senses are 149 or below, their instinct will be cut by 50% for a brief moment. If their senses are 150 or higher, they will instead have their instinct cut by 75%. This is a very small timeframe, not even taking up a post's time. Instead, it gives the user an opening for a single attack to follow through with.
How to use technique (How is it activated?): Click the tongue with great force and energy.
Technique Drawbacks (Limitations, repercussions for use, etc)
Firstly, using this more than twice can quickly result in damage to the tongue and mouth, rendering the person unable to use it again or even speak properly after the third use. It has a slight stamina drain to it, but not as much as most other physical techniques. It is helped by a small reiatsu cost as well of 150, though the bulk of the technique is still physical. It requires a minimum of 400 strength and if the user's senses are above 150, they will also suffer a 50% cut to their instinct for the moment this is used. Does no real damage and can fail to gain the desired effect at all if the target is still fast enough. If the target(s) is between 11 to 20 feet away from the user when the technique is used, the reduction is decreased by 25% (-149 being 25% cut, 150+ being 50% cut) If they are farther than 20 feet away, it will not work at all.
Made By: Zane
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
{Class 2 Techniques}
Technique Name: [Eskrima – 12 Balintawak Strikes]
Class: [2]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Eskrima]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
One of the most basic concepts of Eskrima is the 12 Balintawak Strikes. It depicts the various angles of attack that the user may apply, targeting twelve different parts of the opponent’s body: the right side of the head, left side of the head, right rib, left rib, abdomen, neck, face, left leg, right leg, top of the head, and chest. This technique allows the user to use all 12 strikes at the exact same time.
This technique accelerates the user’s arms although at a speed that is three times faster than their own. With each fist, Eskrima stick, or blade, they would suddenly target and strike each parts of the opponent and strike the areas specified above. It requires them to use both arms to complete the technique almost immediately, so even with one Eskrima stick, they would be able to use their fists. The technique would end with the user in a defensive battle stance of his or her choosing. This is a short-term buff.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks
This technique has the traditional cost of a Class 2 technique. However, it is very tiring, and drains the user’s stamina. Using it more than twice in a thread would tear the user’s muscles, making it difficult to physically fight. Also, it only targets the front and side of a target, not their backside. The user must also be in immediate close range, for this is a close-combat technique. It requires a 3 in Eskrima or Kali.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Zen'nō Katto (Omnipotent Cut)
Class: 2
Technique Type: General Physical
Usable By: All Races
Technique Element: N/A
Technique Description and Effects: A simple idea brought to the pinnacle of what can be done with a sword. This technique begins by the user holding their blade steady with all of their strength focused upon the hilt. Drawing the blade begins the technique which involves the user moving their arm fast enough to cut everything around them in all directions. The arm of the user doesn't appear to move due to the vast burst of speed leaving an afterimage in its place making it impossible to track the attack through arm motion. This attack lasts for only a moment inflicting damage upon anything within the reach of the blade in the span of a second making it a truly devastating technique for anyone to unleash.
How to use technique: The user must place all of their strength into the hilt of the sword while focusing completely on their blade. Once completely still the technique is unleashed.
Technique Drawbacks: Requires 500 speed along with a 2 in whatever weapon the user may use. There are few cons to this technique yet they're potent. The first of which is simply that this technique depletes the users stamina by hefty amount. Although masters can employ it multiple times potentially most who even attempt to learn this technique are left exhausted after the first attempt. The biggest downside to this technique is simply the stress and damage that accompanies employing it. After employing this technique the user loses feeling in the arm used while the skin covering their arm along with any material is ripped off leaving the limb weak and causing the user pain. Should it be employed additional times the damage to the arm becomes astronomically worse until eventually the flesh of the arm is completely ripped off. Masters of this technique are unharmed by the first usage.
Made By: Asmo
Reserved: No
Technique Name: [Eskrima – 12 Balintawak Strikes]
Class: [2]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Eskrima]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
One of the most basic concepts of Eskrima is the 12 Balintawak Strikes. It depicts the various angles of attack that the user may apply, targeting twelve different parts of the opponent’s body: the right side of the head, left side of the head, right rib, left rib, abdomen, neck, face, left leg, right leg, top of the head, and chest. This technique allows the user to use all 12 strikes at the exact same time.
This technique accelerates the user’s arms although at a speed that is three times faster than their own. With each fist, Eskrima stick, or blade, they would suddenly target and strike each parts of the opponent and strike the areas specified above. It requires them to use both arms to complete the technique almost immediately, so even with one Eskrima stick, they would be able to use their fists. The technique would end with the user in a defensive battle stance of his or her choosing. This is a short-term buff.
How to use technique (How is it activated?):
Stated above.
Technique Drawbacks
This technique has the traditional cost of a Class 2 technique. However, it is very tiring, and drains the user’s stamina. Using it more than twice in a thread would tear the user’s muscles, making it difficult to physically fight. Also, it only targets the front and side of a target, not their backside. The user must also be in immediate close range, for this is a close-combat technique. It requires a 3 in Eskrima or Kali.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): No
Technique Name: Zen'nō Katto (Omnipotent Cut)
Class: 2
Technique Type: General Physical
Usable By: All Races
Technique Element: N/A
Technique Description and Effects: A simple idea brought to the pinnacle of what can be done with a sword. This technique begins by the user holding their blade steady with all of their strength focused upon the hilt. Drawing the blade begins the technique which involves the user moving their arm fast enough to cut everything around them in all directions. The arm of the user doesn't appear to move due to the vast burst of speed leaving an afterimage in its place making it impossible to track the attack through arm motion. This attack lasts for only a moment inflicting damage upon anything within the reach of the blade in the span of a second making it a truly devastating technique for anyone to unleash.
How to use technique: The user must place all of their strength into the hilt of the sword while focusing completely on their blade. Once completely still the technique is unleashed.
Technique Drawbacks: Requires 500 speed along with a 2 in whatever weapon the user may use. There are few cons to this technique yet they're potent. The first of which is simply that this technique depletes the users stamina by hefty amount. Although masters can employ it multiple times potentially most who even attempt to learn this technique are left exhausted after the first attempt. The biggest downside to this technique is simply the stress and damage that accompanies employing it. After employing this technique the user loses feeling in the arm used while the skin covering their arm along with any material is ripped off leaving the limb weak and causing the user pain. Should it be employed additional times the damage to the arm becomes astronomically worse until eventually the flesh of the arm is completely ripped off. Masters of this technique are unharmed by the first usage.
Made By: Asmo
Reserved: No