| | Shinigami Technique List | |
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Red Horizon Admin
Posts : 88 Join date : 2010-04-05
| Subject: Shinigami Technique List Tue Jun 01, 2010 12:25 am | |
| Standard Techniques:Name: Shunpo (Flash Step) Type: Technique Description: A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of shunpo can move; those of little skill in the technique or those who haven't used it in an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time. Shunpo can be used simultaneously with an attack. The users entire body moves at the speed of Shunpo and so that is the speed of the attack as well. Does not leave behind an after-image. - Spoiler:
Requirements: None Stats Affected: None Cost: 1 fighting post, 3 if used to attack at Shunpo speed Words to Train: 500 Name: Spirit Flash Type: Ability Description: an ability inherent to powerful spiritual beings. The user of the ability is able to temporarily (one turn only) exert their reiatsu in order to increase attack or defensive power of any one technique including those of released states. Alternatively, it can be used to survive powerful spiritual attacks. Spiritual beings are at their strongest when they invoke this ability, both defensively, and offensively. With this ability spirits are able to accomplish such feats as amplifying the ken-atsu (pressure of the sword) to cleanly bifurcate objects many times the length of their weapon, (such as buildings), catch cero and divert their course (if SF exceeds the SP in cero by 10 points), catch strikes from zanpakuto and other weapons (so long as the users SF exceeds the opponent's defense by 10), create shock waves, and other such generic and non-specific manipulations of spiritual pressure. While activated the user will not take damage, due to being ensconced in the wake of their own reiatsu, until the spirit flash is overcome by a stronger force. If the spirit flash is overcome by an enemy, rather than cancelling with the enemy's spirit force, the user will be stunned temporarily, and will take the full brunt of the opponents attack, often resulting in serious injury or death. While often used to greater or lesser degrees throughout, it is an ability often most times to decisively end a battle; a method of putting one's all into a final attack. It is seen my many as a last resort, or a desperation tactic deployed only to fight against a significantly stronger enemy. Others, particularly those with high Stamina and Reiatsu, may find that it is to their advantage to press an enemy with a series of high-energy attacks, depleting their reserves of stamina and reiatsu while simultaneously maintaining a strategic advantage. In Depth Description:- Spoiler:
Once activated no SP cost is applied initially. Instead, the character's base Reiatsu statistic (For ex. 150) is divided by 5. The resulting value is the character's maximum output of reiatsu for the spirit flash (SF), which in this case would be 30/30. A SF of 30/30 points can be converted for one turn into basic stat points, and can be applied to Stamina, Power, or Speed, but often is most effectively applied to Reiatsu.
The Reiatsu statistic is the only stat that will not increase numerically using this ability. Instead, the character can use the SF to increase the SP content of any ability they possess, making it that much more powerful. This can apply even to attacks with a stated SP limit or to attacks that already cost 50 SP, which is the limit for all attacks that do not incorporate this ability.
To overcome the spirit flash of an attacker or defender the user must also use the ability to empower their strike or defense unless they can counter with a spiritual attack such as kido, or a released state ability. Due to this, the use of this ability by either party typically results in the clash of two spirit flash attacks, whether they be melee, spiritual in nature, or a combination of the two. The winner of the clash is decided by the character that expends the most SP on the attack. There can only be a victor if there is a difference of at least 5 points between the SP content of the attacks. In addition, the user cannot be killed by an attack costing more than their SF unless that attack exceeds their defense by 10 points. In any other case the opposing forces would cancel each other, dissipating the force via shock wave.
This technique can be used multiple times, however the SF points do not regenerate. With successive use, spirit flash points can be reduced to zero. It is not required for a character to use all of the SP gained from the technique immediately. For instance, it is permitted in the above example for a character to expend only 15 points instead of 30, leaving another use of a spirit flash of equal power to the first, or to distribute the remaining 15 among basic stats.
To recover spirit flash points (SF), the character must sacrifice both fighting posts (FP), and SP. Sacrificing 2 FP, and 10 SP will recover 10 spirit flash points. A character can recover the points without limit until the run out of either SP or FP. However, characters cannot increase spirit flash points above their initial maximum.
- Spoiler:
Requirements: None Stats Affected: None Cost: None upon activation, 2 FP + 10 SP to regenerate 10 points thereafter Words to Train: None Name: Focus Reiatsu Type: N/A Description: A common move Lieutenant and Captain class fighters use against powerful opponents. By focusing their mind, senses, and reiatsu, this technique allows them achieve greater feats of speed, strength, and durability that they would normally be incapable of. Can only be used once per thread, but lasts until the end of the battle. Can be used on an emergency basis to guard against sudden or surprise attacks. - Spoiler:
Requirements: To learn you must be at level 60. Stats Affected: Stamina: Increases fighting posts by 10. Power: Increases the Power stat by 10 for the duration of the technique. Speed: Increases Speed stat by 10 for the duration of the technique. Shunpo Speed: Increases the Shunpo speed stat by 5 for the duration of the technique. Cost: N/A Words to Train: 1000 Name: Shikai Type: Technique Description: The Shikai (Initial Release) is the second form (or first "upgraded" form) available to a Zanpakutō. To activate it, the Shinigami needs to learn the name of their Zanpakutō. This is not as easy as simply picking a name, as the living spirit of the Zanpakutō already has its own name. Therefore, the Shinigami must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world. Shikai increases a Shinigami’s total Reiatsu by two hundred percent (200%), which can be found by multiplying the Reiatsu stat by 2, and adding the result to a character's base SP. If your normal Reiatsu score is 100, you would have 100 SP with a sealed sword. Upon releasing shikai, your SP is increased by 200% of the Reiatsu stat. With a stat of 100, shikai would add on 200 SP (100•2=200), so your reiatsu after shikai would be 300/300 by adding base reiatsu (100) to the Shikai boost (200). In Shikai, you an amount of techniques equal to a tenth of of the Zanpakuto Mastery stat (one technique for every 10 points gained), meaning that at 50, you may have Shikai 5 techniques. When learning moves for Shikai, it will take a 500 word count minimum per new technique. No single technique in Shikai may have more than 25 SP as a base cost. - Spoiler:
Requirements: 25 in the Zanpakuto Mastery stat. Stats Affected: Increases SP by one hundred and twenty percent (120%) of Reiatsu. Cost: n/a Words to Train: 1500 Name: Bankai Type: Technique Description: The Bankai (Final Release) is the second and final upgraded form of a Zanpakutō. To achieve Bankai, one must be able to materialize and subjugate their Zanpakutō spirit. Materialization means the opposite of getting dragged into the Zanpakutō's inner world. Instead the wielder needs to summon the Zanpakutō's spirit into the physical world. Bankai increases total SP by three hundred percent (300%) of your Reiatsu Stat. If your reiatsu stat was 200 and you use Shikai, your maximum SP would be 600. Releasing Bankai, your total SP boost is 600 SP, making 1200 SP the maximum SP for a character with a Reiatsu stat of 200 after Bankai. To discover your SP in Bankai easily, simply multiply the Reiatsu stat by 3. (Ex. Reiatsu Stat of 120: Max SP in Shikai- 120+240=360 SP. Bankai- 120•3= 360 SP boost. After this step add remaining shikai SP (360) to Bankai SP (360) to get the maximum SP, in this case 360+360=720. Your character is allowed 1 Bankai technique for every ten levels gained in Zanpakuto Mastery, with the maximum being 10 techniques at 100 Zanpakuto Mastery. Abilities from Shikai do not count even if they receive an enhancement, nor does controlling your Bankai if it is a projectile-type. When learning a new Bankai technique, it will cost a minimum of 1000 words. No single Bankai technique may have a base cost exceeding 50 SP. - Spoiler:
Requirements: 50 in the Zanpakuto Mastery stat, 80 in the Reiatsu stat. Stats Affected: Increases SP by two hundred fifty percent (250%) Cost: n/a Words to Train: 2000 Restricted Techniques:To use any technique on this list you must seek permission from an admin on the Requests board. If others have already learned the technique, the person reviewing your request may ask you to find someone to teach it to you. Name: Senka Type: Technique Description: a special shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" and "Hakusui" in one strike, if they wish. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This technique eliminates the possibility of counters in normal situations and cannot be dodged without Flash Step or a similar move. It simply occurs too fast. The technique cannot be blocked if the user is 10 points or more higher in the Zanjutsu skill statistic (though other methods may be used, such as a prepared barrier). Your only hope would be Flash Step, if it is able to be used. If not, the attack will go through without your notice until it was over. Uses two fighting posts. Requirements: 70 in shunpo speed Stats Affected: none Cost: 2 fighting posts Words to Train: 1000 Name: Spell of Healing Type: Kido Description: As the user holds his or her hands above the patients wounds, his/her palms glow with green spiritual energy to facilitate healing. The patient's Reiatsu is replenished first. Then the body's Reiatsu works with the healer's Reiatsu to heal the patient's body from what would otherwise be fatal injuries. This technique cannot regrow lost limbs in battle, but can completely restore a body otherwise given time. If the user is skilled enough they can use this ability on themselves, but will lose, rather than gain back, Reiatsu. Requirements: 40 in the Kido Intelligence stat to heal another. 90 in the Kido Intelligence stat to heal oneself. Must be, or have been, in the fourth division. Stats Affected: Restores up to 50 reiatsu to the target. A quarter of the total reiatsu points used to revive or heal the target go directly to replenishing their fighting posts. Ex. A medic uses 20sp to begin healing a fallen comrade. The target would then recieve 20sp, and would recover 5 fighting posts. When used on oneself, a quarter of the Reiatsu used replenishes fighting posts. Ex. A wounded medic begins healing themselves using 20 sp. 20 sp is lost, and 5 fighting posts are regained. Cost: Divide Kido Intelligence stat by 2, and that is how much sp can be used to restore the target per turn. Ex. A medic has a kido intelligence stat of 80. 80/2 is 40. Therefore, they would be able to use up to 40 sp to revive a patient. The patient would also gain back 10 fighting posts. Words to Train: 750 Name: Utsusemi Type: Technique Description: It allows for a movement at great speed leaving an afterimage behind. The afterimage is a realistic spirit particle construct that appears to bleed and has solid mass, but only lasts a few seconds. The user can use the confusion caused by this illusion to create an opening. Costs 2 fighting posts. Can only be used once per fight. Requirements: 70 in the Shunpo speed stat. Stats Affected: None Cost: 5 Words to Train: 1250 Name: Reiatsu no Yoroi Type: Technique Description: An ability unique to the Reiatsu of Shinigami. By having a sufficient amount of spiritual power, a shinigami can learn to focus it in a way that is similar to armor preventing weaker opponents from harming them. This skill can only be achieved by one who has attained the highest class of Reiatsu. The user of this skill is impervious to attacks, both physical and spiritual, from those whose Reiatsu stat is below their own, even with the use of derived stats, by "crushing" the incoming reiatsu on contact. It is similar to the concept of Hierro in Arrancar. All physical attacks can be blocked in this manner, even if the attacker has an advantage in Power. In addition, attacks with a spiritual component are likewise useless unless that attack has a base cost (without perks or additions) of at least 50 sp. As such, any attack with a base cost of less than 50sp are ineffective against users of this skill. An attacker with a Reiatsu stat of exactly 150 is not affected by this ability. Restricted move. Before training this move or including in your character application you must seek permission from management. Requirements: Reiatsu stat of at least 150 Cost: 15 (per use) Words to Train: 1250 Name: Shunko (Flash Cry) Type: Technique Description: Shunkō (瞬閧, Flash Cry): An advanced technique that combines hand-to-hand combat and Kidō energy to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, shielding and enhancing their arms and legs for battle, allowing them to fight against armed opponents bare handed. Originally, the technique was used to enhance Hakuda, but can also be used to enhance the user's physical ability in all aspects including combining Shunko with the use of a zanpakuto. There are two versions to the Shunko Technique. The regular version, and the eternal version. In both versions a user's personal element (such as wind, lightning, fire, etc.) may manifest as part of the shunko. The user is able to use Shunko for 2 posts, which need not be consecutive before having to activate it once more. The user is able to use Shunko instantaneously, as well as concentrate the focus of energy to protect the body from attack. The user can also discharge blasts that can cost up to the cost of the Shunko. Mukyuu Shunko has no post restriction. (Restricted move. Before training this move or including in your character application you must seek permission from management.) - Spoiler:
- Spoiler:
Requirements:60 in Kido Intelligence (Perfect), 80 (Eternal) Stats Affected: Power is increased by 30 points, while Speed is increased by 20. For Mukyuu Shunko Power is increased by 40, Speed by 30. Cost: 35sp (Perfect), 50sp (Eternal) Words to Train: Perfect, 1000, Eternal 2000
Last edited by Red Horizon on Mon Oct 05, 2015 12:51 am; edited 12 times in total | |
| | | Red Horizon Admin
Posts : 88 Join date : 2010-04-05
| Subject: Re: Shinigami Technique List Wed Sep 24, 2014 1:39 am | |
| - Red Horizon wrote:
- Standard Techniques:
Name: Shunpo (Flash Step) Type: Technique Description: A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of shunpo can move; those of little skill in the technique or those who haven't used it in an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time. Shunpo can be used simultaneously with an attack. The users entire body moves at the speed of Shunpo and so that is the speed of the attack as well. Does not leave behind an after-image.
- Spoiler:
Requirements: None Stats Affected: None Cost: 1 fighting post Words to Train: 500
Name: Spirit Flash Type: Ability Description: an ability inherent to powerful spiritual beings. The user of the ability is able to temporarily (one turn only) exert their reiatsu in order to increase attack or defensive power of any one technique (excluding kido) including those of released states. Spiritual beings are at their strongest when they invoke this ability, both defensively, and offensively. With this ability spirits are able to accomplish such feats as amplifying the ken-atsu (pressure of the sword) to cleanly bifurcate objects many times the length of their weapon, (such as buildings), create powerful shock waves, and other such generic and non-specific manipulations of spiritual pressure. While activated the user will not take damage, due to being ensconced in the wake of their own reiatsu, until the spirit flash is overcome by a stronger force. If the spirit flash is overcome by an enemy, rather than cancelling with the enemy's spirit force, the user will be stunned temporarily, and will take the full brunt of the opponents attack, often resulting in serious injury or death. While often used to greater or lesser degrees throughout, it is an ability often used to decisively end a battle; a method of putting one's all into a final attack. It is seen my many as a last resort, or a desperation tactic deployed only to fight against a significantly stronger enemy. Others, particularly those with high Stamina and Reiatsu, may find that it is to their advantage to press an enemy with a series of high-energy attacks, depleting their reserves of stamina and reiatsu while simultaneously maintaining a strategic advantage.
In Depth Description:- Spoiler:
Once activated no SP cost is applied initially. Instead, the character's base Reiatsu statistic (For ex. 150) is divided by 5. The resulting value is the character's maximum output of reiatsu for the spirit flash (SF), which in this case would be 30/30.
The character can use the SF to increase the SP content of any ability they possess (besides kido, cero, equivalent skills), making it that much more powerful. This can apply even to attacks with a stated SP limit or to attacks that already cost 50 SP, which is the limit for all attacks that do not incorporate this ability.
To overcome the spirit flash of an attacker or defender the user must also use the ability to empower their strike or defense unless they can counter with a spiritual attack such as kido, or a released state ability. Due to this, the use of this ability by either party typically results in the clash of two spirit flash attacks, whether they be melee, spiritual in nature, or a combination of the two. The winner of the clash is decided by the character that expends the most SP on the attack. There can only be a victor if there is a difference of at least 5 points between the SP content of the attacks. In addition, the user cannot be killed by an attack costing more than their SF unless that attack exceeds theirs by 10 points. In any other case the opposing forces would cancel each other, dissipating the force via shock wave.
This technique can be used multiple times, however the SF points do not regenerate. With successive use, spirit flash points can be reduced to zero. It is not required for a character to use all of the SP gained from the technique immediately. For instance, it is permitted in the above example for a character to expend only 15 points instead of 30.
To recover spirit flash points (SF), the character must sacrifice both fighting posts (FP), and SP. Sacrificing 2 FP, and 5 SP will recover 10 spirit flash points. A character can recover the points without limit until they run out of either SP or FP. However, characters cannot increase spirit flash points above their initial maximum, which is 1/5th of total reiatsu.
- Spoiler:
Requirements: None Stats Affected: None Cost: None upon activation, 2 FP + 5 SP to regenerate 10 points thereafter Words to Train: None
Name: Focus Reiatsu Type: N/A Description: A common move Lieutenant and Captain class fighters use against powerful opponents. By focusing their mind, senses, and reiatsu, this technique allows them achieve greater feats of speed, strength, and durability that they would normally be incapable of. Can only be used once per thread, but lasts until the end of the battle. Can be used on an emergency basis to guard against sudden or surprise attacks.
- Spoiler:
Requirements: To learn you must be at level 60. Stats Affected: Stamina: Increases fighting posts by 10. Power: Increases the Power stat by 10 for the duration of the technique. Speed: Increases Speed stat by 10 for the duration of the technique. Shunpo Speed: Increases the Shunpo speed stat by 5 for the duration of the technique. Cost: N/A Words to Train: 1000
Name: Shikai Type: Technique Description: The Shikai (Initial Release) is the second form (or first "upgraded" form) available to a Zanpakutō. To activate it, the Shinigami needs to learn the name of their Zanpakutō. This is not as easy as simply picking a name, as the living spirit of the Zanpakutō already has its own name. Therefore, the Shinigami must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world. Shikai increases a Shinigami’s total Reiatsu by twenty percent. If your normal reiatsu was 100, shikai would give you twenty percent of that 100, which is 20, so your reiatsu after shikai would be 120. In Shikai, you are allowed up to 3 techniques. (Captains are allowed up to 5). When learning moves for Shikai, it will take a 500 word count minimum per new technique.
- Spoiler:
Requirements: 25 in the Zanpakuto Mastery stat. Stats Affected: Restores SP to maximum upon initial activation. Increases Reiatsu/SP by twenty percent (20%) Cost: n/a Words to Train: 1500
Name: Bankai Type: Technique Description: The Bankai (Final Release) is the second and final upgraded form of a Zanpakutō. To achieve Bankai, one must be able to materialize and subjugate their Zanpakutō spirit. Materialization means the opposite of getting dragged into the Zanpakutō's inner world. Instead the wielder needs to summon the Zanpakutō's spirit into the physical world. Bankai increases total Reiatsu by one hundred percent. In essence, Bankai allows you to add your total amount of reiatsu to whatever you have left from shikai. If your reiatsu stat was 200 and you use Shikai, your reiatsu would now be 240. If you then released Bankai, your total reiatsu would be 240+240 which would be 480. Your character is allowed up to 3 Bankai techniques (5 for Captains). Abilities from Shikai do not count even if they receive an enhancement, nor does controlling your Bankai if it is a projectile-type. When learning a new Bankai technique, it will cost a minimum of 1000 words.
- Spoiler:
Requirements: 50 in the Zanpakuto Mastery stat, 80 in the Reiatsu stat. Stats Affected: Restores SP to maximum upon initial activation. Increases Reiatsu by one hundred percent (100%) Cost: n/a Words to Train: 2000
Restricted Techniques:
To use any technique on this list you must seek permission from an admin on the Requests board. If others have already learned the technique, the person reviewing your request may ask you to find someone to teach it to you.
Name: Senka Type: Technique Description: a special shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" and "Hakusui" in one strike, if they wish. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This technique eliminates the possibility of counters in normal situations and cannot be dodged without Flash Step or a similar move. It simply occurs too fast. The technique cannot be blocked if the user is 15 points or more higher in the Zanjutsu skill statistic (though other methods may be used, such as a prepared barrier). Your only hope would be Flash Step, if it is able to be used. If not, the attack will go through without your notice until it was over. Uses two fighting posts. Requirements: 70 in shunpo speed Stats Affected: none Cost: 2 fighting posts Words to Train: 1000
Name: Spell of Healing Type: Kido Description: As the user holds his or her hands above the patients wounds, his/her palms glow with green spiritual energy to facilitate healing. The patient's Reiatsu is replenished first. Then the body's Reiatsu works with the healer's Reiatsu to heal the patient's body. Requirements: 40 in the Kido Intelligence stat. Must be in the fourth division. Stats Affected: Restores up to 50 reiatsu. A quarter of the total reiatsu points used to revive the target go directly to replenishing their fighting posts. Ex. A medic uses 20sp to begin healing a fallen comrade. The target would then recieve 20sp, and would recover 5 fighting posts. Cost: Divide Kido Intelligence stat by 2, and that is how much sp can be used to restore the target per turn. Ex. A medic has a kido intelligence stat of 80. 80/2 is 40. Therefore, they would be able to use up to 40 sp to revive a patient. The patient would also gain back 10 fighting posts. Words to Train: 750
Name: Utsusemi Type: Technique Description: It allows for a movement at great speed leaving an afterimage behind. The afterimage is a realistic spirit particle construct that appears to bleed and has solid mass, but only lasts a few seconds. The user can use the confusion caused by this illusion to create an opening. Costs 2 fighting posts. Can only be used once per fight. Requirements: 70 in the Shunpo speed stat. Stats Affected: None Cost: 5 Words to Train: 1250
Name: Reiatsu no Yoroi Type: Technique Description: By having a sufficient amount of spiritual power, one can learn to focus it in a way that is similar to armor preventing weaker opponents from harming them. This technique can only be achieved by one with an extremely high level of Reiatsu. In effect, it prevents any opponent that does not at least have a 65 in an offensive derived stat from piercing the skin of the user with a weapon or otherwise causing them physical harm. It is similar to, if less effective than, the concept of Hierro in Arrancar. (Restricted move. Before training this move or including in your character application you must seek permission from management.) Requirements: Reiatsu stat of at least 150 Cost: 15 Words to Train: 1250
Name: Shunko (Flash Cry) Type: Technique Description: Shunkō (瞬閧, Flash Cry): An advanced technique that combines hand-to-hand combat and Kidō energy to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, shielding and enhancing their arms and legs for battle, allowing them to fight against armed opponents bare handed. There are two versions to the Shunko Technique. The regular version, and the eternal version. In both versions a user's personal element (such as wind, lightning, fire, etc.) may manifest as part of the shunko. The user is able to use Shunko for 5 posts, which need not be consecutive. The user is able to use Shunko instantaneously, as well as concentrate the focus of energy to protect specific targets on the body. The user can also discharge blasts that can cost up to the cost of the Shunko. Mukyuu Shunko has no post restriction. (Restricted move. Before training this move or including in your character application you must seek permission from management.)
- Spoiler:
- Spoiler:
Requirements: 60 in Kido Intelligence (Imperfect), 70 (Perfect) Stats Affected: Power is increased by 30 points, while Speed is increased by 20. For Mukyuu Shunko Power is increased by 35, Speed by 25. Cost: 30sp (Perfect), 40sp (Eternal) Words to Train: Perfect, 1000, Eternal 1500 | |
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