Post by Shizuka Sanamizu ✮ on Jan 7, 2015 23:11:37 GMT -5
☽ [smear:4EE2EC]C U R R E N T[/smear:F52887] x [smear:4EE2EC]T O T A L[/smear:F52887] x [smear:4EE2EC]P O I N T S[/smear:F52887] ☾
- Rank: Xcution CEO
- Class: 0 (max)
- CTP: 45,000 (max)
- TTP: 10,215
- SP: 1400 (max) + 400 (org leader bonus) = 1800
- SkP: 24
- Ryo: 6,800
☽ [smear:4EE2EC]I N V E N T O R Y[/smear:F52887] ☾
- A Night Fury
- 1 Soul Gauge
- 1 Fountain of Youth
- 1 X-Ray Contacts
- 1 Xcution Headquarters
{Shizuka's Stats}
Strength - 200 Points
Speed - 300 Points
Spiritual Pressure - [400] = 1000 Points
Reiatsu Strength - [500] = 1250 Points
Light Aura - 80 Points
Dark Aura - 20 Points
Instinct - [200] = 100 Points
Senses - [200] = 100 Points
Energy Sensory - 0 Points
Healing Expertise - 0 Points
Total SP: 1800 Points {Shizuka's Skills}
[Weapon: Firearms] {4}
[Stealth] {3}
[Strength of Will] {3}
[Battle Analysis] {3}
[Analyzing] {3}
[Pain Tolerance] {3}
[Charisma/Leadership] {2}
[Martial Arts: MMA] {2} {Shizuka's Techniques}{Bringer Light (Mastered: - 80 TTP)}
Technique Name: Bringer Light
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is the stepping technique for humans. It increases their speed for a single step by 10 times for 50 Reiatsu. It leaves a column of flickering light in the place where the user previously occupied. Unlike other steps, this one can be used to build speed. If used in succession, the speed and cost go up with each additional step. The second step is a 13x increase, and costs 100 Reiatsu. The third step is a 15x increase, and costs 200 Reiatsu. From there, the cost doubles with each additional step, and the speed increase goes up by 1 time. Meaning the fourth step is 16x and 400 Reiatsu, the fifth is 17x and 800 Reiatsu, etc. Though at first the column of light is visible where the user was, once the third step is reached, the column of light is no longer there. This technique does not take up a technique slot.
How to use technique: To work, this technique manipulates the soul in whatever the user is standing on, allowing for feats such as high jumping, or the step which increases speed.
Drawback: None{Physical Manifestation: Willpower (Mastered: - 160 TTP)}
Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.{Variant (Mastered: - 160 TTP)}
Technique Name: Variant
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This variant of the Willpower technique is incredibly deadly. It's very simple, purely taking advantage of the second stage. In addition to the physical increases, awareness is also required. It causes the head itself to become covered in blue Reiatsu. The eyes will also turn yellow during activation. It costs 300 Reiatsu to activate this variant. This increases sensory stats by 30% while active.
How to use technique: Extend “Pulley” to apply to the head as well as the body.
Drawback: After the post of activation, this goes down by 5% per following post. It costs an additional 50 Reiatsu per sacrificed 5% to rejuvenate the 5%.{Output (Mastered: - 360 TTP)}
Technique Name: Output
Class: 2
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength triples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 600 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
Drawback: See specific stages.{Movement (Mastered: - 80 TTP)}
Technique Name: Movement
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to use technique: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Drawback: None{Energy Generate (Mastered: - 360 TTP)}
Technique Name: Energy Generate
Class: 2
Technique Type: Other
Technique Element: Variable
Technique Description and Effects:
This is probably the hardest technique to use. It involves a physical body having to generate and output Reiatsu directly from the physical form. It costs an insane amount of stamina, and it's also very taxing. This technique is the only one that does not have a "default" version. All races except for mod souls can create extended "Reiatsu output" abilities, as long as they generate Reiatsu, and fire it off in some way. This is the requirement of these abilities. This technique can only be used by those who are Class 2 or above. It is the ultimate direct counter to Kido.
How to use technique: Generate Reiatsu from the physical form, and shape it in some way.
Drawback: Output techniques used in conjunction with this ability have a special condition. If anyone that is NOT a Level 3 Rank tries to use these techniques, it's a doubled cost from normal. That's how extremely taxing it is to use.{Martial Discipline: Ken (Mastered: - 750 TTP)}
Technique Name: Martial Discipline: Ken
Class: 1
Technique Type: Human World Dweller Technique
Usable By: Bount, Fullbringers, Mod Souls
Technique Element: None
Technique Description and Effects:
Think about it this way. Most any human with spiritual powers should know the four basic techniques of the human world: Willpower, Output, Movement, Energy Generate. Any who fails to know these is simply a low class combatant. To be a true contender, these techniques are necessary.
Well, likewise, knowing Ken is what puts a human world dweller in the upper echelon of the human world's spiritual abilities scale. Let's explain. Martial Discipline refers to a mental or physical discipline, or both. In this case, it means disciplining one's soul. It is tempering the soul to achieve a certain effect. This is where Ken comes in. That's what this technique is. Confused? What this technique does can be located below.
Ken is the next step from Willpower, Output, Movement, and Energy Generate. Ken focuses the user's soul into an aura around their body. What this technique does is utilize the spiritual aura of its master to create a glowing field of energy around the user. The field extends a quarter inch off the skin for every 100 reiatsu strength the user possesses. What this field does is repel incoming attacks by utilizing the current physical strength of the user combined with the current reiatsu strength of the user. That's the strength of the aura. It repels them, but doesn't destroy them. It simply deflects them or blasts them away. Simultaneously, the user produces an intense feeling of intimidation which would cause even the most tempered of warriors to feel extreme fear. Wild animals will flee instantly from this aura. The aura can, if the range of the user is wide enough, actually be directed at and focused straight onto a certain target or group of targets.
How to use technique: Simply activate it at will. The reiatsu cost to activate it is 200 reiatsu per post active. The user must know all four HWD main techniques to learn this one. This is considered an extension of all four.
Drawback: The aura of intimidation can be resisted completely by the use of an opponent's Ken, regardless of user stats or class. Otherwise, if the opponent does not know Ken, then it can be resisted by those of superior class. This technique can be broken by techniques of superior class, or by opponents of superior class. It is also extremely fatiguing to use, especially in consecutive posts. The user must remain immobile when activating this technique, and cannot use any attacks, other defenses, or other spiritual abilities while Ken is active. Luckily, to those who have mastered the technique, it can be switched on and off in a split second as long as previous conditions are met. The user burns up more stamina in a single post of Ken than if they were going all out with movement the post before. Therefore, knowing and using this technique both require built up stamina.
Made By: Kento
Reserved?: No{Bringer Flash (Mastered: - 80 TTP)}
Technique Name: Bringer Flash
Class: 4
Technique Type: Human Technique
Usable By: Humans Only
Technique Element: Movement
Technique Description and Effects:
This technique was created in order to counter similar techniques, such as Shunpo Karin and Sonido Garra. By using the same concept as Bringer Light and focusing it on a single limb, one can move that single limb at 5x normal speed, for 50 Reiatsu. Unlike the other variations, and just like the original version, Bringer Flash can continually gain speed upon repetitive use. The second use would bring the speed to 7x, at 100 Reiatsu. The third use would bring the speed to 9x at 200 Reiatsu. After this, each use brings the speed up by 1x as well as doubling the cost each time its speed is increased.
How to use technique: By manipulating the souls in ones muscle they are able to force it to achieve a higher level of speed than before. This often leaves the users arm emitting green Reiatsu like steam.
Drawback: The initial cost for this technique is 50, but for each use causes the price to double like the original Bringer Light. Secondly, if constantly used in the same limb the person will begin to experience muscle tearing. If used three times by the same limb the user will feel great pain in that limb as the muscles tear. If used two more times in the same limb the user will loose use in that arm for the remainder of the thread unless healed.
Made By: Zack Jensen
Reserved: No to Humans, impossible for any other race to learn it.{Mental Discipline: Haki (Mastered: - 750 TTP)}
Technique Name: Mental Discipline: Haki
Class: 1
Technique Type: Human World Dweller Technique
Usable By: Bounts, Mod Souls, Fullbringers
Technique Element: None
Technique Description and Effects:
This technique is the next step up from Martial Discipline: Ken. Rather than creating a repulsive aura around oneself, the user is capable of producing a magnetic aura within their mind. This is to be activated when an enemy attempts to invade the user's mind in any way. The user will draw inwards and pull in all that the enemy attempts to invade with, but in doing so will master it, make it their own, and use it to draw more than the enemy intended to give. This can be used to counteract illusions, mental invasions, mind control, energy sensory mind reading, and more. When used to counteract any of these, not only will the enemy's invasion fail, but the user will then draw out the enemy's information from their brain, and suddenly learn everything about the enemy's powers in an instant.
How to use technique: This technique requires the user to already know Martial Discipline: Ken, before it can be learned. When activated, it costs 200 reiatsu per use, but can be repelled by superior reiatsu strength. For the full class 1 cost of 800 reiatsu, this technique uses the attack strength of the current strength stat combined with the reiatsu strength stat. Enemies of inferior class cannot repel this technique. However, enemies of superior class can instantly bypass this technique.
Drawback: The mental strain of this technique is huge. Not only is the user forcibly activating more of their mind, and forcing it to overwork, but the sudden influx of information is baffling, and oftentimes the user will find themselves overloaded by it, and stunned. Therefore, unless the user has a 3 in strength of will or calm mind or a similar skill, or a 2 in both, then this technique will cause them to suddenly become disoriented for up to five seconds, and extremely dizzy, unable to anticipate the next move.
Made By: Kento
Reserved: No{Energy Generation: Electrocution (Mastered: - 360 TTP)}
Technique Name: Electrocution
Class: 4-2
Technique Type: Energy Generate
Usable By: Human World Dwellers
Technique Element: Lightning
Technique Description and Effects:
An ancient and powerful Energy Generate technique uncovered, Electrocution is a natural force using technique. This EG uses the raw power of electricity as its weapon, ravaging an enemies body as it is released from the hands or fingertips of its user. As the caster is only the conduit for the lightning, the EG does not rely on any of his physical or spiritual capabilities to perform. He simply needs the necessary Reiatsu to use it. Electrocution is a devastating Energy Generate as no force living or dead can withstand the effects of an electric shock. When the lightning strikes the target they will, typically, clench up and become immobilized as the pain of Electrocution courses through their bodies. Those struck by the electric shock are subject to the pain of high powered electricity. As mastery of the technique rises so does the power behind the electricity. Reiatsu Strength is the used Offensive Stat for this technique, but because this technique has definite damage the OS is simply used for clashes.
Class 4: The user cannot fully utilize the power of this technique at this Class. At Class 4 all the user can do is create a quick blast of electricity, a single and quick bolt that does nothing more than quickly immobilize and hurt the enemy. The bolt is quick, moving within the seven meter range of effectiveness in the blink of an eye. The immobilization caused by the bolt is quick fleeting, doing nothing more than stopping the target from performing an action (someone running would fall over). It is essentially the equivalent of someone being shot with a taser.
Class 3: Class 3 users of Electrocution are a force to be feared on the battlefield. As they practice and hone their talents with the technique they soon reach the level where they are no longer limited to a quick spark. Class 3 can release a steady stream of arcing bolts of electricity from their palms or fingertips for approximately seven seconds. While only one target can be struck at this level, the power at this level is much higher than its Class 4 state. Immense pain is inflicted upon the target, causing either intense tension in the body as it freezes up or simply collapsing. While not as lethal as the Class 2 version, this level of power is very useable in the battlefield. Unlike the former level, this one will even leave smoldering , second degree, burns upon the victim's body where the electricity struck. Machinery relying on electric parts are easily and effortlessly disabled by Electrocution at this level. At Class 3 it is entirely capable of killing people if you’re not careful.
Class 2: The most powerful level of this technique and only few have ever achieved. Upon becoming Class 2 users of Electrocution the user can easily gain the advantage on multiple opponents at once. The user can choose to release his technique from one or two hands or if Mastered from their entire bodies, releasing multiple forked arcing bolts of electricity to attack up to three foes at once. As the beams are forked they can jump between enemies, meaning one man can hit three people at once if they are close together. When the Class 2 version is fired, it doesn’t stop until the user either dies or wills it to stop. Multiple, hindering, third degree burns will cover the victim's body, often leaving them a steaming mess. The electrical power this technique is comparable to a lightning bolt, making it absolutely devastating against people. Continued and multiple exposure to this attack can cause someone to have cardiac arrest or completely disintegrate them.
How to use technique: Using the technique is rather simple. One simply focuses their Reiatsu into their hands and imagines lightning. It’s a technique that gives hardly any sign of its preparation, making it an extremely useful surprise attack.
Technique Drawbacks: A technique this powerful requires equally powerful drawbacks, and this technique has its own hindering drawbacks that makes someone think twice before using it. As the user is using his own arm(s) as the conduits for the technique, constant exposure to such high amounts of electricity is damaging. While the Class 4 version of this technique is far more lenient than its other versions, it can still cause numbing in the hand using it if used four times within seven posts. The Class 3 version is not so forgiving, however. The technique can be used safely twice before any of the limb damaging effects happen. Burning of the hands and arms is commonly seen after being used twice, as well as numbing of the arm that hinders its ability to be adequately used in combat. The numbness will recover after four posts. The Class 2 version of this technique though is the most damaging. It can only safely be used once, and anymore runs the risk of permanently damaging the user. Continued use of the Class 2 Electrocution would result in sever, third degree, burns across the length of the arm(s) that conduct this technique. While the Class 2 version can safely be used once, it will still result in the casters arm going completely numb and becoming partially paralyzed for four posts.
It has other limitations as well. Electrocution only has an effect range of ten meters, meaning an enemy has to be relatively close for it to even be effective. As this power is using pure electricity, it can be grounded by things that would normally ground electricity. Spiritual steel is able to partially block most of the power behind this attack, effectively halving most of the power but only if the target can block it in time. Both Hierro and Blut provide a natural defense against this technique, but follow Offensive Stat and Class Clash rules.
Made By: Ray
Reserved: No{Soul Dominance (Mastered: - 80 TTP)}
Technique Name: Soul Dominance
Class: 4
Technique Type: Human World Dweller Technique
Usable By: Fullbringers Only
Technique Element: Varies
Technique Description and Effects:
This technique is an expansion of the basic racial ability of Fullbringers to manipulate Souls. Through extra training, the user of this technique can manipulate souls on a much more grand scale. This technique costs 150 Reiatsu and, as a result, can actually achieve combat useful manipulations. This technique can be used to manipulate raw elements up to the size of the user. It still cannot manipulate release weapons, and cannot manipulate the personal effects of an opponent such as clothing if there is not Reiatsu Strength Superiority.
How to use technique: Manipulate Souls on a grander scale than before
Drawback: Reiatsu Cost. Stamina Drain
Made By: Kyomei
Reserved?: No{Summoning Discipline: Stand (Mastered: - 750 TTP)}
Technique Name: Summoning Discipline: Stand
Class: 1
Technique Type: HWD Technique
Usable By: Fullbringers, Quincy, Mod Souls
Technique Element: Will
Technique Description and Effects:
This technique takes Energy Generate, Output, Movement, and Willpower, and renders them in the most potent way imaginable. It is, even amongst the Martial Disciplines, a terrifying technique, and one that makes all fighters stronger. This technique, when activated, reflects the user’s soul, in the most pure form. It creates a form based on this soul, and animates it. It gives the soul the will and physical power to fight. It gives the user an ally, who will Stand besides them at all points in time.
When this technique is learned, the user records how they truly see themselves, what the most true version of them is in their mind’s eye. This is given a human body, and becomes a figure that they can always dimly see out of the corner of their eye, although when the technique is not active, the figure, which will now be referred to as the Stand, is not capable of doing anything, and reacts only to the users actions, not the outside world’s.
When the user choses to do so, they may summon this Stand into the world, giving them independent action. The act of creating the Stand is one that utilizes reiatsu, but once the Stand exists, it no longer is reiatsu. Nor is it flesh and blood. It is a construct of pure Will, and can affect the world as such. Ergo, techniques that destroy reiatsu do not destroy the Stand, although suppression techniques can prevent it from existing in the first place. The Stand appears in eyesight of the user, no more than 200 feet away.
This Stand is invisible to the naked eye, as it is a manifestation of Willpower. Anyone with 50 ES can see it’s outline, and 100 ES can easily detect it’s features. Even if someone lacks the ES to detect the Stand, it is easy to observe the Stand’s effects on the outside world, as anything that it intends to interact with, anything it demonstrates the Will to push or move, is affected accordingly. So, as the Stand walks with purpose, someone would notice concrete cracking, and footprints appearing. As the Stand clashes it’s will against another person’s body, the wounds that appear will be visible.
The Stand possesses it’s own physical stats, although it doesn’t possess spiritual stats, nor does it possess sensory stats or specialty stats. It uses the User’s senses and guidance in order to know where to move and what to interact with. It possesses no reiatsu pool, but ignores cutback, as if constantly utilizing Push. Although it has no Reiatsu Strength, it cannot be affected with status conditions, although barriers and defenses of course can stop it.
The Stand’s physical stats are that of a Brave type, equal in Level to the user of the technique, as if it had 300 in both stats. Once this technique is mastered, that is raised to 400. The user, when they learn the technique, picks whether they want Strength or Speed to receive the higher boost. The Stand does not grow tired, no matter how fast it moves, or how frequently it does so. It’s attacks can be blocked, but it itself cannot be damaged. It lasts for 10 posts.
How to use technique: When learning the technique, one must find the perfect, idealized mental image of themselves, and chose to devote their soul to either Speed or Strength. They also must know all four basic HWD techniques. When activating this technique, the user must call out the phrase “Stand Beside Me!” and select a location to conjure their Stand. Then, by utilizing their reiatsu, and concentrating Willpower, they can render the Stand into being.
Drawback: This technique, first of all, can only be used twice in one thread. It costs 650 reiatsu to use, a hefty amount, even by the standards of such a powerful technique. Most of the weaknesses of the technique, however, come in the form of restrictions upon the user. While the Stand cannot grow tired, the user receives half of the stamina taxation that the Stand would’ve received, preventing them from going all out. Additionally, if the Stand would be damaged, the user receives the damage instead, wounds appearing on the corresponding part of their body. This only applies to physical damage. The Stand also relies on the user to see and make decisions, and if the user is impaired, the Stand is much less effective. If the user falls unconscious or dies, the Stand instantly vanishes. At the end of the 10 posts, the User must also pay an additional 150 reiatsu to maintain contact with the Stand, if they wish to use it again later in the thread.
Made By: Kyomei
Reserved?: No{Energy Generate: Minefield (Mastered: - 160 TTP)}
Technique Name: Energy Generate: Minefield
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
An advanced version of the lesser Firecracker technique, this one is actually meant to maim and kill, whereas its weaker version is meant to distract and slow. When this technique is used, the user can create a field of Reiatsu over a fifty square foot radius. Within this field, at any time, the user can detonate a section with the force of a large mine for the cost of 50 Reiatsu. An explosion does not use up an area of the minefield; the section is instantly replenished and can be detonated again.
How to use technique: Build up Reiatsu and spread it over an area, holding it in a steady wave beneath the ground before detonating it through simple focusing.
Drawback: This technique gets expensive; besides the initial cost of the technique, it also costs 50 Reiatsu per explosion, and atop that it costs an additional 100 Reiatsu per post to maintain the field. Atop that, it is tiring to maintain the field for long periods of time; after three posts, the pressure of holding it starts to wear on the user, and only gets worse after that.
Made By: Z-Wolf
Reserved?: No{Spiritual Discipline: Chakra (Mastered: - 750 TTP)}
Technique Name: Spiritual Discipline: Chakra
Class: 1
Technique Type: Human World Dweller Technique
Usable By: Bount, Mod Souls, Fullbringers, Non-Vandenreich Quincy, Human World Dweller Nakabakki
Technique Element: N/A
Technique Description and Effects:
The soul. Essentially the core of one's true self. And to manifest its energy is a feat anyone can accomplish. When you gaze at all of the spiritually aware, you see them blasting their spiritual energy around themselves. Sometimes they can flex it and use the force it generates to their advantage. Other times they can create projectiles, or concoct actual physical changes. But this technique is different.
The cost for this is a full 800 Reiatsu, but it lasts for 20 posts. As long as it is active, the user's hands gain the power to directly utilize their own Reiatsu. How? Anything they touch, should they allow it, including their own body, can be imbued with a flame of their choosing. This fire isn't hot, and does not burn. What it does it enhance offensive and defensive capability. This can be used on techniques, releases, body, attacks, weapons, etc.
As long as that flame coats an object, it is considered "Class neutral" and "value neutral." Unless struck by a superior Class or 2x Offensive Stat or more, it will always win in conflict against anything that is without a flame. In other words, say Player A utilizes Chakra on their sword and Player B has some sort of Hierro-like ability. Player A, except with the aforementioned limitations, will always be able to cut clean through that defense and sever it.
If the target is also coated in flames, however, then the neutrality of Class and value is lost against that target, and once again it is treated as a clash of offensive power or Class, as per normal rules. Therefore, this technique is a must for top level Human World Dwellers, as it is almost impossible to succeed in combat without it. Just to meet the high tier status quo, this technique is required.
How to use technique: It is activated for the 800 Reiatsu cost, and it is special in that no technique that lowers Reiatsu cost can lower the cost of this technique. Furthermore, anyone who can charge or generate Reiatsu cannot use any such methods of charge or regeneration while this technique is active. To learn this technique, user must know Willpower, Output, Movement, and Energy Generate.
Drawback: 800 Reiatsu cost in addition to considerable stamina drain the longer this technique is used. In addition, anyone who uses this technique bleeds 20% more profusely out of wounds while it is active.
Incantation and Effect: N/A
Made By: Kento
Reserved?: No{Redirection (Mastered: - 750 TTP)}
Technique Name: Redirection
Class: 3-1
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is a vicious technique used by strong Reiatsu beings. This allows the user to grab a hold of Reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's Reiatsu-based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three Classes to this technique. The Class 3 version can catch Reiatsu of any Class except Class 1+ and redirect it for half cost of the technique. The Class 2 version can do the very same, except it layers the user's Reiatsu Strength on top of the enemy's Reiatsu Strength for the returned attack. It also uses the full cost. The Class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: Stated above.
Drawback: This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Made By: Admin
Reserved?: No{Energy Generate: Inner Power (Mastered: - 750 TTP)}
Technique Name: Energy Generate: Inner Power
Class: 1
Technique Type: Energy Generate
Usable By: Human World Dwellers
Technique Element: None
Technique Description and Effects:
Although Inner Power falls under the category of an Energy Generate technique, it is more than that. This technique relies on amplifying the very power of Martial Discipline: Ken. For this reason, the user must know Ken in order to learn Energy Generate: Inner Power. This technique is only to be called upon at the end of a battle if the user has no other options. It is a last resort technique that will leave the user completely drained, but in exchange, they are briefly granted immense power.
This technique appears much like Ken. The user flexes their spiritual power to release a layer of reiatsu from their body, extending outward in every direction. However, that extension does not end. It will continue until it forms a 30 foot creature similar to the Susanoo of the Uchiha from Naruto. The appearance of this creature differs from individual to individual. However, it will retain the intimidation effects of Ken. Furthermore, its durability will be determined by the sum of the user’s reiatsu strength, spiritual pressure, and strength, much like Ken but more powerful. It is important to note that Willpower and other abilities that increase stats cannot combo with Inner Power.
While Inner Power is active, the user may no longer activate any more non-release techniques other than step-techniques, which come free of cost. However, they are limited to two step techniques per post. While they cannot cast any more non-release techniques, those that are already active may be renewed by repaying the reiatsu cost. The user’s release is still available to them.
Instead of relying on other abilities, the user may take advantage of Inner Power’s properties. Firstly, the reiatsu armor around them has a similar property to Ken. If the user takes the offensive, their physical attacks will strike with a force equal to the sum of all their offensive stats. Furthermore, by paying 100 reiatsu, the user can release a projectile from Inner Power. This projectile may take the form of a shakkah-sized arrow or a ball, and it is fired from Inner Power’s hand. It will also hit with an impact or piercing power equal to the sum of the user’s offensive stats.
How to use technique: Same as Ken except more energy is channeled for a longer time to extend the size of the Ken and shape it into a powerful spiritual form.
Drawback: The user must pay 600 reiatsu to activate Inner Power. Once activated, it will last for four posts before the user exhausts and loses consciousness. For this reason, Inner Power may not be refreshed. When it ends, the user’s remaining reiatsu will automatically fade. Because stamina cost is not lifted while Inner Power is active, the user may extend the duration of Inner Power by one post for each point in Strength of Will the user possesses.
Made By: Marcus Cole
Reserved?: No{Dragon (Mastered: - 160 TTP)}
Technique Name: Dragon
Class: 3
Technique Type: Construct
Usable By: Human World Dwellers
Technique Element: Various
Technique Description and Effects:
This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.
How to use technique: You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.
Drawback: Cost
Made By: Impossible
Reserved?: No{Domain Expansion (Mastered: - 1,800 TTP)}
Technique Name: Energy Generate: Domain Expansion
Class: 1-0
Technique Type: Human World Dweller Technique
Usable By: Fullbringers, Free Quincy, Bount, Mod Soul Giga
Technique Element: N/A
Technique Description and Effects:
The penultimate technique available to those born of the Living World. While there exists other techniques that allow a Living World dweller to combat even the strongest of the spiritual worlds fighters, this technique sets them above the rest. Those that are capable of performing this ability have their names forever remembered in the unspoken history as the greatest of the Living World. In order to even begin learning this technique the user must have mastered the Energy Generate technique, the Willpower technique, and the Output technique. This technique uses all three of these abilities in conjunction and performs an impossible feat; to expand a barrier that contains one innate domain. Their inner world.
By performing a unique hand sign that acts as the “conduit” for the technique to activate, the user encloses their opponent in an instantaneously-formed barrier. This barrier, much like the mechanics of a few Martial Disciplines, has an interior durability that equals the combined might of the casters Strength, Reiatsu Strength, and Spiritual Pressure. It cannot be bolstered through Stat Boosting abilities. If the opponent is able to locate the boundary of the barrier, they can attempt to escape by shattering it, but escaping from an expanded domain from inside the barrier proves incredibly difficult for a number of reasons. The first is the distortion of space. The inside of the barrier does not match its actual proportions, meaning it can seemingly be a mile in radius while the actual barrier's boundaries are only a few meters away from the center of the domain. This makes locating the boundary difficult, but someone with at least 250 ES can detect it. Because the interior of the barrier is so powerful, the trade-off is that breaching the barrier from the outside is much easier. The exterior of the barrier, still in the outside world, only has an OS equal to the caster's highest Spiritual Stat. It also does not Class Clash like the inside does. If one has a superior offensive stat, they are able to breach the exterior and enter the barrier or even create an exit for their ally. If somebody really and truly wanted to get inside the domain they could, but they would also be trapped.
What makes Domain Expansion so incredibly dangerous and powerful is that the interior subjects the captured opponents to a sure-hit effect. Each Domain Expansion is unique between users because it utilizes the caster's Release in some way. A release is an expression of the soul, so a technique that manifests one's inner world would naturally coincide with such power. The barrier created is imbued with the caster's Release ability. An effect related to the caster's Release will target and hit the enemies caught within. Once trapped inside, the victims are subjected to an ability with a guaranteed hit. Domain Expansion will last for 5 posts but can be boosted to 7 if the user possesses a Rank of 3 or higher in Strength of Will.
There is another level to this technique - the Class 0 version. At Class 0, the technique no longer requires the creation of the barrier to perform its sure-hit effect, though one can still be created. The ability to realize one’s innate domain without using a barrier is akin to an artist painting a masterpiece not on a canvas, but on air. It is truly a divine technique. Using the Class 0 version of the technique removes the need to use the barrier to entrap an opponent. This gives them the opportunity to escape, but doing so creates the condition that, while they can escape, this expands the technique's sure-hit effect to a range of 200 meters in every direction. This effect allows a user of a Class 0 Domain Expansion to fight against other versions of the technique. Should they get trapped in another person's Domain Expansion, the Class 0 user can use their own version of the technique and attack the other user's barrier from outside. The Class 0 version always over-powers the Class 1 version, alongside simply destroying the barrier and then assaulting the opponent with the innate technique.
At Learned the caster is not able to fully manifest the barrier to create the domain. This requires the caster to already be inside some kind of barrier, a separate space, or inside of a closed building. Anybody caught within the space will be subjected to the sure-hit effect indiscriminately.
At Proficient the caster is able to manifest their barrier and even exclude people from getting caught in it. In order to capture someone in the barrier they must be within fifteen meters of the caster when the technique is activated.
At Mastered the range at which the barrier can be expanded increases to thirty meters. At this level, any number of people within the Domain can be chosen to not be subjected to its effects. This keeps allies or friends safe while only attacking the desired opponent.
Because of the unique and individualistic nature of Domain Expansion, the Player must submit their own version of the technique for Staff review following the guidelines provided in this technique. This is the only way they can learn it. Descriptions should be concise and simple, always relating back to the character's Release.
Shizuka Sanamizu's Domain Expansion:
Across the entire domain, reaching up to 200 meters when the Class 0 version of this technique is activated, the ground becomes a massive splash pad with hundreds of geysers shooting 375 feet up into the air at a speed of 1200. These geysers have vents that are all three feet wide, and each geyser is only a foot away from another, so they are all extremely close. Shizuka is able to control when any of these erupt an unlimited amount of times, but each individual geyser can only erupt once per post. She does not need to only choose one at a time and can erupt as many as she wishes simultaneously. The bucket that appears when Shizuka activates her Fullbring becomes colossal in size. It has a 100-meter diameter and floats at 400 feet above the ground of her domain. This bucket fills entirely and dumps once per post at the beginning of each one, causing a massive tsunami to spread over the entire 200 meters of the boundary. At its deepest after each dump, the domain has five feet of fluid that dissipates over the course of the post until it is completely gone by the end of it. Even with the dissipation, the bucket will still dump again at the beginning of the next post. The fluid within this domain does not affect Shizuka and instead flows around her, avoiding her body completely. She can also choose what the fluid is at will but must use that same fluid for an entire post before swapping to something different.
Domain Name: Summer's Last Memory
How to use technique: Combine the use of the listed prerequisite techniques and focus them through the hand sign created.
Drawback: There are drawbacks and counters to this ability. The first drawback is the cost. Domain Expansion costs a hefty 1,500 Reiatsu. It’s also incredibly exhausting. Though the stamina drain will not hit until after the technique ends, it will reduce the caster's stamina by 75%. This ability is meant to be a finisher and end fights. Another drawback is that this technique disables the Release of the caster after it ends for 10 posts and other non-Release techniques receive a 50% increase in their costs. Utilizing the technique also causes immense strain on the user's body the longer the domain remains active. Open wounds will bleed heavier. Previous injuries will hurt more and more. An injured and exhausted fighter might only be able to maintain the domain for two posts before it collapses. What’s more, reishi cannot be brought into the barrier. This locks Quincy out from recovering their reiatsu while they are inside a Domain, whether it’s theirs or not. Strengthening techniques like Martial Discipline: Chakra cannot be applied to the barrier.
There are ways to counter the domain even inside of it. The sure-hit effect of the Domain is subjected to clashing with the opponents trapped inside of it. The defense of the barrier itself and the imbued effect receive the combined total of the three stats listed above, but they are still subject to clashing with defenses and other abilities the opponent possesses. For example, the Domain would clash with Hierro, Blut, or other defensive techniques. Secondly, an opponent can engage in either a clash of Domains by using their own Domain Expansion OR, if they are a race that does not possess access to this technique, then they can use a Level 2 or greater release, like Bankai, to clash with the Domain. Expanding one's own Domain Expansion or an ascended level of Release will cancel out the sure-hit effect of the Domain's barrier, causing the two to clash for a post until the stronger of the two wins out. The Release must be activated at a Class equal to or greater than the Domain Expansions. The best strategy to defeat a Domain Expansion is to target the caster rather than trying to escape.
Domain Expansion is considered a Reserved Technique for each user and thus counts against their total number of Reserved Techniques.
Made By: Luke Clyburn
Reserved?: No☽ [smear:4EE2EC]P U R C H A S E[/smear:F52887] x [smear:4EE2EC]H I S T O R Y[/smear:F52887] ☾
- Purchased a Soul Gauge from Urahara's Store.
- Purchased a Fountain of Youth from Kitai's Shop.
- Purchased X-Ray Contacts from Kitai's Shop.
☽ [smear:4EE2EC]C O M P L E T E D[/smear:F52887] x [smear:4EE2EC]T H R E A D S[/smear:F52887] ☾
- #5 Meets a Lt? - +390 TP (Converted to 390 CTP)
- Pretty Rave Girl
- Shizuka Gives Pointers. - +515 TP (Converted to 515 CTP)
- La Ciudad De Oro
- New Teacher! And he's HOT.
- Legends of the North, Gain the Tesseract!
- Branching Out
- Dinner with Killers
- Ad Esse Reale, As Esse Purum - +300 TP (Converted to 300 CTP)
- What Does it Mean to be Human? - +320 TP (Converted to 320 CTP)
- Così Ci Incontriamo Di Nuovo. - +350 TP (Converted to 350 CTP)
- Obviam Ei Ut Salutaret - +600 TP (Converted to 600 CTP)
- Ut Simul Sint - +240 TP (Converted to 240 CTP)
- A Quiet Night - +1,180 TP (Converted to 1,180 CTP)
- Empire State of Mind - +400 TP (Converted to 400 CTP)
- A Need vs. A Wish - +570 TP (Converted to 570 CTP)
- You've Got Mail - +310 TP (Converted to 310 CTP)
- Should I Know You? - +370 TP (Converted to 370 CTP)
- Ad Esse Slammin - +310 TP (Converted to 310 CTP)
- An old fairytale setting with a modern day princess. - +1,190 TP (Converted to 1,190 CTP)
- Death of a Bachelor - +480 TP (Converted to 480 CTP)
- Arc 3: Canon Z-2: Traitors Among Us - +3,800 TP (Converted to 1,800 CTP and 2,000 TTP), +19,000 Ryo
- Beginning of the Journey - +800 TP (Converted to 800 TTP), +800 Ryo
- Golden Days
- The Fullbringers: Blood Sanction - +700 TP (Converted to 700 CTP), +700 Ryo
- Canon Z-3: Empire of Betrayal - +2,000 TP (Converted to 1,640 CTP and 340 TTP), +2,000 Ryo
- The Good, the Bad, and the Dirty - +460 TP (Converted to 460 CTP)
- Crazy=Genius - +735 TP (Converted to 735 CTP)
- Fullbring it on! - +220 TP (Converted to 220 CTP)
- Don't Threaten Me with a Good Time - +260 TP (Converted to 260 CTP)
- Trouble in Paradise - +1,000 TP (Converted to 1,000 TTP), +5,000 Ryo
- Cold Spring Warm Hearts
- Arc 1 ~ Canon 1: Tartarus Stirs - +9,600 TP (Converted to 7,360 CTP and 2,240 TTP), +58,000 Ryo
- To Catch A Thief - +370 TP (Converted to 370 CTP)
- Arc 1 ~ Canon 2: Lock-In in Berghain - +4,400 TP (Converted to 4,400 CTP), +22,000 Ryo
- Fury left Untempered - +490 TP (Converted to 490 CTP)
- Break Me With Goodbye
- Emperor's New Clothes - +3,925 TP (Converted to 3,140 CTP and 785 TTP)
- Headhunting Zahra - +460 TP (Converted to 460 TTP)
- Hallelujah
- Please Don't Hate Me - +550 TP (Converted to 550 TTP)
- High Hopes - +260 TP (Converted to 260 TTP)
- Get Out - +4,800 TP (Converted to 4,800 TTP), +4,800 Ryo
- It's a Beautiful Day Outside - +520 TP (Converted to 520 TTP)
- Impossible Year - +610 TP (Converted to 610 TTP)
- Make No Apology
- Be Honest for Once
- The Black Market is A Wonderful Place - +160 TP (Converted to 160 TTP)
- Summertime Combo - +50% Social Bonus
- Getting Hard to Hide - +180 TP (Converted to 180 TTP)
- The Top One Percent
- Good Times... - +120 TP (Converted to 120 TTP)
- Rizer & Lord Kouhai Talks Invasion Plot (as Kouhai) - +20% Social Bonus
- It's Go Time - +720 TP (Converted to 720 TTP)
- Open Door Policy
- +40% Social Bonus(Used)- Common Ground or Common Grumblings? (as Kouhai) - +20% Social Bonus
- Panty & Stocking with not Garterbelt - +570 TP (Converted to 570 TTP)
- Harmony Shackled (as Kouhai) - +40% Social Bonus
- Out and About Under the Starry Night Sky - +50% Social Bonus
- Corporate Acquisitions and Espionages - +50% Social Bonus
- Ghosted? That's Not Quite Right. - +50% Social Bonus
- Deliverance - +1,080 TP (Converted to 1,080 TTP)
- This Ain't a Scene, It's an Arms Race - +1,040 TP (Converted to 1,040 TTP)
- Morning After, Sickness and Health - +50% Social Bonus
- Rage Against the Executioners - +320 TP (Converted to 320 TTP)
- Lord Miraculous Kohai (as Kouhai) - +30% Social Bonus
- Hold Me Like A Grudge - +50% Social Bonus
- A Little Less Sixteen Candles - +6,800 Ryo
- Dear Child, Where Art Thou - +50% Social Bonus
- On Wednesdays We Wear Pink - +20% Social Bonus
- After Visit Summary - +20% Social Bonus
- The Night Is Ours - +50% Social Bonus
- Asking Forgiveness, Never Permission (as Satan) - +10% Social Bonus
☽ [smear:4EE2EC]A C T I V E[/smear:F52887] x [smear:4EE2EC]T H R E A D S[/smear:F52887] ☾
- Election Results
- But First Coffee
- SHOPPING DAY! (as Kouhai)
- Getting Filled (as Satan)
- A Night of...
- On the up and up or is this about the collateral?
- Arc 1 ~ Canon S-1: New Generations: Fullbringer, Series 1
- Arc 1 ~ Canon S-1: New Generations: Fullbringer, Series 2
- Arc 1 ~ Canon S-1: New Generations: Fullbringer, Series 3
- Arc 1 ~ Canon S-2: New Generations: Bount, Series 1
- Arc 1 ~ Canon S-2: New Generations: Bount, Series 2
- Arc 1 ~ Canon S-2: New Generations: Bount, Series 3
- Arc 1 ~ Canon S-3: New Generations: Arrancar, Series 1-2
- Arc 1 ~ Canon S-3: New Generations: Arrancar, Series 3