Post by Marcus Cole on Apr 21, 2015 23:06:03 GMT -5
Character Name: [Marcus Cole]
Previous Real Age: [20]
Current/New Real Age: [21]
Previous Age of Appearance:[/b] [20]
Current/New Age of Appearance: [21]
New Ideals/Personality:[/b]
Main Fullbring Appearances:
Sealed
Marcus's main Fullbring seems like the least threatening object he has on him. It is a simple necklace that he usually keeps tucked behind his shirt, out of sight. He's not ashamed of it or anything like that, but it was precious to him and he wanted to keep it as close to his chest as possible. The necklace is a simple, black string with an uncomplicated lock at the end that allows him to clip and unclip it when putting it on and taking it off. However, it is rare that he does take it off out of fear of losing it.
The most important part of the necklace is the glass, semi-transparent symbol at the middle that hangs behind Marcus's shirt. It is a blue eagle-like bird. The bird is almost perfectly symmetrical. There are two clips on each wing that divide the wings into three parts. There diamond-like tail at the bottom of the bird. The head, however, is turned to the left if one looks at it although they were looking at Marcus. The symbol represented his family's trapeze act in the circus when he was younger, and it reminds him of his past.
Released
Upon the Fullbring's release, the light blue bird begins to luminesce, shining with a light blue light, melting into Marcus's chest. The light still visible through his skin and clothes. If he is wearing his combat suit from Uzaki Enterprise with the blue streaks across his chest and arms, the blue bird's symbol would glow within the boundaries of the blue on the suit. He has the option to negate the glowing for stealth purposes.
Main Fullbring Name: Splice
Main Fullbring Level 1 Property:
Marcus’s power, although true to the Fullbring’s name ‘Splice,’ may be described better with two simple words: Disconnect and Reconnect. Those two words are vague on their own, yet Marcus expands on the possibilities with the terms in his release, allowing the abilities to exist powerfully on their own while working well together. Disconnect and Reconnect are only limited by his imagination, for they can apply to everything.
Allow me to go over the simplest of the abilities, and the one that usually comes before the other. Marcus has the ability to disconnect. Now, this term can apply to other things. As long as Marcus is in contact with a structure without a spiritual statistic, he may cause it to crumble before him. This is limited to a volume of twenty meters by twenty meters by twenty meters. It does not apply to any belonging of another person and cannot harm living things. He may use this once per post.
However, that is the most insignificant part of the power. More importantly, Marcus can disconnect himself. Yes, you read that currectly. Is this a Buggy the Clown rip-off? Well, you may think so, but I think it’s 10 times better than the ability of that failure of a pirate. Yes, Marcus can disconnect himself like Buggy does. However, he takes it beyond that. Marcus doesn’t just disconnect little slices of himself. He can choose exactly what parts to disconnect. If he’s about to get punched, he may temporarily disconnect a hole in his body the size of the other person’s fist, so one piece of him would get punched away rather than have his whole body suffer the impact. Even if he disconnects his heart, Marcus’s body will function normally unless his heart suffers damage after being disconnected, which will intern most likely kill him.
Now, as mentioned above, Marcus can disconnect any part of his body, no matter how small or large. However, he’s limited to disconnecting one thing per post for free, and any additional disconnections require 25 reiatsu. However, after he disconnects a body part, he is allowed to telepathically control it, moving it with a speed of 600 and giving it the same force behind it as his strength. Therefore, he can do the Big Hero 6 thing and send his fist off to deliver a long-distance punch. Marcus can levitate his all spliced parts of his body and move them at his maximum speed without fatiguing himself, for he is controlling himself telekinetically and not sprinting. However, he must designate one part of his body to be the root, and that part cannot levitate. He cannot control any part of his body that is more than 200 meters from the root unless he is recalling it, which will be specified in the next paragraph.
There’s a second part to this power, however: reconnect. Marcus has the opportunity to call any part of his body back to himself with a speed equivalent to triple his own. He may determine the path that his detached body parts may follow as long as they are moving nearer to him with every movement and not away. Even if his arm is in a different part of the world, Marcus can recall it back to himself. He just cannot attempt to reconnect it if it is in a different world. If his arm is taken to Soul Society and he is in the Human World, he must go to Soul Society to reacquire it.
Main Fullbring Level 2 Properties:
1. Perception Splice
This first property of Marcus's level 2 release is the least powerful and useful, yet it provides him with a significant advantage for a man with his expertise. Marcus has the option to prevent either his own disconnected body part or an object he is manipulating through Material Splice, an ability described below, from being detected by a certain form perception. Being an assassin, this enables him to maintain a certain degree of stealth in his fights, despite releasing his fullbring.
There are six definite senses: sight, sound, touch, smell, taste, and energy sensory. Once per post, Marcus has the option to negate any structure that he is controlling from being perceived by a single method. If he chooses to counter sight, he can turn the structure invisible. If he chooses sound, the structure and everything it is directly in contact with will make no noise. If he chooses smell, it will have no odor. If he chooses taste, it will taste bland. If he uses touch, the user will not be able to register the weapon's touch. It could hit them, but they will not feel pain, only the impact of the attack. If he chooses energy sensory, its reiatsu will be suppressed completely. Only a senses of more than 300 can thwart one of the forms of perception slice that relate to the sensory stat, and only an energy sensory of more than 300 can detect the suppressed reiatsu. While he can use this ability twice per post, a single body part or structure may only have one active form of perception splice at a time.
2. Dimensional Splice
Dimension Splice is simpler than the first ability, for it deals with dimensional disconnection and reconnection. Marcus may cause one part of his body to completely disappear from reality, allowing it to only reappear with another mental command. He may not use this on his whole body, so at least one part of him, not neccessarily the root, must remain for him to return to. If he did not use dimension splice on the root, he may also reconnect his body anywhere within 200 meters of any part of himself. If he did use dimension splice on the root, then he may reconnect it anywhere within 200 meters of at least one of his body parts. He may use the dimensional splice once per two posts, and it only applies to himself. Dimensional disconnecting costs 100 reiatsu, but reconnecting is free of reiatsu cost.
3. Material Splice
This ability is quite possibly the most useful and versatile out of all of Marcus's level 2 properties. All it does is let him disconnect and reconnect his surroundings, though it stresses the reconnection aspect. Essentially, he can cause the rocks beneath his feet to crumble and splice them into an armor, weapon, or any other construct with a durability based off his offensive stat. Non-spiritual items will always be based off his offensive stat when he integrates his reiatsu into them. He can disconnect spiritual objects and materials that have a lower stat than his offensive stat, including objects belonging to others. He may not disconnect objects belonging to someone with a higher offensive stat than him. All objects he disconnects must now be within 10 meters of him.
Disconnecting objects is free of cost and may only occur once time per post, as mentioned above. However, reconnecting them costs 50 reiatsu for any constructs smaller than himself and 100 reiatsu for any constructs his size or larger. The largest that his constructs may be is 50 meters by 50 meters by 50 meters, giving him an opportunity to create very large things as long as he has enough material to build them. They put themselves together at a rate determined by his speed.
Material Splice also applies to reiatsu-based moves such as Cero. Marcus or an object infused with his reiatsu must make direct contact with a reiatsu-based technique in order to use its remnants to create a construct out of it that is no larger than ten meters by ten meters by ten meters. This construct would be made out of raw reiatsu of the same color as the reiatsu-based technique. However, if the technique was elemental, that elemental property would carry over. For example, a fire technique that Marcus makes a construct from would have flames all around it and be extremely hot, cooking those it touches. Marcus can control all constructs telekenetically, like they're a part of his body, moving them with a speed of 600 as long as they stay within 200 meters of the designated root.
Secondary Fullbring Appearances:
Sealed
Marcus's secondary Fullbring is very small and ordinary, for every one of his comrades owned the same small object. It was a small wallet Uzaki Enterprise ID card. It only had his basic info, listing his name and position with the company. It included a miniature, rectangular picture of Marcus from when he got out of the hospital and went in to Uzaki Enterprise headquarters for his first day. His hair was neatly combed down to the side, but his ice blue eyes were nervous and he wore an incredibly awkward half smile. He wore a plan black suit, white dress shirt, and solid tie to match his eyes. He keeps the card in his wallet and doesn't leave the house without it.
Released
As soon as Marcus releases his secondary Fullbring, the Uzaki Enterprise ID card begins to glow. It becomes intangible as it starts to merge with his aura, allowing it to soar out of his wallet, hover in front of his chest, and fuse with the remainder of his aura. As soon as the fusion is completed, Marcus's aura suddenly flexes to triple it's previous size. Even the spiritually aware without any points in Energy Sensory would see the horrifying midnight blue aura expand for just a moment before contracting to its normal size. For stealth purposes, however, he may choose to negate the aura flex.
Secondary Fullbring Properties:
Marcus's Fullbring deals with the more abstract concepts of 'disconnecting' and 'reconnecting' in the various forms of splicing that it entails. However, his secondary fullbring is slightly different. As opposed to disconnecting and reconnecting, Marcus instead uses the Fullbring maintain objects and entities in the world rather than remove and return them.
1. Anchorage
This is the most simple of the two secondary abilities. The concept behind it is simple. By establishing something as an anchor, Marcus maintains its existence in reality, preventing it from moving. No matter where an object is when Marcus uses this ability on it, it will be anchored in that position and be immune to any and all forces that act upon it except for those with more than twice Marcus's offensive stat. If it is used on a muscle, that muscle will automatically be locked in that position. The muscles would be tightened, preserving it in a permanent flex. Reiatsu flow is cut off in the part of the person that is anchored.
There are two ways that this ability may take effect. The first is through contact between Marcus or an object infused with his reiatsu and the target. The second way to initiate this technique is through indirect contact. Marcus and the target must be somewhat linked by either a solid or liquid substance (Ex. the ground, a body of water, and so on). Marcus may then create a string of reiatsu only detectable with a 250 in energy sensory. This string of reiatsu would move at a speed of 600 and can only move through the object that connects him and the target. Likewise, its effects are limitted to only the point where the target is in contact with whatever is connecting it to Marcus. For example, if it reaches a person's foot, then the limb connected to that foot would be anchored. The string is limitted to a range of one-hundred meters.
Marcus's anchorage works on all non-spiritual objects, letting him stop the movement of huge structures such as a collapsing building solely as long as the force behind these structures doesn't exceed twice his offensive stat. When it comes to people, however, this ability is slightly different. Depending on the point of contact, Marcus may either anchor a limb or the torso. Reiatsu flow and concentration is cut off in the concentrated areas, and a Shunpo would be incapable of moving the anchored part of the target if the offensive stat is not more than twice Marcus's. Therefore, trying to Shunpo with an insufficient offensive stat would most likely tear off the arm. However, anchorage on spiritual people or items lasts two posts while it lasts five posts on non-spiritual items, though the user can end the ability's effects on a target. Marcus may anchor two things per post.
2. Newton's First Law
Marcus really isn't a science guy, but this was the ideal name for such an ability, After all, Newton's First Law of Physics is perfect for the preservation of forces as they act upon an object. That is everything that this ability is about. Marcus uses this ability to keep a force acting on an object, just as Netwon's First Law of Physics states. Its application is relevant to both spiritual and non-spiritual objects and persons.
Marcus can use a similar, but more extensive method to get this ability to act on the target. There are two ways that this ability may take effect. The first is through contact between Marcus or an object infused with his reiatsu and the target. The second way to initiate this technique is through indirect contact. Marcus and the target must be somewhat linked by either a solid or liquid (Ex. the ground, a body of water, and so on). Marcus may then create a string of reiatsu only detectable with a 150 in energy sensory. This string of reiatsu would move at a speed of 600 and can only move through the object that connects him and the target. Likewise, its effects are limited to only the point where the target is in contact with whatever is connecting it to Marcus. For example, if it reaches a person's foot, then the limb connected to that foot would be anchored. The string is limited to a range of one-hundred meters.
Once Marcus plants the ability on the target, it only resides in the part he contacted. It uses the same system of limbs as the other ability. Depending on the point of contact, Marcus may either anchor a limb or the torso. Once this ability is planted on either a non-spiritual or spiritual object or person, it will reside in them for three posts before fading. In those three posts, Marcus can activate it at any time, and it will last three posts for spiritual people/objects and six posts for non-spiritual people/objects. When activated, it will simply keep the target in motion. The momentum will be preserved for its duration, no matter how slow or how fast. More so, the velocity cannot be changed or resisted by anyone without twice Marcus's offensive stat. If used on a punch at its peak of momentum, the punch will continue to move forward, dragging the rest of the person behind by his fist. It is even resistant to gravity, so the target can be pulled upward if that's where the momentum carries him. This ability may be used once per post.
Strength - [400] (600) Points
Speed - [350] (700) Points
Spiritual Pressure - [300] (180) Points
Reiatsu Strength - [33] (25) Points
Light Aura - [60] Points
Dark Aura - [40] Points
Instinct - [182] (137) Points
Senses - [135] (203) Points
Energy sensory - [0] Points
Healing Expertise - [0] Points
Total SP: [1400] Points
[/ul][/ul]
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: [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: [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: [Shadow Punch]*
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Marcus's fighting style is extremely fast paced and is focussed on eliminating his opponent as quickly as possible by dominating in close-combat with his lightning fast speed and superhuman strength. However, in hopes in increase the amount of blows he can land in a period of time, Marcus has created this technique. All it requires for activation is direct contact or contact through a weapon, and Marcus must then leave a minuscule imprint on his target that way, even if the contact is for a split second. Marcus may then activate this technique whenever he wishes, and doing so causes the target to be hit only in the area that Marcus had contacted with a force similar to a punch with the power of the user's strength or reiatsu strength behind it. The technique lasts for five posts, and unless activated before then, it will fade away. While the reiatsu is being focussed, only mastered techniques may be used due to the concentration required to purge themselves of Marcus's reiatsu.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
First of all, this technique requires the user to pay 100 reiatsu to activate. In addition, in order to be used, the user must first make contact with his opponent, making it impossible to land without having already closed the distance first, forcing the user to rely on his or her own abilities to use this technique. In addition, one with an energy sensory of more than 200 may detect the reiatsu placed on them.
There are ways to remove this technique. Either by concentrating reiatsu on the area that had been touched, the target may rid themselves of Marcus's trace of reiatsu after two posts. Quincy, due to their natural ability to absorb reiatsu, only take one post of focussing their reiatsu to rid themselves of the shadow punch, and after two posts, whether they're aware of the technique or not, they will unconsciously absorb it.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes, but it may be taught.
Technique Name: Shadow Phase*
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
This makes Marcus completely intangible to any and all physical attacks. It only lasts for a moment, but in that time period, Marcus cannot be hit by anything physical. They all go straight through his body, preventing him from taking the damage. Marcus essentially phazes his body through the attack that was aimed to hit him, preventing him from taking any damage.
How to use technique (How is it activated?): [Channel reiatsu and activate. This requires no set-up time or charging time.]
Technique Drawbacks (Limitations, repercussions for use, etc)
The first drawback of this release is the physical exhaustion it places on the user. Marcus automatically feels like he had sprinted a full post at his maximum speed, making his breathing get significantly heavier. After using this technique, Marcus temporarily loses 100 points in speed, which lasts for three posts. Most of the effort for this technique is physical, so it only costs 200 reiatsu. He may only use this technique once per three, but it can last for a full post or no more than 10 seconds.
Another significant flaw with this technique is that it only works against physical attacks. Anything that is reiatsu based, such as a Cero or beam attack, will still hurt Marcus. He will only take the damage in the form of burns, but these burns will effect his insides, making the damage worse.
Marcus cannot move while using this technique. His body’s momentum can still continue, so it is possible for him to plan his movements, but he cannot contract his muscles at all while using this technique. Lastly, if anything or anyone is within his body while Shadow Phase ends, the one with the lower relative offensive stat has that part of the body crushed by the object or the body part of another.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Yes]
Technique Name: [To Take Flight]*
Class: [5]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
The objective of this technique is simply to gain the ability of flight. Marcus may apply this technique to objects, letting them maintain their momentum once thrown and not slow down as long as the wings are active. It also allows Marcus to mentally control their trajectory with the wings. They also let him change direction with just a moment’s thought and control his movement mentally. The wings can only be destroyed by attacks with an offensive stat greater than Marcus’s.
How to use technique (How is it activated?): Channel reiatsu and cast. If it is being used on an object, the user must be in have physical contact with the object.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique costs Marcus 50 reiatus to use on an object, as long as that object is smaller than him. It may be cast on any object that is smaller than a pick-up truck, but those equal to or larger than Marcus in size cost 100 reiatsu, and the wings only have the strength to carry objects that Marcus himself is strong enough to lift. If an object is too heavy for him to pick up, then it is too large for the wings to carry. The wings last for six posts before disappearing.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes, but can be taught to others.
Technique Name: [Five Feather Strike]*
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [None]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Marcus’s fast-paced fighting style is straight-forward and easily predictable, so Marcus has invented this technique in order to add a dangerous element of surprise to his battles. Whenever Marcus lands a hit on the opponent with either a melee weapon, item infused with the user's reiatsu, or a direct hit, the target acquires a small black, reiatsu feather that floats over his or her head that they can only see if they look directly up. Those with an energy sensory of 150 or more can only detect it, but because it is directly over their head, they cannot see the feather unless they look up.
When the target has five feathers over his head, Marcus then gains the ability to activate this technique. He may have the feather unite as a blade over the target’s head and descend on the opponent three times Marcus’s speed, leaving a two-foot long, four-inch deep cut on any part of the opponent’s arms, legs, or torso, but not fatal areas like the jugular vein or neck.
How to use technique (How is it activated?): [Listed above]
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique is always active at Marcus’s discretion, so he may have feathers appear over the target’s head for no reiatsu cost. However, it costs 150 reiatsu to activate the ability. Each feather only remains over the target’s head for five posts before disappearing, so he must place the feathers as quickly as possible to activate this technique, putting him on a time limit. In addition, it is possible for the opponent to dodge the technique with a step technique, if they have the speed required to do so. In addition, attacks with an offensive stat greater than Marcus's have the ability to destroy the feathers. This also counts as a short-term stat boost.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes, but can be taught.
What kind of update: [General Update, Technique Update]
Current Rank: [Rank 2]
New Rank: [Rank 2]
Previous Real Age: [20]
Current/New Real Age: [21]
Previous Age of Appearance:[/b] [20]
Current/New Age of Appearance: [21]
New Ideals/Personality:[/b]
Main Fullbring Appearances:
Sealed
Marcus's main Fullbring seems like the least threatening object he has on him. It is a simple necklace that he usually keeps tucked behind his shirt, out of sight. He's not ashamed of it or anything like that, but it was precious to him and he wanted to keep it as close to his chest as possible. The necklace is a simple, black string with an uncomplicated lock at the end that allows him to clip and unclip it when putting it on and taking it off. However, it is rare that he does take it off out of fear of losing it.
The most important part of the necklace is the glass, semi-transparent symbol at the middle that hangs behind Marcus's shirt. It is a blue eagle-like bird. The bird is almost perfectly symmetrical. There are two clips on each wing that divide the wings into three parts. There diamond-like tail at the bottom of the bird. The head, however, is turned to the left if one looks at it although they were looking at Marcus. The symbol represented his family's trapeze act in the circus when he was younger, and it reminds him of his past.
Released
Upon the Fullbring's release, the light blue bird begins to luminesce, shining with a light blue light, melting into Marcus's chest. The light still visible through his skin and clothes. If he is wearing his combat suit from Uzaki Enterprise with the blue streaks across his chest and arms, the blue bird's symbol would glow within the boundaries of the blue on the suit. He has the option to negate the glowing for stealth purposes.
Main Fullbring Name: Splice
Main Fullbring Level 1 Property:
Marcus’s power, although true to the Fullbring’s name ‘Splice,’ may be described better with two simple words: Disconnect and Reconnect. Those two words are vague on their own, yet Marcus expands on the possibilities with the terms in his release, allowing the abilities to exist powerfully on their own while working well together. Disconnect and Reconnect are only limited by his imagination, for they can apply to everything.
Allow me to go over the simplest of the abilities, and the one that usually comes before the other. Marcus has the ability to disconnect. Now, this term can apply to other things. As long as Marcus is in contact with a structure without a spiritual statistic, he may cause it to crumble before him. This is limited to a volume of twenty meters by twenty meters by twenty meters. It does not apply to any belonging of another person and cannot harm living things. He may use this once per post.
However, that is the most insignificant part of the power. More importantly, Marcus can disconnect himself. Yes, you read that currectly. Is this a Buggy the Clown rip-off? Well, you may think so, but I think it’s 10 times better than the ability of that failure of a pirate. Yes, Marcus can disconnect himself like Buggy does. However, he takes it beyond that. Marcus doesn’t just disconnect little slices of himself. He can choose exactly what parts to disconnect. If he’s about to get punched, he may temporarily disconnect a hole in his body the size of the other person’s fist, so one piece of him would get punched away rather than have his whole body suffer the impact. Even if he disconnects his heart, Marcus’s body will function normally unless his heart suffers damage after being disconnected, which will intern most likely kill him.
Now, as mentioned above, Marcus can disconnect any part of his body, no matter how small or large. However, he’s limited to disconnecting one thing per post for free, and any additional disconnections require 25 reiatsu. However, after he disconnects a body part, he is allowed to telepathically control it, moving it with a speed of 600 and giving it the same force behind it as his strength. Therefore, he can do the Big Hero 6 thing and send his fist off to deliver a long-distance punch. Marcus can levitate his all spliced parts of his body and move them at his maximum speed without fatiguing himself, for he is controlling himself telekinetically and not sprinting. However, he must designate one part of his body to be the root, and that part cannot levitate. He cannot control any part of his body that is more than 200 meters from the root unless he is recalling it, which will be specified in the next paragraph.
There’s a second part to this power, however: reconnect. Marcus has the opportunity to call any part of his body back to himself with a speed equivalent to triple his own. He may determine the path that his detached body parts may follow as long as they are moving nearer to him with every movement and not away. Even if his arm is in a different part of the world, Marcus can recall it back to himself. He just cannot attempt to reconnect it if it is in a different world. If his arm is taken to Soul Society and he is in the Human World, he must go to Soul Society to reacquire it.
Main Fullbring Level 2 Properties:
1. Perception Splice
This first property of Marcus's level 2 release is the least powerful and useful, yet it provides him with a significant advantage for a man with his expertise. Marcus has the option to prevent either his own disconnected body part or an object he is manipulating through Material Splice, an ability described below, from being detected by a certain form perception. Being an assassin, this enables him to maintain a certain degree of stealth in his fights, despite releasing his fullbring.
There are six definite senses: sight, sound, touch, smell, taste, and energy sensory. Once per post, Marcus has the option to negate any structure that he is controlling from being perceived by a single method. If he chooses to counter sight, he can turn the structure invisible. If he chooses sound, the structure and everything it is directly in contact with will make no noise. If he chooses smell, it will have no odor. If he chooses taste, it will taste bland. If he uses touch, the user will not be able to register the weapon's touch. It could hit them, but they will not feel pain, only the impact of the attack. If he chooses energy sensory, its reiatsu will be suppressed completely. Only a senses of more than 300 can thwart one of the forms of perception slice that relate to the sensory stat, and only an energy sensory of more than 300 can detect the suppressed reiatsu. While he can use this ability twice per post, a single body part or structure may only have one active form of perception splice at a time.
2. Dimensional Splice
Dimension Splice is simpler than the first ability, for it deals with dimensional disconnection and reconnection. Marcus may cause one part of his body to completely disappear from reality, allowing it to only reappear with another mental command. He may not use this on his whole body, so at least one part of him, not neccessarily the root, must remain for him to return to. If he did not use dimension splice on the root, he may also reconnect his body anywhere within 200 meters of any part of himself. If he did use dimension splice on the root, then he may reconnect it anywhere within 200 meters of at least one of his body parts. He may use the dimensional splice once per two posts, and it only applies to himself. Dimensional disconnecting costs 100 reiatsu, but reconnecting is free of reiatsu cost.
3. Material Splice
This ability is quite possibly the most useful and versatile out of all of Marcus's level 2 properties. All it does is let him disconnect and reconnect his surroundings, though it stresses the reconnection aspect. Essentially, he can cause the rocks beneath his feet to crumble and splice them into an armor, weapon, or any other construct with a durability based off his offensive stat. Non-spiritual items will always be based off his offensive stat when he integrates his reiatsu into them. He can disconnect spiritual objects and materials that have a lower stat than his offensive stat, including objects belonging to others. He may not disconnect objects belonging to someone with a higher offensive stat than him. All objects he disconnects must now be within 10 meters of him.
Disconnecting objects is free of cost and may only occur once time per post, as mentioned above. However, reconnecting them costs 50 reiatsu for any constructs smaller than himself and 100 reiatsu for any constructs his size or larger. The largest that his constructs may be is 50 meters by 50 meters by 50 meters, giving him an opportunity to create very large things as long as he has enough material to build them. They put themselves together at a rate determined by his speed.
Material Splice also applies to reiatsu-based moves such as Cero. Marcus or an object infused with his reiatsu must make direct contact with a reiatsu-based technique in order to use its remnants to create a construct out of it that is no larger than ten meters by ten meters by ten meters. This construct would be made out of raw reiatsu of the same color as the reiatsu-based technique. However, if the technique was elemental, that elemental property would carry over. For example, a fire technique that Marcus makes a construct from would have flames all around it and be extremely hot, cooking those it touches. Marcus can control all constructs telekenetically, like they're a part of his body, moving them with a speed of 600 as long as they stay within 200 meters of the designated root.
Secondary Fullbring Appearances:
Sealed
Marcus's secondary Fullbring is very small and ordinary, for every one of his comrades owned the same small object. It was a small wallet Uzaki Enterprise ID card. It only had his basic info, listing his name and position with the company. It included a miniature, rectangular picture of Marcus from when he got out of the hospital and went in to Uzaki Enterprise headquarters for his first day. His hair was neatly combed down to the side, but his ice blue eyes were nervous and he wore an incredibly awkward half smile. He wore a plan black suit, white dress shirt, and solid tie to match his eyes. He keeps the card in his wallet and doesn't leave the house without it.
Released
As soon as Marcus releases his secondary Fullbring, the Uzaki Enterprise ID card begins to glow. It becomes intangible as it starts to merge with his aura, allowing it to soar out of his wallet, hover in front of his chest, and fuse with the remainder of his aura. As soon as the fusion is completed, Marcus's aura suddenly flexes to triple it's previous size. Even the spiritually aware without any points in Energy Sensory would see the horrifying midnight blue aura expand for just a moment before contracting to its normal size. For stealth purposes, however, he may choose to negate the aura flex.
Secondary Fullbring Properties:
Marcus's Fullbring deals with the more abstract concepts of 'disconnecting' and 'reconnecting' in the various forms of splicing that it entails. However, his secondary fullbring is slightly different. As opposed to disconnecting and reconnecting, Marcus instead uses the Fullbring maintain objects and entities in the world rather than remove and return them.
1. Anchorage
This is the most simple of the two secondary abilities. The concept behind it is simple. By establishing something as an anchor, Marcus maintains its existence in reality, preventing it from moving. No matter where an object is when Marcus uses this ability on it, it will be anchored in that position and be immune to any and all forces that act upon it except for those with more than twice Marcus's offensive stat. If it is used on a muscle, that muscle will automatically be locked in that position. The muscles would be tightened, preserving it in a permanent flex. Reiatsu flow is cut off in the part of the person that is anchored.
There are two ways that this ability may take effect. The first is through contact between Marcus or an object infused with his reiatsu and the target. The second way to initiate this technique is through indirect contact. Marcus and the target must be somewhat linked by either a solid or liquid substance (Ex. the ground, a body of water, and so on). Marcus may then create a string of reiatsu only detectable with a 250 in energy sensory. This string of reiatsu would move at a speed of 600 and can only move through the object that connects him and the target. Likewise, its effects are limitted to only the point where the target is in contact with whatever is connecting it to Marcus. For example, if it reaches a person's foot, then the limb connected to that foot would be anchored. The string is limitted to a range of one-hundred meters.
Marcus's anchorage works on all non-spiritual objects, letting him stop the movement of huge structures such as a collapsing building solely as long as the force behind these structures doesn't exceed twice his offensive stat. When it comes to people, however, this ability is slightly different. Depending on the point of contact, Marcus may either anchor a limb or the torso. Reiatsu flow and concentration is cut off in the concentrated areas, and a Shunpo would be incapable of moving the anchored part of the target if the offensive stat is not more than twice Marcus's. Therefore, trying to Shunpo with an insufficient offensive stat would most likely tear off the arm. However, anchorage on spiritual people or items lasts two posts while it lasts five posts on non-spiritual items, though the user can end the ability's effects on a target. Marcus may anchor two things per post.
2. Newton's First Law
Marcus really isn't a science guy, but this was the ideal name for such an ability, After all, Newton's First Law of Physics is perfect for the preservation of forces as they act upon an object. That is everything that this ability is about. Marcus uses this ability to keep a force acting on an object, just as Netwon's First Law of Physics states. Its application is relevant to both spiritual and non-spiritual objects and persons.
Marcus can use a similar, but more extensive method to get this ability to act on the target. There are two ways that this ability may take effect. The first is through contact between Marcus or an object infused with his reiatsu and the target. The second way to initiate this technique is through indirect contact. Marcus and the target must be somewhat linked by either a solid or liquid (Ex. the ground, a body of water, and so on). Marcus may then create a string of reiatsu only detectable with a 150 in energy sensory. This string of reiatsu would move at a speed of 600 and can only move through the object that connects him and the target. Likewise, its effects are limited to only the point where the target is in contact with whatever is connecting it to Marcus. For example, if it reaches a person's foot, then the limb connected to that foot would be anchored. The string is limited to a range of one-hundred meters.
Once Marcus plants the ability on the target, it only resides in the part he contacted. It uses the same system of limbs as the other ability. Depending on the point of contact, Marcus may either anchor a limb or the torso. Once this ability is planted on either a non-spiritual or spiritual object or person, it will reside in them for three posts before fading. In those three posts, Marcus can activate it at any time, and it will last three posts for spiritual people/objects and six posts for non-spiritual people/objects. When activated, it will simply keep the target in motion. The momentum will be preserved for its duration, no matter how slow or how fast. More so, the velocity cannot be changed or resisted by anyone without twice Marcus's offensive stat. If used on a punch at its peak of momentum, the punch will continue to move forward, dragging the rest of the person behind by his fist. It is even resistant to gravity, so the target can be pulled upward if that's where the momentum carries him. This ability may be used once per post.
Strength - [400] (600) Points
Speed - [350] (700) Points
Spiritual Pressure - [300] (180) Points
Reiatsu Strength - [33] (25) Points
Light Aura - [60] Points
Dark Aura - [40] Points
Instinct - [182] (137) Points
Senses - [135] (203) Points
Energy sensory - [0] Points
Healing Expertise - [0] Points
Total SP: [1400] Points
Abilities
- [Martial Arts: Escrima] {3}
- [Battle Analysis] {3}
- [Special Skill: Movement] {3}
- [Stealth] {3}
- [Acrobatics] {3}
New Custom Techniques
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: [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: [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: [Shadow Punch]*
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [All Races]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
Marcus's fighting style is extremely fast paced and is focussed on eliminating his opponent as quickly as possible by dominating in close-combat with his lightning fast speed and superhuman strength. However, in hopes in increase the amount of blows he can land in a period of time, Marcus has created this technique. All it requires for activation is direct contact or contact through a weapon, and Marcus must then leave a minuscule imprint on his target that way, even if the contact is for a split second. Marcus may then activate this technique whenever he wishes, and doing so causes the target to be hit only in the area that Marcus had contacted with a force similar to a punch with the power of the user's strength or reiatsu strength behind it. The technique lasts for five posts, and unless activated before then, it will fade away. While the reiatsu is being focussed, only mastered techniques may be used due to the concentration required to purge themselves of Marcus's reiatsu.
How to use technique (How is it activated?): [Insert Below]
Stated above.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
First of all, this technique requires the user to pay 100 reiatsu to activate. In addition, in order to be used, the user must first make contact with his opponent, making it impossible to land without having already closed the distance first, forcing the user to rely on his or her own abilities to use this technique. In addition, one with an energy sensory of more than 200 may detect the reiatsu placed on them.
There are ways to remove this technique. Either by concentrating reiatsu on the area that had been touched, the target may rid themselves of Marcus's trace of reiatsu after two posts. Quincy, due to their natural ability to absorb reiatsu, only take one post of focussing their reiatsu to rid themselves of the shadow punch, and after two posts, whether they're aware of the technique or not, they will unconsciously absorb it.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes, but it may be taught.
Technique Name: Shadow Phase*
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
This makes Marcus completely intangible to any and all physical attacks. It only lasts for a moment, but in that time period, Marcus cannot be hit by anything physical. They all go straight through his body, preventing him from taking the damage. Marcus essentially phazes his body through the attack that was aimed to hit him, preventing him from taking any damage.
How to use technique (How is it activated?): [Channel reiatsu and activate. This requires no set-up time or charging time.]
Technique Drawbacks (Limitations, repercussions for use, etc)
The first drawback of this release is the physical exhaustion it places on the user. Marcus automatically feels like he had sprinted a full post at his maximum speed, making his breathing get significantly heavier. After using this technique, Marcus temporarily loses 100 points in speed, which lasts for three posts. Most of the effort for this technique is physical, so it only costs 200 reiatsu. He may only use this technique once per three, but it can last for a full post or no more than 10 seconds.
Another significant flaw with this technique is that it only works against physical attacks. Anything that is reiatsu based, such as a Cero or beam attack, will still hurt Marcus. He will only take the damage in the form of burns, but these burns will effect his insides, making the damage worse.
Marcus cannot move while using this technique. His body’s momentum can still continue, so it is possible for him to plan his movements, but he cannot contract his muscles at all while using this technique. Lastly, if anything or anyone is within his body while Shadow Phase ends, the one with the lower relative offensive stat has that part of the body crushed by the object or the body part of another.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Yes]
Technique Name: [To Take Flight]*
Class: [5]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Other]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
The objective of this technique is simply to gain the ability of flight. Marcus may apply this technique to objects, letting them maintain their momentum once thrown and not slow down as long as the wings are active. It also allows Marcus to mentally control their trajectory with the wings. They also let him change direction with just a moment’s thought and control his movement mentally. The wings can only be destroyed by attacks with an offensive stat greater than Marcus’s.
How to use technique (How is it activated?): Channel reiatsu and cast. If it is being used on an object, the user must be in have physical contact with the object.
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique costs Marcus 50 reiatus to use on an object, as long as that object is smaller than him. It may be cast on any object that is smaller than a pick-up truck, but those equal to or larger than Marcus in size cost 100 reiatsu, and the wings only have the strength to carry objects that Marcus himself is strong enough to lift. If an object is too heavy for him to pick up, then it is too large for the wings to carry. The wings last for six posts before disappearing.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes, but can be taught to others.
Technique Name: [Five Feather Strike]*
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [None]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect):
Marcus’s fast-paced fighting style is straight-forward and easily predictable, so Marcus has invented this technique in order to add a dangerous element of surprise to his battles. Whenever Marcus lands a hit on the opponent with either a melee weapon, item infused with the user's reiatsu, or a direct hit, the target acquires a small black, reiatsu feather that floats over his or her head that they can only see if they look directly up. Those with an energy sensory of 150 or more can only detect it, but because it is directly over their head, they cannot see the feather unless they look up.
When the target has five feathers over his head, Marcus then gains the ability to activate this technique. He may have the feather unite as a blade over the target’s head and descend on the opponent three times Marcus’s speed, leaving a two-foot long, four-inch deep cut on any part of the opponent’s arms, legs, or torso, but not fatal areas like the jugular vein or neck.
How to use technique (How is it activated?): [Listed above]
Technique Drawbacks (Limitations, repercussions for use, etc)
This technique is always active at Marcus’s discretion, so he may have feathers appear over the target’s head for no reiatsu cost. However, it costs 150 reiatsu to activate the ability. Each feather only remains over the target’s head for five posts before disappearing, so he must place the feathers as quickly as possible to activate this technique, putting him on a time limit. In addition, it is possible for the opponent to dodge the technique with a step technique, if they have the speed required to do so. In addition, attacks with an offensive stat greater than Marcus's have the ability to destroy the feathers. This also counts as a short-term stat boost.
Made By: Nightwing
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes, but can be taught.
What kind of update: [General Update, Technique Update]
Current Rank: [Rank 2]
New Rank: [Rank 2]