Post by Deleted on Jan 22, 2016 4:00:27 GMT -5
Character Name: [Kubi Tsuru]
Previous Real Age: [1,356]
Current/New Real Age: [1,357]
Previous Age of Appearance:[/b] [38]
Current/New Age of Appearance: [38]
New Ideals/Personality:[/b]
What kind of update: [Character Update]
Current Rank: [Uh … KIA?]
New Rank: [Squad 3 Vice Captain (Approved by Baja)]
Previous Real Age: [1,356]
Current/New Real Age: [1,357]
Previous Age of Appearance:[/b] [38]
Current/New Age of Appearance: [38]
New Ideals/Personality:[/b]
New Inner World/Zanpakutou Spirit
Kubi's inner world is no longer the serene, pleasant meadow. A meadow still, and the ever present tree, but that is where the similarities end. A storm blows through the meadow. Lightning sets fires only to be extinguished by the torrential rain. Wind howls, drowning out all thought of noise. A constant fog pervades the air, obscuring sight. Hail beats down from the heavens, causing pain. And through it all, only the tree remains unaffected. This tree is bare but for only two things; one, buried at the base of the tree is a wasp nest; and two, high in the boughs is a web, on which sits a bright blue spider.
When Kubi's Zanpakutou split, so did it's spirit. Kirita and Kumo, the Wasp and Spider, are two completely different personalities, yet share their desire to help Kubi fulfill his potential: really the only thing they share. Kirita is the Wasp. She - or, more accurately, it - is a serene, mysterious figure. It always speaks in the third person, referring to itself in the royal “we”. She is the source of emotional and spiritual guidance for Kubi, acting as a mother figure and friend. Kumo, on the other hand, is logical and brash, heard complaining more than anything else. The opposite of Kirita, Kumo keeps Kubi's head on straight, giving him an earful whenever he jeopardizes his job or life needlessly. He is the rude voice of reason and logic, acting as a father figure and relationship expert for Kubi.
Kubi's inner world is no longer the serene, pleasant meadow. A meadow still, and the ever present tree, but that is where the similarities end. A storm blows through the meadow. Lightning sets fires only to be extinguished by the torrential rain. Wind howls, drowning out all thought of noise. A constant fog pervades the air, obscuring sight. Hail beats down from the heavens, causing pain. And through it all, only the tree remains unaffected. This tree is bare but for only two things; one, buried at the base of the tree is a wasp nest; and two, high in the boughs is a web, on which sits a bright blue spider.
When Kubi's Zanpakutou split, so did it's spirit. Kirita and Kumo, the Wasp and Spider, are two completely different personalities, yet share their desire to help Kubi fulfill his potential: really the only thing they share. Kirita is the Wasp. She - or, more accurately, it - is a serene, mysterious figure. It always speaks in the third person, referring to itself in the royal “we”. She is the source of emotional and spiritual guidance for Kubi, acting as a mother figure and friend. Kumo, on the other hand, is logical and brash, heard complaining more than anything else. The opposite of Kirita, Kumo keeps Kubi's head on straight, giving him an earful whenever he jeopardizes his job or life needlessly. He is the rude voice of reason and logic, acting as a father figure and relationship expert for Kubi.
New Zanpakutou Appearance
Kubi's Zanpakutou has changed due to his time in Hueco Mundo. His skills, his powers have changed. No longer does he possess a single blue blade. His blade has split; two knuckles, similar to brass but with the actual knuckles serrated to rip apart enemies with every punch. The right knuckle is pitch black with the barest hints of red, while the left is the original blue. Nothing changes in Shikai; sealed and released are aesthetically the same thing. When not being worn, the knuckles are kept in a specialized pouch on his belt.
Bankai, however, is when everything changes. Full armor covers his body save for his head, protected only by a jagged crown. It is pure black, with yellow and light blue streaks across the arms and legs. The torso has a red gradient to it. The gauntlets are weaponized, spikes adorning the knuckles. Additionally, the elbows, knees, and boots are spiked as well, turning his entire body into even more of a weapon than it already is. The tattered remains of a cloak cover his back. On his right fist lies the shape of a wasp, and on his right lies a spider.
Kubi's Zanpakutou has changed due to his time in Hueco Mundo. His skills, his powers have changed. No longer does he possess a single blue blade. His blade has split; two knuckles, similar to brass but with the actual knuckles serrated to rip apart enemies with every punch. The right knuckle is pitch black with the barest hints of red, while the left is the original blue. Nothing changes in Shikai; sealed and released are aesthetically the same thing. When not being worn, the knuckles are kept in a specialized pouch on his belt.
Bankai, however, is when everything changes. Full armor covers his body save for his head, protected only by a jagged crown. It is pure black, with yellow and light blue streaks across the arms and legs. The torso has a red gradient to it. The gauntlets are weaponized, spikes adorning the knuckles. Additionally, the elbows, knees, and boots are spiked as well, turning his entire body into even more of a weapon than it already is. The tattered remains of a cloak cover his back. On his right fist lies the shape of a wasp, and on his right lies a spider.
New Zanpakutou Release Phrase/Powers
Sting, Kirita/Bite, Kumo
Destroy, Tondemonai Kyofu
Damage. A pretty basic concept, to be sure. The act of taking something and hurting it. Making it not whole. Kirita and Kumo only take this idea to their logical extremes. Kirita, the Wasp, destroys the body while Kumo, the Spider, breaks down the soul. Each hit destroys the opponent further, reducing them to a pile of bloody rags, slowly being eaten alive by their own wounds. In Bankai, this idea is kicked up a notch, destroying not only Kubi's enemies but the world as well. A single punch can break down buildings, or drain a soul of energy.
In Shikai, what type of damage is dealt depends on the offending fist. The right is held by Kirita, and purely does physical damage. The left has Kumo, and affects only the spiritual. Kirita is, for boxers, the ultimate weapon. Every punch, every strike of the knuckle sends a wave of power through whatever it hits. This shockwave has the power of his own current striking force, and is a size where every 100 points in strength equals 1 foot in each direction (ie 400 strength equals 4 foot radius shockwave.) Kumo, meanwhile, is far simpler. With his left hand, he can interact with spiritual constructs as easily as spiritual ones, using his Strength as the basis for these interactions. While this does nothing for resisting things like poisons and illusions, it does allow him to interact with reishi-infused elements. Interactions and clash use his Strength in place of Reaitsu Strength.
Bankai gets even more terrifying. Mugen no Kokucho is increased, allowing the wounds to expand indefinitely at twice the rate; additionally, Kumo Kochi destroys an amount of reishi equivalent to his Strength rounded to the nearest hundred. But more than that, he gains a second, powerful ability. The best way to deal damage to an enemy, or to destroy an obstruction, or whatever is by knowing what makes them tick. Knowing how strong and fast they are, how powerful their spells are. With a single touch, he can absorb this knowledge. While he doesn't get a perfect statistical analysis, this power will tell if an opponent is superior to him, either in skills or stats.
Haibu - You do not want to mess with a wasp. Predators all, they will not only bite and sting, but some species will even attack as a group, each sting attacking in nearly the same place. Haibu costs 150 reaitsu to activate at first and takes the form of a diamond appearing in between the second and third knuckles of Kirita. It costs fifty (50) reaitsu per post to keep active after the initial release. Each post after its release adds a detail to the diamond until, after five posts, it forms a hive. Each post Haibu is activated adds an additional strike per post; or rather, it multiples the amount of hits that Kubi can accomplish in a single hit. At a full five posts, a single punch will strike once, then five additional times for a total of six. This doesn't increase the power of the attack, only the quantity. Once the attack is landed, the technique ends and has to be reactivated. Each strike has his own physical Strength driving them, and hit the same spot, each a second after the other. They each act like an individual punch, and this can be blocked or avoided. Haibu can only be used with Kirita.
Mugen no Kokucho - The technique that Kubi has retained since he was beginning. Each strike infused with Mugen no Kokucho slowly expand at the rate of a quarter inch per post, up to a maximum of two posts per wounds. When activated it takes the form a green mist surrounding Kirita. Activating Mugen no Kokucho costs 300 reaitsu, and lasts ten posts.
Kumo Kochi - The left fist of Kubi, Kumo, allows the brawler to interact with spiritual spells and constructs like they were physical. But, of course, the theme of this release is Damage, so that's not the end. Kumo Kochi allows Kubi, for the relatively expensive price of 200 reaitsu per hit, to damage their soul. Or, more specifically, their reaitsu. Even more specifically, their active reaitsu pool. Connecting with any being that possesses reaitsu immediately “destroys" an amount of reaitsu equivalent to half his Strength (ie 600 strength = 400 reaitsu damaged). This reaitsu manifests as a black liquid that will quickly disperse. It cannot be collected by Quincy or similar, as the reishi is, basically, destroyed. So long as Kumo Koshi is activated, Kumo cannot do physical damage. Kumo Kochi can only be used with Kumo
Mibojizun - Upon fully impacting an enemy with Kumo, so long as Kumo Kochi isn't activated, Kubi can use Mibojizun. A puncture will appear in the users soul sleep, the source of their reishi. This wound drains the users usable reaitsu. 10% of their current reishi is drained every post. Using this technique costs 200 reaitsu. If Mibojizun is activated, Kumo does no physical damage.
Kyofu no Sukurifuma - The ultimate manifestation of physical damage and a terrifying display of strength. Using this technique costs 400 reaitsu and lasts for two posts, including the post of activation. Kyofu no Sukurifuma increases the range and raw ferocity of Kubi's attacks. Every 100 points in strength equate to ten feet with this technique. Every strike will be increased exponentially, the pure force that follows akin to a shockwave. This range extension allows a 180 degree area of attack, destroying even the ground. This raw power comes with drastic drawbacks: along with the 400 reaitsu cost, it cannot be used more than twice in a thread (or 24 hours) and not within three posts (or six posts) of each other. Additionally, using this technique is tiring. While the first use is “only" moderately tiring, allowing Kubi to continue fighting albeit with diminished results, the second use will tire Kubi out severely, ending release and making combat difficult.
Yorumeku Soru - Tondemonai Kyofu allows Kubi to interact with a soul: and quite simply, Yorumeku Soru is the logical conclusion. It costs 400 reaitsu and lasts three posts, including the first post. At a touch, Kubi can destabilize the opponents soul. When afflicted by Yorumeku Soru, the being will find their higher level techniques allude them. While Yorumeku Soru is active, only techniques who's class is lower than the victims can be used. Equivalent level techniques can be used only if the technique is mastered; even then the technique is painful to useful, causing pain equivalent to the class of the technique, and requires double the reaitsu to use. Additionally, for an additional 200 reaitsu (for a total of 600) Kubi can reduce all extended abilities (including release) duration in half. This facet of the ability must be initiated while the technique is in use. Other than reaitsu cost, and it's inability to be used more than twice a thread (or within 24 hours), and never within three posts (or six hours), Yorumeku Soru carries a terrible side effect: every use of this technique carries agonizing spiritual pain. Burning equivalent to third degree burns flares up the arms, and a physical wound, about an inch deep and wide, opens over his soul sleep. If the extra 200 reaitsu is paid, Kubi's Bankai is reduced by 2. If used a second time, the pain is absolutely mind numbing. Burns that seem to incinerate the bone flare and stay for three posts, and the wound deepens, boring down to expose bone. If the extra 200 is paid, Bankai immediately ends and is sealed for a week (or until the end of the thread).
Sting, Kirita/Bite, Kumo
Destroy, Tondemonai Kyofu
Damage. A pretty basic concept, to be sure. The act of taking something and hurting it. Making it not whole. Kirita and Kumo only take this idea to their logical extremes. Kirita, the Wasp, destroys the body while Kumo, the Spider, breaks down the soul. Each hit destroys the opponent further, reducing them to a pile of bloody rags, slowly being eaten alive by their own wounds. In Bankai, this idea is kicked up a notch, destroying not only Kubi's enemies but the world as well. A single punch can break down buildings, or drain a soul of energy.
In Shikai, what type of damage is dealt depends on the offending fist. The right is held by Kirita, and purely does physical damage. The left has Kumo, and affects only the spiritual. Kirita is, for boxers, the ultimate weapon. Every punch, every strike of the knuckle sends a wave of power through whatever it hits. This shockwave has the power of his own current striking force, and is a size where every 100 points in strength equals 1 foot in each direction (ie 400 strength equals 4 foot radius shockwave.) Kumo, meanwhile, is far simpler. With his left hand, he can interact with spiritual constructs as easily as spiritual ones, using his Strength as the basis for these interactions. While this does nothing for resisting things like poisons and illusions, it does allow him to interact with reishi-infused elements. Interactions and clash use his Strength in place of Reaitsu Strength.
Bankai gets even more terrifying. Mugen no Kokucho is increased, allowing the wounds to expand indefinitely at twice the rate; additionally, Kumo Kochi destroys an amount of reishi equivalent to his Strength rounded to the nearest hundred. But more than that, he gains a second, powerful ability. The best way to deal damage to an enemy, or to destroy an obstruction, or whatever is by knowing what makes them tick. Knowing how strong and fast they are, how powerful their spells are. With a single touch, he can absorb this knowledge. While he doesn't get a perfect statistical analysis, this power will tell if an opponent is superior to him, either in skills or stats.
Haibu - You do not want to mess with a wasp. Predators all, they will not only bite and sting, but some species will even attack as a group, each sting attacking in nearly the same place. Haibu costs 150 reaitsu to activate at first and takes the form of a diamond appearing in between the second and third knuckles of Kirita. It costs fifty (50) reaitsu per post to keep active after the initial release. Each post after its release adds a detail to the diamond until, after five posts, it forms a hive. Each post Haibu is activated adds an additional strike per post; or rather, it multiples the amount of hits that Kubi can accomplish in a single hit. At a full five posts, a single punch will strike once, then five additional times for a total of six. This doesn't increase the power of the attack, only the quantity. Once the attack is landed, the technique ends and has to be reactivated. Each strike has his own physical Strength driving them, and hit the same spot, each a second after the other. They each act like an individual punch, and this can be blocked or avoided. Haibu can only be used with Kirita.
Mugen no Kokucho - The technique that Kubi has retained since he was beginning. Each strike infused with Mugen no Kokucho slowly expand at the rate of a quarter inch per post, up to a maximum of two posts per wounds. When activated it takes the form a green mist surrounding Kirita. Activating Mugen no Kokucho costs 300 reaitsu, and lasts ten posts.
Kumo Kochi - The left fist of Kubi, Kumo, allows the brawler to interact with spiritual spells and constructs like they were physical. But, of course, the theme of this release is Damage, so that's not the end. Kumo Kochi allows Kubi, for the relatively expensive price of 200 reaitsu per hit, to damage their soul. Or, more specifically, their reaitsu. Even more specifically, their active reaitsu pool. Connecting with any being that possesses reaitsu immediately “destroys" an amount of reaitsu equivalent to half his Strength (ie 600 strength = 400 reaitsu damaged). This reaitsu manifests as a black liquid that will quickly disperse. It cannot be collected by Quincy or similar, as the reishi is, basically, destroyed. So long as Kumo Koshi is activated, Kumo cannot do physical damage. Kumo Kochi can only be used with Kumo
Mibojizun - Upon fully impacting an enemy with Kumo, so long as Kumo Kochi isn't activated, Kubi can use Mibojizun. A puncture will appear in the users soul sleep, the source of their reishi. This wound drains the users usable reaitsu. 10% of their current reishi is drained every post. Using this technique costs 200 reaitsu. If Mibojizun is activated, Kumo does no physical damage.
Kyofu no Sukurifuma - The ultimate manifestation of physical damage and a terrifying display of strength. Using this technique costs 400 reaitsu and lasts for two posts, including the post of activation. Kyofu no Sukurifuma increases the range and raw ferocity of Kubi's attacks. Every 100 points in strength equate to ten feet with this technique. Every strike will be increased exponentially, the pure force that follows akin to a shockwave. This range extension allows a 180 degree area of attack, destroying even the ground. This raw power comes with drastic drawbacks: along with the 400 reaitsu cost, it cannot be used more than twice in a thread (or 24 hours) and not within three posts (or six posts) of each other. Additionally, using this technique is tiring. While the first use is “only" moderately tiring, allowing Kubi to continue fighting albeit with diminished results, the second use will tire Kubi out severely, ending release and making combat difficult.
Yorumeku Soru - Tondemonai Kyofu allows Kubi to interact with a soul: and quite simply, Yorumeku Soru is the logical conclusion. It costs 400 reaitsu and lasts three posts, including the first post. At a touch, Kubi can destabilize the opponents soul. When afflicted by Yorumeku Soru, the being will find their higher level techniques allude them. While Yorumeku Soru is active, only techniques who's class is lower than the victims can be used. Equivalent level techniques can be used only if the technique is mastered; even then the technique is painful to useful, causing pain equivalent to the class of the technique, and requires double the reaitsu to use. Additionally, for an additional 200 reaitsu (for a total of 600) Kubi can reduce all extended abilities (including release) duration in half. This facet of the ability must be initiated while the technique is in use. Other than reaitsu cost, and it's inability to be used more than twice a thread (or within 24 hours), and never within three posts (or six hours), Yorumeku Soru carries a terrible side effect: every use of this technique carries agonizing spiritual pain. Burning equivalent to third degree burns flares up the arms, and a physical wound, about an inch deep and wide, opens over his soul sleep. If the extra 200 reaitsu is paid, Kubi's Bankai is reduced by 2. If used a second time, the pain is absolutely mind numbing. Burns that seem to incinerate the bone flare and stay for three posts, and the wound deepens, boring down to expose bone. If the extra 200 is paid, Bankai immediately ends and is sealed for a week (or until the end of the thread).
New Stats/Skills
Type: Brave - Strength
Strength - [400 (800)] Points
Speed - [300 (450)] Points
Spiritual Pressure - [300 (150] Points
Reiatsu Strength - [150 (75)] Points
Light Aura - [50] Points
Dark Aura - [50] Points
Instinct - [100] Points
Senses - [100] Points
Energy sensory - [50] Points
Healing Expertise - [0] Points
Total SP: [1400] Points
Total SKP: 17
Type: Brave - Strength
Strength - [400 (800)] Points
Speed - [300 (450)] Points
Spiritual Pressure - [300 (150] Points
Reiatsu Strength - [150 (75)] Points
Light Aura - [50] Points
Dark Aura - [50] Points
Instinct - [100] Points
Senses - [100] Points
Energy sensory - [50] Points
Healing Expertise - [0] Points
Total SP: [1400] Points
Skills
- [Battle Skill: Street Fighting] {Master}
- [Battle Skill: Boxing] {Master}
- [Physical Skill: Agility] {Master}
- [Physical Skill: Pain Tolerance] {Master}
- [Mental Skill: Lack of Fear] {Proficient}
- [Physical Skill: Damage Tolerance] {Proficient}
- [Utility Skill: Charisma] {Adequate}
Total SKP: 17
New Techniques
Technique Name: [One-Two Combo]
Class: [6]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): A boxing standard, the One-Two Combo refers to a quick jab with the left that leaves an opening for a heavy roundhouse or uppercut. The quick jab is executed at 25 percent less Strength, but 25 percent quicker, while the follow-up is executed at 25 percent less speed, but with 25 percent more Strength.
How to use technique (How is it activated?): [Listed above.]
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical strain. Requires a “1” in any hand to hand Skill.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Unreserved]
Technique Name: [Psych!]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Fisticuff]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [To the uninformed, telegraphing is the signals your body unconsciously gives in a fight. A trained fighter can read telegraphs like a book and take advantage of them. An expert fighter can take advantage of trained fighters. This technique starts off by telegraphing an attack; it doesn't matter what kind so long as it's over chest height. If the attack is blocked, a second attack can be thrown with the free hand. Due to the users experience, this attack will not be telegraphed, and additionally will hit with an extra 50% the power due to the surprise factor.]
How to use technique (How is it activated?): [Listed above.]
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical strain. Can only be learned with at least five SKP invested in melee skills. The attack bonus only applies on a successful psych. If the opponent is aware of the second strike, the damage is applied as normal. A “2” or higher in Battle Analysis will negate the boost, as will a 300 in Senses or Instinct.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Sidestep]
Class: [5]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): Sidestep is, logically, a step to the side. While not as quick as a Shunpo at evading attack, it doesn't require any reaitsu and, more importantly, keeps the opponent in fighting range. Sidestep can move up to two feet in either direction at double the users Speed.
How to use technique (How is it activated?): [Listed Above]
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical Strain. Requires a “1” in Agility or similar. Unlike Shunpo, the user is easily tracked and hurt.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [This Is Mine Now]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): A technique used to steal used weapons. Normally, if someone catches a weapon, to take that weapon is a matter of pure Strength; whoever has more wins. Simple, right? With This Is Mine Now, the user has the knowledge and skill to use leverage and physics against the opponent. If the weapon is caught in a position of bad leverage, the user gains a 25% increase in Strength only to be applied to taking the weapon.
How to use technique (How is it activated?):
Technique Name: [One-Two Combo]
Class: [6]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): A boxing standard, the One-Two Combo refers to a quick jab with the left that leaves an opening for a heavy roundhouse or uppercut. The quick jab is executed at 25 percent less Strength, but 25 percent quicker, while the follow-up is executed at 25 percent less speed, but with 25 percent more Strength.
How to use technique (How is it activated?): [Listed above.]
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical strain. Requires a “1” in any hand to hand Skill.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [Unreserved]
Technique Name: [Psych!]
Class: [4]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Fisticuff]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): [To the uninformed, telegraphing is the signals your body unconsciously gives in a fight. A trained fighter can read telegraphs like a book and take advantage of them. An expert fighter can take advantage of trained fighters. This technique starts off by telegraphing an attack; it doesn't matter what kind so long as it's over chest height. If the attack is blocked, a second attack can be thrown with the free hand. Due to the users experience, this attack will not be telegraphed, and additionally will hit with an extra 50% the power due to the surprise factor.]
How to use technique (How is it activated?): [Listed above.]
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical strain. Can only be learned with at least five SKP invested in melee skills. The attack bonus only applies on a successful psych. If the opponent is aware of the second strike, the damage is applied as normal. A “2” or higher in Battle Analysis will negate the boost, as will a 300 in Senses or Instinct.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Sidestep]
Class: [5]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): Sidestep is, logically, a step to the side. While not as quick as a Shunpo at evading attack, it doesn't require any reaitsu and, more importantly, keeps the opponent in fighting range. Sidestep can move up to two feet in either direction at double the users Speed.
How to use technique (How is it activated?): [Listed Above]
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical Strain. Requires a “1” in Agility or similar. Unlike Shunpo, the user is easily tracked and hurt.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [This Is Mine Now]
Class: [3]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): A technique used to steal used weapons. Normally, if someone catches a weapon, to take that weapon is a matter of pure Strength; whoever has more wins. Simple, right? With This Is Mine Now, the user has the knowledge and skill to use leverage and physics against the opponent. If the weapon is caught in a position of bad leverage, the user gains a 25% increase in Strength only to be applied to taking the weapon.
How to use technique (How is it activated?):
Technique Drawbacks (Limitations, repercussions for use, etc) (Physical Strain. Requires at least 300 Strength.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Love Tap]
Class: [7]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Physical]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): A technique reserved for physically weaker opponents. A quick open handed slap to the side of the head causes intense dizziness and nausea for a single post.
How to use technique (How is it activated?): [Listed Above]
Technique Drawbacks (Limitations, repercussions for use, etc) (Can only be used on opponents with 200 Strength or less. Must have 300 Strength to learn.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: [Poor Myrtle]
Class: [1]
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Martial]
Usable By (Technique is available to which races?): [All]
Technique Element: [None]
Technique Description and Effects (Explain appearance, powers, and effect): A powerful, game changing punch. This technique must first have a clear shot at the bodies torso: specifically, an area where an internal organ is protected. Once a target is picked, the user fires a no-holds-barred punch powerful enough to create shockwaves. Upon impact, these shockwaves will rupture whatever organ is in the way.
How to use technique (How is it activated?): [Listed Above.]
Technique Drawbacks (Limitations, repercussions for use, etc) (Intense Physical Strain. Usage of this technique tires out the user immensely, making it only viable twice within 24 hours (or one thread) without a rest period of at least four hours. Requires that the user have a combined 5 SKP in any or any combination of hand to hand Skills. Requires the user have at least 600 Strength.)
Incantation and Effect: N/A
Made By: Kubi Tsuru
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudou.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and heuco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
What kind of update: [Character Update]
Current Rank: [Uh … KIA?]
New Rank: [Squad 3 Vice Captain (Approved by Baja)]