Class System

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Introduction -- Basic ver.


This post explains the details and construction of the Basic version of the Class System. It is relatively more easier to use than the Extended version, though it is recommended that players get a good feel for this system first and migrate to the Extended version when they are ready.

The Basic version is, quite simply, an abbreviated form of the Extended version. It is intended for players to become familiarized with the new Class system before moving onto the Extended version. Right from the outset, players will be able to choose between using one version or the other. Both have their own advantages and disadvantages, though it should be noted that systemic expansions and major updates will only be applied to the Extended version. That is because the Extended version is created more for those that would like to take advantage of the Class system; such expansions and updates are made to reward them for their patronage.

Lastly, keep in mind that this thread is not yet complete, and that no player may be able to integrate their characters into this system just yet. Testing for both systems will open up when the immediate plot missions come to an end.



~​



The Class System for the BFRPG is a revamp of the old Techniques and Feat System. Unlike the latter system, which provided players with more freedom, though ultimately an undermined sense of individualistic specialization in terms of stats and skills, the Class System makes it so that specialization is not only reinforced, but encouraged. Fights will be fairer this way, as each character's weaknesses and strengths become all the more apparent and equally more exploitable, making for battles that are more about strategy and proper counteractions than before.

The system itself, at a glance, is relatively simple: it divides all possible specializations and generalizes them all into specific Classes. Each Class has its own tree of learnable Techniques and Abilities, which in themselves are learned as the character progresses higher and higher in each Class that he or she adopts. All Techniques and Abilities, like the Classes that contain them, each have different levels of mastery, where as the character fulfills certain requirements such as this much Zanjutsu or that much Kidou, those skills ultimately increase in effectiveness.

However, as this is just an "at-a-glance" summary, it is best that you as the player explore this system as much as possible, and be able to come up with various possibilities in terms of what your character should become and how he or she should develop.

Please note that this system is constantly growing. As it stands currently, many of the Classes are left bare without many skills to offer, but this is natural considering the fact that these concepts have not been put in place before. If there is a specific Class that you wish to adopt, and it currently does not have much to offer, feel free to put forth any ideas into the Technique Generation Thread.


Classes


What are Classes?

A Class can be considered both the character's job and specialty. It determines what that character excels at, be it swordsmanship, hand-to-hand combat, Kidou casting, defense, healing, etc. Each Class has its own advantages and disadvantages, but the purpose of adopting them is not primarily to compensate for a character's weaknesses, but to further temper and refine whatever it is that he or she has an affinity towards.

Certain Classes will allow special access to Techniques and Abilities. A character has the potential to learn any Technique and Ability that is allowed by his or her Class, but on the other hand, he or she cannot learn Techniques and Abilities that belong to other Classes. For instance, a Class that specializes in offensive Kidou will offer access to a selection of Kidou skills and enhancements that facilitate the character's Kidou capacity. Similarly, a Class that specializes in physical defense will offer a character access to learning and using Abilities and Techniques that emphasize defense against physical attacks. Generally, these types of Classes are referred to as being "specific" or "specialized," since they emphasize in one particular mode of combat.


Class Families

Classes are divided into three rudimentary "families" :

[ Attack ] -- Encompasses all Classes that are offense-oriented.

[ Defense ] -- Encompasses all Classes that are defense-oriented.

[ Support ] -- Encompasses all Classes that emphasize support and/or recovery.


Specialized Classes

Within each of these families lie the Classes themselves. Each family possesses four Classes.

Attack
Senkyou (offensive Zanjutsu Class; specializes in Zanjutsu combat)
Tekken (offensive Hakuda Class; specializes in Hakuda combat)
Shion (offensive Kidou Class; specializes in Kidou combat)
Kuren (offensive energy Class; specializes in Reiryoku combat)
Defense
Tesshin (defensive Class; specializes in defense against physical attacks)
Suiyou (defensive Class; specializes in defense against energy attacks)
Suiseki (defensive Class; specializes in defense against negative status)
Reppuu (evasive Class; specializes in evasion through Hohou)
Support
Fuyubana (healing Class; specializes in recovery from wounds and ailments)
Kaisei (buffing Class; specializes in offense-augmenting support)
Shuyoku (buffing Class; specializes in defense-augmenting support)
Shuhai (buffing Class; specializes in providing stat boosts)


Class Tiers

Also, all Classes themselves are individually divided into five different "tiers" of experience: Class D, Class C, Class B, Class A, and Class S. As the character grows stronger and learns more skills belonging to his or her Class, he or she will be able to move up these tiers, which not only allow her certain benefits, but access to even more Techniques and Abilities. That said, exactly what Techniques and Abilities that a character has access to depends not only on what Class or Classes he or she adopts, but also in how skilled and experienced he or she is with them. So, one can consider Class D to be the "basic" level of experience, and higher levels such as Class A and Class S as being greater elevations of experience.


Class Tree and Progression Through the Tiers

Shown here is a summarized list of the whole Class tree.

Attack
Senkyou
Class D : Reached at 500 Zanjutsu. (+100 Zanjutsu)
Class C Reached at 2,000 Zanjutsu. (+200 Zanjutsu)
Class B : Reached at 4,000 Zanjutsu. (+300 Zanjutsu)
Class A : Reached at 8,000 Zanjutsu. (+400 Zanjutsu)
Class S : Reached at 14,000 Zanjutsu. (+500 Zanjutsu)​

Tekken
Class D : Reached at 500 Hakuda. (+100 Hakuda)
Class C : Reached at 2,000 Hakuda. (+200 Hakuda)
Class B : Reached at 4,000 Hakuda. (+300 Hakuda)
Class A : Reached at 8,000 Hakuda. (+400 Hakuda)
Class S : Reached at 14,000 Hakuda. (+500 Hakuda)​

Shion
Class D : Reached at 500 Kidou. (+100 Kidou)
Class C : Reached at 2,000 Kidou. (+200 Kidou)
Class B : Reached at 4,000 Kidou. (+300 Kidou)
Class A : Reached at 8,000 Kidou. (+400 Kidou)
Class S : Reached at 14,000 Kidou. (+500 Kidou)​

Kuren
Class D : Reached at 1,000 Reiatsu. (+300 Reiatsu)
Class C : Reached at 4,500 Reiatsu. (+500 Reiatsu)
Class B : Reached at 9,000 Reiatsu. (+800 Reiatsu)
Class A : Reached at 18,000 Reiatsu. (+1,200 Reiatsu)
Class S : Reached at 36,000 Reiatsu. (+1,700 Reiatsu)​

Defense
Tesshin
Class D : Reached at 500 Zan + Hak. (+40 Zan + Hak)
Class C : Reached at 2,000 Zan + Hak. (+80 Zan + Hak)
Class B : Reached at 4,000 Zan + Hak. (+120 Zan + Hak)
Class A : Reached at 8,000 Zan + Hak. (+160 Zan + Hak)
Class S : Reached at 14,000 Zan + Hak. (+200 Zan + Hak)​

Suiyou
Class D : Reached at 1,000 Reiatsu. (+200 Reiatsu)
Class C : Reached at 3,000 Reiatsu. (+400 Reiatsu)
Class B : Reached at 6,000 Reiatsu. (+700 Reiatsu)
Class A : Reached at 12,000 Reiatsu. (+1,100 Reiatsu)
Class S : Reached at 24,000 Reiatsu. (+1,600 Reiatsu)​

Suiseki
Class D : Reached at 1,000 Reiatsu. (+400 Reiatsu)
Class C : Reached at 2,500 Reiatsu. (+600 Reiatsu)
Class B : Reached at 5,000 Reiatsu. (+1,000 Reiatsu)
Class A : Reached at 10,000 Reiatsu. (+1,500 Reiatsu)
Class S : Reached at 20,000 Reiatsu. (+2,100 Reiatsu)​

Reppuu
Class D : Reached at 500 Hohou. (+100 Hohou)
Class C : Reached at 2,000 Hohou. (+200 Hohou)
Class B : Reached at 4,000 Hohou. (+300 Hohou)
Class A : Reached at 8,000 Hohou. (+400 Hohou)
Class S : Reached at 14,000 Hohou. (+500 Hohou)​

Support
Fuyubana
Class D : Reached at 500 Kidou. (+120 Kidou)
Class C : Reached at 1,250 Kidou. (+240 Kidou)
Class B : Reached at 2,500 Kidou. (+360 Kidou)
Class A : Reached at 5,000 Kidou. (+480 Kidou)
Class S : Reached at 10,000 Kidou. (+600 Kidou)​

Kaisei
Class D : Reached at 1,000 Reiatsu. (+200 Reiatsu)
Class C : Reached at 3,000 Reiatsu. (+400 Reiatsu)
Class B : Reached at 6,000 Reiatsu. (+700 Reiatsu)
Class A : Reached at 12,000 Reiatsu. (+1,100 Reiatsu)
Class S : Reached at 24,000 Reiatsu. (+1,600 Reiatsu)​

Shuyoku
Class D : Reached at 1,000 Reiatsu. (+200 Reiatsu)
Class C : Reached at 3,000 Reiatsu. (+400 Reiatsu)
Class B : Reached at 6,000 Reiatsu. (+700 Reiatsu)
Class A : Reached at 12,000 Reiatsu. (+1,100 Reiatsu)
Class S : Reached at 24,000 Reiatsu. (+1,600 Reiatsu)​

Shuhai
Class D : Reached at 1,000 Reiatsu. (+100 Reiatsu)
Class C : Reached at 3,500 Reiatsu. (+200 Reiatsu)
Class B : Reached at 7,000 Reiatsu. (+400 Reiatsu)
Class A : Reached at 14,000 Reiatsu. (+700 Reiatsu)
Class S : Reached at 28,000 Reiatsu. (+1,100 Reiatsu)​



As you can see, each Class tier requires certain levels of stats in order to be reached. Once those levels are reached, the character automatically levels up to the next tier. Note that for requirements that necessitate two different stats, it simply means that the sum of those two stats must equal the required amount. Additionally, listed above are only the stat requirements for each tier. Many, if not all tiers also require that certain Techniques and/or Abilities be learned beforehand.

Also, climbing up higher through the tiers grants the character with stat bonuses, which are delineated right next to the stat requirements. For instance, reaching Class D of the Senkyou Class will give the character a bonus of +100 Zanjutsu. Bonuses to combat stats like those also contribute to Reiatsu, so not only does Zanjutsu increase by 100, but Reiatsu too. The bonus is added by directly applying it to the corresponding stat in the latest week-evaluation thread (of course, after the character has reached the appropriate level). However, for Reiatsu bonuses, they are applied directly to Reiatsu, but one must be careful in that once the Reiatsu bonus is applied, the new Reiatsu stat will no longer wholly represent the summed total of all of one's stats, but rather, the summed total of all of one's stats PLUS whatever Reiatsu bonus was acquired via this system.


Class Statuses

What is special about this specific Class system is that it is dynamic in terms of individual character needs. This is exemplified in how a character is able to adopt Classes, where he or she has the freedom to adopt many at once; the system allows one to either adopt Single-Class (SC) status, Dual-Class (DC) status, or Triple-Class (TC) status, provided that certain basic requirements are met.

This enables a character to weigh the benefits between power and versatility, where Single-Class adopters have more power, though equally less versatility. Triple-Class adopters have the highest level of versatility, though considerably less power. Dual-Class adopters retain the general pros and cons of the two other Class statuses.


[ Single-Class (SC) ] -- Adopting Single-Class status will allow a character to maximize the traits and strengths of that one Class. This is made most apparent in the character's potential to reach the Class S tier of that particular Class, whereby he or she gains considerable benefits, as well as access to the highest general Abilities and Techniques of that particular class. However, just the same, he or she is restricted to only being able to learn Abilities or Techniques allowed by that particular Class, and none from any of the other Classes.

A character is able to adopt Single-Class status right from the outset of his or her career.

[ Dual-Class (DC) ] -- Adopting Dual-Class status means taking up two different Classes. For instance, taking up both the Senkyou and Reppuu Classes is adopting Dual-Class status. This allows for a character to learn and use the Techniques and Abilities allowed by both of his or her selected Classes. However, the highest tier the character is able to attain for both Classes is Class A.

A character is able to adopt Dual-Class status once he or she attains at least 5,000 Connection.

[ Triple-Class (TC) ] -- Adopting Triple-Class status means taking up three different Classes, much like how Dual-Class status works. This grants a character the highest versatility in terms of skill variety, but the highest tier that can be reached in all three Classes is Class B.

A character is able to adopt Triple-Class status once he or she attains at least 10,000 Connection.​

However, if the character possesses a tier that is normally not allowed by the newly adopted Class status, that tier must be dropped to the next lowest tier, and all benefits gained from that dropped tier are also compromised. For instance, if a Character decides to move to Triple-Class status, but already has one Class S tier, that Class S tier must be dropped to Class A tier, and all skills learned from Class S must be wholly relinquished. Therefore, it should be affirmed that whatever Class status that the character settles on is permanent. This does not apply, however, if the character is still striving for 10,000 Connection. It is after this point that the character must make a decisive choice about his or her specialties, and make the permanent decision about whether to stay with either the Single-Class, Dual-Class, or Triple-Class status, as well as any individual Class(es) that he or she adopts.


Base Classes

Note that all characters start off with Class E. Because no specialized Class has a level lower than Class D, this would seem a bit strange. This is because of what is called the Base Class, or BsC, which all characters start off as. This BsC starts itself at Class E, while all other specialized Classes are initiated at Class D. However, once the character adopts a specialized Class, the Base Class becomes wholly "Inherent," and that particular character is able to retain the traits of that Base Class indefinitely. For instance, all Gotei characters start off with the Class E BsC, "Shinigami." Once this Base Class is replaced by a higher one, say, Senkyou, the Shinigami Base Class is still retained, and in fact, still grows with the character's statistical development:

Shinigami
Class E : Default (2 Equip Slots / 4 Max Memory)
Class D : Reached at 1,000 Connection. (3 Equip Slots / 5 Max Memory)
Class C : Reached at 3,000 Connection. (4 Equip Slots / 6 Max Memory)
Class B : Reached at 10,000 Connection. (5 Equip Slots / 7 Max Memory)
Class A : Reached at 20,000 Connection. (6 Equip Slots / 8 Max Memory)
Class S : Reached upon induction into August Echelon.

Like specialized Classes, higher Base Class tiers are reached by meeting stat requirements (in this case, certain levels of Connection need to be reached in order to move up). These requirements are, unique to every BsC. In the Shinigami BsC's case, Class E is attained immediately upon induction into the Gotei. Classes D through A are reached by attaining certain levels of Connection (hence the term "Reached at," instead of "Needs" ). Class S is attained after induction into the August Echelon Gotei PrC.

As for what "Equip Slots" and "Memory" are, these terms will be explained further below.


Techniques / Abilities


What are Techniques and Abilities?

Techniques and Abilities generally refer to the same thing: they are special skills that are learned through this Class system. As to how one differentiates between the two, it is simple. Abilities are more general, and encompass skills that are more "spell-like" in nature, while Techniques are tricks or honed skills, like that of martial arts-- they tend to be more physical in nature. A good example of how they differ is in the Classes themselves. Generally, the Senkyou Class (Zanjutsu) has much more Techniques than it would Abilities, while the Shion Class (Kidou) typically has more Abilities than Techniques. However, for the sake of simplicity, Techniques and Abilities are essentially the same.

Obviously, different Techniques and Abilities grant different effects. Some may be more powerful than others, while some may have a wider range of uses than others. All Techniques and Abilities of the specialized Classes-- in and of themselves-- have different levels of mastery. These levels naturally rise as the character meets their requirements, usually in the form of this much Zanjutsu needed or that much Kidou needed. Naturally, the more levels a Technique or Ability gains, the stronger and more potent it becomes. How well they are able to accommodate each individual character varies greatly, also, thus it is best that while you consider the specialties of your character, also think about what Techniques and Abilities he or she should be learning, or will be able to learn in the future.


How to Gain Techniques and Abilities

As stated before, Techniques and Abilities are made available as your character progresses up into newer Class tiers of his or her Class(es). Lower tiers offer more fundamental Techniques and Abilities, while higher tiers stress the more advanced and powerful skills of the Class.

For the Basic version, all that is needed to learn Techniques and Abilities is to adopt their required Class(es), reach their appropriate Class tiers, and to write about the character actually learning these skills. The majority of the accessible Abilities and Techniques themselves do not have any direct requirements; just that the character be at or above their required tiers. However, as per the natural rules of progression, certain Techniques and Abilities might necessitate other Techniques/Abilities to be learned beforehand, and/or be at a certain level of mastery.

As to what Abilities and Techniques the character has exact access to, that is, again, implied by the actual designation of the specialized Class. For instance, the Senkyou Class will allow the character to learn Zanjutsu attack Techniques and Abilities... but nothing else. That is why some characters may want to opt for Dual or Triple-Class status. Since they are able to adopt several Classes at once, it enables them to learn and use various Abilities and Techniques that may otherwise be impossible through adopting Single-Class status. The actual Class tiers will list out what Techniques and Abilities are available. For example:

Attack
Senkyou
Class D :
Sakuganki
Shippuu
Goubouseisetsu
Class C :
Eijukousatsu
Class B :
Houyoku
Class A :
Senka
Hakkoushi

However, Abilities and Techniques themselves are also categorized as Single, Dual, or Triple-Class status. This simply means that the Technique or Ability might necessitate a certain combination of Classes to be adopted. Skills that are Single-Class can be learned by anyone that is Single, Dual, or Triple-Class him or herself. A Dual-Class Technique or Ability will need two different Classes (individually denoted in each skill description), and may be learned by Dual-Class or Triple-Class characters, but not Single-Class characters. Same thing applies to Triple-Class Techniques and Abilities, though it should be noted that only Triple-Class characters may learn them. An example of a multi-Class skill is Shunkou, which requires that the character adopt both the Tekken and Shion Classes in order to be learned.


How to Equip and Store Techniques and Abilities

Each character possesses Equip Slots and the "Memory." These are used to equip skills for battle and to store inactive ones respectively.

Equip Slots are slots that may be occupied by an Ability or Technique for situational use (mostly combat). However, Equip Slots do not affect Inherent Abilities or Techniques, as those are essentially "free" to use. All characters start off with two Equip Slots, and gain one more Equip Slot for every level that they gain in their Base Class (except for Class S. Refer to Shinigami level chart further above). With this, the maximum number of Equip Slots a character may attain is six (6).

The Memory is a list of all Techniques and Abilities that a character possesses. It displays all learned skills, as well as those that are Inherent (though Inherent skills do not count toward the maximum capacity of the Memory). All characters start off with four Memory slots, which increases by one slot for every higher Base Class level reached. Thus, the maximum Memory slots a character can have is eight (8).

An example of how to display and equip Techniques and Abilities are as follows:

(Class C Shinigami)

Memory
1. Eijukousatsu lvl.2
2. Goubouseisetsu lvl.4
3. Shippuu lvl.3
4. Nukite lvl.2
5. Sakuganki lvl.4
6. empty

Equip Slots
1. empty
2. empty
3. empty
4. empty

Here we see that this specific character has Techniques that have not been equipped yet. Let's see what happens when he or she does equip them.

Memory
1. Eijukousatsu lvl.2
2. Goubouseisetsu lvl.4
3. Shippuu lvl.3
4. Nukite lvl.2
5. Sakuganki lvl.4
6. empty

Equip Slots
1. Goubouseisetsu lvl.4
2. Shippuu lvl.3
3. Nukite lvl.2
4. Sakuganki lvl.4​

As we can see, four Techniques have been equipped and are displayed in gray in the character's Memory. This means that they are currently equipped. Once a Technique or Ability is unequipped, its designation in the Memory returns to normal:

Memory
1. Eijukousatsu lvl.2
2. Goubouseisetsu lvl.4
3. Shippuu lvl.3
4. Nukite lvl.2
5. Sakuganki lvl.4
6. empty

Equip Slots
1. Goubouseisetsu lvl.4
2. Shippuu lvl.3
3. Nukite lvl.2
4. empty


What are Inherent Techniques and Abilities?

Inherent Techniques and Abilities are, quite simply, skills that have become second nature to a particular character that he or she does not need to either memorize and store them in the Memory, or place them into Equip Slots for combat usage. Again, one can consider these kinds of skills to be "free" for use, though, aside from whatever Inherent skills may derive from Base Classes, these kinds of Techniques and Abilities are somewhat rare. Though Inherent skills do not need to be listed out in the Memory or Equip Slots, they do need to be listed somewhere within a character's profile for easy reference. Inherent skills are marked with a single asterisk (*).


How Division Techniques and Abilities are Handled

Division Techniques/Abilities are handled in a similar way. Each Division itself adopts certain Classes that are facilitated by its relative specialty. However, the members of the Division itself do not need to adopt the same Classes that the Division adopts, but should match well with what the Division's specialty is.

What Classes a Division adopts depends on the nature of its specialty and derived Techniques/Abilities. Again, a member of the Division is not required to adopt the same Classes as the Division. This essentially enables him or her to learn some Techniques and/or Abilities outside of his or her personally chosen Class(es). However, this in itself has its own disadvantages.

A Division is restricted to the Single, Dual, and Triple-Class system. To better organize and prioritize what exactly a Division emphasizes, all adopted Classes are given a certain label as so:

[ Primary ] -- This is the main, emphasized Class of the Division. For instance, a Division that specializes in Zanjutsu combat would have the Senkyou Class as its Primary Class. Any and all Techniques and Abilities that fall only into the Primary Class are much easier to learn. For instance, if that Zanjutsu-specialized Division offers a Senkyou Technique, then that Technique is much easier to learn.

Ex.: (Senkyou Technique) [Requires 1,000 Zanjutsu to be learned.]

[ Secondary ] -- This is the supplementary Class of the Division, emphasized less than the Primary Class, but more than the Tertiary Class. A Division that specializes in Zanjutsu combat would have the Senkyou Class as its Primary Class, and most likely the Reppuu Class as its Secondary Class. Techniques and Abilities that fall into the Secondary Class are relatively harder to learn than those in the Primary Class.

Ex.: (Reppuu Technique) [Requires 4,000 Hohou to be learned.]

[ Tertiary ] -- This is the last supplementary Class of the Division, emphasized vastly less than the Primary Class, and considerably less than the Secondary Class. A Division that specializes in Zanjutsu combat would have the Senkyou Class as its Primary Class, and probably the Kaisei Class as its Tertiary Class. Techniques and Abilities that fall into the Tertiary Class are starkly more difficult to learn than those in the Primary or Secondary Classes.

Ex.: (Kaisei Ability) [Requires 18,000 Reiatsu to be learned.]​

With this, it can be said that the more a Technique or Ability deviates from the emphasized specialty of the Division, the more difficult it is to learn. This is made most apparent in the actual requirements of the learnable Techniques/Abilities themselves, where a Tertiary Technique/Ability may require up to several times the stats required to learn a Primary Technique/Ability.

[ Single-Class (SC) ] -- This is for Divisions that solely focus upon one Class. Any and all Techniques/Abilities from a Single-Class Division are considerably easier to learn; some may even be available to those fresh from the Academy. A Division of this type does not have either a Secondary or Tertiary Class, meaning that all of its Techniques/Abilities must be derived from its specific Class. For instance, a Senkyou Division can only teach offensive Zanjutsu skills and nothing else.

[ Dual-Class (DC) ] -- This is for Divisions that focus on two Classes. Techniques/Abilities from this type of Division generally require an aspiring member to be well-off in his or her individual capacities. Requirements for Techniques/Abilities of this type of Division typically range from pre-Ban Kai to Ban Kai level. A Division of this type does not have a Tertiary Class.

[ Triple-Class (TC) ] -- This is for Divisions that focus on three Classes. Requirements for Techniques/Abilities from this type of Division typically require post-Ban Kai stats in order to be learned.​

Like any other Technique/Ability, skills derived from a Division also have levels of mastery/optimum performance. Generally, the difficulty in reaching these levels is proportional to the difficulty in the learning requirements of the Techniques/Abilities themselves. So, again, Techniques/Abilities from a Primary Class are not only easier to learn, but are equally easier to level up/master, where as Techniques/Abilities from a Tertiary Class are not only exceedingly difficult to learn, but are equally harder to level up/master. Also, it should be noted that Division Techniques/Abilities are Inherent by default.


Feats


What are Feats?

Feats are powerful skills that a character earns after fulfilling certain duties or achieving certain deeds within the RPG. Empty slots are given out by Wind, and it is up to the RPer of the character to create the Feats themselves, which are then submitted to the Class System staff, examined, reviewed, and approved (along with any necessary changes).

The maximum number of Feat slots available to any character is four (4). All new characters start out with zero (0) Feat slots. As such, form a generalization of what you would want your future Feats to be and trim them all down to no more than four. If you're eligible for another Feat, but already have the full four, one Feat must be deleted for the new one to be in place. One thing worthy of noting is that there is no way you can increase this maximum.

In comparison to Techniques and Abilities, however, Feats are not wholly limited by what Class(es) that the character adopts, but rather works to accentuate the specific archetype of the character him or herself. Therefore, it is possible for, say, a Senkyou character to possess a Feat that buffs his or her offensive abilities. However, it should be noted that certain restrictions apply on Feats whose effects are not entirely "natural" to the character's adopted Class(es).



~​
 
Mar 19, 2005
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Class System - Extended Version

Introduction -- Extended ver.


This post elucidates the details and construction of the Extended version of the Class System. It is relatively more difficult to use this version than it is to use the Basic version. However, using this version is generally more beneficial towards the growth of one's character. As such, it is recommended that players migrate to this system after they've had a firm grasp of the Basic version.



~​



The Class System for the BFRPG is a revamp of the old Techniques and Feat System. Unlike the latter system, which provided players with more freedom, though ultimately an undermined sense of individualistic specialization in terms of stats and skills, the Class System makes it so that specialization is not only reinforced, but encouraged. Fights will be fairer this way, as each character's weaknesses and strengths become all the more apparent and equally more exploitable, making for battles that are more about strategy and proper counteractions than before.

The system itself, at a glance, is relatively simple: it divides all possible specializations and generalizes them all into specific Classes. Each Class has its own tree of learnable Techniques and Abilities, which in themselves are learned as the character progresses higher and higher in each Class that he or she adopts. All Techniques and Abilities, like the Classes that contain them, each have different levels of mastery, where as the character fulfills certain requirements such as this much Zanjutsu or that much Kidou, those skills ultimately increase in effectiveness.

However, as this is just an "at-a-glance" summary, it is best that you as the player explore this system as much as possible, and be able to come up with various possibilities in terms of what your character should become and how he or she should develop.

Please note that this system is constantly growing. As it stands currently, many of the Classes are left bare without many skills to offer, but this is natural considering the fact that these concepts have not been put in place before. If there is a specific Class that you wish to adopt, and it currently does not have much to offer, feel free to put forth any ideas into the Technique Generation Thread.


Classes


What are Classes?

A Class can be considered both the character's job and specialty. It determines what that character excels at, be it swordsmanship, hand-to-hand combat, Kidou casting, defense, healing, etc. Each Class has its own advantages and disadvantages, but the purpose of adopting them is not primarily to compensate for a character's weaknesses, but to further temper and refine whatever it is that he or she has an affinity towards.

Certain Classes will allow special access to Techniques and Abilities. A character has the potential to learn any Technique and Ability that is allowed by his or her Class, but on the other hand, he or she cannot learn Techniques and Abilities that belong to other Classes. For instance, a Class that specializes in offensive Kidou will offer access to a selection of Kidou skills and enhancements that facilitate the character's Kidou capacity. Similarly, a Class that specializes in physical defense will offer a character access to learning and using Abilities and Techniques that emphasize defense against physical attacks. Generally, these types of Classes are referred to as being "specific" or "specialized," since they emphasize in one particular mode of combat.


Class Families

Classes are divided into three rudimentary "families" :

[ Attack ] -- Encompasses all Classes that are offense-oriented.

[ Defense ] -- Encompasses all Classes that are defense-oriented.

[ Support ] -- Encompasses all Classes that emphasize support and/or recovery.


Specialized Classes

Within each of these families lie the Classes themselves. Each family possesses four Classes.

Attack
Senkyou (offensive Zanjutsu Class; specializes in Zanjutsu combat)
Tekken (offensive Hakuda Class; specializes in Hakuda combat)
Shion (offensive Kidou Class; specializes in Kidou combat)
Kuren (offensive energy Class; specializes in Reiryoku combat)
Defense
Tesshin (defensive Class; specializes in defense against physical attacks)
Suiyou (defensive Class; specializes in defense combat against energy attacks)
Suiseki (defensive Class; specializes in defense against negative status)
Reppuu (evasive Class; specializes in evasion through Hohou)
Support
Fuyubana (healing Class; specializes in recovery from wounds and ailments)
Kaisei (buffing Class; specializes in offense-augmenting support)
Shuyoku (buffing Class; specializes in defense-augmenting support)
Shuhai (buffing Class; specializes in providing stat boosts)


Class Tiers

Also, all Classes themselves are individually divided into six different "tiers" of experience: Class D, Class C, Class B, Class A, Class S, and Cardinal. As the character grows stronger and learns more skills belonging to his or her Class, he or she will be able to move up these tiers, which not only allow her certain benefits, but access to even more Techniques and Abilities. That said, exactly what Techniques and Abilities that a character has access to depends not only on what Class or Classes he or she adopts, but also in how skilled and experienced he or she is with them. So, one can consider Class D to be the "basic" level of experience, and higher levels such as Class A and Class S as being greater elevations of experience.


Class Tree and Progression Through the Tiers

Shown here is a summarized list of the whole Class tree.

Attack
Senkyou
Class D : Needs 500 Connection. (+100 Zanjutsu)
Class C : Needs 1,500 Connection. (+200 Zanjutsu)
Class B : Needs 3,000 Connection. (+300 Zanjutsu)
Class A : Needs 6,000 Connection. (+400 Zanjutsu)
Class S : Needs 12,000 Connection. (+500 Zanjutsu)
Cardinal 1 : (incomplete) (+800 Zanjutsu)
Cardinal 2 : (incomplete) (+800 Zanjutsu)​

Tekken
Class D : Needs 500 Connection. (+100 Hakuda)
Class C : Needs 1,500 Connection. (+200 Hakuda)
Class B : Needs 3,000 Connection. (+300 Hakuda)
Class A : Needs 6,000 Connection. (+400 Hakuda)
Class S : Needs 12,000 Connection. (+500 Hakuda)
Cardinal 1 : (incomplete) (+800 Hakuda)
Cardinal 2 : (incomplete) (+800 Hakuda)​

Shion
Class D : Needs 500 Connection. (+100 Kidou)
Class C : Needs 1,500 Connection. (+200 Kidou)
Class B : Needs 3,000 Connection. (+300 Kidou)
Class A : Needs 6,000 Connection. (+400 Kidou)
Class S : Needs 12,000 Connection. (+500 Kidou)
Cardinal 1 : (incomplete) (+800 Kidou)
Cardinal 2 : (incomplete) (+800 Kidou)​

Kuren
Class D : Needs 500 Connection. (+300 Reiatsu)
Class C : Needs 1,500 Connection. (+500 Reiatsu)
Class B : Needs 3,500 Connection. (+800 Reiatsu)
Class A : Needs 6,000 Connection. (+1,200 Reiatsu)
Class S : Needs 12,000 Connection. (+1,700 Reiatsu)
Cardinal 1 : (incomplete) (+2,400 Reiatsu)
Cardinal 2 : (incomplete) (+2,400 Reiatsu)​

Defense
Tesshin
Class D : Needs 500 Connection. (+40 Zanjutsu + Hakuda)
Class C : Needs 1,375 Connection. (+80 Zanjutsu + Hakuda)
Class B : Needs 2,750 Connection. (+120 Zanjutsu + Hakuda)
Class A : Needs 5,500 Connection. (+160 Zanjutsu + Hakuda)
Class S : Needs 11,000 Connection. (+200 Zanjutsu + Hakuda)
Cardinal 1 : (incomplete) (+320 Zanjutsu + Hakuda)
Cardinal 2 : (incomplete) (+320 Zanjutsu + Hakuda)​

Suiyou
Class D : Needs 500 Connection. (+200 Reiatsu)
Class C : Needs 1,375 Connection. (+400 Reiatsu)
Class B : Needs 2,750 Connection. (+700 Reiatsu)
Class A : Needs 5,500 Connection. (+1,100 Reiatsu)
Class S : Needs 11,000 Connection. (+1,600 Reiatsu)
Cardinal 1 : (incomplete) (+2,000 Reiatsu)
Cardinal 2 : (incomplete) (+2,000 Reiatsu)​

Suiseki
Class D : Needs 500 Connection. (+400 Reiatsu)
Class C : Needs 1,000 Connection. (+600 Reiatsu)
Class B : Needs 2,000 Connection. (+1,000 Reiatsu)
Class A : Needs 4,000 Connection. (+1,500 Reiatsu)
Class S : Needs 8,000 Connection. (+2,100 Reiatsu)
Cardinal 1 : (incomplete) (+2,800 Reiatsu)
Cardinal 2 : (incomplete) (+2,800 Reiatsu)​

Reppuu
Class D : Needs 500 Connection. (+100 Hohou)
Class C : Needs 1,500 Connection. (+200 Hohou)
Class B : Needs 3,000 Connection. (+300 Hohou)
Class A : Needs 6,000 Connection. (+400 Hohou)
Class S : Needs 12,000 Connection. (+500 Hohou)
Cardinal 1 : (incomplete) (+800 Hohou)
Cardinal 2 : (incomplete) (+800 Hohou)​

Support
Fuyubana
Class D : Needs 500 Connection. (+120 Kidou)
Class C : Needs 1,250 Connection. (+240 Kidou)
Class B : Needs 2,500 Connection. (+360 Kidou)
Class A : Needs 5,000 Connection. (+480 Kidou)
Class S : Needs 10,000 Connection. (+600 Kidou)
Cardinal 1 : (incomplete) (+920 Kidou)
Cardinal 2 : (incomplete) (+920 Kidou)​

Kaisei
Class D : Needs 500 Connection. (+200 Reiatsu)
Class C : Needs 1,375 Connection. (+400 Reiatsu)
Class B : Needs 2,750 Connection. (+700 Reiatsu)
Class A : Needs 5,500 Connection. (+1,100 Reiatsu)
Class S : Needs 11,000 Connection. (+1,600 Reiatsu)
Cardinal 1 : (incomplete) (+2,000 Reiatsu)
Cardinal 2 : (incomplete) (+2,000 Reiatsu)​

Shuyoku
Class D : Needs 500 Connection. (+200 Reiatsu)
Class C : Needs 1,375 Connection. (+400 Reiatsu)
Class B : Needs 2,750 Connection. (+700 Reiatsu)
Class A : Needs 5,500 Connection. (+1,100 Reiatsu)
Class S : Needs 11,000 Connection. (+1,600 Reiatsu)
Cardinal 1 : (incomplete) (+2,000 Reiatsu)
Cardinal 2 : (incomplete) (+2,000 Reiatsu)​

Shuhai
Class D : Needs 500 Connection. (+100 Reiatsu)
Class C : Needs 1,375 Connection. (+200 Reiatsu)
Class B : Needs 2,750 Connection. (+400 Reiatsu)
Class A : Needs 5,500 Connection. (+700 Reiatsu)
Class S : Needs 11,000 Connection. (+1,100 Reiatsu)
Cardinal 1 : (incomplete) (+1,500 Reiatsu)
Cardinal 2 : (incomplete) (+1,500 Reiatsu)​



As you can see, each Class tier "needs" different amounts of Connection, which varies upon the tiers themselves, as well as what Classes they specifically belong to. An explanation on how to use Connection to progress through the different tiers is further explained later below.

Also, climbing up higher through the tiers grants the character with stat bonuses, which are delineated right next to the Connection requirements. For instance, reaching Class D of the Senkyou Class will give the character a bonus of +100 Zanjutsu. Bonuses to combat stats like those also contribute to Reiatsu, so not only does Zanjutsu increase by 100, but Reiatsu too. The bonus is added by directly applying it to the corresponding stat in the latest week-evaluation thread (of course, after the character has reached the appropriate level). However, for Reiatsu bonuses, they are applied directly to Reiatsu, but one must be careful in that once the Reiatsu bonus is applied, the new Reiatsu stat will no longer wholly represent the summed total of all of one's stats, but rather, the summed total of all of one's stats PLUS whatever Reiatsu bonus was acquired via this system.

Upgrading to the next Class level requires "spending" Connection; it is by this that Connection is treated similarly to "experience" in traditional RPG games. However, Connection itself is not actually lost this way. All Classes require 500 Connection to be spent in order for a character to enter their Class D level. From that point however, some Classes are easier to level up than others. Additionally, in order to reach higher Class levels (with the exception of Class D), certain Techniques and/or Abilities must be learned beforehand, which will be further explained later. The above Class tree only shows the Connection needed.

An example procedure for "spending" Connection is given as follows:

Attack
Shion
Class D : Needs 500 Connection.
Class C : Needs 1,500 Connection.
Class B : Needs 3,000 Connection.
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​

Shion Level : -
Shinigami Level : Class C
Connectionl : 8,000 /// 8,000


"Shion Level" shows the level that the character is at for that particular Class. In the example above, his/her Shion Class is not displayed, since Class D, the very first level, has not been attained yet.

"Shinigami Level" displays the character's Shinigami Base Class level, which will be further explained later.

"Connection" displays two numbers: the number of spend-able Connection on the left, and the character's "real" Connection on the right. This is to help keep track of one's progression and reserves for spending.

From what we can see in the level-up requirements for Shion (offensive Kidou Class), a character needs to spend 500 Connection in order to reach Class D, the first level of any specialized Class. Let's say that this particular character has 8,000 Connection. In order to reach Class D, 500 Connection must be spent, so he/she spends it. At that point, the character will have reached Class D level, but with 7,500 "spend-able" Connection left over.


Attack
Shion
Class D : Clear!
Class C : Needs 1,500 Connection.
Class B : Needs 3,000 Connection.
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​

Shion Level : Class D
Shinigami Level : Class C
Connectionl : 7,500 /// 8,000


Now the character is Class D of the Shion Class. Next, he/she wants to reach Class C, which needs 1,500 Connection, so he/she spends it. Now he/she is Class C, with 6,000 "spend-able" Connection left.


Attack
Shion
Class D : Clear!
Class C : Clear!
Class B : Needs 3,000 Connection.
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​

Shion Level : Class C
Shinigami Level : Class C
Connectionl : 6,000 /// 8,000


The same goes for Class B. He/she spends 3,000 Connection to reach it, and is now left with 3,000 spend-able Connection.


Attack
Shion
Class D : Clear!
Class C : Clear!
Class B : Clear!
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​

Shion Level : Class B
Shinigami Level : Class C
Connectionl : 3,000 /// 8,000

However, to reach Class A, 6,000 more Connection is needed, but since the character only has 3,000 spend-able Connection left, he/she cannot reach it just yet. In order to, he/she must acquire more "real" Connection by earning points from writing. So, let's say that in the next ten weeks or so, he/she earns enough Connection to level up.


Attack
Shion
Class D : Clear!
Class C : Clear!
Class B : Clear!
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​

Shion Level : Class B
Shinigami Level : Class B
Connectionl : 7,000 /// 12,000


Now that he/she has enough spend-able Connection, he/she may spend it to level up to Class A.


Attack
Shion
Class D : Clear!
Class C : Clear!
Class B : Clear!
Class A : Clear!
Class S : Needs 12,000 Connection.​

Shion Level : Class A
Shinigami Level : Class B
Connectionl : 1,000 /// 12,000


Therefore, it is important that Connection be maintained accurately, and that any expenditures and gains of Connection be recorded carefully.

Also, those with Dual-Class and Triple-Class status (explained in the next section) follow the same system of Connection distribution, only that they must maintain multiple Classes at once, and that all adopted Classes draw Connection from the same Connection pool. Example:


(Dual-Class)

Attack
Tekken
Class D : Clear!
Class C : Clear!
Class B : Clear!
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​
Shion
Class D : Clear!
Class C : Clear!
Class B : Clear!
Class A : Needs 6,000 Connection.
Class S : Needs 12,000 Connection.​

Tekken Level : Class B
Shion Level : Class B
Shinigami Level : Class B
Connectionl : 2,000 /// 12,000


Class Statuses

What is special about this specific Class system is that it is dynamic in terms of individual character needs. This is exemplified in how a character is able to adopt Classes, where he or she has the freedom to adopt many at once; the system allows one to either adopt Single-Class (SC) status, Dual-Class (DC) status, or Triple-Class (TC) status, provided that certain basic requirements are met.

This enables a character to weigh the benefits between power and versatility, where Single-Class adopters have more power, though equally less versatility. Triple-Class adopters have the highest level of versatility, though considerably less power. Dual-Class adopters retain the general pros and cons of the two other Class statuses.

[ Single-Class (SC) ] -- Adopting Single-Class status will allow a character to maximize the traits and strengths of that one Class. This is made most apparent in the character's potential to reach one of two Cardinal tiers of that particular Class, whereby he or she gains considerable benefits, as well as access to the most powerful general Abilities and Techniques of that particular class. However, just the same, he or she is restricted to only being able to learn Abilities or Techniques allowed by that particular Class, and none from any of the other Classes.

A character is able to adopt Single-Class status right from the outset of his or her career.

[ Dual-Class (DC) ] -- Adopting Dual-Class status means taking up two different Classes. For instance, taking up both the Senkyou and Reppuu Classes is adopting Dual-Class status. This allows for a character to learn and use the Techniques and Abilities allowed by both of his or her selected Classes. However, the highest tier the character is able to attain for both Classes is Class S.

A character is able to adopt Dual-Class status once he or she attains at least 5,000 Connection.

[ Triple-Class (TC) ] -- Adopting Triple-Class status means taking up three different Classes, much like how Dual-Class status works. This grants a character the highest versatility in terms of skill variety, but the highest tier that can be reached in all three Classes is Class A.

A character is able to adopt Triple-Class status once he or she attains at least 10,000 Connection.​

However, if the character possesses a tier that is normally not allowed by the newly adopted Class status, that tier must be dropped to the next lowest tier, and all benefits gained from that dropped tier are also compromised. For instance, if a Character decides to move to Triple-Class status, but already has one Class S tier, that Class S tier must be dropped to Class A tier, and all skills learned from Class S must be wholly relinquished. Therefore, it should be affirmed that whatever Class status that the character settles on is permanent. This does not apply, however, if the character is still striving for 10,000 Connection. It is after this point that the character must make a decisive choice about his or her specialties, and make the permanent decision about whether to stay with either the Single-Class, Dual-Class, or Triple-Class status, as well as any individual Class(es) that he or she adopts.


Base Classes

Note that all characters start off with Class E. Because no specialized Class has a level lower than Class D, this would seem a bit strange. This is because of what is called the Base Class, or BsC, which all characters start off as. This BsC starts itself at Class E, while all other specialized Classes are initiated at Class D. However, once the character adopts a specialized Class, the Base Class becomes wholly "Inherent," and that particular character is able to retain the traits of that Base Class indefinitely. For instance, all Gotei characters start off with the Class E BsC, "Shinigami." Once this Base Class is replaced by a higher one, say, Senkyou, the Shinigami Base Class is still retained, and in fact, still grows with the character's statistical development:

Shinigami
Class E : Default (2 Equip Slots / 4 Max Repertoire)
Class D : Reached at 1,000 Connection. (3 Equip Slots / 5 Max Repertoire)
Class C : Reached at 3,000 Connection. (4 Equip Slots / 6 Max Repertoire)
Class B : Reached at 10,000 Connection. (5 Equip Slots / 7 Max Repertoire)
Class A : Reached at 20,000 Connection. (6 Equip Slots / 8 Max Repertoire)
Class S : Reached upon induction into August Echelon.

Unlike the specialized Classes, however, Connection does not need to be spent in order to level up a character's Base Class. Rather, they are attained after meeting certain requirements, unique to every BsC. In the Shinigami BsC's case, Class E is attained immediately upon induction into the Gotei. Classes D through A are reached by attaining certain levels of Connection (hence the term "Reached at," instead of "Needs" ). Class S is attained after induction into the August Echelon Gotei PrC.

As for what "Equip Slots" and "Repertoire" are, these terms will be explained further below.


Cardinal Class

(pending)



Techniques / Abilities


What are Techniques and Abilities?

Techniques and Abilities generally refer to the same thing: they are special skills that are learned through this Class system. As to how one differentiates between the two, it is simple. Abilities are more general, and encompass skills that are more "spell-like" in nature, while Techniques are tricks or honed skills, like that of martial arts-- they tend to be more physical in nature. A good example of how they differ is in the Classes themselves. Generally, the Senkyou Class (Zanjutsu) has much more Techniques than it would Abilities, while the Shion Class (Kidou) typically has more Abilities than Techniques. However, for the sake of simplicity, Techniques and Abilities are essentially the same.

Obviously, different Techniques and Abilities grant different effects. Some may be more powerful than others, while some may have a wider range of uses than others. All Techniques and Abilities of the specialized Classes-- in and of themselves-- have different levels of mastery. These levels naturally rise as the character meets their requirements, usually in the form of this much Zanjutsu needed or that much Kidou needed. Naturally, the more levels a Technique or Ability gains, the stronger and more potent it becomes. How well they are able to accommodate each individual character varies greatly, also, thus it is best that while you consider the specialties of your character, also think about what Techniques and Abilities he or she should be learning, or will be able to learn in the future.


How to Gain Techniques and Abilities

As stated before, Techniques and Abilities are made available as your character progresses up into newer Class tiers of his or her Class(es). Lower tiers offer more fundamental Techniques and Abilities, while higher tiers stress the more advanced and powerful skills of the Class.

However, it is not enough that a character simply has "access" to Techniques and Abilities. Rather, individual Techniques and Abilities must also be "unlocked" through a system of Connection spending very similar to how one would go about spending Connection to reach higher Class tiers. In fact, these two spending processes can be considered the same: Techniques and Abilities draw from the same pool of spendable Connection as Class tiers do.

Like Class tiers, each individual Technique and Ability has its own "price." Just the same, there exists a fundamental trend in these prices: low-tier Techniques and Abilities require minimal amounts of Connection, while high-tier skills are more "expensive." Though, in addition to these Connection "price-tags," some skills require that other Techniques and/or Abilities be learned beforehand, or that certain levels of mastery be reached.

Given that, some characters may choose to learn more Techniques and/or Abilities within a certain Class level, even those that are not required to go up to the next level. In this way, he or she is able to gain a greater number of skills, but conclusively delays his or her ascension into the next Class level. Similarly, a character may choose to solely focus upon reaching the higher Class levels, while only learning whatever skills are expressly required to reach them. Though this allows him or her to be at higher Class levels, he or she is effectively left with a lower count of usable Techniques and Abilities. Therefore, it is important for a character to make certain priorities that will benefit him or her most.

As to what Abilities and Techniques the character has exact access to, that is, again, implied by the actual designation of the specialized Class. For instance, the Senkyou Class will allow the character to learn Zanjutsu attack Techniques and Abilities... but nothing else. That is why some characters may want to opt for Dual or Triple-Class status. Since they are able to adopt several Classes at once, it enables them to learn and use various Abilities and Techniques that may otherwise be impossible through adopting Single-Class status. The actual Class tiers will list out what Techniques and Abilities are available. For example:


Attack
Senkyou
Class D :
Sakuganki
Shippuu
Goubouseisetsu
Class C :
Eijukousatsu
Class B :
Houyoku
Class A :
Senka
Hakkoushi


Once a Technique or Ability is unlocked, the character is free to proceed in engaging training sessions (or any other similar learning regimen) towards learning the skill (necessitates actually writing about learning them).

However, Abilities and Techniques themselves are also categorized as Single, Dual, or Triple-Class status. This simply means that the Technique or Ability might necessitate a certain combination of Classes to be adopted. Skills that are Single-Class can be learned by anyone that is Single, Dual, or Triple-Class him or herself. A Dual-Class Technique or Ability will need two different Classes (individually denoted in each skill description), and may be learned by Dual-Class or Triple-Class characters, but not Single-Class characters. Same thing applies to Triple-Class Techniques and Abilities, though it should be noted that only Triple-Class characters may learn them. An example of a multi-Class skill is Shunkou, which requires that the character adopt both the Tekken and Shion Classes in order to be learned.


How to Equip and Store Techniques and Abilities

Each character possesses Equip Slots and his or her own Repertoire. These are used to equip skills for battle and to store inactive ones respectively.

Equip Slots are slots that may be occupied by an Ability or Technique for situational use (mostly combat). However, Equip Slots do not affect Inherent Abilities or Techniques (will be explained further below), as those are essentially "free" to use. All characters start off with two Equip Slots, and gain one more Equip Slot for every level that they gain in their Base Class (except for Class S. Refer to Shinigami level chart further above). With this, the maximum number of Equip Slots a character may attain is six (6).

The Repertoire may be considered the "storage" for unequipped Techniques and Abilities. Unlike the previous system's Tech List, once a Technique/Ability is moved from the Repertoire to an Equip Slot, that particular skill is effectively removed from the Repertoire, thereby increasing its vacancy to make room for other Techniques or Abilities to be learned. For example, let's take a look at a BsC Class C Shinigami:

Repertoire
1. Eijukousatsu lvl.2
2. Goubouseisetsu lvl.4
3. Shippuu lvl.3
4. Nukite lvl.2
5. Sakuganki lvl.4
6. empty

Equip Slots
1. empty
2. empty
3. empty
4. empty

Here, we can see that this particular character has a maximum of six and four Repertoire and Equip Slots respectively. This character has not equipped any of his or her Techniques or Abilities yet, so let's see what happens when he or she does.

Repertoire
1. Eijukousatsu lvl.2
2. empty
3. empty
4. empty
5. empty
6. empty

Equip Slots
1. Goubouseisetsu lvl.4
2. Shippuu lvl.3
3. Nukite lvl.2
4. Sakuganki lvl.4​

What the character has done is moved four of his or her Techniques into the four Equip Slots. The Techniques in the Equip Slots are those that may be used in battle and such, while those in the Repertoire are left in "reserve," and cannot be used unless they themselves are equipped. However, as we can see, whenever Techniques or Abilities are moved from the Repertoire to the Equip Slot(s), space is freed up in the Repertoire. In turn, these vacant spaces may be occupied by additional Techniques or Abilities to be learned in the future. Now, let's see what happens when all slots are filled.

Repertoire
1. Eijukousatsu lvl.2
2. Hankyou lvl.1
3. Houshou lvl.2
4. Iaiken lvl.1
5. Oni Tsugikomi lvl.5
6. Kidan lvl.2​

Equip Slots
1. Goubouseisetsu lvl.4
2. Shippuu lvl.3
3. Nukite lvl.2
4. Sakuganki lvl.4​

Obviously, all slots have been filled. In order to equip Techniques or Abilities from the Repertoire while this has occurred, simply switch the desired Technique or Ability with one of the currently equipped skills.

Repertoire
1. Eijukousatsu lvl.2
2. Hankyou lvl.1
3. Houshou lvl.2
4. Iaiken lvl.1
5. Oni Tsugikomi lvl.5
6. Sakuganki lvl.4​

Equip Slots
1. Goubouseisetsu lvl.4
2. Shippuu lvl.3
3. Nukite lvl.2
4. Kidan lvl.2​

With this, it can be said that the sum of available slots in both Repertoire and Equip Slots is the maximum number of Techniques or Abilities that a character may hold at a time (of course, not accounting for Inherent Techniques or Abilities).


What are Inherent Techniques and Abilities?

Inherent Techniques and Abilities are, quite simply, skills that have become second nature to a particular character that he or she does not need to either memorize and store them in the Repertoire, or place them into Equip Slots for combat usage. Again, one can consider these kinds of skills to be "free" for use, though, aside from whatever Inherent skills may derive from Base Classes, these kinds of Techniques and Abilities are somewhat rare. Though Inherent skills do not need to be listed out in the Repertoire or Equip Slots, they do need to be listed somewhere within a character's profile for easy reference. Inherent skills are marked with a single asterisk (*).


How Techniques and Abilities are Categorized

Abilities and Techniques themselves are categorized in many ways, but the most fundamental is in their function: Full Active (FA), Active Passive (AP), Passive Active (PA), and Full Passive (FP).

[ Full Active (FA) ] -- This represents an Ability or Technique that needs to be executed, and possesses a duration that one does not consider to be passive, that is, a duration that lasts for a short time. For instance, a kick, a slash, a combo of strikes, a sudden blast of fire, etc. are all considered Full Active.

[ Active Passive (AP) ] -- This represents an Ability or Technique that needs to be executed or activated to produce a duration of effect that lasts for as long as the individual Ability allows. This can be thought of in many ways, but usually in terms of oneself and the opponent. In terms of oneself, an Active Passive Ability might be a buffing skill that raises one's capacity for a set duration of time, or activating a set of floating shields that, themselves, last for a certain amount of time or for as long as they are not destroyed, among many other things. In terms of the opponent, it can be a negative status inducing skill, like poisoning or weakening the opponent, or binding the opponent in a certain way, again, among many other things. It is worth noting that the majority of "buffing" abilities fall under this category; also, effects that fall into this category may be subject to the user's commands, depending on what skill is actually used and the type of effect produced.

[ Passive Active (PA) ] -- This is a specialized categorization of an Ability or Technique that represents anything that activates on its own, and/or stays activated for a set amount of time, during which the effect of the Ability itself performs "actively." An example of this is one similar to what was provided in the Active Passive explanation: a set of floating shields that may protect the user. However, instead of just float around the user lifelessly, as is the aim of an Active Passive Ability, if such a skill were to fall into the Passive Active category, the shields themselves actively seek out and block incoming attacks from the user. In other words, Passive Active functions much like Active Passive, but the difference lies in the actual activity of the Ability's effect: whether it moves (or doesn't move) in a predetermined way, or reacts to changing combat situations in real-time. It should be noted that effects that fall into this category are autonomous of the user's commands.

[ Full Passive (FP) ] -- This represents an Ability or Technique that does not need to be activated, but is instead activated at all times. This usually embodies itself in the form of personal augmentations or buffs that, again, are switched "on" all the time. Generally, attacks of any kind do not fall within this category, as attacks themselves are active in nature. An example of this is an Ability that may naturally raise the user's Kidou by +10% for an indefinite amount of time.​

Also, Abilities and Techniques have different modes of targeting, which provide at-a-glance explanations of the scope of said skills:

[ Self ] -- This represents an Ability or Technique that specifically targets the user. This kind of targeting is usually employed by self-buffs, barriers, and the like.

[ Ally ] -- This represents an Ability or Technique that targets a desired ally. This means that Abilities and Techniques with this kind of targeting cannot be aimed at neutral entities, enemies, environmental areas, or objects. Ally targeting is usually used by support or healing skills.

[ Multi-Ally ] -- This represents an Ability or Technique that targets a group of allies. Like the Ally targeting type, skills with Multi-Ally cannot target neutral or hostile targets..

[ Single Target ] -- This represents an Ability or Technique that can target only one entity, but that particular entity can be anything: a neutral target, an enemy, a particular place in the immediate surrounding, an object, etc. This kind of targeting is usually used by skills that are precise in nature, and/or too small to be considered multi-target or area of effect.

[ Multi-Target ] -- This represents an Ability or Technique that can target multiple entities at once, with the same freedom of targeting as the single-target type. Each Ability and Technique has a different way of employing this kind of targeting type. Generally, multi-target skills are those that are more precise and are created to purposefully aim for certain targets, unlike area of effect.

[ Area of Effect ] -- This represents an Ability or Technique that can project a certain area of influence, such as a large, fiery explosion or a crashing tidal wave. Skills with this type of targeting generally do not distinguish between targets, so anything and anyone caught within an area of effect is subject to it.​

Techniques and Abilities are further given a categorization tag (-/-/-) with three available classification slots. This method is created to better provide an at-a-glance summation of a Technique or Ability's function and streamline interpretations of skill descriptions. All Techniques may have a combination of different classifications, based on structure and function.

Attack Techniques and Abilities (Atk)

Techniques and Abilities that are used mainly for offensive purposes. Attack skills vary in the way they appear, and may be summed as being one of or a combination of physical, mental, and/or spiritual attacks.

Defense Techniques and Abilities (Def)

Techniques and Abilities that are used to defend against general or special attacks and/or abilities. Defense skills may appear markedly in the battlefield in the form of barriers or any type of deflection mechanism, or may appear much more discreetly in the form of subtle or unseen methods of protection.

Status Techniques and Abilities (Sta)

Techniques and Abilities that work to incapacitate the enemy's fighting ability. Status skills usually come in the form of stat deductions, bindings, and/or negative status effects, though they may have other influences. These Techniques and Abilities do not directly deal damage to the target, however.

Healing Techniques and Abilities (Hea)

Techniques and Abilities that afford the user with the ability to heal and/or recover from a deprived condition. Healing Techniques and Abilities are used to repair and/or remedy damaged/infected matter through a number of various methods and processes.

Movement Techniques and Abilities (Mov)

Techniques and Abilities that enable the user to move in a special way that cannot be achieved normally. These Techniques and Abilities often allow the user to move at a much quicker pace.

Boost Techniques and Abilities (Bst)

Techniques and Abilities that are used to boost the capability of the user. Boost Techniques and Abilities are strictly limited to boosting stats, however.

Aura Techniques and Abilities (Aur)

Techniques and Abilities that grant augmentation/protection that cannot be reflected stat-wise. Aura Techniques and Abilities have a wide range of uses and purposes, and often cover types that do not fall in any other category.

Synergistic Techniques and Abilities (Syn)

Techniques and Abilities that are able to link with or link certain other abilities for higher potential effect. Usually, Synergistic Techniques and Abilities require the cooperation of several characters.​

As explained before, Techniques and Abilities fall within the Class statuses, too.

[ Single-Class (SC) ] -- Classifies the given Technique or Ability as needing only one specific Class to be learned. Dual-Class and Triple-Class characters may learn these types of skills also, provided that they adopt the required Class of the particular Single-Class Technique or Ability.

Ex.: Hakkoushi (Single-Class; needs only Senkyou Class in order to be learned).

[ Dual-Class (DC) ] -- Signifies the Technique or Ability as needing two specific Classes, instead of one. Dual-Class and Triple-Class characters may learn these types of skills, provided that they adopt the required Classes of the particular Dual-Class Technique or Ability.

Ex.: Shunkou (Dual-Class; needs Tekken and Shion Classes in order to be learned).

[ Triple-Class (TC) ] -- Indicates a Technique or Ability that requires three different Classes in order to be learned. Since three are required, only Triple-Class characters may learn these types of Techniques and Abilities.​


How Division Techniques and Abilities are Handled

Division Techniques/Abilities are handled in a similar way. Each Division itself adopts certain Classes that are facilitated by its relative specialty. However, the members of the Division itself do not need to adopt the same Classes that the Division adopts, but should match well with what the Division's specialty is.

What Classes a Division adopts depends on the nature of its specialty and derived Techniques/Abilities. Again, a member of the Division is not required to adopt the same Classes as the Division. This essentially enables him or her to learn some Techniques and/or Abilities outside of his or her personally chosen Class(es). However, this in itself has its own disadvantages.

A Division is restricted to the Single, Dual, and Triple-Class system. To better organize and prioritize what exactly a Division emphasizes, all adopted Classes are given a certain label as so:

[ Primary ] -- This is the main, emphasized Class of the Division. For instance, a Division that specializes in Zanjutsu combat would have the Senkyou Class as its Primary Class. Any and all Techniques and Abilities that fall only into the Primary Class are much easier to learn. For instance, if that Zanjutsu-specialized Division offers a Senkyou Technique, then that Technique is much easier to learn.

Ex.: (Senkyou Technique) [Requires 1,000 Zanjutsu to be learned.]

[ Secondary ] -- This is the supplementary Class of the Division, emphasized less than the Primary Class, but more than the Tertiary Class. A Division that specializes in Zanjutsu combat would have the Senkyou Class as its Primary Class, and most likely the Reppuu Class as its Secondary Class. Techniques and Abilities that fall into the Secondary Class are relatively harder to learn than those in the Primary Class.

Ex.: (Reppuu Technique) [Requires 4,000 Hohou to be learned.]

[ Tertiary ] -- This is the last supplementary Class of the Division, emphasized vastly less than the Primary Class, and considerably less than the Secondary Class. A Division that specializes in Zanjutsu combat would have the Senkyou Class as its Primary Class, and probably the Kaisei Class as its Tertiary Class. Techniques and Abilities that fall into the Tertiary Class are starkly more difficult to learn than those in the Primary or Secondary Classes.

Ex.: (Kaisei Ability) [Requires 18,000 Reiatsu to be learned.]​

With this, it can be said that the more a Technique or Ability deviates from the emphasized specialty of the Division, the more difficult it is to learn. This is made most apparent in the actual requirements of the learnable Techniques/Abilities themselves, where a Tertiary Technique/Ability may require up to several times the stats required to learn a Primary Technique/Ability.

[ Single-Class (SC) ] -- This is for Divisions that solely focus upon one Class. Any and all Techniques/Abilities from a Single-Class Division are considerably easier to learn; some may even be available to those fresh from the Academy. A Division of this type does not have either a Secondary or Tertiary Class, meaning that all of its Techniques/Abilities must be derived from its specific Class. For instance, a Senkyou Division can only teach offensive Zanjutsu skills and nothing else.

[ Dual-Class (DC) ] -- This is for Divisions that focus on two Classes. Techniques/Abilities from this type of Division generally require an aspiring member to be well-off in his or her individual capacities. Requirements for Techniques/Abilities of this type of Division typically range from pre-Ban Kai to Ban Kai level. A Division of this type does not have a Tertiary Class.

[ Triple-Class (TC) ] -- This is for Divisions that focus on three Classes. Requirements for Techniques/Abilities from this type of Division typically require post-Ban Kai stats in order to be learned.​

Like any other Technique/Ability, skills derived from a Division also have levels of mastery/optimum performance. Generally, the difficulty in reaching these levels is proportional to the difficulty in the learning requirements of the Techniques/Abilities themselves. So, again, Techniques/Abilities from a Primary Class are not only easier to learn, but are equally easier to level up/master, where as Techniques/Abilities from a Tertiary Class are not only exceedingly difficult to learn, but are equally harder to level up/master. Also, it should be noted that Division Techniques/Abilities are Inherent by default, and do not require Connection points to be spent; just reaching the required stats is enough.


Feats


What are Feats?

Feats are powerful skills that a character earns after fulfilling certain duties or achieving certain deeds within the RPG. Empty slots are given out by Wind, and it is up to the RPer of the character to create the Feats themselves, which are then submitted to the Class System staff, examined, reviewed, and approved (along with any necessary changes).

The maximum number of Feat slots available to any character is four (4). All new characters start out with zero (0) Feat slots. As such, form a generalization of what you would want your future Feats to be and trim them all down to no more than four. If you're eligible for another Feat, but already have the full four, one Feat must be deleted for the new one to be in place. One thing worthy of noting is that there is no way you can increase this maximum.

In comparison to Techniques and Abilities, however, Feats are not wholly limited by what Class(es) that the character adopts, but rather works to accentuate the specific archetype of the character him or herself. Therefore, it is possible for, say, a Senkyou character to possess a Feat that buffs his or her offensive abilities. However, it should be noted that certain restrictions apply on Feats whose effects are not entirely "natural" to the character's adopted Class(es).



~​
 
Mar 19, 2005
298
2
0
Latens
1,000✦
Exa
⏆500
Bounty
⏈0
Dahlitium
0⌯
Bigatium
0⍨
Auritium
0⍫
Vitatium
0⌭
Caelitium
0⌬
Base Class : Shinigami

Base Class : Shinigami

Soul Society's primary defense against the Hollows, based within Seireitei and encapsulated in the Gotei 13, Onmitsu Kidou, and Kidoushuu organizations, though there exists several factions of rogues and defectors outside of the said organizations. Shinigami ("Gods of Death" ), with their symbolic Zanpakutou, hold the responsibility of keeping the world in constant balance by neutralizing and controlling Hollow populations. Through their millennia of existence, they've been able to adapt to and develop several different measures of fighting against the Hollows and protecting the innocent soul populations.

They are charged with watching over Earth, sending Plus souls to Soul Society, and eliminating Hollow threats all throughout the world.

Growth Summary:

Shinigami
Class E : Default (2 Equip Slots / 4 Max Repertoire/Memory)
Class D : Reached at 1,000 Connection. (3 Equip Slots / 5 Max Repertoire/Memory)
Class C : Reached at 3,000 Connection. (4 Equip Slots / 6 Max Repertoire/Memory)
Class B : Reached at 10,000 Connection. (5 Equip Slots / 7 Max Repertoire/Memory)
Class A : Reached at 20,000 Connection. (6 Equip Slots / 8 Max Repertoire/Memory)
Class S : Reached upon induction into August Echelon.



~​



~ Class E:


Reached At : n/a (default)
Bonuses : 2 Equip Slots, 4 Maximum Repertoire/Memory (default)
Learnable Skills :
  • Gigaihyou
  • Konsou
  • Reiatsu Noukan

* [ Gigaihyou ] -- "Righteous Corpse Possession" (Aur/-/-)
An important survival skill taught to all Shinigami, which entails the utilization, maintenance, and protocols concerning Gigai. This also includes the usage of all developed tools that accompany the use of a Gigai, such as the Gikongan.

Classifications

Level: Class E
Type: Ability
Activity: n/a
Target: n/a


* [ Konsou ] -- "Soul Burial" (Aur/-/-)
One of the Shinigami's inherent skills. Konsou entails the liberation of a Plus soul by stamping the kashira of the Zanpakutou upon his/her/its forehead, whereby the said Plus soul will be safely transported to Soul Society.

Classifications

Level: Class E
Type: Ability
Activity: Full Active
Target: Single Target


* [ Reiatsu Noukan ] -- "Spiritual Pressure Perception" (Aur/-/-)
The heightened ability of a Shinigami to sense Reiatsu. Its potency and maximum range grows as the user's Shinigami level rises, and may become advanced enough that he or she may be able to single out the signature of a single entity within range.

Growth

Class E : 1 km / 75% potency
Class D : 2 km / 100% potency
Class C : 4 km / 125% potency
Class B : 6 km / 150% potency
Class A : 8 km / 175% potency
Class S : 10 km / 200% potency

Parameters

x km : Shows the maximum range of the skill's effect, expressed in kilometers.

x% potency : Shows the overall efficiency of the skill. 100% is normal efficiency, while higher percentages indicate increased efficiency, and lower percentages denote weakened or underdeveloped efficiency.

Classifications

Level: Class E (default)
Type: Ability
Activity: Full Passive
Target: Various


~ Class D:


Reached At : 1,000 Connection
Bonuses : +1 Equip Slot, +1 Maximum Repertoire/Memory
Learnable Skills :
  • Chikaihou Shinou
  • Eishouhaki
  • Shunpo
  • Touitsu Sensen

* [ Chikaihou Shinou ] -- "Earthly Law Mastership" (Aur/Mov/Syn)
Increasing experience as a Shinigami officer allows certain freedoms when on duty in the living realm. Chikaihou Shinou encompasses the manipulation and bypass of certain physical laws of the living world by expending relatively negligible costs in Reiatsu as compared to when done in Soul Society. Examples of "tricks" one is able to pull off with this are walking/standing in the air, traversing up walls and faces of buildings, leaping over ponderous distances and heights, maintaining perfect balance upon high and unstable places, etc.

Classifications

Level: Class D
Type: Various
Activity: Full Passive
Target: Self


* [ Eishouhaki ] -- "Revocation of the Recited Poem" (Aur/-/-)
Allows the user to bypass of the chanting of a Kidou spell and simply state the name. However, this also results in a drop in the efficacy of the bypassed Kidou, based on its level as outlined below:

Low Level

1:1 User's Kidou:Spell Cost = 66% Power
2:1 User's Kidou:Spell Cost = 88% Power
3:1 User's Kidou:Spell Cost = 100% Power

Mid Level

1:1 User's Kidou:Spell Cost = 50% Power
2:1 User's Kidou:Spell Cost = 75% Power
3:1 User's Kidou:Spell Cost = 100% Power

High Level

1:1 User's Kidou:Spell Cost = 33% Power
2:1 User's Kidou:Spell Cost = 66% Power
3:1 User's Kidou:Spell Cost = 100% Power​

Note that this only takes into account the base, listed cost of the Kidou spell. Kidou cost reductions from any other effect/skill cannot be taken into account and be used as "shortcuts."

Classifications

Level: Class D
Type: Ability
Activity: Full Active
Target: Self


* [ Shunpo ] -- "Instant Step" (Mov/Aur/-)
A commonly taught skill for the Shinigami. Though it may be learned at an early level, mastering the technique is another story entirely. As the Shinigami's Hohou grows, so does the maximum number of steps he or she is able to pull off per Shunpo execution. The speed of the actual Shunpo is dictated by one's Hohou stat (refer to the Stats thread for more information).

10 Step - 500 Hohou - 100 Reiatsu
20 Step - 1,000 Hohou - 200 Reiatsu
30 Step - 1,500 Hohou - 300 Reiatsu
40 Step - 2,000 Hohou - 400 Reiatsu
50 Step - 2,500 Hohou - 500 Reiatsu
60 Step - 3,000 Hohou - 600 Reiatsu
70 Step - 3,500 Hohou - 700 Reiatsu
80 Step - 4,000 Hohou - 800 Reiatsu
90 Step - 4,500 Hohou - 900 Reiatsu
100 Step - 5,000 Hohou - 1,000 Reiatsu
110 Step - 5,500 Hohou - 1,100 Reiatsu
120 Step - 6,000 Hohou - 1,200 Reiatsu
130 Step - 6,500 Hohou - 1,300 Reiatsu
140 Step - 7,000 Hohou - 1,400 Reiatsu
150 Step - 7,500 Hohou - 1,500 Reiatsu
160 Step - 8,000 Hohou - 1,600 Reiatsu
170 Step - 8,500 Hohou - 1,700 Reiatsu
180 Step - 9,000 Hohou - 1,800 Reiatsu
190 Step - 9,500 Hohou - 1,900 Reiatsu
200 Step - 10,000 Hohou - 2,000 Reiatsu​
Classifications

Level: Class D
Type: Technique
Activity: Full Active
Target: Self


* [ Touitsu Sensen ] -- "United Front" (Bst/Syn/-)
In battle, two characters who have spent much time with one another and are fighting together against an adversary receive a boost to all stats (except Reiatsu and Connection). This is made even more powerful in a bond between members of the same Division, where the power of their Division Techniques/Abilities inherently increase in potency.

Growth

Level 1 (default) : +1% all combat stats (stackable) / +7% Division power
Level 2 (35,000 words) : +2% all combat stats (stackable) / +9% Division power
Level 3 (40,000 words) : +3% all combat stats (stackable) / +11% Division power
Level 4 (45,000 words) : +4% all combat stats (stackable) / +13% Division power
Level 5 (50,000 words) : +5% all combat stats (stackable) / +15% Division power
Level 6 (55,000 words) : +6% all combat stats (stackable) / +17% Division power
Level 7 (60,000 words) : +7% all combat stats (stackable) / +19% Division power
Level 8 (65,000 words) : +8% all combat stats (stackable) / +21% Division power
Level 9 (70,000 words) : +9% all combat stats (stackable) / +23% Division power
Level 10 (75,000 words) : +10% all combat stats (stackable) / +25% Division power

Parameters

+x% all combat stats : Shows how much all of the user's and ally's (allies') combat stats are boosted by (all stats except Reiatsu and Connection).

+x% Division power : Shows how much Division Techniques and Abilities are enhanced by.

Classifications

Level: Class D
Type: Ability
Activity: Full Passive
Target: Self + Multi-Ally


~ Class C:


Reached At : 3,000 Connection
Bonuses : +1 Equip Slot, +1 Maximum Repertoire/Memory
Learnable Skills :
  • Gentei Kaijo
  • Senkaimon Koshutsu
  • Touitsu Kousen

* [ Gentei Kaijo ] -- "Restriction Cancellation" (Aur/-/-)
Once a Shinigami reaches beyond a certain point in overall power, it is necessary that he or she be restricted with the Gentei Reiin whenever deployed on Earth, all for the sake of suppressing unnecessary interference with the living world. The Gentei Reiin effectively lowers the Shinigami's general power to 20%, but officers have the right to request the release of such a skill in the case of an emergency. Gentei Kaijo, when permitted, will return the Shinigami's power level to full capacity (but does not recover any Reiatsu that might've been lost or consumed while the Gentei Reiin was in effect).

Classifications

Level: Class C
Type: Ability
Activity: Full Active
Target: Self


* [ Senkaimon Koshutsu ] -- "World-piercing Gate Summoning" (Aur/-/-)
Once an ability that was restricted only to members of the Kidoushuu. However, in the wake of the Great Hollow War, it was necessary that all Shinigami officers be taught the skill of opening, safely traversing through, and closing the Senkaimon. This entails drawing one's Zanpakutou, contracting it with an existing Senkaimon in Seireitei, and thrusting the weapon slowly through the air. A spatial distortion will appear where the Zanpakutou is "inserted," whereby the Shinigami will rotate the weapon like a key, hence opening up the Senkaimon. Note that in most circumstances, a personal Jigokuchou is required to safely travel through the Dangai.

Classifications

Level: Class C
Type: Ability
Activity: Full Active
Target: Various


* [ Touitsu Kousen ] -- "United Resistance" (Def/Aur/Syn)
Allies that have faced many hardships together often gain a higher bond. Through such a connection, comrades are able to face the brunt of duress and adversity with a heightened degree of tolerance. Touitsu Kousen, a sister Technique to Touitsu Sensen, culminates this aspect of bonds into an inherent defensive mechanism. This Tech allows characters that have reached a special bond to endure and tolerate more damage than usual, and also to experience an increase in the power of any and all of their defensive skills.

Growth

Level 1 (default) : -1% all damage (stackable) / +2% defensive skill power
Level 2 (82,500 words) : -2% all damage (stackable) / +4% defensive skill power
Level 3 (90,000 words) : -3% all damage (stackable) / +6% defensive skill power
Level 4 (97,500 words) : -4% all damage (stackable) / +8% defensive skill power
Level 5 (105,000 words) : -5% all damage (stackable) / +10% defensive skill power
Level 6 (112,500 words) : -6% all damage (stackable) / +12% defensive skill power
Level 7 (120,000 words) : -7% all damage (stackable) / +14% defensive skill power
Level 8 (127,500 words) : -8% all damage (stackable) / +16% defensive skill power
Level 9 (135,000 words) : -9% all damage (stackable) / +18% defensive skill power
Level 10 (142,500 words) : -10% all damage (stackable) / +20% defensive skill power

Parameters

-x% all damage : Shows how much damage is reduced from all enemy attacks.

+x% defensive skill power : Shows how much all of the user's defensive skills are enhanced.

Classifications

Level: Class C
Type: Ability
Activity: Full Passive
Target: Self + Multi-Ally


~ Class B:


Reached At : 10,000 Connection
Bonuses : +1 Equip Slot, +1 Maximum Repertoire/Memory
Learnable Skills :
  • Reiraku Takan
  • Shirei Hatsuri

* [ Reiraku Takan ] -- "Spiritual Thread, Deep Perception" (Aur/-/-)
A special sensory skill reserved only for Shinigami whose capabilities have matured markedly. Reiraku Takan allows the Shinigami to deeply focus upon the spiritual signatures of all surrounding entities within a certain area and manually compress them all into different-colored "threads." The maximum range of this ability is the same as the Shinigami's highest Reiatsu Noukan range. Colors are as follows:

White : Normal soul, Plus soul, Quincy
Red : Shinigami
Black : Hollow
Dark Red : Arrancar, Vizard

Classifications

Level: Class B
Type: Ability
Activity: Active Passive
Target: Area of Effect


* [ Shirei Hatsuri ] -- "Command Bypass" (Aur/-/-)
After achieving Ban Kai, the release phrase for Shikai is no longer necessary. This Technique allows the user to simply release his or her Shikai instantaneously through a higher bond achieved with his/her Zanpaku.

Classifications

Level: Class B
Type: Ability
Activity: Full Active
Target: Self


~ Class A:


Reached At : 20,000 Connection
Bonuses : +1 Equip Slot, +1 Maximum Repertoire/Memory
Learnable Skills :
  • Keika
  • Ousakka
  • Sankakuen

* [ Keika ] -- "Shape Conversion" (Aur/-/-)
Coupled with the ability to compress the size of one's Zanpakutou is the capacity to disguise its physical appearance as another object. Examples of this are Urahara Kisuke's cane-Zanpakutou and Yamamoto's gnarled staff-Zanpakutou.

Classifications

Level: Class A
Type: Ability
Activity: Full Passive
Target: Self


* [ Ousakka ] -- "Compression Enchantment" (Aur/-/-)
The compression ability utilized by all Captain-level Shinigami, which compresses the size of the Zanpakutou down to a practical size (i.e., katana, oodachi, wakizashi, etc.). Without it, the uncompressed size of the Zanpakutou can reach skyscraper scales, at which point it may become downright un-wieldable and dangerous toward the surroundings.

Though strictly not recommended, in the case that such a decompression of the Zanpakutou is necessary, the Shinigami may depressurize his or her weapon, at which point the Zanpakutou will rapidly expand to its true size. The length can be measured with one meter for every 200 points in Connection. After this is done, however, it would take several minutes to re-pressurize the Zanpakutou back to its original size.

Classifications

Level: Class A
Type: Ability
Activity: Full Passive / Active Passive
Target: Self / Area of Effect


* [ Sankakuen ] -- "Fate of Triangles" (Syn/--/--)
Real, unconditional comradeship is a rarity that comes only to those true of heart. Allies that have attained such a legendary bond are said to be inseparable and unbreakable in battle. Sankakuen emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergetic skill. All characters are limited to one Sankakuen group.

Growth

Level 1 (default) : 90% power
Level 2 (152,500 words) : 95% power
Level 3 (162,500 words) : 100% power
Level 4 (172,500 words) : 105% power
Level 5 (182,500 words) : 110% power
Level 6 (192,500 words) : 115% power
Level 7 (202,500 words) : 120% power
Level 8 (212,500 words) : 125% power
Level 9 (222,500 words) : 130% power
Level 10 (232,500 words) : 135% power

Parameters

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

Classifications

Level: Class A
Type: Various
Activity: Various
Target: Various


~ Class S:


Reached At : August Echelon PrC
Bonuses : n/a
Learnable Skills :
  • Hikai

* [ Hikai ] -- "Hidden Release" (Aur/-/-)

(pending)



~​



* : Denotes Inherent skills.
 
Mar 19, 2005
298
2
0
Latens
1,000✦
Exa
⏆500
Bounty
⏈0
Dahlitium
0⌯
Bigatium
0⍨
Auritium
0⍫
Vitatium
0⌭
Caelitium
0⌬
Note: This is just a placeholder for future posts of individual Classes. These skills will be organized accordingly to their Classes soon.



[ Atozukeru ] -- "Trace" (Aur/-/-)
Based entirely on the reasoning behind meditation, this Ability is performed solely through the settled control and concentration of the mind. It is a specialized ability to "trace" Reiatsu. This includes the basic form of being able to sense where people are, but in battle, Atozukeru is used to trace and learn "patterns" in movement (by tracing smaller patterns of energy movement, like the wave of an arm, for example), both within the opponent (e.g., footwork, hand to hand combat) and also for the Zanpakutou (e.g., swordsmanship). It enables the ability to "see" these patterns so openings for attack and opportunities for defense are increased.

Growth


Level 1 (default) : 100% power / 180 Reiatsu per round
Level 2 (5,000 Reiatsu) : 110% power / 190 Reiatsu per round
Level 3 (5,500 Reiatsu) : 115% power / 200 Reiatsu per round
Level 4 (6,000 Reiatsu) : 120% power / 210 Reiatsu per round
Level 5 (6,500 Reiatsu) : 125% power / 220 Reiatsu per round
Level 6 (7,000 Reiatsu) : 130% power / 230 Reiatsu per round
Level 7 (7,500 Reiatsu) : 135% power / 235 Reiatsu per round
Level 8 (8,000 Reiatsu) : 140% power / 240 Reiatsu per round
Level 9 (8,500 Reiatsu) : 145% power / 245 Reiatsu per round
Level 10 (9,000 Reiatsu) : 150% power / 250 Reiatsu per round

Parameters

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x Reiatsu per round : Shows the amount of Reiatsu consumed per round whenever the skill is activated.

Classifications

Prerequisites: None
Level: Class C
Connection Cost: 450
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Kaisei, Shuyoku


[ Baizou Tobiagari ] -- "Double Jump" (Mov/-/-)
An aerial Technique that allows the user to jump "twice." The user jumps into the air, pauses by gathering Reiryoku at the base of his or her feet, then springboarding off from the gathered energy. This Technique can cause fatigue when used more than once in succession of the base jump. One must also be prepared to compensate for the fall that comes afterwards. During the pause, the user cannot perform any other actions than the jump, or else the succession will be broken and he or she will fall back to the ground.

Growth


Level 1 (default) : add 2 max altitudinal meters / 10 Reiatsu
Level 2 (1,500 Hohou) : add 4 max altitudinal meters / 20 Reiatsu
Level 3 (2,000 Hohou) : add 6 max altitudinal meters / 30 Reiatsu
Level 4 (2,500 Hohou) : add 8 max altitudinal meters / 40 Reiatsu
Level 5 (3,000 Hohou) : add 10 max altitudinal meters / 50 Reiatsu
Level 6 (3,500 Hohou) : add 12 max altitudinal meters / 60 Reiatsu
Level 7 (4,000 Hohou) : add 14 max altitudinal meters / 70 Reiatsu
Level 8 (4,500 Hohou) : add 16 max altitudinal meters / 80 Reiatsu
Level 9 (5,000 Hohou) : add 18 max altitudinal meters / 90 Reiatsu
Level 10 (5,500 Hohou) : add 20 max altitudinal meters / 100 Reiatsu

Parameters

add x max altitudinal meters : Shows the maximum altitude achievable with the skill's effect, expressed in meters.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites: None
Level: Class D
Connection Cost: 300
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Reppuu


[ Hakkoushi ] -- "Luminous Poem" (Atk/Mov/-)
An advanced sword Technique that makes use of both Battoujutsu and Shunpo. The user readies his or her stance and executes a Shunpo burst towards the target, ending the movement with a swift sword-draw cut. At higher levels, it is possible to use Hakkoushi to fire off an accelerated form of whatever Zangeki the user may be capable of executing. The power and cost of using Hakkoushi depends on how many steps were taken in Shunpo. Because this is essentially a short-range Technique, Hakkoushi is limited in terms of how many steps the user can take while using this Technique, but the true power of the skill itself lies within the momentum of the Shunpo: by accumulating momentum built up with every step from Shunpo, the user is able to transfer the energy into one dedicated drawing-sword attack.

Since it is a short-ranged Technique, the highest level of Shunpo that the user can execute with this skill is a 20-step Shunpo. Hakkoushi has a base cost that is coupled with the cost of Shunpo to produce the true cost. Every step of Shunpo executed increases the final output power by +10%. However, the power bonus only applies to levels higher than level 1. Hakkoushi has a high rate of success against targets whose averaged Zanjutsu and Hohou is lower than the user's averaged Zanjutsu and Hohou. Otherwise, the Technique may fail.

Calculations


Output Power:
(1/5th Zanjutsu + Reiatsu cost (not Shunpo cost)) + (x% momentum power) = output power

Growth

Level 1 (default) : 10 steps max / 4% Reiatsu (no power bonus)
Level 2 (9,000 Zanjutsu) : 12 steps max / 4% Reiatsu
Level 3 (10,000 Zanjutsu) : 13 steps max / 4% Reiatsu
Level 4 (11,000 Zanjutsu) : 14 steps max / 5% Reiatsu
Level 5 (12,000 Zanjutsu) : 15 steps max / 5% Reiatsu
Level 6 (13,000 Zanjutsu) : 16 steps max / 5% Reiatsu
Level 7 (14,000 Zanjutsu) : 17 steps max / 6% Reiatsu
Level 8 (15,000 Zanjutsu) : 18 steps max / 6% Reiatsu
Level 9 (15,000 Zanjutsu) : 19 steps max / 6% Reiatsu
Level 10 (17,000 Zanjutsu) : 20 steps max / 7% Reiatsu

Parameters

x steps max : Shows the maximum range of the skill in terms of Shunpo steps.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class A
Connection Cost: 2,800
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Senkyou


* [ Kokoro ] -- "Heart" (Aur/-/-)
A Kidou practitioner devoted to the way of healing may come to grow ever more proficient within the consecrated art. Kokoro, an Ability unique to the Fuyubana Class, affords the user with a reduction in the cost of all Chiyudou spells he or she casts. However, this cost reduction is unique in that it stacks with other relative cost reductions, and also enables the user to break the -50% maximum cost reduction (only for Chiyudou, however). Kokoro also facilitates in the resuscitative speed in all of his or her healing skills, enabling wounds to be healed in a shorter amount of time with no lost in healing effectiveness.

Growth


Class D : -4% Chiyudou cost reduction / 105% healing speed
Class C : -6% Chiyudou cost reduction / 110% healing speed
Class B : -8% Chiyudou cost reduction / 115% healing speed
Class A : -10% Chiyudou cost reduction / 120% healing speed
Class S : -20% Chiyudou cost reduction / 130% healing speed
Cardinal : -40% Chiyudou cost reduction / 150% healing speed

Parameters

-x% Chiyudou cost reduction : Shows how much of a cost reduction there is to selected or all of whatever Chiyudou spells the user may cast.

x% healing speed : Shows the skill's modification of healing speeds of all skills specifically selected by the skill's effect. 100% indicates normal healing speed; higher percentages mean faster healing speeds, while lower percentages mean slower healing speeds. 0% indicates that healing is not possible.

Classifications

Prerequisites:
Level: All
Connection Cost: n/a
Type: Ability
Status: Single-Class
Activity: Full Passive
Target: Self
Required Class(es): Fuyubana


[ Houyoku ] -- "Phoenix Wing" (Atk/-/-)
A special sword Technique that involves both the styles of Battoujutsu and Iaijutsu, and takes after the virtue of FÁƒ ¨nghuÁƒ¡ng, the Chinese phoenix. With the sword sheathed, the user imbues his or her weapon with such a condensed degree of Reiryoku that it begins to visually blur under the pressure and friction of the concentrated energy. However, as thick as it is on the exterior, inside the sheath, the power churns and flows at a degree several times more intense. When the user is ready to attack, he or she draws the sword out swiftly, immediately stroking to cut the enemy in the same motion. It is at that point that the skill of Houyoku manifests itself: with the volatile energy built up inside and around the sheath, the mere friction produced by the blade as it is drawn out is enough to ignite it into a large, explosive wing-like formation of golden fire and ashy embers. This "wing" instantly enshrouds the drawn blade and works to effectively increase the reach of the weapon, billowing outward and incinerating all that fall prey to its flaming plumes.

After one stroke, however, the phoenix "wing" quickly dissipates, leaving nothing but a short-lived, though intense heat wave in its absence. However, as the user comes to master this skill even more, he or she may be able to follow up the initial stroke with another, and finally execute one last stab towards the opponent, upon which the "wing" fully unfurls its feathers to unleash a forward blast of tangible, singing heat.

Calculations


Output Power:
(1/5th Zanjutsu + Reiatsu cost) * (x% power) = output power per attack

Growth

Level 1 (default) : 1 stroke / 1 meter / 100% power / 1% Reiatsu
Level 2 (7,000 Zanjutsu) : 1 stroke / 1 meter / 120% power / 1% Reiatsu
Level 3 (8,000 Zanjutsu) : 1 stroke / 2 meters / 130% power / 2% Reiatsu
Level 4 (9,000 Zanjutsu) : 1 stroke / 2 meters / 140% power / 2% Reiatsu
Level 5 (10,000 Zanjutsu) : 1 stroke / 3 meters / 150% power / 3% Reiatsu
Level 6 (11,000 Zanjutsu) : 2 strokes / 3 meters / 160% power / 3% Reiatsu
Level 7 (12,000 Zanjutsu) : 2 strokes / 4 meters / 170% power / 4% Reiatsu
Level 8 (13,000 Zanjutsu) : 2 strokes / 4 meters / 180% power / 4% Reiatsu
Level 9 (14,000 Zanjutsu) : 2 strokes / 5 meters / 190% power / 5% Reiatsu
Level 10 (15,000 Zanjutsu) : 2 strokes + 1 stab / 5 meters / 200% power / 5% Reiatsu

Parameters

x stroke(s) : Shows the maximum number of strokes of a weapon that the user is able to execute under the skill's effect.

x stab(s) : Shows the maximum number of stabs of a weapon that the user is able to execute under the skill's effect.

x meter(s) : Shows the maximum range of the skill expressed in meters.

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,100
Type: Technique
Status: Single-Class
Activity:] Full Active
Target: Area of Effect / Single Target
Required Class(es): Senkyou


[ Dondengaeshi ] -- "Complete Reversal" (Atk/-/-)
A Technique combining a mastery over Hakuda, Reiatsu, and Kidouryoku. Dondengaeshi is initiated by forming a twisting spiral of Reiatsu around the user's arms or legs (depending on what part of the body he or she prefers). The energy only lasts for a moment-- five to ten seconds, or one complete turn-- but it blazes so furiously that it actually causes the affected limbs of the user to flare with the color of his or her Reiatsu, though this is simply cosmetic.

The user then strikes out at the target, the spiraling force of the blast digging into the part of the zone of impact, while thin streams of Reiatsu spread throughout the struck area. The streams exit out through the user's body and split across the target's limb, leaving black marks across the area hit in the form a deep spiral. The afflicted body part then convulses severely.

This is not because of the strike, so much as the Kidouryoku used in conjunction with it. It is a specialized Kidouryoku that works without a set program. The Kidouryoku that is released upon the impact cuts through the skin and deep into the body, going so far as to imprint itself onto the muscles and bones. The bone is then cut by the strike and the muscles are twisted, compacting the area and causing it to crush itself. This attack is extremely painful and can leave a struck area almost useless, and... if struck in certain parts of the body, it can prove to be fatal. As such, it usually is not recommended for use in most casual fights (as with most high level Techniques).

Calculations


Output Power:
(1/5th Hakuda + 1/10th Kidou + Reiatsu cost) * (x% power) = output power

Growth

Level 1 (default) : 110% power / 3 seconds / 4% Reiatsu
Level 2 (4,500 Hak&Kid) : 120% power / 3 seconds / 4% Reiatsu
Level 3 (5,000 Hak&Kid) : 130% power / 4 seconds / 5% Reiatsu
Level 4 (5,500 Hak&Kid) : 140% power / 4 seconds / 5% Reiatsu
Level 5 (6,000 Hak&Kid) : 150% power / 5 seconds / 6% Reiatsu
Level 6 (6,500 Hak&Kid) : 160% power / 5 seconds / 6% Reiatsu
Level 7 (7,000 Hak&Kid) : 170% power / 6 seconds / 7% Reiatsu
Level 8 (7,500 Hak&Kid) : 180% power / 6 seconds / 7% Reiatsu
Level 9 (8,000 Hak&Kid) : 190% power / 7 seconds / 8% Reiatsu
Level 10 (8,500 Hak&Kid) : 200% power / 7 seconds / 8% Reiatsu

Parameters

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x seconds : Shows the maximum duration in seconds the skill is active for each activation until it shuts off.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classification

Prerequisites: Nukite lvl.10
Level: Class B
Connection Cost: 1,400
Type: Technique
Status: Dual-Class
Activity: Active Passive
Target: Single Target + Area of Effect
Required Class(es): Tekken + Shion


[ Fumishidaki ] -- "Trample" (Aur/Sta/-)
In many forms of martial arts, it is believed that stamping the foot down right at the execution of a devoted attack further excites the fighting spirit, thereby augmenting the said attack. Such a concept has been made much more tangible in Soul Society with the advent of Reiryoku, namely in the form of the universally accepted Fumishidaki. Through assiduous training and exercising the use of one's legs, concepts of timing, and control of Reiryoku and Reiatsu, the practitioner gains this multi-faceted skill.

With Fumishidaki, one is able to take powerful steps while covering ground with one's legs. Each step generates a small shockwave of rippling Reiatsu and an outward flume of air that may disorient and intimidate the opponent. Since air is being evacuated with each step, a brief vacuum is left in its place, creating a sense of "downforce" for the user. With that, it becomes ever more difficult for the opponent to sweep the user off of his/her feet while Fumishidaki is effective. Because such training has been allocated towards the use of the legs, skills involving kicks, leg throws, jumps, etc., are all more effective and damaging (when applicable). Fumishidaki is dependent upon the user's Hohou stat, and with rising value, this Technique becomes more potent when used against an opponent of reasonably less Hohou or Agility. In all levels of mastery, after being used, two rounds of recoil recover are needed before Fumishidaki may be used again.

Growth


Level 1 (default) : 110% force / 110% leg power / 3 rounds / 2% Reiatsu
Level 2 (5,000 Hohou) : 120% force / 120% leg power / 3 rounds / 2% Reiatsu
Level 3 (6,000 Hohou) : 130% force / 130% leg power / 4 rounds / 2% Reiatsu
Level 4 (7,000 Hohou) : 140% force / 140% leg power / 4 rounds / 3% Reiatsu
Level 5 (8,000 Hohou) : 150% force / 150% leg power / 5 rounds / 3% Reiatsu
Level 6 (9,000 Hohou) : 160% force / 160% leg power / 5 rounds / 3% Reiatsu
Level 7 (10,000 Hohou) : 170% force / 170% leg power / 6 rounds / 4% Reiatsu
Level 8 (11,000 Hohou) : 180% force / 180% leg power / 6 rounds / 4% Reiatsu
Level 9 (12,000 Hohou) : 190% force / 190% leg power / 7 rounds / 4% Reiatsu
Level 10 (13,000 Hohou) : 200% force / 200% leg power / 7 rounds / 5% Reiatsu

Parameters

x% force : Shows the amount of force exerted by the skill's effect. 100% force is equivalent to what the user is able to exert normally. A force lower than 100% indicates weakened force, while a force higher than 100% shows elevated force. 0% force indicates no force at all.

x% leg power : Shows the modification done to the maximum capacity of the user's feet. 100% denotes normal levels, while higher percentages mean that kicks, jumps, and what not are more powerful, and lesser percentages indicate weakened leg operations.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,350
Type: Technique
Status: Single-Class
Activity: Active Passive
Target: Self + Area of Effect
Required Class(es): Reppuu


[ Eijukousatsu ] -- "Griffinscratch" (Atk/-/-)
A strong sword Technique that utilizes the element of air to great effect. It is accomplished by generating a blunt formation of Reiatsu all around the user's weapon, and then proceeding to strike downward with all of one's might. The end result is a turbulent assault: as the blade cuts down through the air, its sheer speed conceives an ephemeral, yet sudden and jarring vacuum of displacing air. However, the Reiatsu accompanying the blade itself instantaneously counteracts the displacing air with sledgehammer force, which results in a localized sonic boom. Not only does this serve to weaken, if not break through the guard of the target and deal a critical blow, but also to produce a tangible shockwave around the area of attack, allowing the user to blow away unwanted opposition and leave them all disoriented with just one execution of this skill. Also, with increased skill, it is possible to expand the influence of the attack, allowing the main target to be cut down by the ripping air without making contact with the physical blade itself.

Calculations


Output Power:
(1/5th Zanjutsu + Reiatsu cost) * (x% power) = output power

Growth

Level 1 (default) : 1 meter pushback / 1 meter / 100% power / 1% Reiatsu
Level 2 (3.000 Zanjutsu) : 2 meter pushback / 1 meter / 110% power / 1% Reiatsu
Level 3 (4,000 Zanjutsu) : 3 meter pushback / 1 meter / 115% power / 1% Reiatsu
Level 4 (5,000 Zanjutsu) : 4 meter pushback / 1 meter / 120% power / 2% Reiatsu
Level 5 (6,000 Zanjutsu) : 5 meter pushback / 2 meters / 125% power / 2% Reiatsu
Level 6 (7,000 Zanjutsu) : 6 meter pushback / 2 meters / 130% power / 2% Reiatsu
Level 7 (8,000 Zanjutsu) : 7 meter pushback / 2 meters / 135% power / 3% Reiatsu
Level 8 (9,000 Zanjutsu) : 8 meter pushback / 2 meters / 140% power / 3% Reiatsu
Level 9 (10,000 Zanjutsu) : 9 meter pushback / 3 meters / 145% power / 3% Reiatsu
Level 10 (11,000 Zanjutsu) : 10 meter pushback / 3 meters / 150% power / 4% Reiatsu

Parameters

x meter pushback : Shows the average distance with which targets caught within the skill's effect are pushed back, expressed in meters.

x meter(s) : Shows the maximum range of the skill expressed in meters.

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 650
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target / Area of Effect
Required Class(es): Senkyou


[ Hanki ] -- "Anti-Spirit" (Def/-/-)
A rarely seen defensive Hakuda skill executable only while Shunkou is active. Hanki enables the user to cancel out non-energy attacks by counteracting their flow of energy. However, since a precise amount of energy must be spent in order to fully resist the attack, the user must spend a portion of his or her Reiatsu equivalent to a given portion of the enemy's attack in order for Hanki's nullification to be effectively successful. After the attack is nullified, if the opponent's averaged Hakuda and Hohou are lower than the user's own averaged Hakuda and Hohou, then the enemy may be susceptible to a follow-up counterattack from the user.

Growth


Level 1 (default) : 1~1,200 output power null / 50% output power cost
Level 2 (15,000 Hak&Kidou) : 1~2,400 output power null / 48% output power cost
Level 3 (16,000 Hak&Kidou) : 1~3,600 output power null / 46% output power cost
Level 4 (17,000 Hak&Kidou) : 1~4,800 output power null / 44% output power cost
Level 5 (18,000 Hak&Kidou) : 1~6,000 output power null / 42% output power cost
Level 6 (19,000 Hak&Kidou) : 1~7,200 output power null / 40% output power cost
Level 7 (20,000 Hak&Kidou) : 1~8,400 output power null / 38% output power cost
Level 8 (21,000 Hak&Kidou) : 1~9,600 output power null / 36% output power cost
Level 9 (22,000 Hak&Kidou) : 1~10,800 output power null / 34% output power cost
Level 10 (23,000 Hak&Kidou) : 1~12,000 output power null / 32% output power cost

Parameters

x~y output power null : Shows the range of output powers that the skill is able to nullify. The skill cannot nullify any attack with an output power higher than what the range allows.

x% output power cost : Shows the Reiatsu cost equivalent to the value in terms of the affected output power. For instance, if an attack with an output power of 10,000 was nullified, and 28% output power cost needs to be paid, then 2,800 Reiatsu is consumed as the result of nullifying that attack.

Classifications

Prerequisites: Shunkou lvl. 5
Level: Class A
Connection Cost: 2,700
Type: Technique
Status: Dual-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tekken + Shion


[ Hankyou ] -- "Echo" (Atk/-/-)
A Hakuda Technique that is executed along with any other Hakuda attack. Using Hankyou creates an echo of the user's strike following instantly after the initial attack with great speed, often leaving the opponent bewildered if he is not cautious. It's most useful when doing heavy attacks, as it will force the attack to strike twice (and particularly since the power of the succeeding strikes are proportional to the original strike itself). However, the additional strikes themselves are not wholly physical. Instead, they are compacted forms of intensified sound, giving them an invisible appearance, with only large whooshing noises left in their wake as an indication that this Technique has been used. This makes it particularly difficult to parry them under normal circumstances, though the additional strikes themselves possess the same properties of sound itself, making them subject to changes in temperature, air density, and the like.

Calculations


Output Power:
1/5th Hakuda * x% power = output power of each added strike

Growth

Level 1 (default) : add 1 strike / 15% add strike power / 220 Reiatsu per add strike
Level 2 (3,000 Hakuda) : add 1 strike / 20% add strike power / 240 Reiatsu per add strike
Level 3 (4,000 Hakuda) : add 1 strike / 25% add strike power / 260 Reiatsu per add strike
Level 4 (5,000 Hakuda) : add 1 strike / 30% add strike power / 280 Reiatsu per add strike
Level 5 (6,000 Hakuda) : add 2 strikes / 30% add strike power / 300 Reiatsu per add strike
Level 6 (7,000 Hakuda) : add 2 strikes / 35% add strike power / 320 Reiatsu per add strike
Level 7 (8,000 Hakuda) : add 2 strikes / 40% add strike power / 340 Reiatsu per add strike
Level 8 (9,000 Hakuda) : add 2 strikes / 45% add strike power / 360 Reiatsu per add strike
Level 9 (10,000 Hakuda) : add 3 strikes / 45% add strike power / 380 Reiatsu per add strike
Level 10 (11,000 Hakuda) : add 3 strikes / 50% add strike power / 400 Reiatsu per add strike

Parameters

add x strike(s) : Shows how many more additional strikes are tagged onto the original attack.

x% add strike power : Shows how strong the additional strike(s) is/are compared to the power of the user's normal strikes.

x Reiatsu per add strike : Shows how much Reiatsu is consumed per additional strike consumed from the skill's effect.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 700
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tekken


[ Hankyoukan Kai ] - "Echo Perception Release" (Aur/-/-)
This is an ancient sensory compensation Technique developed millennia ago as a way of substituting lost sight or blindness with a "seventh sense." In order for this Technique to work, the user's eyes must either be shut or be non-functional. With this, the Reiatsu usually used by the eyes are redirected to the other senses, thus heightening their potency. Hankyoukan Kai and its higher forms use this "eye Reiatsu."

Hankyoukan Kai works by having the user fire a specially structured, brief burst of Reiatsu throughout the area. The Reishi, or spiritual atoms and molecules, react to this Reiatsu burst and are shortly imprinted with its signature. In turn, the Reishi themselves begin to emit a special waveform that only the Hankyoukan Kai user can detect. This is the "feedback" that the Reishi gives to the user, hence, an image is formed in the user's mind. However, "image" may be the wrong word. What the mind gains from the information given by the Reishi is not particularly a visual image, but rather a superhuman sense of knowing where everything is. Depending on the level of experience and strength of the user, the Reishi feedback cuts off after several seconds.

Hankyoukan Kai's flaw is its inability to reach Reishi that are left in the "shadow" of the Reiatsu burst. In other words, it is like shining a bright flare in the middle of a cavern. Anything touched by the light can be seen, but what is left in the shadows cannot.

Growth


Level 1 (default) : 50% clarity / 5 seconds / 30 Reiatsu
Level 2 (1,250 Reiatsu) : 60% clarity / 8 seconds / 35 Reiatsu
Level 3 (1,500 Reiatsu) : 65% clarity / 11 seconds / 40 Reiatsu
Level 4 (1,750 Reiatsu) : 70% clarity / 14 seconds / 45 Reiatsu
Level 5 (2,000 Reiatsu) : 75% clarity / 17 seconds / 50 Reiatsu
Level 6 (2,250 Reiatsu) : 80% clarity / 20 seconds / 55 Reiatsu
Level 7 (2,500 Reiatsu) : 85% clarity / 23 seconds / 60 Reiatsu
Level 8 (2,750 Reiatsu) : 90% clarity / 26 seconds / 65 Reiatsu
Level 9 (3,000 Reiatsu) : 95% clarity / 29 seconds / 70 Reiatsu
Level 10 (3,250 Reiatsu) : 100% clarity / 32 seconds / 75 Reiatsu

Parameters

x% clarity : Shows the clarity of the skill's effect, mostly tied to the senses. Percentages lower than 100% means less clarity, while 100% indicates perfect clarity.

x seconds : Shows the maximum duration in seconds the skill is active for each activation until it shuts off.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites: -
Level: Class D
Connection Cost: 225
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Area of Effect
Required Class(es): Kaisei, Shuyoku


[ Hankyoukan Shoukai ] - "Echo Perception, Higher Release" (Sta/Aur/-)
Hankyoukan Shoukai is the step above the original Technique. It may be done by firing off a more potent burst of Reiatsu that bears command over Reishi. When this Reiatsu makes contact with the Reishi within the area, the Reishi begin to emit strongly in such a way that it affects all other Reishi near it. In this way, it is like executing Hankyoukan Kai several trillion times at the cost of only using it nearly twice. The Reishi act upon one another, sending a sort of chain reaction all throughout the area. This enables the user to sense and account for every aspect of the surrounding environment, even in the "shadowed" areas that are not covered by the original Hankyoukan Kai Technique. The duration of feedback given by the Reishi is also prolonged, lasting anywhere between a minute to ten minutes.

Hankyoukan Shoukai also has the ability to cancel out the Reishi feedback given by the opponent's Hankyoukan Kai by overpowering its effect. Thus, by using Hankyoukan Shoukai, the user may "blind" the opponent. This can only happen, though, if 200% of the user's Reiatsu is higher than 150% of the opponent's Reiatsu.

Growth


Level 1 (default) : 70% clarity / 15 seconds / 60 Reiatsu
Level 2 (1,250 Reiatsu) : 76% clarity / 30 seconds / 65 Reiatsu
Level 3 (1,500 Reiatsu) : 79% clarity / 45 seconds / 70 Reiatsu
Level 4 (1,750 Reiatsu) : 82% clarity / 60 seconds / 75 Reiatsu
Level 5 (2,000 Reiatsu) : 85% clarity / 75 seconds / 80 Reiatsu
Level 6 (2,250 Reiatsu) : 88% clarity / 90 seconds / 85 Reiatsu
Level 7 (2,500 Reiatsu) : 91% clarity / 105 seconds / 90 Reiatsu
Level 8 (2,750 Reiatsu) : 94% clarity / 120 seconds / 95 Reiatsu
Level 9 (3,000 Reiatsu) : 97% clarity / 135 seconds / 100 Reiatsu
Level 10 (3,250 Reiatsu) : 100% clarity / 150 seconds / 105 Reiatsu

Parameters

x% clarity : Shows the clarity of the skill's effect, mostly tied to the senses. Percentages lower than 100% means less clarity, while 100% indicates perfect clarity.

x seconds : Shows the maximum duration in seconds the skill is active for each activation until it shuts off.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites: Hankyoukan Kai lvl.10 (replaces)
Level: Class C
Connection Cost: 600
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Area of Effect
Required Class(es): Kaisei, Shuyoku


[ Haryuu no Fuuin ] -- "Seal of the Feathered Dragon" (Mov/Aur/--)
It is often believed that divine dragons reside only within realms concealed behind clouds. Those seeking the power of the Dragon offer their homage to the high clouds above in order to attain the privilege of flight. The Seal of the Feathered Dragon is singed upon both of the user's arms and posterior shoulder regions in glowing coils. The seal then charges for a set duration in seconds, rapidly illuminating the air around it into a fine, brilliant mist. Once the charge is complete, the seal radiates with an effulgent, almost tangible, feathered formation of light that unfurls outward. With that, the user is given the ability to fly at speeds relative to his/her current Hohou stat. The duration of flight time in rounds is equal to half the number of seconds during the charging period, while a consistent cost of 200 Reiatsu is required per round of flight.

Growth


Level 1 (default) : 4 max sec. charge / 2 max rounds flight / 200 Reiatsu per round
Level 2 (5,000 Hohou) : 6 max sec. charge / 3 max rounds flight / 200 Reiatsu per round
Level 3 (1,500 Hohou) : 8 max sec. charge / 4 max rounds flight / 200 Reiatsu per round
Level 4 (2,000 Hohou) : 10 max sec. charge / 5 max rounds flight / 200 Reiatsu per round
Level 5 (2,500 Hohou) : 12 max sec. charge / 6 max rounds flight / 200 Reiatsu per round
Level 6 (3,000 Hohou) : 14 max sec. charge / 7 max rounds flight / 200 Reiatsu per round
Level 7 (3,500 Hohou) : 16 max sec. charge / 8 max rounds flight / 200 Reiatsu per round
Level 8 (4,000 Hohou) : 18 max sec. charge / 9 max rounds flight / 200 Reiatsu per round
Level 9 (4,500 Hohou) : 20 max sec. charge / 10 max rounds flight / 200 Reiatsu per round
Level 10 (5,000 Hohou) : 22 max sec. charge / 11 max rounds flight / 200 Reiatsu per round

Parameters

x max sec. charge : Shows the maximum duration in seconds with which the user may spend charging up the skill.

x max rounds flight : Shows the maximum duration in rounds with which the user may spend in flight.

x Reiatsu per round : Shows the amount of Reiatsu consumed per round whenever the skill is activated.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,400
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Reppuu


[ Hokuten ] -- "Northern Sky" (Atk/Aur/-)
A special, non-lethal Technique, the Hokuten could be called a "gentle breeze." The user gathers Reiatsu into his forearm and swings it broadly, displacing the air directly about him or herself and creating a mock-ripple effect, shocking for a maximum distance that increases along with the user's mastery of this Technique.

The effects of the Hokuten are mainly directed at disrupting an enemy's attack formation, and delaying a physical strike by atmospherically degenerating the kinetic energy of the attacker. However, should the attack strike the user at any point when it is delayed, the resulting damage is reduced by a certain fraction. Also, the delaying effect is not absolute: it may easily be broken through by an opponent whose main attacking stat is equal to or higher than 125% that of the user's Hakuda. On the flipside, however, if the opponent's Hohou is lower than 125% of the user's Hakuda, then anytime the opponent passes through Hokuten's influence with Shunpo (or any other similar movement skill), his or her speed may be decelerated in the same vein as the attack delaying effect.

Growth


Level 1 (default) : 1 meter / 10% attack delay
Level 2 (1,000 Hakuda) : 1 meter / 14% attack delay
Level 3 (1,500 Hakuda) : 2 meters / 16% attack delay
Level 4 (2,000 Hakuda) : 2 meters / 18% attack delay
Level 5 (2,500 Hakuda) : 3 meters / 20% attack delay
Level 6 (3,000 Hakuda) : 3 meters / 22% attack delay
Level 7 (3,500 Hakuda) : 4 meters / 24% attack delay
Level 8 (4,000 Hakuda) : 4 meters / 26% attack delay
Level 9 (4,500 Hakuda) : 5 meters / 28% attack delay
Level 10 (5,000 Hakuda) : 5 meters / 30% attack delay

~Continued
Level 1 : -1% defending damage / 1% Reiatsu
Level 2 : -2% defending damage / 1% Reiatsu
Level 3 : -3% defending damage / 1% Reiatsu
Level 4 : -4% defending damage / 1% Reiatsu
Level 5 : -5% defending damage / 1% Reiatsu
Level 6 : -6% defending damage / 2% Reiatsu
Level 7 : -7% defending damage / 2% Reiatsu
Level 8 : -8% defending damage / 2% Reiatsu
Level 9 : -9% defending damage / 2% Reiatsu
Level 10 : -10% defending damage / 2% Reiatsu

Parameters

x meter(s) : Shows the maximum range of the skill expressed in meters.

x% attack delay : Shows how much of a delay the skill puts upon the attack of the target. 0% means normal attack speed. Higher percentages express a greater deal of deceleration in the target's attack.

x% defending damage : Shows how much more or less damage the user receives when the skill's effect is in play. A positive percentage means that the user will receive more damage than usual, while a negative percentage means that the user will receive less. -100% means that no damage will be incurred upon the user.

x% Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites: -
Level: Class D
Connection Cost: 200
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Area of Effect
Required Class(es): Tesshin


[ Iaiken ] -- "Settling Fist" (Atk/Aur/-)
This Technique was founded upon the basic principles of Iaidou (unique art of sword drawing and cutting), but is instead performed with the fist and any sort of adequately taut covering (i.e. pocket, obi sash, tightened sleeve, etc.). In turn, the resistance created from the covering will increase the push from the strike, enabling a faster attack. The result is a "bullet" of sheer air pressure. It strikes at an increased velocity-- faster than a normal punch from the user. However the strike's speed is weakened in raw power due to its heavier emphasis on striking speed, rather than damage potential.

The other added ability to this attack is the fact that the user's striking arm moves faster than his/her opponent's eyes can see, unless, however, if the opponent's averaged Hohou and Hakuda are at least higher than 50% that of the user's Hakuda,

Calculations


Output Power:
1/10th Hakuda + Reiatsu cost = output power

Output Power:
Final Hakuda * x% speed = output speed

Level 1 (default) : 115% speed / 3 meters / 50 Reiatsu
Level 2 (3,000 Hakuda) : 130% speed / 3 meters / 70 Reiatsu
Level 3 (4,000 Hakuda) : 145% speed / 3 meters / 90 Reiatsu
Level 4 (5,000 Hakuda) : 160% speed / 4 meters / 110 Reiatsu
Level 5 (6,000 Hakuda) : 175% speed / 4 meters / 130 Reiatsu
Level 6 (7,000 Hakuda) : 190% speed / 4 meters / 150 Reiatsu
Level 7 (8,000 Hakuda) : 205% speed / 5 meters / 170 Reiatsu
Level 8 (9,000 Hakuda) : 220% speed / 5 meters / 190 Reiatsu
Level 9 (10,000 Hakuda) : 235% speed / 5 meters / 210 Reiatsu
Level 10 (11,000 Hakuda) : 250% speed / 6 meters / 230 Reiatsu

Parameters

x% speed : Shows the speed of the skill. 100% indicates the user's normal speed capacity; percentages higher than 100% indicate that the skill can be executed with a greater magnitude of speed, while percentages lower than 100% indicate that the skill is slower than the user's normal speed. 0% indicates that the skill is nullified.

x meter(s) : Shows the maximum range of the skill expressed in meters.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 500
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tekken


[ Junkyougyuu no Fuuin ] -- "Seal of the Martyr Ox" (Aur/--/--)
By beseeching the earth for the protective blessing of the Ox, an ancient signet is temporarily branded onto the user's back. The Seal of the Martyr Ox grants protection over a number of the user's Kidou spells or Techniques and Abilities. This means that those protected skills cannot be sealed or modified in any way, either by foreign entities, or the user him or herself, for as long as the skill is active. All direct boosts in power, efficiency, and the like previously given to the protected Kidou spells or Techniques and Abilities are automatically canceled, however, unless otherwise noted.

Growth


Level 1 (default) : protects 2 Kidou or 1 Tech/Ability / 1% Reiatsu / 2 rounds
Level 2 (3,500 Reiatsu) : protects 2 Kidou or 1 Tech/Ability / 1% Reiatsu / 3 rounds
Level 3 (4,500 Reiatsu) : protects 4 Kidou or 2 Techs/Abilities / 2% Reiatsu / 4 rounds
Level 4 (5,500 Reiatsu) : protects 4 Kidou or 2 Techs/Abilities / 2% Reiatsu / 5 rounds
Level 5 (6,500 Reiatsu) : protects 6 Kidou or 3 Techs/Abilities / 3% Reiatsu / 6 rounds
Level 6 (7,500 Reiatsu) : protects 6 Kidou or 3 Techs/Abilities / 3% Reiatsu / 7 rounds
Level 7 (8,500 Reiatsu) : protects 8 Kidou or 4 Techs/Abilities / 4% Reiatsu / 8 rounds
Level 8 (9,500 Reiatsu) : protects 8 Kidou or 4 Techs/Abilities / 4% Reiatsu / 9 rounds
Level 9 (10,500 Reiatsu) : protects 10 Kidou or 5 Techs/Abilities / 5% Reiatsu / 10 rounds
Level 10 (11,500 Reiatsu) : protects 10 Kidou or 5 Techs/Abilities / 5% Reiatsu / 11 rounds

Parameters

protects x Kidou or y Techs/Abilities : Shows the maximum number of the user's or target's Kidou spells or Techniques/Abilities that can be protected from being modified by the opponent, especially sealing. Unless otherwise noted, the user of the skill chooses which to protect.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 500
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Suiseki


[ Shoushi Houzou ] -- "Glass Treasury" (Aur/-/-)
A particularly useful Kidou Ability which allows the user to call forth and set up "queues" of Hadou spells of the same type (Beam, Burst, Shot, etc.). This works by having the user summon and bypass one Hadou spell of the same type after another. However, even as they are called forth, none of them are fired off. Rather, they are saved for later activation as desired by the user, and because they are all already bypassed, their designations do not need to be called forth again. After these Hadou spells are stored, they are able to remain dormant for a certain amount of time, during which the user may cast them automatically without having to go through another casting phase. Since the casting times for each stored should already expire, the user is able to fire off the stored Hadou spells with no lag time in between each. However, if there is still a casting time that has not expired yet at the time the user decides to fire off its corresponding spell, then the user must wait out the remainder of that casting time before being able to fire off the next spell.

However, there exist certain limitations to this skill. If the user holds any number of spells for too long, then the spells will vanish from the queue. The user can only fire off a stored Hadou spell after its required casting time is spent. For instance, if a spell normally takes three seconds to activate, then after storing that particular spell, the user must wait at least three seconds before that spell is ready to be deployed at his or her desire. Also, the stored Hadou spells can only be fired off in chronological order, with the oldest stored spell fired first and the newest fired last. Lastly, while these spells are queued, the user may cast other Kidou spells as long as they are not Hadou spells, which can only be cast once the queue is cleared.

Growth


Level 1 (default) : 2 max Hadou queue / 2 round hold
Level 2 (5,000 Kidou) : 3 max Hadou queue / 2 round hold
Level 3 (6,000 Kidou) : 3 max Hadou queue / 2 round hold
Level 4 (7,000 Kidou) : 4 max Hadou queue / 2 round hold
Level 5 (8,000 Kidou) : 4 max Hadou queue / 3 round hold
Level 6 (9,000 Kidou) : 5 max Hadou queue / 3 round hold
Level 7 (10,000 Kidou) : 5 max Hadou queue / 3 round hold
Level 8 (11,000 Kidou) : 6 max Hadou queue / 3 round hold
Level 9 (12,000 Kidou) : 6 max Hadou queue / 4 round hold
Level 10 (13,000 Kidou) : 7 max Hadou queue / 4 round hold

~Continued
Level 1 : 20 Reiatsu per round for each unfired spell
Level 2 : 22 Reiatsu per round for each unfired spell
Level 3 : 24 Reiatsu per round for each unfired spell
Level 4 : 26 Reiatsu per round for each unfired spell
Level 5 : 28 Reiatsu per round for each unfired spell
Level 6 : 30 Reiatsu per round for each unfired spell
Level 7 : 32 Reiatsu per round for each unfired spell
Level 8 : 34 Reiatsu per round for each unfired spell
Level 9 : 36 Reiatsu per round for each unfired spell
Level 10 : 38 Reiatsu per round for each unfired spell

Parameters

x max Hadou queue : Shows the maximum number of Hadou spells that may be queued at any given time.

x round hold : Shows the maximum number of rounds that the user is able sustain a certain aspect of the skill's effect.

x Reiatsu per round for each unfired spell : Shows how much Reiatsu is consumed each passing round for every spell queued.

Classifications

Prerequisites: n/a
Level: Class B
Connection Cost: 1,050
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Shion, Fuyubana


[ Kakusan ] -- "Diffusion" (Aur/-/-)
This Ability is designed to counter Atozukeru; however, it is also useful in its own right. As a counter, it enables the user to "diffuse" his or her energy patterns, and at higher levels, the user is able to diffuse patterns so much so that he or she may become untraceable by those with less Reiatsu. As a unique Ability, Kakusan enables the "throwing" of energy patterns so as to distract or confuse opponents by resting patterns on sound waves (e.g., echoes). When this Ability is mastered, Kakusan can be used to form "clouds" of energy around the user, which further dulls the senses of whatever opponents may be inside.

Growth


Level 1 (default) : 3 rounds / 50% Reiatsu diffusion / 55 Reiatsu per round
Level 2 (4,000 Reiatsu) : 3 rounds / 55% Reiatsu diffusion / 60 Reiatsu per round
Level 3 (5,000 Reiatsu) : 4 rounds / 60% Reiatsu diffusion / 65 Reiatsu per round
Level 4 (6,000 Reiatsu) : 4 rounds / 65% Reiatsu diffusion / 70 Reiatsu per round
Level 5 (7,000 Reiatsu) : 4 rounds / 70% Reiatsu diffusion / 75 Reiatsu per round
Level 6 (8,000 Reiatsu) : 5 rounds / 75% Reiatsu diffusion / 80 Reiatsu per round
Level 7 (9,000 Reiatsu) : 5 rounds / 80% Reiatsu diffusion / 85 Reiatsu per round
Level 8 (10,000 Reiatsu) : 5 rounds / 85% Reiatsu diffusion / 90 Reiatsu per round
Level 9 (11,000 Reiatsu) : 5 rounds / 90% Reiatsu diffusion / 95 Reiatsu per round
Level 10 (12,000 Reiatsu) : 6 rounds / 95% Reiatsu diffusion / 100 Reiatsu per round

Mastery: Distraction Cloud
Level 10 (12,000 Reiatsu) : 10 meters / 75% senses / 4 rounds / 200 Reiatsu per round

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x% Reiatsu diffusion : Shows the level of diffusion of the user's Reiatsu. Rising percentages equate to better diffusion of Reiatsu. 0% diffusion indicates normal levels of Reiatsu emission.

x Reiatsu per round : Shows the amount of Reiatsu consumed per round whenever the skill is activated.

x% diffusion : Shows how the given skill affects the target(s)'s sensory integrity. 100% represents normal levels, with higher percentages showing increased senses, and lower percentages indicating dulled senses.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 900
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self / Area of Effect
Required Class(es): Kaisei, Shuyoku


[ Kanshunpo ] -- "Perfect Shunpo" (Mov/Aur/-)
Rather than having to rely on bursts, this special form of Shunpo is fueld by a continuous flow of Reiatsu that increases the distance that can be traveled and allows for a smooth transition into Shunpo and out of it consistently in battle. The character is allowed to move much more freely in Shunpo, but Reiatsu is drained at a quicker rate.

Growth


Level 1 (default) : 225 steps max / 105% enter/exit efficiency / 15 Reiatsu per step
Level 2 (9,000 Hohou) : 250 steps max / 110% enter/exit efficiency / 15 Reiatsu per step
Level 3 (10,000 Hohou) : 275 steps max / 115% enter/exit efficiency / 15 Reiatsu per step
Level 4 (11,000 Hohou) : 300 steps max / 120% enter/exit efficiency / 15 Reiatsu per step
Level 5 (12,000 Hohou) : 325 steps max / 125% enter/exit efficiency / 15 Reiatsu per step
Level 6 (13,000 Hohou) : 350 steps max / 130% enter/exit efficiency / 15 Reiatsu per step
Level 7 (14,000 Hohou) : 375 steps max / 135% enter/exit efficiency / 15 Reiatsu per step
Level 8 (15,000 Hohou) : 400 steps max / 140% enter/exit efficiency / 15 Reiatsu per step
Level 9 (16,000 Hohou) : 425 steps max / 145% enter/exit efficiency / 15 Reiatsu per step
Level 10 (17,000 Hohou) : 450 steps max / 150% enter/exit efficiency / 15 Reiatsu per step

Parameters

x steps max : Shows the maximum range of the skill in terms of Shunpo steps.

x% enter/exit efficiency : Shows the level of ease or difficulty of both the initiation of and cancellation of Shunpo. 100% is the normal level of the user. Higher percentages mean more stability when entering and exiting Shunpo, while lower percentages mean the opposite. 0% means that Shunpo cannot be used.

x Reiatsu per Shunpo step : Shows the Reiatsu consumed for every step of Shunpo executed. This replaces the normal cost of Shunpo, which is 10 Reiatsu per step.

Classifications

Prerequisites:
Level: Class A
Connection Cost: 2,700
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Reppuu


[ Kenchou no Fuuin ] -- "Seal of the Steadfast Boar" (Aur/--/--)
The great Boar may only respond to those that display a powerful Kiai. A flaming, abstract rendition is painted across the target's abdomen, reaching up to his/her sternum with horn-like branches. The seal of the Steadfast Boar acts to buffer the target's Reiatsu and Kidou against any and all antagonistic effects derived from either the opponent or from the recoil of a taxing skill (with the exception of natural Reiatsu damage incurred from injuries). Also within the Boar's blessing, the target is better able to withstand larger presences of Reiatsu. Kenchou no Fuuin, however, cannot compensate natural Reiatsu consumption derived from any sort of skill, and will only protect the current capacity the two stats are both at (boosts/decreases included).

Growth


Level 1 (default) : 3 rounds / 300 Reiatsu per round / 2 round recoil
Level 2 (3,000 Kidou) : 3 rounds / 280 Reiatsu per round / 2 round recoil
Level 3 (3,500 Kidou) : 3 rounds / 260 Reiatsu per round / 2 round recoil
Level 4 (4,000 Kidou) : 4 rounds / 240 Reiatsu per round / 2 round recoil
Level 5 (4,500 Kidou) : 4 rounds / 220 Reiatsu per round / 2 round recoil
Level 6 (5,000 Kidou) : 4 rounds / 200 Reiatsu per round / 3 round recoil
Level 7 (5,500 Kidou) : 5 rounds / 180 Reiatsu per round / 3 round recoil
Level 8 (6,000 Kidou) : 5 rounds / 160 Reiatsu per round / 3 round recoil
Level 9 (6,500 Kidou) : 5 rounds / 140 Reiatsu per round / 3 round recoil
Level 10 (7,000 Kidou) : 6 rounds / 120 Reiatsu per round / 3 round recoil

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x Reiatsu per round : Shows the amount of Reiatsu consumed per round whenever the skill is activated.

x round recoil : Shows the number of rounds after the skill's effect has deactivated that are needed to pass before the skill may be used again.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 450
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Suiseki


[ Kichouji ] -- "Precious Letters" (Aur/--/--)
Purists that follow the recitation of Kidou incantations have developed a method of facilitating spell usage through honoring the words of Kidou. Kichouji works the opposite way in which Eishouhaki does by truthfully and spiritedly reciting the incantation of a chosen Kidou. This skill, once used in tandem with a Kidou spell, automatically and temporarily nullifies all modifications made to the user's Kidou stat and spells for the duration of the casting (unless expressly stated otherwise in the description). Power, speed, accuracy, and recoil of all spells cast with Kichouji receive a boost in efficiency. This bonus does not apply however, to any Kidou spell of whose listed cost exceeds the value equal to or more than half that of the user's maximum Kidou stat.

Growth


Level 1 (default) : 112% Kidou output power, speed, accuracy, recoil-recovery
Level 2 (2,500 Kidou) : 114% Kidou output power, speed, accuracy, recoil-recovery
Level 3 (3,500 Kidou) : 116% Kidou output power, speed, accuracy, recoil-recovery
Level 4 (4,000 Kidou) : 118% Kidou output power, speed, accuracy, recoil-recovery
Level 5 (4,500 Kidou) : 120% Kidou output power, speed, accuracy, recoil-recovery
Level 6 (5,000 Kidou) : 122% Kidou output power, speed, accuracy, recoil-recovery
Level 7 (5,500 Kidou) : 124% Kidou output power, speed, accuracy, recoil-recovery
Level 8 (6,000 Kidou) : 126% Kidou output power, speed, accuracy, recoil-recovery
Level 9 (6,500 Kidou) : 128% Kidou output power, speed, accuracy, recoil-recovery
Level 10 (7,000 Kidou) : 130% Kidou output power, speed, accuracy, recoil-recovery

Parameters

x% Kidou output power, speed, accuracy, recoil-recovery : Shows the modifying factor placed upon Kidou spells cast with this skill. This affects the final output power of the spell, the speed with which it travels once cast, the accuracy and stability of the spell when it is cast, and the efficiency of personal recovery after casting the spell. 100% indicates normal levels, with higher percentages showing improvements in all four factors, and lower percentages showing degenerations in all four. 0% indicates that Kidou spells cannot be cast at all.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 550
Type: Ability
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Shion, Fuyubana


[ Kidan ] -- Trickshot (Aur/-/-)
A Technique that works for any low-class Beam, Sht(Shot), or Wave Hadou spell with a cost valued at 600 Kidou or lower. When mastered, Kidan allows the user to mentally redirect or "ricochet" a Hadou spell by a certain number of times.

However, for a modified Kidou of this kind to be used, one must spend a certain amount of Reiatsu more than what is normally necessary. Also, while Kidan is free to use off solid objects, to redirect it while it hangs in midair, one must expend an extra 10% of the Kidou's cost every time it is redirected while airborne. Also, Kidan does not increase a Kidou's range or movement (i.e., if a Kidou is short-ranged, it can only be bounced within that range. If a Kidou moves in a straight line, even if you alter direction, it will still move in a straight line, the direction will have just been shifted.).

Growth


Level 1 (default) : 1 refractions / 150% Hadou cost / +1% aerial refraction cost
Level 2 (2,500 Kidou) : 1 refractions / 148% Hadou cost / +2% aerial refraction cost
Level 3 (3,500 Kidou) : 1 refractions / 146% Hadou cost / +3% aerial refraction cost
Level 4 (4,000 Kidou), : 2 refractions / 144% Hadou cost / +4% aerial refraction cost
Level 5 (4,500 Kidou) : 2 refractions / 142% Hadou cost / +5% aerial refraction cost
Level 6 (5,000 Kidou) : 2 refractions / 140% Hadou cost / +6% aerial refraction cost
Level 7 (5,500 Kidou) : 3 refractions / 138% Hadou cost / +7% aerial refraction cost
Level 8 (6,000 Kidou) : 3 refractions / 136% Hadou cost / +8% aerial refraction cost
Level 9 (6,500 Kidou) : 3 refractions / 134% Hadou cost / +9% aerial refraction cost
Level 10 (7,000 Kidou) : 4 refractions / 130% Hadou cost / +10% aerial refraction cost

Parameters

x refractions : Shows the maximum number of times that a Hadou spell under this skill's effect may be refracted, either in midair or off of objects.

x% Hadou cost : Shows the modified cost of Hadou spells under this skill's effect. 100% denotes the normal cost, with higher percentages indicating proportionately higher costs, while lower percentages indicate lowered costs.

+x% aerial refraction cost : Shows the additional cost of the cast Hadou spell tagged onto the main cost of the skill (in percentage) for every time that the Hadou spell is refracted aerially.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 500
Type: Ability
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Shion


[ Kidou Yuugou ] -- "Kidou Fusion" (Aur/Syn/-)
An upper level Kidou Technique which allows the user to "fuse" two Kidou spells together, creating a new hybrid Kidou. Simply put, this Technique works by interlocking the Kidou programs as they are summoned and filling both programs with Kidouryoku as normal. When the Kidou is cast, the result is a hybrid spell that carries properties of both of the original Kidou spells used.

Kidou Yuugou's characteristics differ with each rising level. By default, the user is able to merge any two Kidou spells of the same family, whose numerical designations are within five (5) of each other. The user pays a Reiatsu cost equal to the sum of both the spells' costs, with an output power also equivalent to the sum of both. Naturally, these values rise with each succeeding level. Once the user achieves Level 9 and higher, Kidou Yuugou is no longer limited to merging spells of the same family.

However, no matter what skill level the user's Kidou Yuugou is at, he or she is limited to only merging low to mid-class spells, as merging high-class spells is simply too unpredictable. Also, both the casting times and recoil of both used spells are summed. Lastly, when using this Ability, one cannot use a multicasting Ability, Feat, Kidou, or PrC skill.

Growth


Level 1 (default) : # Range 1~5 / same family / 100% summed cost
Level 2 (5,000 Kidou) : # Range 1~5 / same family / 110% summed cost
Level 3 (6,000 Kidou) : # Range 1~10 / same family / 110% summed cost
Level 4 (7,000 Kidou) : # Range 1~10 / same family / 120% summed cost
Level 5 (8,000 Kidou) : # Range 1~15 / same family / 120% summed cost
Level 6 (9,000 Kidou) : # Range 1~15 / same family / 130% summed cost
Level 7 (10,000 Kidou) : # Range 1~20 / same family / 130% summed cost
Level 8 (11,000 Kidou) : # Range 1~20 / same family / 140% summed cost
Level 9 (12,000 Kidou) : # Range 1~25 / any family / 140% summed cost
Level 10 (13,000 Kidou) : # Range 1~25 / any family / 150% summed cost

~Continued
Level 1 : 100% summed power
Level 2 : 115% summed power
Level 3 : 115% summed power
Level 4 : 130% summed power
Level 5 : 130% summed power
Level 6 : 145% summed power
Level 7 : 145% summed power
Level 8 : 160% summed power
Level 9 : 160% summed power
Level 10 : 175% summed power

Parameters

# Range x~y : Shows the numerical range of Kidou spells the skill is able to be used with.

(same/other/any) family : Shows what other families of Kidou may be used with the first-selected Kidou. Same indicates that only Kidou spells of the same family may be used. Other indicates that only Kidou spells of different families may be used. Any indicates that there is no restriction to what combination of Kidou families may be used.

x% summed cost : Shows how the skill modifies whatever the summed Reiatsu cost of any other affected skills may be. For instance, if the base summed cost is 1,000 Reiatsu, and '125% summed Reiatsu' is acquired, then the new cost comes to be 1,250 Reiatsu, rather than 1,000.

x% summed power : Shows how the given skill modifies the summed output power. For instance, if the summed output power is 10,000, and "150% power" is acquired, then the resulting output power becomes 15,000.

Classifications

Prerequisites: Shoushi Houzou (any level)
Level: Class B
Connection Cost: 1,400
Type: Ability
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Shion, Fuyubana


[ Kidounen ] -- "Kidou Burn" (Bst/-/-)
The user is able siphon off his/her Reiatsu in order to increase the effectiveness of his or her Kidou capacity. For every 1% of Reiatsu drained, a 3% boost to Kidou may be attained. Any and all Reiatsu lost in this way cannot be recovered until the end of one RP week (when grade evaluations come out).

Growth


Level 1 (default) : 1% max Reiatsu cut / +3% max Kidou boost
Level 2 (4,000 Kidou) : 2% max Reiatsu cut / +6% max Kidou boost
Level 3 (5,000 Kidou) : 3% max Reiatsu cut / +9% max Kidou boost
Level 4 (6,000 Kidou) : 4% max Reiatsu cut / +12% max Kidou boost
Level 5 (7,000 Kidou) : 5% max Reiatsu cut / +15% max Kidou boost
Level 6 (8,000 Kidou) : 6% max Reiatsu cut / +18% max Kidou boost
Level 7 (9,000 Kidou) : 7% max Reiatsu cut / +21% max Kidou boost
Level 8 (10,000 Kidou) : 8% max Reiatsu cut / +24% max Kidou boost
Level 9 (11,000 Kidou) : 9% max Reiatsu cut / +27% max Kidou boost
Level 10 (12,000 Kidou) : 10% max Reiatsu cut / +30% max Kidou boost

Parameters

x% max Reiatsu cut : Shows the maximum amount of Reiatsu that can be semi-permanently reduced for a given week.

+x% max Kidou boost : Shows the maximum boost in Kidou that can be afforded by the given skill.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,050
Type: Ability
Status: Dual-Class
Activity: Active Passive
Target: Self
Required Class(es): Shion + Shuhai


[ Kiremetatsu no Kadouga ] -- "Rift Dragon's Vortex Fang" (Atk/Aur/-)
A mid-range Hakuda Technique related to the Iaiken skill, which makes particular usage of air as a blasting medium. Kiremetatsu no Kadouga is executed by centering and manipulating Reiatsu into the user's attacking fist, shaping and molding the spiritual pressure in various, seemingly arbitrary ways. However, this is all deliberate, as by manipulating pressure itself, the user is able to create subtle, though effective vacuums that concentrate and pressurize air all around his or her fist. Once the user is ready, he or she thrusts his or her arm out, as if to punch the opponent. What results is a heavily condensed, though swift projectile of impossibly pressurized air aimed at the target. Quite literally a fist formed of air, the projectile violently impacts upon and explodes in a series of pummeling, shotgun gusts. This serves to derange the opponent in two ways: injuring him/her/it with the primary projectile, and disorienting the opponent with the abrupt impingement of air afterwards.

Upon reaching mastery level 10, however, the user may opt to execute the opposite: a projectile that constantly generates null-pressure, that is, it continuously depressurizes any and all air it comes into contact with, giving it the appearance of a violently windy projectile. Though somewhat slower than the first method, this null-pressure projectile works to injure the opponent by a special mechanism. At the moment it makes contact with the enemy, the null-pressure projectile instantly reverses its pressurization into that of an incredibly powerful, twisting vacuum. The target stands a high chance of being incurred with a critical injury, due to the fact that whatever body part that is struck is susceptible to being forcefully distorted and crushed by the vacuum. Also, because the vacuum is so close to the target's body, it is not strange for the entirety of the opponent's body to be powerfully drawn into the vacuum, allowing this method of Kiremetatsu no Kadouga to be particularly useful for capturing and/or binding opponents.

Calculations


Output Power:
1/5th Hakuda + Reiatsu cost = output power of high-pressure projectile

1/10th Hakuda + Reiatsu cost = output power of gust explosion

Growth

First Method
Level 1 (default): 4 meters / 4 max sec. charge
Level 2 (5,500 Hakuda): 4 meters / 5 max sec. charge
Level 3 (6,000 Hakuda): 4 meters / 6 max sec. charge
Level 4 (6,500 Hakuda): 5 meters / 7 max sec. charge
Level 5 (7,000 Hakuda): 5 meters / 8 max sec. charge
Level 6 (7,500 Hakuda): 5 meters / 9 max sec. charge
Level 7 (8,000 Hakuda): 6 meters / 10 max sec. charge
Level 8 (8,500 Hakuda): 6 meters / 11 max sec. charge
Level 9 (9,000 Hakuda): 6 meters / 12 max sec. charge
Level 10 (9,500 Hakuda): 7 meters / 13 max sec. charge

~First Method cont'd
Level 1 : +2% power per sec. charge / 2% Reiatsu
Level 2 : +2% power per sec. charge / 2% Reiatsu
Level 3 : +3% power per sec. charge / 2% Reiatsu
Level 4 : +3% power per sec. charge / 2% Reiatsu
Level 5 : +4% power per sec. charge / 3% Reiatsu
Level 6 : +4% power per sec. charge / 3% Reiatsu
Level 7 : +5% power per sec. charge / 3% Reiatsu
Level 8 : +5% power per sec. charge / 3% Reiatsu
Level 9 : +6% power per sec. charge / 4% Reiatsu
Level 10 : +6% power per sec. charge / 4% Reiatsu

Second Method
Level 1 (default): 5 meters / 40% damage per second / 3 seconds / 2% Reiatsu
Level 2 (10,000 Hakuda): 5 meters / 45% damage per second / 3 seconds / 2% Reiatsu
Level 3 (10,500 Hakuda): 5 meters / 50% damage per second / 4 seconds / 2% Reiatsu
Level 4 (11,000 Hakuda): 6 meters / 55% damage per second / 4 seconds / 3% Reiatsu
Level 5 (11,500 Hakuda): 6 meters / 60% damage per second / 5 seconds / 3% Reiatsu
Level 6 (12,000 Hakuda): 6 meters / 65% damage per second / 5 seconds / 3% Reiatsu
Level 7 (12,500 Hakuda): 7 meters / 70% damage per second / 6 seconds / 4% Reiatsu
Level 8 (13,000 Hakuda): 7 meters / 75% damage per second / 6 seconds / 4% Reiatsu
Level 9 (13,500 Hakuda): 7 meters / 80% damage per second / 7 seconds / 4% Reiatsu
Level 10 (14,000 Hakuda): 8 meters / 85% damage per second / 7 seconds / 5% Reiatsu

Parameters

x meter(s) : Shows the maximum range of the skill expressed in meters.

x max sec. charge : Shows the maximum duration in seconds with which the user may spend charging up the skill.

+x% power per sec. charge : Shows the maximum climbing increase in final output power for every passing second of charging the skill.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

x% damage per second : Shows how much damage is incurred by the target for every passing second. The percentage equates to the output power of the skill itself. 100% indicates the full output power, with higher percentages indicating higher than normal output power, and lower percentages indicating fractional output powers. 0% means no damage is incurred.

x seconds : Shows the maximum duration in seconds the skill is active for each activation until it shuts off.

Classifications

Prerequisites: Iaiken lvl.4
Level: Class B
Connection Cost: 1,500
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target + Area of Effect
Required Class(es): Tekken


[ Sokkouji ] -- "Quick Pace" (Mov/-/-)
Practitioners of the Way of physical combat have always lived by the same principle day after day: Death is only an arm's length away. Even the most powerful of warriors can be brought down by a single weak enemy that can keep them at a distance, and as such, this Technique was conceived to help them close the distance to the enemy in a matter of seconds. For Shinigami, this skill has been labeled as Shunpo, but the ability to attack in Shunpo is beyond the reach of most, and even after it is attained, it can only be used a few times in a battle due to the strain on one's energy reserves. Sokkouji answers the need to close the gap, but also covers the need to attack as quickly as possible by being fundamentally close to Shunpo, but not as instantaneous. By concentrating for a brief moment, the user can summon Reiatsu to his or her feet and burst forward at half the speed of Shunpo, while also being capable of striking the enemy during any point of the movement with added momentum to his or her attack.

Growth


Level 1 (default): 10 steps allowed / 30% of Shunpo speed / 5 Reiatsu per step
Level 2 (3,000 Hohou): 12 steps allowed / 35% of Shunpo speed / 5 Reiatsu per step
Level 3 (4,000 Hohou): 13 steps allowed / 40% of Shunpo speed / 5 Reiatsu per step
Level 4 (5,000 Hohou): 14 steps allowed / 45% of Shunpo speed / 5 Reiatsu per step
Level 5 (6,000 Hohou): 15 steps allowed / 50% of Shunpo speed / 5 Reiatsu per step
Level 6 (7,000 Hohou): 16 steps allowed / 55% of Shunpo speed / 5 Reiatsu per step
Level 7 (8,000 Hohou): 17 steps allowed / 60% of Shunpo speed / 5 Reiatsu per step
Level 8 (9,000 Hohou): 18 steps allowed / 65% of Shunpo speed / 5 Reiatsu per step
Level 9 (10,000 Hohou): 19 steps allowed / 70% of Shunpo speed / 5 Reiatsu per step
Level 10 (11,000 Hohou): 20 steps allowed / 75% of Shunpo speed / 5 Reiatsu per step

Parameters

x steps allowed : Shows the number of steps that the user may take while still under the effect of the skill.

x% of Shunpo speed : Shows the speed of the skill in relation to the speed of the user's Shunpo.

x Reiatsu per step : Shows how much of the user's Reiatsu is consumed for every step taken under the skill's effect.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 600
Type: Technique
Status: Single-Class
Activity:] Full Active
Target: Self
Required Class(es): Reppuu


[ Nukite ] -- "Spear Hand" (Atk/Sta/-)
A simple Hakuda Technique, where the user concentrates his or her Reiatsu into his or her flatly-positioned hands, coating them with a thick aura of energetic pressure. With this, it is possible for the user to pierce through most surfaces and matter. It may also be used to injure an opponent, however, the damage induced is rarely enough to warrant a critical injury.

Nukite is mainly used to subdue or weaken a part of an opponent's body. Once this Technique is applied to an opponent, it forces out small amounts of energy to disrupt the flow of power into the stricken parts of the body, causing it to numb over at an alarming speed. It basically disrupts the effective functions of that area for a certain amount of time, afterwards it would return to normalcy. Unlike many other skills, the energy required to use Nukite stays constant throughout all levels of mastery, which is 50 Reiatsu for every time it is used.

Calculations


Output Power:
1/x Hakuda + 50 Reiatsu = output power

Growth

Level 1 (default): 1/10th Hakuda damage / 225% object damage
Level 2 (500 Hakuda): 1/10th Hakuda damage / 250% object damage
Level 3 (750 Hakuda): 1/10th Hakuda damage / 275% object damage
Level 4 (1,000 Hakuda): 1/9th Hakuda damage / 300% object damage
Level 5 (1,250 Hakuda): 1/9th Hakuda damage / 325% object damage
Level 6 (1,500 Hakuda): 1/9th Hakuda damage / 350% object damage
Level 7 (1,750 Hakuda): 1/8th Hakuda damage / 375% object damage
Level 8 (2,000 Hakuda): 1/8th Hakuda damage / 400% object damage
Level 9 (2,250 Hakuda): 1/8th Hakuda damage / 425% object damage
Level 10 (2,500 Hakuda): 1/7th Hakuda damage / 450% object damage

~Continued
Level 1 : 5% numb / 3 seconds
Level 2 : 10% numb / 6 seconds
Level 3 : 15% numb / 9 seconds
Level 4 : 20% numb / 12 seconds
Level 5 : 25% numb / 15 seconds
Level 6 : 30% numb / 18 seconds
Level 7 : 35% numb / 21 seconds
Level 8 : 40% numb / 24 seconds
Level 9 : 45% numb / 27 seconds
Level 10 : 50% numb / 30 seconds

Parameters

x/y Hakuda damage : Shows the Hakuda value to be used in figuring out the skill's output power.

x% object damage : Shows the additional or decreased damage capacity against objects with little or no spiritual integrity. 100% indicates normal damage capacity. Percentages higher than 100% indicate greater damage capacity against objects, while percentages lower than 100% indicate decreased damage capacity against objects. 0% indicates that no damage may be dealt against objects.

x% numb : Shows the intensity of the numbness suffered by a struck target. 0% indicates no numbness. Percentages higher than 0% indicate numbness with increasing levels. 100% indicates the subjugation of nerves within the affected area.

x seconds : Shows the maximum duration in seconds the skill's effect is active for each activation until it shuts off. Unless otherwise noted, the user may prematurely shut off the effect of the skill whenever he or she desires.

Classifications

Prerequisites:
Level: Class D
Connection Cost: 250
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Tekken


[ Oni Tsugikomi ] -- "Demon Imbuement" (Aur/-/-)
Shinigami possess a myriad of Zanpakutou types whenever they are released, whether they be swords, scythes, staffs, fans, armor, and so forth. As such, many Shinigami encounter a problem in which they must utilize both hands to successfully control and wield their powerful Zanpakutou, consequently hampering their ability to cast even the simplest of Kidou spells.

However, this problem may be remedied with the Oni Tsugikomi teaching, where instead of having to rely upon one's hands to cast Kidou spells, it is possible for the user to channel the Kidouryoku through his or her arms and into the Zanpakutou, whereby the weapon may be used to directly fire off the given Kidou spell. Though, Oni Tsugikomi can only be used if both hands are occupied with holding the Zanpakutou, as Kidouryoku needs to flow through both arms instead of just one.

Calculations


Output Speed
(Kidou stat * spell speed) + 1/x Zanjutsu = output spell speed

Growth

Level 1 (default): add 1/19th Zanjutsu to spell speed / 97% cast time
Level 2 (3 uses): add 1/19th Zanjutsu to spell speed / 94% cast time
Level 3 (6 uses): add 1/18th Zanjutsu to spell speed / 91% cast time
Level 4 (9 uses): add 1/18th Zanjutsu to spell speed / 88% cast time
Level 5 (12 uses): add 1/17th Zanjutsu to spell speed / 85% cast time
Level 6 (15 uses): add 1/17th Zanjutsu to spell speed / 82% cast time
Level 7 (18 uses): add 1/16th Zanjutsu to spell speed / 79% cast time
Level 8 (21 uses): add 1/16th Zanjutsu to spell speed / 76% cast time
Level 9 (24 uses): add 1/15th Zanjutsu to spell speed / 73% cast time
Level 10 (27 uses): add 1/15th Zanjutsu to spell speed / 70% cast time

Parameters

add x/y Zanjutsu to spell speed : Shows the portion of Zanjutsu that is added to the cast Kidou's spell speed. This applies only to Hadou and Bakudou spells.

x% cast time : Shows how the cast time of any cast Kidou spell is affected by the skill. 100% is normal casting time. Percentages lower than 100% indicate reduced cast times, while percentages larger than 100% indicate increased cast times. 0% indicates an instantaneous cast time.

Classifications

Prerequisites:
Level: Class D
Connection Cost: 200
Type: Ability
Status: Single-Class
Activity: Passive Active
Target: Self
Required Class(es): Shion


[ Onidama ] -- "Demon Jewel" (Atk/Mov/-)
The sister Technique to the Zanjutsu-oriented Hakkoushi. Onidama stresses raw physical prowess and speed to allow the user to strike the foe swiftly and effectively. This is done by propelling oneself towards the target and ambushing the opponent with a concentrated attack, which itself is of refined accuracy and potent damaging potential. It is because of this pinpoint precision that the impacted area may suffer severe damage.

Like Hakkoushi, Onidama is a relatively short-ranged attack, and its power increases the more steps the user takes while in Shunpo due to the rapid buildup of momentum. For every step of Shunpo that the user takes with this skill, his or her output power increases by +10%. However, this power bonus will only apply once Onidama reaches beyond level 1 in proficiency, and the maximum steps of Shunpo that the user can take with Onidama is twenty steps. The cost of this skill is the base cost plus the Reiatsu needed to produce Shunpo. Onidama has a high rate of success against opponent's whose averaged Hakuda and Hohou are lower than the user's averaged Hakuda and Hohou. Otherwise, the Technique may fail.

Calculations


Output Power:
(1/5th Hakuda + Reiatsu cost (not Shunpo cost)) * (x% momentum power) = output power

Growth

Level 1 (default) : 10 steps max / 500 Reiatsu (no power bonus)
Level 2 (9,000 Hakuda) : 12 steps max / 550 Reiatsu
Level 3 (10,000 Hakuda) : 13 steps max / 600 Reiatsu
Level 4 (11,000 Hakuda) : 14 steps max / 650 Reiatsu
Level 5 (12,000 Hakuda) : 15 steps max / 700 Reiatsu
Level 6 (13,000 Hakuda) : 16 steps max / 750 Reiatsu
Level 7 (14,000 Hakuda) : 17 steps max / 800 Reiatsu
Level 8 (15,000 Hakuda) : 18 steps max / 850 Reiatsu
Level 9 (16,000 Hakuda) : 19 steps max / 900 Reiatsu
Level 10 (17,000 Hakuda) : 20 steps max / 950 Reiatsu

Parameters

x steps max : Shows the maximum range of the skill in terms of Shunpo steps.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Prerequisites:
Level: Class A
Connection Cost: 2,700
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tekken


[ Onko no Fuuin ] -- "Seal of the Hidden Tiger" (Aur/--/--)
The majestic Tiger grants its blessing only to those standing in either sun or moonlight, usually visible in the form of a striped, ethereal tattoo branded all around both the user's and the opponent's neck and shoulder crowns. Onko no Fuuin is a powerful seal that disables a certain number of either the opponent's Kidou spells or Techniques/Abilities. Hollow skills are also subject to being sealed in this manner. Any boosts, modifications, and/or effects (but not damage) previously derived from the disabled skills are automatically cancelled out. Onko no Fuuin may be only be re-used three rounds after its dissipation, and the user must be standing in direct sun or moonlight.

Growth


Level 1 (default) : seal 2 Kidou or 1 Techs /Ability / 1% Reiatsu / 1 rounds
Level 2 (9,000 Reiatsu) : seal 2 Kidou or 1 Techs /Abilities / 2% Reiatsu / 2 rounds
Level 3 (12,000 Reiatsu) : seal 4 Kidou or 2 Techs/Abilities / 3% Reiatsu / 3 rounds
Level 4 (15,000 Reiatsu) : seal 4 Kidou or 2 Techs /Abilities / 4% Reiatsu / 4 rounds
Level 5 (18,000 Reiatsu) : seal 6 Kidou or 3 Techs /Abilities / 5% Reiatsu / 5 rounds
Level 6 (21,000 Reiatsu) : seal 6 Kidou or 3 Techs /Abilities / 6% Reiatsu / 6 rounds
Level 7 (24,000 Reiatsu) : seal 8 Kidou or 4 Techs /Abilities / 7% Reiatsu / 7 rounds
Level 8 (27,000 Reiatsu) : seal 8 Kidou or 4 Techs /Abilities / 8% Reiatsu / 8 rounds
Level 9 (30,000 Reiatsu) : seal 10 Kidou or 5 Techs /Abilities / 9% Reiatsu / 9 rounds
Level 10 (33,000 Reiatsu) : seal 10 Kidou or 5 Techs /Abilities / 10% Reiatsu / 10 rounds

Parameters

seal x Kidou or y Techs/Abilities : Shows the maximum number of the target's equipped Kidou spells or Techniques/Abilities that can be sealed. This also includes any and all Hollow skills. Unless otherwise noted, the user of the skill chooses which to seal.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,100
Type: Technique
Status: Dual-Class
Activity: Active Passive
Target: Single Target
Required Class(es): Suiseki + Kaisei


[ Ryouhakudou ] -- " Soul Pulsation" (Aur/Def/Atk)
Ryouhakudou is an Ability which explores a simple idea and makes full use of the possibilities behind it, many of which are both offensive and defensive. The Ability is utilized by expending an amount of one's Reiatsu into one's sealed Zanpakutou. This energy acts similar to the way a magnet does; it attracts large quantities of Reiatsu from the air. The gathering of this Reiatsu, and by extension various small items, has been documented to create a sound similar to air rushing out of compressed tank. This Reiatsu does not enter the Zanpakutou; no, it merely gathers around the outside, slowly grinding away the metal. When an adequate amount has been gathered around the blade (one round charge time), the user then releases the energy, creating a sort of rubber band effect. The energy snaps outwards and acts in one of three ways, based upon how much Reiatsu used.

The simplest method directs the Reiatsu in one direction, taking a form similar to a Zangeki; it counteracts any attack whose output power is valued less than the sum of 1/5 of the user's Zanjutsu/Hakuda (depending on how the energy was 'thrown' back) plus the amount of Reiatsu that was captured during the charge time.

The second method involves consuming 3% of one's Reiatsu in the form of a wall of energy and air. This creates a multi-directional counterdefense that is capable of warding off multiple or large-sized attacks whose output power is valued lesser than its output defense.

The final use consumes 5% of ones Reiatsu and releases the snapping effect in the form of a dome; this particular use can ward off a wider range of attacks rated equal to or below its output defense. Also of note is that the opponents themselves can easily be blown back by the force of the release upon coming into contact with the dome.

However, after using this Ability, the user will experience a recoil, during which he or she may not use this Ability again until the recoil passes over.

Calculations


Output Power:
1/5th Zanjutsu + Captured Reiatsu = counteractive output power of Zangeki

Output Defense:
(Captured Reiatsu + Reiatsu cost) * (x% defense power) = output defense

First Method
Level 1 (default) : 1~4,000 output power absorb / 2 round hold / 2 round recoil
Level 2 (11,000 Reiatsu) : 1~5,000 output power absorb / 2 round hold / 2 round recoil
Level 3 (13,000 Reiatsu) : 1~6,000 output power absorb / 2 round hold / 2 round recoil
Level 4 (15,000 Reiatsu) : 1~7,000 output power absorb / 3 round hold / 2 round recoil
Level 5 (17,000 Reiatsu) : 1~8,000 output power absorb / 3 round hold / 3 round recoil
Level 6 (19,000 Reiatsu) : 1~9,000 output power absorb / 3 round hold / 3 round recoil
Level 7 (21,000 Reiatsu) : 1~10,000 output power absorb / 4 round hold / 3 round recoil
Level 8 (23,000 Reiatsu) : 1~11,000 output power absorb / 4 round hold / 3 round recoil
Level 9 (25,000 Reiatsu) : 1~12,000 output power absorb / 4 round hold / 4 round recoil
Level 10 (27,000 Reiatsu) : 1~13,000 output power absorb / 5 round hold / 4 round recoil

Parameters

x~y output power absorb : Shows the range of output powers that the skill is able to both nullify and absorb.

x round hold : Shows the maximum number of rounds that the user is able sustain a certain aspect of the skill's effect.

x round recoil : Shows the number of rounds after the skill's effect has deactivated that are needed to pass before the skill may be used again.

Second Method
Level 1 (default) : 120% defense power / 1 meter pushback / 3 seconds / 2% Reiatsu
Level 2 (11,000 Reiatsu) : 140% defense power / 1 meter pushback / 6 seconds / 2% Reiatsu
Level 3 (13,000 Reiatsu) : 160% defense power / 2 meter pushback / 9 seconds / 2% Reiatsu
Level 4 (15,000 Reiatsu) : 180% defense power / 2 meter pushback / 12 seconds / 3% Reiatsu
Level 5 (17,000 Reiatsu) : 200% defense power / 3 meter pushback / 15 seconds / 3% Reiatsu
Level 6 (19,000 Reiatsu) : 220% defense power / 3 meter pushback / 18 seconds / 3% Reiatsu
Level 7 (21,000 Reiatsu) : 240% defense power / 4 meter pushback / 21 seconds / 4% Reiatsu
Level 8 (23,000 Reiatsu) : 260% defense power / 4 meter pushback / 24 seconds / 4% Reiatsu
Level 9 (25,000 Reiatsu) : 280% defense power / 5 meter pushback / 27 seconds / 4% Reiatsu
Level 10 (27,000 Reiatsu) : 300% defense power / 5 meter pushback / 30 seconds / 5% Reiatsu

Parameters

x% defense power : Shows how the given skill modifies the base output defense. For instance, if the base output defense is 5,000, and "150% defense power" is acquired, then the resulting output defense becomes 7,500.

x meter pushback : Shows the average distance with which targets caught within the skill's effect are pushed back, expressed in meters.

x seconds : Shows the maximum duration in seconds the skill is active for each activation until it shuts off.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Third Method
Level 1 (default) : 140% defense power / 2 seconds / 4% Reiatsu
Level 2 (11,000 Reiatsu) : 180% defense power / 4 seconds / 4% Reiatsu
Level 3 (13,000 Reiatsu) : 220% defense power / 6 seconds / 5% Reiatsu
Level 4 (15,000 Reiatsu) : 260% defense power / 8 seconds / 5% Reiatsu
Level 5 (17,000 Reiatsu) : 300% defense power / 10 seconds / 6% Reiatsu
Level 6 (19,000 Reiatsu) : 340% defense power / 12 seconds / 6% Reiatsu
Level 7 (21,000 Reiatsu) : 380% defense power / 14 seconds / 7% Reiatsu
Level 8 (23,000 Reiatsu) : 420% defense power / 16 seconds / 7% Reiatsu
Level 9 (25,000 Reiatsu) : 460% defense power / 18 seconds / 8% Reiatsu
Level 10 (27,000 Reiatsu) : 500% defense power / 20 seconds / 8% Reiatsu

Parameters

x% defense power : Shows how the given skill modifies the base output defense. For instance, if the base output defense is 5,000, and "150% defense power" is acquired, then the resulting output defense becomes 7,500.

x seconds : Shows the maximum duration in seconds the skill is active for each activation until it shuts off.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class A
Connection Cost: 2,200
Type: Ability
Status: Dual-Class
Activity: Full Active
Target: Various
Required Class(es): Kuren + Tesshin/Suiyou


[ Sakuganki ] -- "Rock Drill" (Atk/-/-)
A sword Technique that utilizes advanced Reiatsu control to repeatedly anchor the tip of a sword onto a target point. Repeated withdrawals of the blade away from the target, and the subsequent attraction of the blade's tip towards it creates a series of thrusting attacks that, with sufficient skill, can create a drill-like force that can punch through a target, or burrow through various obstructions. Each successful stab will strengthen the following stab, allowing the power of the attack to build up, rather than degrade over time.

Calculations


Output Power:
(1/5th Zanjutsu + Reiatsu cost) + (x% power per succeeding stab) = output power of one stab

Growth

Level 1 (default) : 3 stabs / +1% power per succeeding stab / 20 Reiatsu per stab
Level 2 (1,000 Zanjutsu) : 4 stabs / +2% power per succeeding stab / 25 Reiatsu per stab
Level 3 (1,500 Zanjutsu) : 5 stabs / +3% power per succeeding stab / 30 Reiatsu per stab
Level 4 (2,000 Zanjutsu) : 6 stabs / +4% power per succeeding stab / 35 Reiatsu per stab
Level 5 (2,500 Zanjutsu) : 7 stabs / +5% power per succeeding stab / 40 Reiatsu per stab
Level 6 (3,000 Zanjutsu) : 8 stabs / +6% power per succeeding stab / 45 Reiatsu per stab
Level 7 (3,500 Zanjutsu) : 9 stabs / +7% power per succeeding stab / 50 Reiatsu per stab
Level 8 (4,000 Zanjutsu) : 10 stabs / +8% power per succeeding stab / 55 Reiatsu per stab
Level 9 (4,500 Zanjutsu) : 11 stabs / +9% power per succeeding stab / 60 Reiatsu per stab
Level 10 (5,000 Zanjutsu) : 12 stabs / +10% power per succeeding stab / 65 Reiatsu per stab

Parameters

x stab(s) : Shows the maximum number of stabs of a weapon that the user is able to execute under the skill's effect.

x% power per succeeding stab : Shows the buildup of bonus output power for every succeeding stab executed.

x Reiatsu per stab : Shows how much Reiatsu is consumed for every stab of a weapon under the skill's effect is executed.

Classifications

Prerequisites:
Level: Class D
Connection Cost: 1,100
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Senkyou


[ Seimokuto no Fuuin ] -- "Seal of the Blue-Eyed Hare" (Aur/--/--)
Only by being in considerable motion may the Hare grant its protection. The Hare's flowing crest appears all around both of the target's knees, shins, and feet, signifying its consent. Seimokuto no Fuuin locks down the target's Hohou, meaning that all boosts/decreases made to it and all effects that modify Hohou-related aspects not only last longer, but are also protected from being modified in anyway by anyone. This seal cannot lock down boosts and/or decreases that last shorter than one turn. If the seal is struck with a considerable amount of force (not from the target), it will instantly vanish. The user may only execute the allocation of this seal while in exerted, constant motion (ie., running, sprinting, jumping).

Growth


Level 1 (default) : 2 rounds / 1~1,000 output power resistance / 200 Reiatsu
Level 2 (3,500 Reiatsu) : 2 rounds / 1~1,500 output power resistance / 250 Reiatsu
Level 3 (4,500 Reiatsu) : 3 rounds / 1~2,000 output power resistance / 300 Reiatsu
Level 4 (5,500 Reiatsu) : 3 rounds / 1~2,500 output power resistance / 350 Reiatsu
Level 5 (6,500 Reiatsu) : 4 rounds / 1~3,000 output power resistance / 400 Reiatsu
Level 6 (7,500 Reiatsu) : 4 rounds / 1~3,500 output power resistance / 450 Reiatsu
Level 7 (8,500 Reiatsu) : 5 rounds / 1~4,000 output power resistance / 500 Reiatsu
Level 8 (9,500 Reiatsu) : 5 rounds / 1~4,500 output power resistance / 550 Reiatsu
Level 9 (10,500 Reiatsu) : 6 rounds / 1~5,000 output power resistance / 600 Reiatsu
Level 10 (11,500 Reiatsu) : 6 rounds / 1~5,500 output power resistance / 650 Reiatsu

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x~y output power resistance : Shows the range of output powers that the skill's effect can resist without collapsing.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 450
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Suiseki


[ Senka ] -- "Flash Flower" (Atk/Sta/Mov)
An offensive sword Technique that specially utilizes Shunpo, where the Shinigami effectively moves behind the target, and in one swift, accurate attack, proceeds to stab the unguarded opponent. Because of the 'free-target' nature of this attack, it is possible to destroy the opponent's Hakusui and Saketsu in a single attack sweep (though this requires PC permission beforehand). If the opponent's averaged Zanjutsu and Hohou are rated less than half of the user's averaged Zanjutsu and Hohou, then Senka is guaranteed to hit.

Calculations


Output Power:
1/5th Zanjutsu * x% power = output power of each stab

Output Speed:
Final Hohou * x% speed = output Shunpo speed

Growth

Level 1 (default) : 1 stab / 110% speed / 105% power / 12 Reiatsu per Shunpo step
Level 2 (9,500 Zanjutsu) : 1 stab / 114% speed / 110% power / 12 Reiatsu per Shunpo step
Level 3 (11,000 Zanjutsu) : 1 stab / 116% speed / 115% power / 12 Reiatsu per Shunpo step
Level 4 (12,500 Zanjutsu) : 1 stab / 118% speed / 120% power / 12 Reiatsu per Shunpo step
Level 5 (14,000 Zanjutsu) : 2 stabs / 120% speed / 125% power / 13 Reiatsu per Shunpo step
Level 6 (15,500 Zanjutsu) : 2 stabs / 122% speed / 130% power / 13 Reiatsu per Shunpo step
Level 7 (17,000 Zanjutsu) : 2 stabs / 124% speed / 135% power / 13 Reiatsu per Shunpo step
Level 8 (18,500 Zanjutsu) : 2 stabs / 126% speed / 140% power / 13 Reiatsu per Shunpo step
Level 9 (20,000 Zanjutsu) : 3 stabs / 128% speed / 145% power / 14 Reiatsu per Shunpo step
Level 10 (21,500 Zanjutsu) : 3 stabs / 130% speed / 150% power / 14 Reiatsu per Shunpo step

~Continued
Level 1 : 12 Reiatsu per Shunpo step
Level 2 : 12 Reiatsu per Shunpo step
Level 3 : 12 Reiatsu per Shunpo step
Level 4 : 12 Reiatsu per Shunpo step
Level 5 : 13 Reiatsu per Shunpo step
Level 6 : 13 Reiatsu per Shunpo step
Level 7 : 13 Reiatsu per Shunpo step
Level 8 : 13 Reiatsu per Shunpo step
Level 9 : 14 Reiatsu per Shunpo step
Level 10 : 14Reiatsu per Shunpo step

Parameters

x stab(s) : Shows the maximum number of stabs of a weapon that the user is able to execute under the skill's effect.

x% speed : Shows the speed of the skill. 100% indicates the user's normal speed capacity; percentages higher than 100% indicate that the skill can be executed with a greater magnitude of speed, while percentages lower than 100% indicate that the skill is slower than the user's normal speed. 0% indicates that the skill is nullified.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x Reiatsu per Shunpo step : Shows the Reiatsu consumed for every step of Shunpo executed. This replaces the normal cost of Shunpo, which is 10 Reiatsu per step.

Classifications

Prerequisites: Sakuganki lvl.10
Level: Class A
Connection Cost: 3,100
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Senkyou


[ Shippuu ] -- "Gale" (Atk/-/-)
A sword Technique which, with the force of a torrential gale, the user concentrates the essence of his or her Reiatsu into his or her arms and weapon, and proceeds to execute a swift flurry of cutting strokes against the target. These wild strikes allow for a large number of attacks to be dished out in as little time as possible. While this makes it difficult for the enemy to dodge and/or defend, because of the wild nature of the attack, Shippuu is not in itself an accurate attack, but rather makes use of its 'size' to land hits on the opponent.

Calculations


Output Power:
1/10th Zanjutsu + Reiatsu cost = output power per stroke

Growth

Level 1 (default) : 3 strokes / 50% accuracy / 20 Reiatsu per stroke
Level 2 (1,000 Zanjutsu) : 4 strokes / 53% accuracy / 25 Reiatsu per stroke
Level 3 (1,500 Zanjutsu) : 5 strokes / 56% accuracy / 30 Reiatsu per stroke
Level 4 (2,000 Zanjutsu) : 6 strokes / 59% accuracy / 35 Reiatsu per stroke
Level 5 (2,500 Zanjutsu) : 7 strokes / 62% accuracy / 40 Reiatsu per stroke
Level 6 (3,000 Zanjutsu) : 8 strokes / 65% accuracy / 45 Reiatsu per stroke
Level 7 (3,500 Zanjutsu) : 9 strokes / 68% accuracy / 50 Reiatsu per stroke
Level 8 (4,000 Zanjutsu) : 10 strokes / 71% accuracy / 55 Reiatsu per stroke
Level 9 (4,500 Zanjutsu) : 11 strokes / 74% accuracy / 60 Reiatsu per stroke
Level 10 (5,000 Zanjutsu) : 12 strokes / 77% accuracy / 65 Reiatsu per stroke

Parameters

x stroke(s) : Shows the maximum number of strokes of a weapon that the user is able to execute under the skill's effect.

x% accuracy : Shows how accurate the skill is in terms of hitting the target. 100% accuracy is normal. Percentages beyond 100% indicate increased accuracy, while percentages lower than 100% indicate poorer accuracy. 0% indicates that the skill will not be able to hit a moving target.

x Reiatsu per stroke : Shows how much Reiatsu is consumed for every stroke of a weapon under the skill's effect is executed.

Classifications

Prerequisites:
Level: Class D
Connection Cost: 400
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target / Area of Effect
Required Class(es): Senkyou


[ Shaowanzaru no Fuuin ] -- "Seal of the Short-Armed Monkey" (Aur/--/--)
By outstretching one's arms, the user may bestow the luck of the Monkey. A swirling network of sigils is burnt onto the target's arms and hands, marking the presence of the seal. Shaowanzaru no Fuuin locks the target's Zanjutsu and Hakuda, all boosts/decreases made to them, and all effects that modify Zanjutsu and Hakuda-related aspects very much in the same way as Seimokuto no Fuuin. This seal cannot lock down boosts and/or decreases that last shorter than one turn. Releasing a weapon or relaxing the arms into a non-combative stance for five seconds will cause the seal to prematurely vanish. This seal may only be bestowed if the user outstretches his/her arms out.

Growth


Level 1 (default) : 2 rounds / 250 Reiatsu
Level 2 (3,500 Reiatsu) : 2 rounds / 300 Reiatsu
Level 3 (4,500 Reiatsu) : 3 rounds / 350 Reiatsu
Level 4 (5,500 Reiatsu) : 3 rounds / 400 Reiatsu
Level 5 (6,500 Reiatsu) : 4 rounds / 450 Reiatsu
Level 6 (7,500 Reiatsu) : 4 rounds / 500 Reiatsu
Level 7 (8,500 Reiatsu) : 5 rounds / 550 Reiatsu
Level 8 (9,500 Reiatsu) : 5 rounds / 600 Reiatsu
Level 9 (10,500 Reiatsu) : 6 rounds / 650 Reiatsu
Level 10 (11,500 Reiatsu) : 6 rounds / 700 Reiatsu

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 500
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Suiseki


[ Tamashii no Hikari ] -- "Soul's Light" (Def/-/-)
When one is fighting another of equal or greater strength, such fights usually become much more than a war of attrition. Stamina and endurance are a large part of the fight, and those who do not have such things often find themselves at a disadvantage when confronted with many physical blows. Tamashii no Hikari is an Ability that allows for one to successfully cancel out spiritual attacks by working to a similar degree to Hanki. This is done by concentrating one's Reiryoku to a single point in space, letting waves of it fall out. Using this energy, the user then explodes it outwards just as the antagonistic spiritual attack flows through it. This disrupts the flow of the attack and degenerates its spiritual core, therefore rendering the 'special' aspect of the attack useless. Tamashii no Hikari can only be used to counter a single attack at a time, after which there is a recoil period in which it cannot be used again.

Growth


Level 1 (default) : 1~1,500 output power null / 40% output power cost
Level 2 (9,000 Reiatsu) : 1~3,000 output power null / 38% output power cost
Level 3 (10,000 Reiatsu) : 1~4,500 output power null / 36% output power cost
Level 4 (12,000 Reiatsu) : 1~6,000 output power null / 34% output power cost
Level 5 (13,000 Reiatsu) : 1~7,500 output power null / 32% output power cost
Level 6 (14,000 Reiatsu) : 1~9,000 output power null / 30% output power cost
Level 7 (15,000 Reiatsu) : 1~10,500 output power null / 28% output power cost
Level 8 (16,000 Reiatsu) : 1~12,000 output power null / 26% output power cost
Level 9 (17,000 Reiatsu) : 1~13,500 output power null / 24% output power cost
Level 10 (18,000 Reiatsu) : 1~15,000 output power null / 22% output power cost

~Continued
Level 1 : 1 round recoil
Level 2 : 2 round recoil
Level 3 : 2 round recoil
Level 4 : 2 round recoil
Level 5 : 2 round recoil
Level 6 : 3 round recoil
Level 7 : 3 round recoil
Level 8 : 3 round recoil
Level 9 : 3 round recoil
Level 10 : 4 round recoil


Parameters

x~y output power null : Shows the range of output powers that the skill is able to nullify. The skill cannot nullify any attack with an output power higher than what the range allows.

x% output power cost : Shows the Reiatsu cost equivalent to the value in terms of the affected output power. For instance, if an attack with an output power of 10,000 was nullified, and 28% output power cost needs to be paid, then 2,800 Reiatsu is consumed as the result of nullifying that attack.

x round recoil : Shows the number of rounds after the skill's effect has deactivated that are needed to pass before the skill may be used again.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,200
Type: Ability
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Suiyou


[ Shin no Sou ] -- "Burial of Gods" (Aur/Sta/--)
A number of spiritual sects once believed that the habitat of the gods could never be entered, or much less approached by humans, and reasoned this by coming to the conclusion that no mortal could ever hope to survive in the incomprehensible climate of such a divine environment. Enlightenment, that which is sought after by most, if not all schools of spiritual practice, has been popularly believed to have been derived from and bestowed by the Way of Heaven, and by taking that reasoning, a certain spiritual group devoted itself towards developing a new way to gain enlightenment. This method was kept as a secret, yet somehow, it has made itself apparent once again in the form of a hostile skill, and it is now known that the said method strove to turn an immediate environment into a living hell, one that only a god may dwell within.

The extremely volatile skill of Shin no Sou bears methodologies derived from the Hankyoukan Kai abilities. By unleashing several fine-tuned, yet enormous bursts of Reiatsu, the user is able to negatively harrow Reishi within the immediate environment. The result is a battlefield "intensified" many times over. In other words, all climatic characteristics become highly amplified, thus creating an atmosphere of utmost sensual hostility. Examples of such effects include the intensification of humidity, air pressure, general temperature trait, light/shadow contrasts, the exponential amplification of sounds, etc. Such an environment causes antagonistic effects upon Reiatsu emission and flow, resulting in a continuous loss of Reiatsu for all soul forms within Shin no Sou's area of influence. This skill lasts indefinitely, and can only be cancelled out by either the initial user or another user of Shin no Sou. To cancel out Shin no Sou, a series of Reiatsu bursts with magnitudes and frequencies double that of the initial activation bursts must be fired outward.

Growth


Level 1 (default) : 3 rounds / -2% Reiatsu penalty per round (non-user)
Level 2 (20,000 Reiatsu) : 3 rounds / -2% Reiatsu penalty per round (non-user)
Level 3 (22,000 Reiatsu) : 4 rounds / -2% Reiatsu penalty per round (non-user)
Level 4 (24,000 Reiatsu) : 4 rounds / -3% Reiatsu penalty per round (non-user)
Level 5 (26,000 Reiatsu) : 5 rounds / -3% Reiatsu penalty per round (non-user)
Level 6 (28,000 Reiatsu) : 5 rounds / -3% Reiatsu penalty per round (non-user)
Level 7 (30,000 Reiatsu) : 6 rounds / -4% Reiatsu penalty per round (non-user)
Level 8 (32,000 Reiatsu) : 6 rounds / -4% Reiatsu penalty per round (non-user)
Level 9 (34,000 Reiatsu) : 7 rounds / -4% Reiatsu penalty per round (non-user)
Level 10 (36,000 Reiatsu) : 7 rounds / -5% Reiatsu penalty per round (non-user)

~Continued
Level 1 : 130% intensity / 1% Reiatsu per round / 5 meters
Level 2 : 160% intensity / 1% Reiatsu per round / 5 meters
Level 3 : 190% intensity / 1% Reiatsu per round / 6 meters
Level 4 : 220% intensity / 1% Reiatsu per round / 6 meters
Level 5 : 250% intensity / 1% Reiatsu per round / 7 meters
Level 6 : 280% intensity / 1% Reiatsu per round / 7 meters
Level 7 : 310% intensity / 1% Reiatsu per round / 8 meters
Level 8 : 340% intensity / 1% Reiatsu per round / 8 meters
Level 9 : 370% intensity / 1% Reiatsu per round / 9 meters
Level 10 : 400% intensity / 1% Reiatsu per round / 9 meters

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

-x% Reiatsu penalty per round : Shows the percentage of Reiatsu lost by the target(s) for every passing round. The percentage considers the total Reiatsu, not the current Reiatsu (unless otherwise stated).

x% intensity : Shows the intensity of the skill's effect. 100% is the normal intensity; percentages higher than 100% indicate increased intensity, while percentages lower than 100% indicate decreased intensity. 0% indicates the nullification of the skill's effect.

x% Reiatsu per round : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed for every passing round that the skill's effect is active.

x meter(s) : Shows the maximum range of the skill expressed in meters.

Classifications

Prerequisites:
Level: Class A
Connection Cost: 3,200
Type: Ability
Status: Dual-Class
Activity: Active Passive
Target: Area of Effect
Required Class(es): Kuren + Suiseki


[ Shinkan Daikai ] - "God Perception, Great Release" (Aur/-/-)
Shinkan Daikai is the highest form of Hankyoukan Kai. Through mastering the essence of Reiatsu control, the user is able to use one's own Reiatsu that is normally and unconsciously emitted to maintain an indefinitely constant Hankyoukan Shoukai. In other words, Hankyoukan Shoukai may be maintained for days on end at almost no cost at all. Because such a high level of Reiatsu is required to learn this Technique, its effect is virtually impervious to anything the opponent can do to it.

Releasing Shinkan Daikai's highest effect grants the user supreme senses and new eyesight, even if the user has no eyes to begin with. The power that is usually concentrated for this Technique's effect gathers at the eye sockets and the visual/sensory components of the brain. With this, the user is able to "see" clearly and perfectly, with a field of vision that improves as the user grows stronger. Also within Shinkan Daikai's effect, the user is able to partially see through low to mid-level illusions, since it is not actually the user's eyes that allow him or her to see, but the energy derived from Shinkan Daikai itself.

Growth


Level 1 (default) : 90 ° vision / 97% illusion / 2 rounds / 200 Reiatsu
Level 2 (13,000 Reiatsu) : 120 ° vision / 94% illusion / 2 rounds / 220 Reiatsu
Level 3 (14,000 Reiatsu) : 150 ° vision / 91% illusion / 3 rounds / 240 Reiatsu
Level 4 (15,000 Reiatsu) : 180 ° vision / 88% illusion / 3 rounds / 260 Reiatsu
Level 5 (16,000 Reiatsu) : 210 ° vision / 85% illusion / 4 rounds / 280 Reiatsu
Level 6 (17,000 Reiatsu) : 240 ° vision / 82% illusion / 4 rounds / 300 Reiatsu
Level 7 (18,000 Reiatsu) : 270 ° vision / 79% illusion / 5 rounds / 320 Reiatsu
Level 8 (19,000 Reiatsu) : 300 ° vision / 76% illusion / 5 rounds / 340 Reiatsu
Level 9 (20,000 Reiatsu) : 330 ° vision / 73% illusion / 6 rounds / 360 Reiatsu
Level 10 (21,000 Reiatsu) : 360 ° vision / 70% illusion / 6 rounds / 380 Reiatsu

Parameters

x ° vision : Shows the maximum field of vision that the user is capable of seeing. The greater the degrees, the greater the field of vision.

x% illusion : Shows the effectiveness of foreign illusions whenever the skill is active. For instance, if "50% illusion" is acquired, that means the user may see through half of all given illusions.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites: Hankyoukan Shoukai lvl.10 (replaces)
Level: Class A
Connection Cost: 1,800
Type: Ability
Status: Single-Class
Activity: Full Passive / Active Passive
Target: Self
Required Class(es): Kaisei, Shuyoku


[ Shin'ishikengo ] -- "Firm Will of Gods" (Bst/-/-)
An Ability that empowers the user's Shikai by drawing energy from the inactive Ban Kai reserves. Because of the immense energy redirected, this power works to further enhance the user's fighting capability, as well as the potency of his or her Shikai. However, though this draws power from Ban Kai, the Shikai itself is not changed in anyway, other than becoming stronger. Also, this requires Shikai to be released before the enhancements can be experienced.

Growth


Level 1 (default) : 1 stat / +1% per round / +10% max boost / 104% Shikai
Level 2 (17,000 Reiatsu) : 1 stat / +1% per round / +10% max boost / 108% Shikai
Level 3 (20,000 Reiatsu) : 1 stat / +2% per round / +15% max boost / 112% Shikai
Level 4 (23,000 Reiatsu) : 1 stat / +2% per round / +15% max boost / 116% Shikai
Level 5 (26,000 Reiatsu) : 1 stat / +3% per round / +20% max boost / 120% Shikai
Level 6 (29,000 Reiatsu) : 2 stats / +3% per round / +20% max boost / 124% Shikai
Level 7 (32,000 Reiatsu) : 2 stats / +4% per round / +25% max boost / 128% Shikai
Level 8 (35,000 Reiatsu) : 2 stats / +4% per round / +25% max boost / 132% Shikai
Level 9 (38,000 Reiatsu) : 2 stats / +5% per round / +30% max boost / 136% Shikai
Level 10 (41,000 Reiatsu) : 2 stats / +5% per round / +30% max boost / 140% Shikai

Parameters

x stats : Shows the number of stats that the skill affects. The user may choose whatever the affected stats are (unless otherwise noted).

x% per round : Shows how fast the boost percentage is able to build up per given round. Buildup stops when it reaches the max boost.

x% max boost : Shows the maximum percentage that the boost's buildup can reach.

x% Shikai : Shows the resulting power level of the user's Shikai whenever this skill's effect is activated. 100% represents the normal power level of Shikai; higher percentages equate to a stronger Shikai, while lower percentages mean a weakened Shikai. 0% indicates that the Shikai is cancelled.

Classifications

Prerequisites:
Level: Class A
Connection Cost: 3,000
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Shuhai


[ Shunkou ] -- "Instant War Cry" (Aur/Atk/-)
A legendary Technique conceived several millennia ago that combines both the Shinigami arts of Hakuda and Kidou. With it, torrents of Kidouryoku can be intensely suffused all throughout the body to support the user in unarmed combat. These violent charges of energy are manifested as crackling peals of thunder radiating from the user's shoulders and back. While in this state, the user is able to output more damage from his or her strikes than normal by not only inputting the astounding levels of energy generated by Shunkou itself into every strike, but also by splitting through the natural, spiritual defenses of the target. However, this energy is not just limited to augmenting the attacks of the user, but also allows him or her to use what is called Hanki, a Technique in which the user is able to cycle the Kidouryoku generated by Shunkou into his or her limbs and set it against any attack put forth by the opposition, resulting in that attack's total cancellation. Should the circumstances call for it, though, the user can exert the rapid flows of energy and direct it towards the enemy in the form of a single, devastating tidal blast of pure Kidouryoku.

Calculations


Output Power:
(1/5th Hakuda + Reiatsu cost per round) * x% attack power = output power of normal attacks

(1/5th Hakuda + 1/10th Kidou + Reiatsu cost) * (x% power) = output power of blast attack

Shunkou State
Level 1 (default) : 4 rounds / 2% Reiatsu per round / 105% attack power
Level 2 (9,500 Hak&Kid) : 4 rounds / 2% Reiatsu per round / 105% attack power
Level 3 (11,000 Hak&Kid) : 5 rounds / 2% Reiatsu per round / 110% attack power
Level 4 (12,500 Hak&Kid) : 5 rounds / 2% Reiatsu per round / 110% attack power
Level 5 (14,000 Hak&Kid) : 6 rounds / 3% Reiatsu per round / 115% attack power
Level 6 (15,500 Hak&Kid) : 6 rounds / 3% Reiatsu per round / 115% attack power
Level 7 (17,000 Hak&Kid) : 7 rounds / 3% Reiatsu per round / 120% attack power
Level 8 (18,500 Hak&Kid) : 7 rounds / 3% Reiatsu per round / 120% attack power
Level 9 (20,000 Hak&Kid) : 8 rounds / 4% Reiatsu per round / 125% attack power
Level 10 (21,500 Hak&Kid) : 8 rounds / 4% Reiatsu per round / 125% attack power

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x% Reiatsu per round : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed for every passing round that the skill's effect is active.

x% attack power : Shows how much more or less damage the user is able to produce with normal attacks (not any other skill, unless otherwise stated). 100% attack power is the normal attack power. A percentage higher than 100% shows increased damage capability, while a percentage lower than 100% shows damage capability that is weaker than normal. 0% indicates that no damage is capable of being produced.

Shunkou Blast
Level 1 (default) : 115% power / 4% Reiatsu
Level 2 (9,500 Hak&Kid) : 130% power / 4% Reiatsu
Level 3 (11,000 Hak&Kid) : 145% power / 4% Reiatsu
Level 4 (12,500 Hak&Kid) : 160% power / 5% Reiatsu
Level 5 (14,000 Hak&Kid) : 175% power / 5% Reiatsu
Level 6 (15,500 Hak&Kid) : 190% power / 5% Reiatsu
Level 7 (17,000 Hak&Kid) : 205% power / 6% Reiatsu
Level 8 (18,500 Hak&Kid) : 220% power / 6% Reiatsu
Level 9 (20,000 Hak&Kid) : 235% power / 6% Reiatsu
Level 10 (21,500 Hak&Kid) : 250% power / 7% Reiatsu

Parameters

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class A
Connection Cost: 3,200
Type: Technique
Status: Dual-Class
Activity: Active Passive / Full Active
Target: Self / Area of Effect
Required Class(es): Tekken + Shion


[ Kokuhoumei ] -- "Dark Phoenix" (Atk/-/-)
The end result of an unknown Shunkou master's thirst of greater power. Kokuhoumei is a Technique that culminates the entirety of Shunkou's essence into a single assault. Though tremendously powerful, it will-- without fail-- deactivate the user's Shunkou and disallow its further use for the remainder of the battle, as well as any other skill that necessitates the use of Kidou and Kidouryoku for a certain amount of time.

It is by concentrating and consuming a large amount of Kidouryoku that Kokuhoumei is made possible. This amalgam of intense energy is then focused onto either one of the user's arms, at which point the thunderous webs of Kidouryoku from Shunkou shift to deep azure wing-like formations of luminous energy, all sprouting from the user's posterior. After this formation is complete, the user readies his or her stance, and executes a Shunpo towards the target, during which the user powerfully punches forth with the empowered arm. It is during the Shunpo itself that the true appearance of the attack is made most apparent: in whatever miniscule instant of time that the Shunpo is executed, the deep azure formations of energy radiating from the user brilliantly burgeons into the form of a tremendous, shrieking phoenix of pure cerulean energy, with an initial wingspan of thirty meters and a beak-to-tail length of twenty meters. The user him or herself is placed at the forefront of the phoenix, with the summit of its blazing beak enshrouding the attacking fist. After crashing into the target with this enormous amount of energy, the phoenix itself will continue to sail forth, ultimately separating from the user's body and proceeding to further devastate the opponent in its forward onslaught until it fully passes through.

Kokuhoumei is special in that the size of the phoenix grows larger as the user becomes more powerful, allowing him or her to not only bring disaster upon small groups of enemies, but potentially whole legions of them. And because the phoenix itself is a symbol of rebirth and fiery purity, if a Hollow or Hollow-type entity were to be struck by this fearsome attack, he/she/it would suffer even more damage than normal.

Calculations


Output Power:
(1/5th Hakuda + 1/5th Kidou + Reiatsu cost) * (x% power) = output power

[(1/5th Hakuda + 1/5th Kidou + Reiatsu cost) * (x% power)] * (x% damage vs. Hollow) = output power vs. Hollows

Growth

Level 1 (default) : 100% size / 140% power / 110% damage vs. Hollow
Level 2 (22,000 Hak&Kid) : 120% size / 155% power / 120% damage vs. Hollow
Level 3 (24,000 Hak&Kid) : 130% size / 170% power / 130% damage vs. Hollow
Level 4 (26,000 Hak&Kid) : 140% size / 185% power / 140% damage vs. Hollow
Level 5 (28,000 Hak&Kid) : 150% size / 200% power / 150% damage vs. Hollow
Level 6 (30,000 Hak&Kid) : 160% size / 215% power / 160% damage vs. Hollow
Level 7 (32,000 Hak&Kid) : 170% size / 230% power / 170% damage vs. Hollow
Level 8 (34,000 Hak&Kid) : 180% size / 245% power / 180% damage vs. Hollow
Level 9 (36,000 Hak&Kid) : 190% size / 260% power / 190% damage vs. Hollow
Level 10 (38,000 Hak&Kid) : 200% size / 275% power / 200% damage vs. Hollow

~Continued
Level 1 : 30 meters in phoenix flight / 4 round Kidou recoil / 12% Reiatsu
Level 2 : 35 meters in phoenix flight / 4 round Kidou recoil / 14% Reiatsu
Level 3 : 40 meters in phoenix flight / 5 round Kidou recoil / 16% Reiatsu
Level 4 : 45 meters in phoenix flight / 5 round Kidou recoil / 18% Reiatsu
Level 5 : 50 meters in phoenix flight / 6 round Kidou recoil / 20% Reiatsu
Level 6 : 55 meters in phoenix flight / 6 round Kidou recoil / 22% Reiatsu
Level 7 : 60 meters in phoenix flight / 7 round Kidou recoil / 24% Reiatsu
Level 8 : 65 meters in phoenix flight / 7 round Kidou recoil / 26% Reiatsu
Level 9 : 70 meters in phoenix flight / 8 round Kidou recoil / 28% Reiatsu
Level 10 : 75 meters in phoenix flight / 8 round Kidou recoil / 30% Reiatsu

Parameters

x% size : Shows the size of the skill's effect. 100% size indicates the effect's default size. A percentage lower than 100% will indicate a size smaller than the default size, while a percentage higher than 100% will indicate a size greater than the default size. 0% indicates no size at all; the effect is ultimately nullified.

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x% damage vs. Hollow : Shows how much more or less damage is done against Hollows and Hollow-type beings. 100% indicates normal damage; percentages over 100% indicate increased damage vs. Hollows, while percentages lesser than 100% indicate decreased damage against Hollows. 0% indicates no damage dealt to Hollows.

x meters in phoenix flight : Shows how far Kokuhoumei's phoenix will continue to fly forward after separating from the user's body, before dissipating.

x round Kidou recoil : Shows the duration in rounds when all Kidou skills cannot be used after the given skill is executed.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites: Shunkou lvl.10, Onidama lvl.10
Level: Class S
Connection Cost: 6,000
Type: Technique
Status: Dual-Class
Activity: Full Active
Target: Single Target + Area of Effect
Required Class(es): Tekken + Shion


[ Sunaheki ] -- "Sand Break" (Atk/Aur/-)
An Ability that compresses Reiatsu around a limb or weapon and unleashes it upon impact. The ensuing expulsion of the coiled energy is violent in nature, but is directed outward from the user's weapon or limb. In turn, the release causes a jarring impact that breaks the guard of a defending target, or increases the damage done on an open one. Timing is important, since the strike must be made the instant Sunaheki is activated. Otherwise the Technique evaporates and loses form. Additionally, if two objects under the influence of Sunaheki come into contact, the one with more Reiatsu wrapped into it nullifies the effect of the lesser. Lastly, Sunaheki can also be used to wrap certain Beam, Burst, Shot, or Wave-type Hadou spells with Reiatsu in order to increase its potential damage.

Calculations


Output Power:
[1/5th (Zanjutsu, Hakuda, or Kidou) + Reiatsu cost] * x% power = output power

Growth

Level 1 (default) : 110% force / 105% power / Hadou # Range 1-10 / 3% Reiatsu
Level 2 (10,500 Reiatsu) : 120% force / 110% power / Hadou # Range 1-15 / 3% Reiatsu
Level 3 (12,000 Reiatsu) : 130% force / 115% power / Hadou # Range 1-20 / 3% Reiatsu
Level 4 (13,500 Reiatsu) : 140% force / 120% power / Hadou # Range 1-25 / 4% Reiatsu
Level 5 (15,000 Reiatsu) : 150% force / 125% power / Hadou # Range 1-30 / 4% Reiatsu
Level 6 (16,500 Reiatsu) : 160% force / 130% power / Hadou # Range 1-35 / 4% Reiatsu
Level 7 (18,000 Reiatsu) : 170% force / 135% power / Hadou # Range 1-40 / 5% Reiatsu
Level 8 (19,500 Reiatsu) : 180% force / 140% power / Hadou # Range 1-45 / 5% Reiatsu
Level 9 (21,000 Reiatsu) : 190% force / 145% power / Hadou # Range 1-50 / 5% Reiatsu
Level 10 (22,500 Reiatsu) : 200% force / 150% power / Hadou # Range 1-55 / 6% Reiatsu

Parameters

x% force : Shows the amount of force exerted by the skill's effect. 100% force is equivalent to what the user is able to exert normally. A force lower than 100% indicates weakened force, while a force higher than 100% shows elevated force. 0% force indicates no force at all.

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

Hadou # Range x~y : Shows the numerical range of Hadou spells the skill is able to be used with.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,300
Type: Ability
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Kuren


[ Tetsubou ] -- "Helmet" (Def/Aur/-)
An Ability that causes the user's face and body to glow green. This green emanation is a mental barrier; it does nothing to protect from any physical attacks, but instead acts to mitigate or prevent attacks upon the user's mind. This includes mind reading and attacks that would do damage to the user's mental integrity. It also increases resistance against abilities that would decrease the user's senses, as those are all linked the abilities of the mind. This barrier is created by coating the user's consciousness in multiple layers of Reiryoku, allowing foreign intrusion to be effectively staved off.

Growth


Level 1 (default) : 50% mental resistance / 96% illusion / 2 rounds / 200 Reiatsu
Level 2 (3,000 Reiatsu) : 60% mental resistance / 92% illusion / 2 rounds / 225 Reiatsu
Level 3 (4,500 Reiatsu) : 65% mental resistance / 88% illusion / 3 rounds / 250 Reiatsu
Level 4 (5,000 Reiatsu) : 70% mental resistance / 84% illusion / 3 rounds / 275 Reiatsu
Level 5 (5,500 Reiatsu) : 75% mental resistance / 80% illusion / 4 rounds / 300 Reiatsu
Level 6 (6,000 Reiatsu) : 80% mental resistance / 76% illusion / 4 rounds / 325 Reiatsu
Level 7 (6,500 Reiatsu) : 85% mental resistance / 72% illusion / 5 rounds / 350 Reiatsu
Level 8 (7,000 Reiatsu) : 90% mental resistance / 68% illusion / 5 rounds / 375 Reiatsu
Level 9 (7,500 Reiatsu) : 95% mental resistance / 64% illusion / 6 rounds / 400 Reiatsu
Level 10 (8,000 Reiatsu) : 100% mental resistance / 60% illusion / 6 rounds / 425 Reiatsu

Parameters

x% mental resistance : Shows how the skill modifies the user or target's mental resistance. All mental resistance initially comes at 0%, the default. A positive mental resistance higher than 0% indicates increased mental resistance, while a negative mental resistance lower than 0% indicates compromised mental resistance. Positive mental resistance allows for better defense against mind attacks, while a negative mental resistance shows increased vulnerability against mind attacks. At 100% mental resistance, the user becomes impervious against mind attacks, while at -100%, the user will always succumb to and have no defense against mind attacks.


x% illusion : Shows the effectiveness of foreign illusions whenever the skill is active. For instance, if "50% illusion" is acquired, that means the user may see through half of all given illusions.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 500
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Suiseki


[ Toukihaku ] -- "Surpassing Drive" (Aur/--/--)
Throughout the generations, further study of the ancient skill "Shunkou" has led to various advances in Kidouryoku control, as well as increased understanding in the behavior of such energy. Toukihaku exists as one of the more rudimentary applications of such research, allowing one to allocate more Kidou energy into skills that already use Kidouryoku. This Ability works to widen the channels of energy passage, as well as facilitating the flow and density of Kidou energy, resulting in the ability to increase the damaging potential of a Kidou spell by consuming more power than normal. There is no limit to how many times Toukihaku may be used, and rather than being limited to a duration of effect, the usage of this Ability is purely selective. After being used, however, whatever Reiatsu was lost with this skill cannot be replenished until after battle. Also, Toukihaku's enhancements will not stack upon other similar enhancements, and can only be superseded by a stronger enhancement.

Growth


Level 1 (default) : 110% power / 102% Kidou effect power / 140% summed cost
Level 2 (5,000 Kidou) : 120% power / 104% Kidou effect power / 146% summed cost
Level 3 (6,000 Kidou) : 130% power / 106% Kidou effect power / 149% summed cost
Level 4 (7,000 Kidou) : 140% power / 108% Kidou effect power / 152% summed cost
Level 5 (8,000 Kidou) : 150% power / 110% Kidou effect power / 155% summed cost
Level 6 (9,000 Kidou) : 160% power / 112% Kidou effect power / 158% summed cost
Level 7 (10,000 Kidou) : 170% power / 114% Kidou effect power / 161% summed cost
Level 8 (11,000 Kidou) : 180% power / 116% Kidou effect power / 164% summed cost
Level 9 (12,000 Kidou) : 190% power / 118% Kidou effect power / 167% summed cost
Level 10 (13,000 Kidou) : 200% power / 120% Kidou effect power / 170% summed cost

Parameters

x% power : Shows how the given skill modifies the base output power. For instance, if the base output power is 5,000, and "150% power" is acquired, then the resulting output power becomes 7,500.

x% Kidou effect power : Shows how the modified Kidou spell(s)'s extraneous effects (such as induction of status effects, speed of Chiyudou healing, etc.) are increased or decreased. For instance, if there is a Chiyudou that heals at 100% speed (which is 'normal'), and '120% Kidou effect power' is acquired, that Chiyudou now heals at 120% speed, or 20% faster.

x% summed cost : Shows how the skill modifies whatever the summed Reiatsu cost of any other affected skills may be. For instance, if the base summed cost is 1,000 Reiatsu, and '125% summed Reiatsu' is acquired, then the new cost comes to be 1,250 Reiatsu, rather than 1,000.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 900
Type: Ability
Status: Single-Class
Activity: Full Active
Target: Self
Required Class(es): Shion, Fuyubana


[ Tsukime ] -- "Eye of the Moon" (Aur/Def/--)
Throughout human history, the concept of "night" and "day" have always been held at odds with one another, including "life and death," "good and evil," and "white and black." Philosophers that have realized the limits of the human eye that sees only in the day have devoted themselves toward creating a new method of vision. By wishing to see what light does not show, the skill of "Tsukime" was born, and those that use and follow it justly are given the privilege of seeing things most others fail to visually perceive. With Tsukime, Reiryoku, or spiritual energy, gathers at both ends of the pupils, forming energetic lenses that work to manipulate incoming visual cues and images. The user's pupils and irises glow with a meek shimmer, and his/her whites of the eyes are veiled in a dark silver shade.

Upon activation, the user's vision automatically shifts from a positive perspective to a negative one. Light becomes shadow and shadow becomes light, and if desired, the user may filter all incoming light by converting colors into a grayscale. Also, the special, energetic lenses become mildly sensitive to Kidouryoku, and by that, users of Tsukime are able to visualize the flow of Kidou throughout the body of any being he/she sights. Illusions, too, may be pierced markedly with Tsukime, and the ability to more acutely spot spatial and/or energetic distortions is enhanced. The cost for using Tsukime is negligible; however, consecutive or overextended use within a given amount of time may lead to complete loss of visual balance, daunting dizziness, crippling headaches, and/or temporary blindness. Usually, using it consecutively without an additonal round of reconstitution will lead to these effects.

Growth


Level 1 (default) : 3 rounds / 70% illusion / 20 Reiatsu per round / 50% visual
Level 2 (6,000 Reiatsu) : 3 rounds / 65% illusion / 20 Reiatsu per round / 60% visual
Level 3 (7,000 Reiatsu) : 4 rounds / 60% illusion / 30 Reiatsu per round / 65% visual
Level 4 (8,000 Reiatsu) : 4 rounds / 55% illusion / 30 Reiatsu per round / 70% visual
Level 5 (9,000 Reiatsu) : 5 rounds / 50% illusion / 40 Reiatsu per round / 75% visual
Level 6 (10,000 Reiatsu) : 5 rounds / 45% illusion / 40 Reiatsu per round / 80% visual
Level 7 (11,000 Reiatsu) : 6 rounds / 40% illusion / 50 Reiatsu per round / 85% visual
Level 8 (12,000 Reiatsu) : 6 rounds / 35% illusion / 50 Reiatsu per round / 90% visual
Level 9 (13,000 Reiatsu) : 7 rounds / 30% illusion / 60 Reiatsu per round / 95% visual
Level 10 (14,000 Reiatsu) : 7 rounds / 25% illusion / 60 Reiatsu per round / 100% visual

Parameters

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x% illusion : Shows the effectiveness of foreign illusions whenever the skill is active. For instance, if "50% illusion" is acquired, that means the user may see through half of all given illusions.

x Reiatsu per round : Shows the amount of Reiatsu consumed per round whenever the skill's effect is active.

x% visual : Shows the effectiveness of any of the skill's visual effects. Higher percentages of visual strength means that the visual effect will become more potent and efficient.

Classifications

Prerequisites:
Level: Class B
Connection Cost: 950
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Self
Required Class(es): Kaisei, Shuyoku


[ Goubouseisetsu ] -- "Pentagram Cut" (Atk/Aur/Syn)
A basic Shinigami sword Technique, meant to deal additional damage to Hollows and Hollow-derivative entities (Arrancar, Vizards, etc.). By channeling Reiryoku into the habaki of one's blade, a unique exorcism amulet signature is embellished upon the face of the blade, while a clear, brilliant line of blue light traces itself out upon the ridge of the blade. Afterwards, any time that a Hollow opponent is cut by the blade, a blazing, cerulean pentagram abruptly appears on the struck body part (diameter is equivalent to the length of the cut wound). This pentagram works in three ways: if the cut had been made upon a hardened surface (i.e., bone, metal, etc.), then it will explode with a force equivalent to Soukatsui (increases with mastery level), working to destroy the hardened surface, if not weaken it; if the cut had been made upon a fleshy surface (i.e., skin, muscle, fat, etc.), then it will luridly illuminate into a searing flash, and settle to reveal a harrowing, gaseous fire that lasts for several seconds. The latter execution will cause the injured area to ashen and be un-healable for a number of rounds. Finally, if the Hollow is stabbed while Goubouseisetsu is active, the user's blade will ignite into a black flame that quickly envelops the wound, working to delete portions of the Hollow's Reiatsu reserves for a number of passing rounds.

By default, Goubouseisetsu will enchant one sword attack, after which it will need to be reactivated to be used again. However, increasing levels of mastery will allow more attacks to be enhanced with just one enchantment of Goubouseisetsu. Also of note is that this Technique is ineffective against non-Hollow forms such as Shinigami and Plus souls.

Once Goubouseisetsu is mastered at level 10, then the user will be able to not only enchant his or her weapon with its effect, but also any Zangeki that he or she attacks the enemy with. If the user also belongs to the Kuren or Shion Class, then Goubouseisetsu's effect may be extended to enchant either Reiryoku attacks or Hadou spells respectively.

Calculations


Output Power:
(1/5th Zanjutsu + Reiatsu cost) + (x% damage vs. Hollow) = output power

Growth

Hard Target
Level 1 (default) : 1 attack / 100% force / 110% damage vs. Hollow / 1% Reiatsu
Level 2 (1,000 Zanjutsu) : 1 attack / 110% force / 120% damage vs. Hollow / 1% Reiatsu
Level 3 (1,500 Zanjutsu) : 2 attacks / 120% force / 130% damage vs. Hollow / 1% Reiatsu
Level 4 (2,000 Zanjutsu) : 2 attacks / 130% force / 140% damage vs. Hollow / 2% Reiatsu
Level 5 (2,500 Zanjutsu) : 3 attacks / 140% force / 150% damage vs. Hollow / 2% Reiatsu
Level 6 (3,000 Zanjutsu) : 3 attacks / 150% force / 160% damage vs. Hollow / 2% Reiatsu
Level 7 (3,500 Zanjutsu) : 4 attacks / 160% force / 170% damage vs. Hollow / 3% Reiatsu
Level 8 (4,000 Zanjutsu) : 4 attacks / 170% force / 180% damage vs. Hollow / 3% Reiatsu
Level 9 (4,500 Zanjutsu) : 5 attack s/ 180% force / 190% damage vs. Hollow / 3% Reiatsu
Level 10 (5,000 Zanjutsu) : 5 attacks / 190% force / 200% damage vs. Hollow / 4% Reiatsu

Soft Target
Level 1 : 1 attack / 2 round ashening / 110% damage vs. Hollow / 1% Reiatsu
Level 2 : 1 attack / 2 round ashening / 120% damage vs. Hollow / 1% Reiatsu
Level 3 : 2 attacks / 2 round ashening / 130% damage vs. Hollow / 1% Reiatsu
Level 4 : 2 attacks / 3 round ashening / 140% damage vs. Hollow / 2% Reiatsu
Level 5 : 3 attacks / 3 round ashening / 150% damage vs. Hollow / 2% Reiatsu
Level 6 : 3 attacks / 3 round ashening / 160% damage vs. Hollow / 2% Reiatsu
Level 7 : 4 attacks / 4 round ashening / 170% damage vs. Hollow / 3% Reiatsu
Level 8 : 4 attacks / 4 round ashening / 180% damage vs. Hollow / 3% Reiatsu
Level 9 : 5 attacks / 4 round ashening / 190% damage vs. Hollow / 3% Reiatsu
Level 10 : 5 attacks / 5 round ashening / 200% damage vs. Hollow / 4% Reiatsu

Stab
Level 1 : 1 attack / 1 round / -1% Reiatsu penalty per round
Level 2 : 1 attack / 1 round / -1% Reiatsu penalty per round
Level 3 : 2 attacks / 2 rounds / -1% Reiatsu penalty per round
Level 4 : 2 attacks / 2 rounds / -2% Reiatsu penalty per round
Level 5 : 3 attacks / 3 rounds / -2% Reiatsu penalty per round
Level 6 : 3 attacks / 3 rounds / -2% Reiatsu penalty per round
Level 7 : 4 attacks / 4 rounds / -3% Reiatsu penalty per round
Level 8 : 4 attacks / 4 rounds / -3% Reiatsu penalty per round
Level 9 : 5 attacks / 5 rounds / -3% Reiatsu penalty per round
Level 10 : 5 attacks / 5 rounds / -4% Reiatsu penalty per round

Stab (cont'd)
Level 1 : 110% damage vs. Hollow / 1% Reiatsu
Level 2 : 120% damage vs. Hollow / 1% Reiatsu
Level 3 : 130% damage vs. Hollow / 1% Reiatsu
Level 4 : 140% damage vs. Hollow / 2% Reiatsu
Level 5 : 150% damage vs. Hollow / 2% Reiatsu
Level 6 : 160% damage vs. Hollow / 2% Reiatsu
Level 7 : 170% damage vs. Hollow / 3% Reiatsu
Level 8 : 180% damage vs. Hollow / 3% Reiatsu
Level 9 : 190% damage vs. Hollow / 3% Reiatsu
Level 10 : 200% damage vs. Hollow / 4% Reiatsu

Parameters

x attack(s) : Shows the maximum number of attacks that may be used with the skill's effect.

x% force : Shows the amount of force exerted by the skill's effect. 100% force is equivalent to what the user is able to exert normally. A force lower than 100% indicates weakened force, while a force higher than 100% shows elevated force. 0% force indicates no force at all.

x% damage vs. Hollow : Shows how much more or less damage is done against Hollows and Hollow-type beings. 100% indicates normal damage; percentages over 100% indicate increased damage vs. Hollows, while percentages lesser than 100% indicate decreased damage against Hollows. 0% indicates no damage dealt to Hollows.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

x round ashening : Shows the maximum number of rounds to which the target stays under the Ashen status effect, which prohibits inflicted areas from being able to recover from injuries.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x(%) Reiatsu penalty per round : Shows the percentage penalty placed upon the target(s) Reiatsu for every passing round that the skill is active. The percentage considers the total Reiatsu, not the current Reiatsu (unless otherwise stated).

Classifications

Prerequisites:
Level: Class D
Connection Cost: 300
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Senkyou


[ Houshou ] -- "Cannon Palm" (Atk/Aur/Syn)
The sister Technique to Goubouseisetsu, conceived specifically for those that favor empty-handed measures of battle, and for situations in which one finds oneself disarmed while combating Hollow opposition. Houshou is activated by clapping and holding one's hands flat upon one another, as if in prayer. Reiryoku from both arms will stream through and collect at the closed space between the user's hands, manifesting in a turquoise light that seeps outwards brilliantly. After releasing the hands from each other, two light-inscribed characters can be discerned, one upon each palm: "反" and "虚," or "han" and "ko," meaning "anti-Hollow." While the two characters are shining, the user may utilize the enchantment to great effect in two ways.

Striking a Hollow or Hollow-type enemy with a palm attack will generate a jarring, concussive impact that works to fracture or destroy its hardened defenses (bone, metal, carapace, etc.), and to forcefully push back the opposition by several feet, if not meters. Flesh or muscle that have been struck this way will bruise profusely and numb over, causing lowered reaction time and movement in the affected limbs/regions that lasts for a number of rounds. Houshou gets its name primarily from this type of attack: with each successful palm strike, a booming cacophony is born, like the sound of a newly fired cannon.

The other use of Houshou is in direct, non-impacting contact with a Hollow enemy, which causes the touched Hollow matter to ignite into a violent reaction of teal fires and sparks. This is purely from a reaction between the light-inscribed characters and Hollow matter: Houshou will fiercely degenerate it into wasted matter and energy that cannot be used for regeneration. Of course, for the Hollow opponent, this becomes exponentially more painful the longer the contact is maintained. However, this type of execution is less effective against hardened defenses, so it is recommended for use against direct skin or flesh, and it usually necessitates at least half a second of full contact before the results of the attack can become apparent.

Houshou is activation-based, just like Goubouseisetsu. By default, the Technique grants two uses, one for each palm. However, increasing levels of mastery will allow more attacks to be enhanced with just one enchantment of Houshou. Also of note is that this Technique is ineffective against non-Hollow forms such as Shinigami and Plus souls.

Once Houshou is mastered at level 10, the user will be able to also enchant any Hakuda-based projectiles with Houshou's effect. If the user also belongs to the Kuren or Shion Class, then Houshou's effect may be extended to enchant either Reiryoku attacks or Hadou spells respectively.

Calculations


Output Power:
(1/5th Hakuda + Reiatsu cost) + (x% damage vs. Hollow (if indicated)) = output power

Growth

Hard Target (palm)
Level 1 (default) : 2 attacks / 1 meter pushback / 115% force
Level 2 (1,000 Hakuda) : 2 attacks / 1 meter pushback / 130% force
Level 3 (1,500 Hakuda) : 4 attacks / 2 meter pushback / 145% force
Level 4 (2,000 Hakuda) : 4 attacks / 2 meter pushback / 160% force
Level 5 (2,500 Hakuda) : 6 attacks / 3 meter pushback / 175% force
Level 6 (3,000 Hakuda) : 6 attacks / 3 meter pushback / 190% force
Level 7 (3,500 Hakuda) : 8 attacks / 4 meter pushback / 205% force
Level 8 (4,000 Hakuda) : 8 attacks / 4 meter pushback / 220% force
Level 9 (4,500 Hakuda) : 10 attacks / 5 meter pushback / 235% force
Level 10 (5,000 Hakuda) : 10 attacks / 5 meter pushback / 250% force

Hard Target (palm cont'd)
Level 1 : 110% damage vs. Hollow / 1% Reiatsu
Level 2 : 120% damage vs. Hollow / 1% Reiatsu
Level 3 : 130% damage vs. Hollow / 2% Reiatsu
Level 4 : 140% damage vs. Hollow / 2% Reiatsu
Level 5 : 150% damage vs. Hollow / 3% Reiatsu
Level 6 : 160% damage vs. Hollow / 3% Reiatsu
Level 7 : 170% damage vs. Hollow / 4% Reiatsu
Level 8 : 180% damage vs. Hollow / 4% Reiatsu
Level 9 : 190% damage vs. Hollow / 5% Reiatsu
Level 10: 200% damage vs. Hollow / 5% Reiatsu

Soft Target (palm)
Level 1 : 2 attacks / 25% numb / 2 rounds
Level 2 : 2 attacks / 30% numb / 2 rounds
Level 3 : 4 attacks / 35% numb / 2 rounds
Level 4 : 4 attacks / 40% numb / 3 rounds
Level 5 : 6 attacks / 45% numb / 3 rounds
Level 6 : 6 attacks / 50% numb / 3 rounds
Level 7 : 8 attacks / 55% numb / 4 rounds
Level 8 : 8 attacks / 60% numb / 4 rounds
Level 9 : 10 attacks / 65% numb / 4 rounds
Level 10 : 10 attacks / 70% numb / 5 rounds

Soft Target (palm, cont'd)
Level 1 : 110% damage vs. Hollow / 1% Reiatsu
Level 2 :120% damage vs. Hollow / 1% Reiatsu
Level 3 : 130% damage vs. Hollow / 2% Reiatsu
Level 4 : 140% damage vs. Hollow / 2% Reiatsu
Level 5 : 150% damage vs. Hollow / 3% Reiatsu
Level 6 : 160% damage vs. Hollow / 3% Reiatsu
Level 7 : 170% damage vs. Hollow / 4% Reiatsu
Level 8 : 180% damage vs. Hollow / 4% Reiatsu
Level 9 : 190% damage vs. Hollow / 5% Reiatsu
Level 10 : 200% damage vs. Hollow / 5% Reiatsu

Touch
Level 1 : 1 attack / 2 round ashening / 50% damage per second / 1% Reiatsu
Level 2 : 1 attack / 2 round ashening / 60% damage per second / 1% Reiatsu
Level 3 : 1 attack / 2 round ashening / 65% damage per second / 2% Reiatsu
Level 4 : 1 attack / 2 round ashening / 70% damage per second / 2% Reiatsu
Level 5 : 1 attack / 3 round ashening / 75% damage per second / 3% Reiatsu
Level 6 : 1 attack / 3 round ashening / 80% damage per second / 3% Reiatsu
Level 7 : 1 attack / 3 round ashening / 85% damage per second / 4% Reiatsu
Level 8 : 1 attack / 3 round ashening / 90% damage per second / 4% Reiatsu
Level 9 : 1 attack / 4 round ashening / 95% damage per second / 5% Reiatsu
Level 10 : 1 attack / 4 round ashening / 100% damage per second / 5% Reiatsu

Parameters

x attack(s) : Shows the maximum number of attacks that may be used with the skill's effect.

x meter pushback : Shows the average distance with which targets caught within the skill's effect are pushed back, expressed in meters.

x% force : Shows the amount of force exerted by the skill's effect. 100% force is equivalent to what the user is able to exert normally. A force lower than 100% indicates weakened force, while a force higher than 100% shows elevated force. 0% force indicates no force at all.

x% damage vs. Hollow : Shows how much more or less damage is done against Hollows and Hollow-type beings. 100% indicates normal damage; percentages over 100% indicate increased damage vs. Hollows, while percentages lesser than 100% indicate decreased damage against Hollows. 0% indicates no damage dealt to Hollows.

x% Reiatsu : Shows the percentage of the user's total (not current, unless otherwise stated) Reiatsu consumed per use of the skill.

x% numb : Shows the intensity of the numbness suffered by a struck target. 0% indicates no numbness. Percentages higher than 0% indicate numbness with increasing levels. 100% indicates the subjugation of nerves within the affected area.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x round ashening : Shows the maximum number of rounds to which the target stays under the Ashen status effect, which prohibits inflicted areas from being able to recover from injuries.

x% damage per second : Shows how much damage is incurred by the target for every passing second. The percentage equates to the output power of the skill itself. 100% indicates the full output power, with higher percentages indicating higher than normal output power, and lower percentages indicating fractional output powers. 0% means no damage is incurred.

Classifications

Prerequisites:
Level: Class D
Connection Cost: 300
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tekken


[ Jinkaku ] -- "Blade Grasp" (Def/-/-)
Swords have been known to be weapons of bloodshed, as unlike empty-handed martial arts, even a single graze from a blade may result in a relatively deep injury. As such, being able to defensively counter sharp weapons has always been tricky business, and many fighting masters have come to develop various ways of stopping the blade. Those long sought teachings have finally reached the ranks of the Shinigami in the form of Jinkaku. It is a defensive, yet versatile skill that enables a fighter to properly defend against most bladed attacks by-- quite simply-- grasping the hostile blade by either its sides or its ridge just as it approaches the user. However, because of the lethality of such blades, a high degree of dexterity, reaction time, and precision is strictly mandatory, as even a single mishap, no matter how small, may result in the user ultimately compromising him or herself. Therefore, Jinkaku is a last resort defense: if the user cannot evade the enemy's blade, only then may this skill be used.

As for the different ways of grasping an attacking blade, there exist many. One such way is by crossing one's hands together and quickly converging them together, tightly locking the hostile blade in between the backs of one's hands. Another is by simply clapping one's hands together strongly, allowing the natural adhesiveness of one's palms to effectively stop the blade's momentum. Also, directly reaching back and grabbing the hostile blade from its back is another effective method, though unlike the other methods, this requires that one's hand actually be able to move faster than the blade itself. All these, and many more are practical ways of catching a blade.

As always, there is considerable risk when attempting this skill. Therefore, it is clearly not a good idea for it to be used against those of superior mastery over the blade. However, if need be, Reiatsu may be used to reinforce one's hands for catching a blade, though, with the split timing that this requires, this type of protection cannot be extended to one's other body parts.

Growth


Level 1 (default) : ≤ 45% user's Zanjutsu / +10% chance / 28% output power cost
Level 2 (2,000 Zanjutsu) : ≤ 51% user's Zanjutsu / +12% chance / 26% output power cost
Level 3 (3,000 Zanjutsu) : ≤ 54% user's Zanjutsu / +13% chance / 24% output power cost
Level 4 (4,000 Zanjutsu) : ≤ 57% user's Zanjutsu / +14% chance / 22% output power cost
Level 5 (5,000 Zanjutsu) : ≤ 60% user's Zanjutsu / +15% chance / 20% output power cost
Level 6 (6,000 Zanjutsu) : ≤ 63% user's Zanjutsu / +16% chance / 18% output power cost
Level 7 (7,000 Zanjutsu) : ≤ 66% user's Zanjutsu / +17% chance / 16% output power cost
Level 8 (8,000 Zanjutsu) : ≤ 69% user's Zanjutsu / +18% chance / 14% output power cost
Level 9 (9,000 Zanjutsu) : ≤ 72% user's Zanjutsu / +19% chance / 12% output power cost
Level 10 (10,000 Zanjutsu) : ≤ 75% user's Zanjutsu / +20% chance / 10% output power cost

Parameters

≤ x% user's Zanjutsu : Shows at which ranges of the enemy's Zanjutsu compared to the user's own Zanjutsu that the skill's effect would work optimally. As indicated, the user's Zanjutsu must be x% equal to or greater than the enemy's own Zanjutsu.

+x% chance : Shows the additional chances of success expressed in terms of probability. Higher percentages indicate greater chances of the skill's effect's success.

x% output power cost : Shows the Reiatsu cost equivalent to the value in terms of the affected output power. For instance, if an attack with an output power of 10,000 was nullified, and 28% output power cost needs to be paid, then 2,800 Reiatsu is consumed as the result of nullifying that attack.

Classifications

Prerequisites:
Level: Class C
Connection Cost: 800
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tesshin


[ Honzen no Chikara ] -- "Inherent Power" (Bst/-/-)
All beings possess innate potential, yet a great many fail to ever grasp them, let alone ever realize them. Given the role of support on the battlefield, it is up to the Shuhai to allow others to experience the miracle of unlimited potential, to look through the proverbial window and see the vast horizon that lies beyond... and, with sincerity, hope that those he or she supports will aspire to newer heights greater than before. Such a desire is culminated in one of the most fundamental skills of the Shuhai: Honzen no Chikara. Those of the Shuhai use this skill by expending a certain amount of his or her own Reiatsu, and forming a contract with the innate Reiryoku flows of his or her ally. By this, the internal flow of power becomes relatively more dilated, enabling easier flow of power all throughout the body of the target ally. In effect, this provides him or her with a boost to one of his or her stats by a certain amount, as determined by level of mastery.

Unlike many other boosts, Honzen no Chikara's enhancement takes full effect immediately, making it ideal for mobile combat and emergency situations.

Growth


Level 1 (default) : +5% boost / 1 stat / 4 rounds / 100 Reiatsu
Level 2 (2,000 Reiatsu) : +7% boost / 1 stat / 6 rounds / 115 Reiatsu
Level 3 (3,000 Reiatsu) : +8% boost / 1 stat / 8 rounds / 130 Reiatsu
Level 4 (4,000 Reiatsu) : +9% boost / 1 stat / 10 rounds / 145 Reiatsu
Level 5 (5,000 Reiatsu) : +10% boost / 1 stat / 12 rounds / 160 Reiatsu
Level 6 (6,000 Reiatsu) : +11% boost / 1 stat / 14 rounds / 175 Reiatsu
Level 7 (7,000 Reiatsu) : +12% boost / 1 stat / 16 rounds / 190 Reiatsu
Level 8 (8,000 Reiatsu) : +13% boost / 1 stat / 18 rounds / 205 Reiatsu
Level 9 (9,000 Reiatsu) : +14% boost / 1 stat / 20 rounds / 220 Reiatsu
Level 10 (10,000 Reiatsu) : +15% boost / 1 stat / 22 rounds / 235 Reiatsu

Parameters

+x% boost : Shows the maximum magnitude of the skill's given stat boost.

x stat(s) : Shows the maximum number of stats that may be affected or boosted by the skill.

x round(s) : Shows the maximum amount of rounds the skill's effect is active for each activation until it shuts off.

x Reiatsu : Shows how much Reiatsu is consumed for every time the skill is used.

Classifications

Prerequisites:
Level: Class D
Connection Cost: 300
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Ally
Required Class(es): Shuhai
 
Mar 19, 2005
298
2
0
Latens
1,000✦
Exa
⏆500
Bounty
⏈0
Dahlitium
0⌯
Bigatium
0⍨
Auritium
0⍫
Vitatium
0⌭
Caelitium
0⌬
Help/Explanations Post

~To be expanded soon~


Calculations : This shows the pertinent calculations associated with the Technique/Ability. Calculations are entirely optional; they should only be used when necessary.

Growth : This shows the natural growth of the Technique/Ability, all listed in a table of levels ranging from 1 (the default level) to 10 (the highest level). Each Technique/Ability grows differently. As such, listed within the table are the parameters that are modified, as well as the required stats or conditions that need to be met in order for the skill to "level up."

Parameters : This is mostly made to help identify and explain the parameters of a given Technique/Ability that change as the skill grows.

Classifications : This shows various data about the Technique/Ability, including its tier level, its required Class(es), its Connection cost, etc.

Prerequisites : Some Techniques/Abilities require certain other skills to be learned first before a character may learn that particular Technique/Ability. If just the name of the required skill is listed, that means that the Technique/Ability in question does not take the required skill's level of mastery into account, just so long as that skill is learned at some point. However, if the name of the required skill as well as a level indicator is displayed, that means that not only must that required skill be learned beforehand, but that particular skill must be at a certain level of mastery.

Level : This shows the level of the Technique/Ability. Characters who are at or above the listed level may proceed to learn the skill. For those using the Extended system, however, characters must also spend the appropriate Connection points before being able to fully learn the Technique/Ability in question.

Connection Cost : This is only for users of the Extended system. Connection Cost denotes the "price" of the Technique/Ability, that is, how much Connection must be spent in order to "unlock" it for learning. Obviously, the more advanced and/or powerful a Technique/Ability is, the more it costs to unlock.

Type : This shows whether the skill is a Technique or Ability. A Technique can be described as a "trick," or generally a skill that mostly involves physical actions. An Ability is more "spell-like" in nature, in that it involves more energy manipulation than physical actions.

Activity : For Extended system users only. This shows the type of activity that the Technique/Ability assumes.

[ Full Active (FA) ] -- This represents an Ability or Technique that needs to be executed, and possesses a duration that one does not consider to be passive, that is, a duration that lasts for a short time. For instance, a kick, a slash, a combo of strikes, a sudden blast of fire, etc. are all considered Full Active.

[ Active Passive (AP) ] -- This represents an Ability or Technique that needs to be executed or activated to produce a duration of effect that lasts for as long as the individual Ability allows. This can be thought of in many ways, but usually in terms of oneself and the opponent. In terms of oneself, an Active Passive Ability might be a buffing skill that raises one's capacity for a set duration of time, or activating a set of floating shields that, themselves, last for a certain amount of time or for as long as they are not destroyed, among many other things. In terms of the opponent, it can be a negative status inducing skill, like poisoning or weakening the opponent, or binding the opponent in a certain way, again, among many other things. It is worth noting that the majority of "buffing" abilities fall under this category; also, effects that fall into this category may be subject to the user's commands, depending on what skill is actually used and the type of effect produced.

[ Passive Active (PA) ] -- This is a specialized categorization of an Ability or Technique that represents anything that activates on its own, and/or stays activated for a set amount of time, during which the effect of the Ability itself performs "actively." An example of this is one similar to what was provided in the Active Passive explanation: a set of floating shields that may protect the user. However, instead of just float around the user lifelessly, as is the aim of an Active Passive Ability, if such a skill were to fall into the Passive Active category, the shields themselves actively seek out and block incoming attacks from the user. In other words, Passive Active functions much like Active Passive, but the difference lies in the actual activity of the Ability's effect: whether it moves (or doesn't move) in a predetermined way, or reacts to changing combat situations in real-time. It should be noted that effects that fall into this category are autonomous of the user's commands.

[ Full Passive (FP) ] -- This represents an Ability or Technique that does not need to be activated, but is instead activated at all times. This usually embodies itself in the form of personal augmentations or buffs that, again, are switched "on" all the time. Generally, attacks of any kind do not fall within this category, as attacks themselves are active in nature. An example of this is an Ability that may naturally raise the user's Kidou by +10% for an indefinite amount of time.​

Target : For Extended system users only. Shows the targeting limits of the Technique/Ability.

[ Self ] -- This represents an Ability or Technique that specifically targets the user. This kind of targeting is usually employed by self-buffs, barriers, and the like.

[ Ally ] -- This represents an Ability or Technique that targets a desired ally. This means that Abilities and Techniques with this kind of targeting cannot be aimed at neutral entities, enemies, environmental areas, or objects. Ally targeting is usually used by support or healing skills.

[ Multi-Ally ] -- This represents an Ability or Technique that targets a group of allies. Like the Ally targeting type, skills with Multi-Ally cannot target neutral or hostile targets..

[ Single Target ] -- This represents an Ability or Technique that can target only one entity, but that particular entity can be anything: a neutral target, an enemy, a particular place in the immediate surrounding, an object, etc. This kind of targeting is usually used by skills that are precise in nature, and/or too small to be considered multi-target or area of effect.

[ Multi-Target ] -- This represents an Ability or Technique that can target multiple entities at once, with the same freedom of targeting as the single-target type. Each Ability and Technique has a different way of employing this kind of targeting type. Generally, multi-target skills are those that are more precise and are created to purposefully aim for certain targets, unlike area of effect.

[ Area of Effect ] -- This represents an Ability or Technique that can project a certain area of influence, such as a large, fiery explosion or a crashing tidal wave. Skills with this type of targeting generally do not distinguish between targets, so anything and anyone caught within an area of effect is subject to it.​

Required Class(es) : Shows what Classes can learn the Technique/Ability in question. If more than one Class is listed and are separated by a comma (,), that means that those Classes can learn them. If more than one Class is listed and are joined by a plus sign (+), that means that the character looking to learn that particular Technique/Ability must belong to all two or three of those Classes.




Ignore.

Growth


Reiatsu cost * x% power = damage per half-second

Implosion attack that encapsulates target for set duration in seconds. Deals continuous damage throughout duration by setting off constant detonations. Very very high destructive potential; hard to aim + requires binding for full effect.

Level 1 (default) : 4 meters / 2 seconds / 57% damage per half-second / 11% Reiatsu
Level 2 (52,000 Reiatsu) : 4 meters / 2 seconds / 64% damage/half-second / 12% Reiatsu
Level 3 (56,500 Reiatsu) : 4 meters / 2 seconds / 71 damage/half-second / 13% Reiatsu
Level 4 (60,000 Reiatsu) : 5 meters / 2 seconds / 78% damage/half-second / 14% Reiatsu
Level 5 (64,500 Reiatsu) : 5 meters / 3 seconds / 85% damage/half-second / 15% Reiatsu
Level 6 (68,000 Reiatsu) : 5 meters / 3 seconds / 92% damage/half-second / 16% Reiatsu
Level 7 (72,000 Reiatsu) : 6 meters / 3 seconds / 99% damage/half-second / 17% Reiatsu
Level 8 (76,000 Reiatsu) : 6 meters / 3 seconds / 106% damage/half-second / 18% Reiatsu
Level 9 (80,000 Reiatsu) : 6 meters / 4 seconds / 113% damage/half-second / 19% Reiatsu
Level 10 (84,000 Reiatsu) : 7 meters / 4 seconds / 120% damage/half-second / 20% Reiatsu

Parameters


Classifications

Prerequisites: Sunaheki lvl.10
Level: Class S
Connection Cost: 6,200
Type: Ability
Status: Single-Class
Activity: Active Passive
Target: Single Target + Area of Effect
Required Class(es): Kuren



Growth


Direct Hakuda counter-Technique. Nullifies and returns damage.

Level 1 (default) : ≤ 23% user's Hakuda / +10% chance
Level 2 (4,750 Hakuda) : ≤ 26% user's Hakuda / +12% chance
Level 3 (5,500 Hakuda) : ≤ 29% user's Hakuda / +13% chance
Level 4 (6,250 Hakuda) : ≤ 32% user's Hakuda / +14% chance
Level 5 (7,000 Hakuda) : ≤ 35% user's Hakuda / +15% chance
Level 6 (7,750 Hakuda) : ≤ 38% user's Hakuda / +16% chance
Level 7 (8,500 Hakuda) : ≤ 41% user's Hakuda / +17% chance
Level 8 (9,250 Hakuda) : ≤ 44% user's Hakuda / +18% chance
Level 9 (10,000 Hakuda) : ≤ 47% user's Hakuda / +19% chance
Level 10 (10,750 Hakuda) : ≤ 50% user's Hakuda / +20% chance

~Continued
Level 1 : 10% return damage / 5% output power cost
Level 2 : 16% return damage / 7% output power cost
Level 3 : 19% return damage / 9% output power cost
Level 4 : 22% return damage / 11% output power cost
Level 5 : 25% return damage / 13% output power cost
Level 6 : 28% return damage / 15% output power cost
Level 7 : 31% return damage / 17% output power cost
Level 8 : 34% return damage / 19% output power cost
Level 9 : 37% return damage / 21% output power cost
Level 10 : 40% return damage / 23% output power cost


Parameters


Classifications

Prerequisites:
Level: Class B
Connection Cost: 1,200
Type: Technique
Status: Single-Class
Activity: Full Active
Target: Single Target
Required Class(es): Tesshin



Growth


Slows down enemy projectile energy attacks by buffering against momentum. Reduction in attack speed is applied for every buffer that the projectile passes through. Buffers are set up all along the projectile's predicted path; regardless of skill level, the distance between each buffer is always two meters.

Level 1 (default) : 2 buffers / -5% speed penalty per buffer / 50 Reiatsu per buffer
Level 2 (3,750 Reiatsu) : 3 buffers / -6% speed penalty per buffer / 60 Reiatsu per buffer
Level 3 (4,500 Reiatsu) : 3 buffers / -7% speed penalty per buffer / 70 Reiatsu per buffer
Level 4 (5,250 Reiatsu) : 3 buffers / -8% speed penalty per buffer / 80 Reiatsu per buffer
Level 5 (6,000 Reiatsu) : 4 buffers / -9% speed penalty per buffer / 90 Reiatsu per buffer
Level 6 (6,750 Reiatsu) : 4 buffers / -10% speed penalty per buffer / 100 Reiatsu per buffer
Level 7 (7,500 Reiatsu) : 4 buffers / -11% speed penalty per buffer / 110 Reiatsu per buffer
Level 8 (8,250 Reiatsu) : 5 buffers / -12% speed penalty per buffer / 120 Reiatsu per buffer
Level 9 (9,000 Reiatsu) : 5 buffers / -13% speed penalty per buffer / 130 Reiatsu per buffer
Level 10 (9,750 Reiatsu) : 5 buffers / -14% speed penalty per buffer / 140 Reiatsu per buffer

Parameters


Classifications

Prerequisites:
Level: Class C
Connection Cost: 700
Type: Ability
Status: Single Class
Activity: Active Passive
Target: Area of Effect
Required Class(es): Suiyou
 

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