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Nargles

Hollywood Meets Bollywood
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:: General ::

Kyokyuu Houshutsu - "Permanent Release"
Equipping this feat leaves the user constantly in his released state. The form change and reiatsu boost from being in shikai remain constantly. As a consequence of this, the user is unable to make use of any sort of methods to conceal his reiatsu.

Training: In order to learn Koukyuu Houshutsu, it is necessary to release Shikai in at least 10 different chapters or collabs.

Requirements: Shikai


Animagus
Certain individuals are able to tap into their own mind channeling reiatsu to cloak themselves in the skin of a creature they feel most akin to. Their form changes and they gain any abilities the creature they morph into possess. Any scars present on the spiritually awakened being prior to the switch will appear on the animal. During this time they are unable to use any reiatsu abilities aside from sensing spiritual energies, and for the most part, appear to be just an ordinary version of the chosen creature. There are two notable exceptions, though minute much more so than usual, the transformed being will still exhibit a small amount of reiatsu and the transformed still possesses the ability to speak.

Transformations require one full turn to complete either way, either turning from or to the animal. Only one animal may be selected, if a user wishes to change animal another training collab is required to switch.

Each animal form is allowed one minor effect or ability that must be submitted to the feat staff by each practitioner. This does not take up another slot, require extra training or cost a spec point to submit. Having this is entirely optional.

Training: In order to learn Animagus, it is necessary to find a practitioner. Training involves the visualization of an animal form which is closest to the learner while loosening the natural grip on reiatsu, allowing it to change form into what is being visualized. This can take hours or days to accomplish the first time.

Requirements: Shinigami or Vizard; 2,000 Reiatsu
Practitioners: Picca Lilli (Redfin), Toride Satoru (TheLightSage)


Heishuu Ryuuou - "To Corrupt the Dragon King"
Heishuu Ryuuou forms around the users hands as the visible fluctuation of reiatsu until it eventually condenses around their hands. The air surrounding their hands wavers like intense heat rising from the ground, and spiked vines of blackness spread around from palm to wrist like a viral disease.

On contact, the user may siphon 2% of the user's reiatsu from the target. Non-living targets with less than that amount are effectively destroyed. This is often seen as a disintegrating effect. This technique is straining, though, and can be used a maximum of three times per battle.

Training: In order to learn Heishuu Ryuuou, it is necessary to find a practitioner. Training involves the user first being taught how to analyze and neutralize their own reiatsu. By transferring this principle to other objects, they are first given weak energy attacks to neutralize. With each iteration, the strength of the oncoming attack is increased. After conquering energy attacks, the training proceeds to denser and denser physical objects.

Requirements: Shinigami or Vizard; 6,000 Reiatsu
Practitioners: Haresuno Uchiharu (undeniablenation), Toride Satoru (TheLightSage)



Sensor

Some shinigami are born gifted while others hone their senses through deep meditation and focused training.

Using this feat, a character can augment their senses with spiritual perception. This gives the character deeper insight into what is around, although this triggering of reiryoku may also draw the attention of spiritually aware beings.

A user of this technique can expect to see through some illusions, but be more vulnerable to others. Illusions without substance would be shown to be fake, but illusions with physical presence would not.

Sensor modifies the base tech "Reiatsu Noukan." It has a radius of one five-hundredth (2m per 1km) of Reiatsu Noukan's range.
Training: To learn Sensor, the user must learn to individually identify multiple objects by sense alone. They are must continuously remain in tune with the area directly around them. Training often includes identifying multiple objects at once around them, continuously keeping a mental map fresh in their mind.

Requirements: Shinigami or Vizard; 2,000 Reiatsu
Practitioners: Adele Pierce (Dysney)



:: Zanjutsu ::

Zangyak - "Brutality"
All sharp edges can make their victims bleed. Certain students of the sword have learned to leave deeper and more brutal wounds. The very nature of the Zangyak cutting technique will allow its practitioners to cut and stab in a way that no others can.

For 3% of the user's reiatsu per round, masters of Zangyak will cause all wounds they cause to bleed far more profusely than normal. In addition to the increased pain and bloodloss, those that are struck will hemorrhage reiatsu equal to 1% of the user's reiatsu per round for three rounds. By striking again the effect will not stack, but the duration will refresh.

Training: In order to learn Zangyak, the user must have brutality as their teacher. This is not an ability that can be learned in friendly combat: it requires vicious and bloody combat, with the user completely dominating at least five opponents by delivering a major wound in one attack.

Requirements: 5,000 Zanjutsu
Practitioners: Yoshinaga Gorou

Masochistic Speed
When a practitioner of this feat is struck in combat they may give into their primal side. If they do so, they are immediately overwhelmed with a lust to counter attack, and they strike back with a blazing speed fueled by their masochism.

When a practitioner is struck in combat they may give into their instincts and can immediately attempt to counter attack, launching a lightning quick attack at their assailant. This ability only affects the speed of an attack, not its strength. Additionally the speed of these attacks becomes even more potent upon each consecutive use. Every time an attack like this is launched in the same battle it is significantly faster than the previous use.

While there is no limit to the number of times a user can use this in a single fight, there is obviously a certain number of times an individual can be wounded before finally succumbing to their wounds. Even a masochist can only endure so much.

Each strike requires 2% of the user's reiatsu to launch.

Training: In order to learn Masochistic Speed, the user must train their mind to not only function under pain but gain strength from it. Learning Masochistic Speed is an arduous process; pushed to their physical limit, the user first has a minor wound inflicted on them before striking an enemy or target in response. The training repeats itself, the wounds growing in severity and their number of targets increasing. Training is considered complete when the user is capable of enduring a major wound to attack.

Requirements: 3,000 Zanjutsu

Sword Slayer
Dedication to the blade is an art form both serene and deadly in nature. For one to completely immerse their very soul into its mastery would mean that even attacks that fail to kill would cause affliction and great difficulty against the enemy. To many, the swings of their weapon alone herald an immortal power strong enough to cut entire mountains and rend whole oceans. A swordsman’s ascension into this heightened echelon of prowess manifests through his or her ability to completely ravage their target’s defenses to the point of utter submission.

A practitioner of this technique may be able to embed 5% reiatsu into their sword for one whole turn. When an opponent manages to defend against their strikes, the aftermath is a damaging physical and psychological effect, causing the opponent to feel the primordial strength with which the masters of the blade control. For every parry and avoidance in that single round, not only will the target feel an increased staggering pressure from the user’s strikes, but also suffer a dire, un-ignorable feeling of dread completely overwhelm and overrun their cognitive senses.

This ability may be used up to three times in a battle.

Training: In order to learn Sword Slayer, it is necessary to find a practitioner. Training involves first meeting an opponent in battle that instills fear in the user -- it may even be their teacher. This fear becomes the basis for training Sword Slayer. The user undergoes repeated sword training while meditating on that feeling of fear, facing their teacher repeatedly between practice sessions. Through this dogged persistence, the user can learn to wield the terror that once shook them.

Requirements: 10,000 Zanjutsu
Practitioners: Reijuu Kyuketsu (Wayne), Yin Feng (Shadowwind)


A Weapon in My Hand
There are times that a shinigami finds himself without his weapon, even for a master of the martial arts there are times when only a sword will do. This ability allows the shinigami to transfer a portion of his power into any object he can hold fortifying and sharpening it into a facsimile of their missing weapon. A rod of rubar, an errant tree branch, a brick, even a long blade of grass becomes hardened and sharp as a blade.

The cost of this is 500 rei and only is effective for as long as the wielder holds the object. This does not convey any powers the user’s actual zanpakutou has but becomes more of a physical substitute able to stand against other real zanpakutous and can effectively convey zanjutsu techniques.

Requirements: 10,000 Zanjutsu
Practitioners: Reijuu Kyuketsu (Wayne), Yin Feng (Shadowwind)


:: Hakuda ::

Iaiken
This technique was founded upon the basic principles of Iaidou - the unique art of sword drawing and cutting - but is instead performed with the fist. The practitioners of this technique are able to respond immediately when combat is necessary, even with their limbs occupied or covered.

The split-second reaction time allows the user to project the force of their punch beyond their fist, which results in a "bullet" of sheer pressure that strikes with the speed and force of the user's normal punch. This bullet can travel a maximum distance of 10m before dispersing. Because these air punches grow in strength with the user, each punch consumes 1% Reiatsu. This can also be applied to kicks, and can be utilized only once per round.

Training: In order to learn Iaido, it is necessary to find a practitioner. Training involves the user honing their reaction time and the force of their punches by snapping into the movements of Iaiken with a large rock or boulder as their target. Over time, this force develops into enough to crack the boulder. Until the force is enough to split the boulder, which may take weeks of practice, the feat is not considered learned.

Requirements: 3,000 Hakuda
Practitioners: Kyuto Tounyuu (NPC) (swaswj), Kiro Shenrai (Seraph)

The Fruit of Labor
Spiritual beings generally have a greater inherent physical strength and durability than those who inhabit human form. For those dedicated to the pursuit of this type of strength, one can learn how to apply that strength in other arenas than direct combat.

Shinigami who raise their hakuda stat are often able augment their physical strength to superhuman levels. Similar to the strength of the humans, a Shinigami may manifest their physical strength in different ways, some may only apply this strength when emotional or enraged, while others are just a general example of the limits to which one can train their bodies.

Capable of exerting their strength over large, bulky objects and lifting them with relative ease - a user of The Fruit of Labor is capable of wreaking destruction with ease. At 5000 Hakuda, a practitioner is even capable of lifting and throwing objects up to a mid-sized car. The Fruit of Labor can also be applied directly to combat, allowing the user to throw or violently blow back their opponents.

Training: In order to learn the Fruit of Labor, it is necessary to fully exhaust the Hakuda threshold in open combat on at least two occasions. After that, the user may do a training chapter or collab where they exhaust their hakuda threshold again, and continue pushing their body until it surpasses its normal limits.

Requirements: 1,000 Hakuda
Practitioners: Lilith Maikeru (lilmangoseed), Zakeriah (AlbinoCur), Yoshinaga Gorou (Doc)


:: Hohou ::

Gyakuuryu - "Reverse Flow"
When an adversary attempts a shunpo or similar speed-based movement, a practitioner of Gyakuuryu may pay the twice cost of shunpo, per shunpo, to jump into the enemy's slipstream and travel to the same relative location, even when that opponent is significantly faster.

Alternatively, a practitioner of Gyakuuryu may pay twice the cost of a regular shunpo, per shunpo, to drag a willing target along with them. Every use of Gyakuuryu to drag someone along costs two Shunpo uses.

Training: In order to learn Gyakuuryu, it is necessary for learners to exhaust at least 75% of their Hohou threshold chasing after a target who is faster than them. When physically exhausted, it will become possible to detect the slipstream that follows in their target's wake, and with practice, to force their way into it.

Requirements: 10,000 reiatsu, 7,500 hohou
Practitioners: Amaterasu Nana (DarkVortexX), Haresuno Uchiharu (Haresuno)


:: Kidou ::

Jumon Fudou - "Spell Diversity"
Sometimes, people tap into the arcane arts far more naturally than one might expect. Whether by understanding the very nature of kidou energy or harnessing the systems inherent to it, a person my supercede some of the inherent boundaries of kidou spells.

A character equipped with this feat gains 9 additional kidou slots.

Training: In order to learn Jumon Fudou, the user must have learned and cast at least 25 different kidou spells across any number of chapters or collabs.

Requirements: 1,000 Kidou
Practitioners: Maruyama Ilsa (Nekomata), Tod Kenly (Ganner Rhysode)

Kidou Ikichu Kazou - "Demon Arts Threshold Increase"
As the name implies the character undertaking this feat will have their Kidou threshold increased due to their talents over the Demon Arts. Instead of the cap being at 150% of the Kidou stat, the threshold is now raised to 200%.

Training: In order to learn Kidou Ikichi Kazou, it is necessary to fully exhaust the Kidou threshold in open combat on at least two occasions. After that, the user may do a training chapter or collab where they exhaust their kidou threshold again, and continue trying to cast a spell until they are able to forcibly surpass their normal limits.

Requirements: Eishouhaki (1,000 Kidou)
Practitioners: Lilith Maikeru (lilmangoseed), Adelaide Pierce (Romana)

Hexatwist
To preserve and conserve as much energy as possible, that is the idea. This allows one to cast kidou out from a preexisting kidou. The first kidou will completely transform into the second kidou and all remaining energy in the first will be deducted from the cost of the second. If the second costs less than the first, any extra energy is lost.

Hadou can only be turned into hadou, bakudou to bakudou and chiyudou to chiyudou. Other schools or styles of kidou cannot be twisted.

Assuming the kidou has direction, this will not be able to change the direction but an undirected kidou can transform into a directed kidou going in any direction.

This is hard to use on short lived kidou unless some kind of fast/multi cast is used.

Training: In order to learn Hexatwist, it is necessary to find a practitioner. Training involves casting the desired spells one after another, using the full incantations repeatedly and without pause. When the user starts to become physically or mentally tired and their tongue gets twisted from the incantations, direction from the trainer may enable them to understand how to twist the spells together.

Requirements: 8,000 Kidou
Practitioners: Picca Lilli (Redfin)

Gappeidou - Way of Fusion
Kidou energies can be rewritten, even hard fast rules can be undone with enough focus. Gappeidou allows users to bend together two distinct spells into one combination effect. Spells fired through Gappeidou share properties of both the original spells, for example Big Bang and Sealing Rings would cause the rings to explode upon contact. In order to do this 1.5 the amount of total kidou of the two original spells must be paid. A single Gappeidou spell counts as both spells possible in a single turn for a Mahoubai users, standard kidou users lose the ability to cast a spell the following round should they use Gappeidou. Full incantations for the spells are the incantations for each part of the spell, however names can be adjusted to either be the two original names said in succession or some amalgamation of the spells.



As with Mahoubai, spells that require four slots or more cannot be combined. When used against kidou negating abilities, the cost of the spell is considered to be the sum of the base cost of the combined spells. If a spell is a combination of a hadou and a bakudou, half of the spell may be eliminated, if the correct technique is used. If the spell is a combination of solely bakudou or hadou, then the entire spell may be overcome if the correct technique is used.

Training: In order to learn Gappeidou, it is necessary to find a practitioner. Training involves casting the desired spells one after another multiple times to familiarize themselves. The user must then say both incantations together and attempt to cast both spells at once. With direction from the trainer it becomes possible to see where the spells are compatible in order to fuse them, although failed fusions may have unexpected reactions.



Requirement: 7,500 Kidou
Practitioners: None



Phantom Walker
Through the frequent use of a specific spell, one learns to understand the fundamentals of how it works and eventually, the littlest principles that make a spell possible. And by utilizing that knowledge, a practitioner is able to tweak its workings to work better to their advantage. And this, exactly, how Phantom Walker works.

Through the constant use and modification of the kidou Glass Veil, a practitioner is able to tap its powers and put the spell into greater use, such that the effects of Glass Veil now rests on the practitioner's mastery of the spell.

By equipping it once, the practitioner of Phantom Walker is able to move quickly while under the effect of Glass Veil, breaking the normal movement limits.

By equipping it twice, the practitioner is able to use hohou techniques, provided that the cost required to execute such technique is lower than the amount expended to use Glass Veil. However, the moment a practitioner uses a hohou technique, the concealment momentarily disappears, causing the practitioner’s image to flicker into view before disappearing once more. And while a practitioner may use movement techniques while under the effects of Glass Veil, it does not necessarily override tracking requirements for hohou techniques once they are seen during the momentary flicker. Also, if the cost of the technique is higher than the cost of Glass Veil, the effects of the spell breaks.

In order to use Phantom Walker, the user must pay a 2% upkeep cost in addition to the original spell cost of Glass Veil.

Training: In order to learn Phantom Walker, it is necessary to find a practitioner. The training involves reaching a level of comfort with Glass Veil that casting often occurs on instinct alone. After which, they are initially taught the basics of movement, gradually accelerating their speed of motion until they are capable of maintaining the cloak underneath the influences of high-speed movement.

Requirements: 5,000 Kidou
Practitioners: Kamenashi Yuurei



Shouhaku Jukutatsu - "Mastered Grasp"
Through his studies into the lines of power embedded in kidou's incantations and rituals, Sayis has discovered a means to realign one of his more oft-used spells: Shouaku. Rather than limiting the spell by physical ability, its potency is now decided by the user's kidou mastery.

By altering the spell, the natural range of Shouaku shortens to one quarter (about 5m) and the formerly invisible arm is bathed in the glow of the user's reiatsu. However, while using Shouaku Jukutatsu, the movement of the spell's arm is no longer tied to the movement of the caster's physical arm.

This ethereal arm is capable of lifting large, bulky objects with relative ease. At 6,000 Kidou, a practitioner is even capable of lifting and throwing objects up to a mid-sized car. Shouaku Jukutatsu may be used with a weapon (no larger than the user can physically wield) to fight using the practitioner's Hakuda or Zanjutsu stat.

Even under the effect of Shouaku Jukutatsu, the spell cannot grip a person, hollow, or zanpakuto.

Training: In order to learn Shouaku Jukutatsu, it is necessary to find a practitioner. Training involves first learning how to use the spell while both arms are occupied. After that, it is necessary to train on lifting objects, gradually picking up heavier ones until it ceases to cause physical strain. The final stage of training involves applying Shouaku to dexterous tasks such as writing which are normally impossible.

Requirements: 3,000 Kidou
Practitioners: Sayis Inuzuri (swaswj), Mineto Mitsuyo (Inkers), Maruyama Ilsa (Nekomata)
 
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Nargles

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:: General ::

Gishousha - "False Witness"
There is a devil on the shoulder of every great man and women. It is a persistent part of their consciousness, whispering falsehoods, misdeeds, and flat out lies into their minds. Practitioners of Gishousha seek to become this, and are trained to infect the consciousness of their targets, viciously manipulating them until their goals have been met.

Simply put, Gishousha gives the user the power of persuasion. By signalling one target in a 30 meter radius around them, they can create a temporary mental link between themselves and the target. Each turn, they can plant a thought or idea into the target’s mind, and while it does not outright force them to complete the action, it continuously gnaws away and persists in their mind. Repeated messages make the effect grow stronger until it becomes the sole focus of their attention. Furthermore, while linked with the others mind, they are constantly aware of the target’s mental state.

Those affected by Gishousha are completely unaware of the effects unless detected by the appropriate abilities or outside influences. To those receiving the message, the idea seems to originate from the deepest recesses of their mind and be completely theirs. Once linked, the user must stay within a 5 kilometer area of the target for the link to persist. The user must pay 1% of their reiatsu per turn to plant an idea or thought.

Training: In order to learn Gishousha, it is necessary to find a practitioner. Initially, the student is taught basics of persuasion and manipulation. However, underneath this simple tutoring session is a more practical lesson. All throughout the master continuously attempts to probe and play with the student's mind, while the student is expected to attempt to respond in turn. If the student is capable of successfully manipulating the master, they are considered practitioners.Requirements: 4,000 Reiatsu
Practitioners: Caleb Fletcher (Nargles)

Rei Genkai - Zero Limit
There are those who undergo pain, and there are those who have their entire being subjected to it. Even in that division, there are those who succumb, and those who resist. Those who resist find themselves in possession of the capacity to surpass all their limitations, pushing beyond the boundaries of their fellows by forcing themselves to an entirely new level of endurance. Rei Genkai acts as a passive feat, sporadically dulling and heightening senses to ensure the user is capable of pushing beyond their normal physical limits.

Acquiring Rei Genkai is a harsh process requiring careful supervision to avoid the unthinkable. Simply injuring oneself gravely is not enough; to create the interference of the feat requires one to fundamentally alter themselves on a mental, emotional or spiritual level. This can be most commonly associated with undergoing rigorous torture, or through such continued stress that the learner snaps on a core level.

Supplementing this, their soul itself can stretch itself beyond its normal limits - allowing the user to surpass a single stat threshold once per battle. Finally, as the practitioner reaches an emotional focal point, they reach a semi-permanent state of focused emotion, rooted in a single one that resonates strongly with them. As such, a practitioner of Rei Genkai can reduce the effectiveness of emotional and mental manipulation by 5% of their reiatsu per round.

Training: In order to learn Rei Genkai, it is necessary to find a practitioner. Training involves sustaining no fewer than three major wounds in open combat on any occasion. To hone this into the feat itself, they may then do a training collab where they sustain both a major physical wound and significant emotional or mental damage.

Requirements: Advent Human; 3,000 Reiatsu
Practitioners: Arano (Seraph), Moukou Nenshou (Seraph)



:: Combat ::

Issokude Kyokan - "Hecatonchires"
A skill practiced by only the most renowned masters of Initiative Orpheus’ unique fighting style Senkoutaihou Kata, Issokude Kyokan -- or more informally Hecatonchires -- shares its namesake with the hundred-armed giants of ancient Greek mythology. The technique is so named due to the extreme speed with which the user moves and attacks, making them appear as though they are wielding many more weapons than is possible. Hecatonchires works by infusing the user’s musculature with massive amounts of spiritual energy. Upon successfully dodging an attack with Senkoutaihou Kata the practitioner releases this built up energy all at once, allowing them to momentarily surpass their human limitations; moving so fast as to appear in multiple locations at once. By flanking the enemy multiple times in the blink of an eye, the user releases a flurry of bullets from every direction, while leaving very little chance of a foe dodging or counter attacking. Upon completing the technique, the user will arrive back at their original location.

This ability overrides the standard counter from Senkoutaihou Kata. Each use of this ability expends 15% of the user’s reiatsu (firearm damage is not calculated with Issokude Kyoukan) and can only be activated once per chapter or collab. Each use of this ability can hit up to two additional targets within ten meters of the initial target. Damage dealt is divided based on how many targets are hit.


Training: In order to learn Hecatonchires, it is necessary to find a practitioner. The user is taught how to shift the momentum mid Senkoutaihou Kata counter, accelerating their body at a moments notice. At which point, they are then instructed in how to weave multiple attacks at once, striking the target all at once in a single move.

Requirements: 8,000 Combat, Senkoutaihou Kata
Practitioners: Masato Fujikawa (Several Zombies), Nenshou Mouko (Seraph)

Heiryoku - "Force of Arms"
A combination of finite reiatsu control, and natural skill in hand to hand combat, those trained in the art of Heiryoku are able to elevate their abilities to the next level. Instead of focusing on increasing the user’s general strength, those trained in this art are instead taught to focus their energy at the instantaneous moment of the strike. The result is a maximization of force at the point of impact.

By paying 2% of their reiatsu per turn activated, the practitioner of Heiryoku bathes their hands the limb of their choice with a thick film of reiatsu, similar to the kidou Breaking Palm. The user’s strikes are enhanced by the amount of reiatsu paid in. The film of reiatsu greatly amplifies the strength of their attacks, allowing the concussive force to easily break the bones of their opponents. Furthermore, the reiatsu acts similar to a chainsaw, allowing the user’s close-combat strikes to easily rip through mundane objects.

Training: In order to learn Heiryoku, the user must find a practitioner. Training is split into four separate techniques and melded together. The first is collection, which involves the student being taught to attempt to condense the reiatsu in their body in specific locations on their limbs. They are then taught how to sharpen the reiatsu, by learning the technique of vibrating individual particles. Next is rotation, where they learn to create a constant input and output flow of particles on their limbs to move the particles. Finally is release, where they are taught how to directly apply the techniques to their strikes. At this point they are ready to refine their skill which they are told to cut cleanly through objects gradually increasing in density.

Requirements: 8,000 Combat
Practitioners: Arano (Seraph)


Shinkaronsha - "Evolutionist"
Trained warriors speak of the moment they enter battle. They speak of the emotion, the awareness, the intuition suddenly granted to them by pure survival instinct. Advent humans fight with their body and spirit as one. As such, they have an attunement to battle which is much stronger than many races. When they fight, they are forced to devote both their mind and body to the challenge at hand. In a manner similar to the Pulse technique, Advents who truly devote themselves 100% to a fight gain a manner of intuition rivaled by the most honed of warriors.

While Shinkaronsha is active, the Advent continuously emits pulses of energy which engulfs the area in a 20m radius around the Advent. Slight changes in motion, the movement of the opponent’s stance, even the falling of a single leaf will trip their senses, allowing them to actually examine its motion. This increased perception massively increases their ability to recognize and evade attack in a manner similar to muscle memory. Furthermore, it assists their ability in identifying the motion of the target, increasing their ability to recognize the movement of enemies, allowing them to identify the high-speed movement. The Advent can now recognize and track high-speed movement at 35% of the enemy stat rather than at 50%. To remain active, the Advent must pay 2% of their reiatsu per turn.

Training: In order to learn Shinkaronsha, the user must find a practitioner. The student is placed in a physical combat scenario where reiatsu expenditure is prohibited. They are commanded to fight a person whose close quarters skill far outweighs their own, usually the practitioner, to push them to their physical limit and develop their muscle memory. They are then immediately moved to a training regimen focusing on refining their muscle and reiatsu perception. First they are blindfolded, with no outside distractions, and forced to stop oncoming physical strikes. This moves on as they are placed in increasingly complex scenarios involving the introduction of background movement, attacks from all angles, and strikes from a discernable location.

Requirements: 5,000 Combat, 5,000 Agility
Practitioners: Aki Sabashii (Seraph), Arano (Seraph)

:: Agility ::

Shinkaronsha - "Evolutionist"
Trained warriors speak of the moment they enter battle. They speak of the emotion, the awareness, the intuition suddenly granted to them by pure survival instinct. Advent humans fight with their body and spirit as one. As such, they have an attunement to battle which is much stronger than many races. When they fight, they are forced to devote both their mind and body to the challenge at hand. In a manner similar to the Pulse technique, Advents who truly devote themselves 100% to a fight gain a manner of intuition rivaled by the most honed of warriors.

While Shinkaronsha is active, the Advent continuously emits pulses of energy which engulfs the area in a 20m radius around the Advent. Slight changes in motion, the movement of the opponent’s stance, even the falling of a single leaf will trip their senses, allowing them to actually examine its motion. This increased perception massively increases their ability to recognize and evade attack in a manner similar to muscle memory. Furthermore, it assists their ability in identifying the motion of the target, increasing their ability to recognize the movement of enemies, allowing them to identify the high-speed movement. The Advent can now recognize and track high-speed movement at 35% of the enemy stat rather than at 50%. To remain active, the Advent must pay 2% of their reiatsu per turn.

Training: In order to learn Shinkaronsha, the user must find a practitioner. The student is placed in a physical combat scenario where reiatsu expenditure is prohibited. They are commanded to fight a person whose close quarters skill far outweighs their own, usually the practitioner, to push them to their physical limit and develop their muscle memory. They are then immediately moved to a training regimen focusing on refining their muscle and reiatsu perception. First they are blindfolded, with no outside distractions, and forced to stop oncoming physical strikes. This moves on as they are placed in increasingly complex scenarios involving the introduction of background movement, attacks from all angles, and strikes from a discernable location.

Requirements: 5,000 Combat, 5,000 Agility
Practitioners: Aki Sabashii (Seraph), Arano (Seraph)


 
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Nargles

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:: Hollow ::

Expelling Strike
When successfully striking a vizard, hollow, or arrancar with his zanpakutou, the vizard may reap some of their comfort and peace of mind, paying 5% reiatsu to transfer 5% of the user's rage into the target.

This ability may be used no more than three times in a day.

Training: In order to learn Expelling Strike, the user must first have had reiatsu or rage drained by an opponent. Attempting to replicate this feat on enemies or a sparring partner can be a draining task, and each failed attempt will cause the user to gain 5% rage. At minimum, the user is expected to gain 50% rage before successfully using the technique, and thus it may take multiple sessions to achieve.

Requirements: Vizard; 1,000 Reiatsu
Practitioners:


Feeding the Beast
Being a hybrid force between shinigami and hollow, Vizards carry numerous abilities usually identified with hollowkin, including a hollow’s natural regeneration. Some vizards have learned how to link Hollow Resiliency with it to keep themselves alive even when serious wounds were dealt to them in Hueco Mundo. By channeling the beast within, gaining 5% rage per round, the practitioner can heal moderate wounds in 2 rounds, severe wounds in 4 rounds. Minor wounds are healed instantly.

Training: In order to learn Feeding the Beast, the user must receive serious physical trauma while they have any amount of rage generated. Should the inner hollow extend offers to heal the user, if the user accepts, they will lose control to the hollow but have their wounds rapidly healed. Assuming they are able to regain control, the user may then draw upon that power to a lesser degree.


Requirements: Vizard; 5,000 Reiatsu
Practitioners: Tod Kenly


Cero Lluvia - "Zero Rain"
A powerful technique based on the infamous destructive hollow attack, it was developed through during rigorous training in Hueco Mundo. Rather than gathering up the energy for the attack and launching it in a single concentrated beam, the power splits into twenty skull-sized orbs that surround the vizard and fire themselves in the same direction, as miniature versions of the original attack. The orbs can only be fired in the same direction and cannot be controlled individually. The power is split between each orb. Cero Lluvia has improved accuracy over a standard cero and causes less unintended damage to the surroundings.

The level of control for this ability is difficult to attain however, and it costs 10% of the user's reiatsu on top of the average 20% rage increase for the cero.

Training: In order to learn Cero Lluvia, the user must train to hit multiple opponents with cero. Extensive training will allow the vizard to gradually cause less collateral damage, keeping damage more focused around their targets. Beginning with massive targets as a base, the hybrids move onto smaller and smaller targets until they can at will deliver devastation to their targets of choice. This mastery of reiatsu manipulation leads to the ability to create numerous smaller cero.

Requirements: Vizard; 5,000 Reiatsu
Practitioners: Shukumei Junichi
 
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Ou-Arashi Ha - "Tempest Blade"

A style previously believed lost to the clutches of antiquity, the Tempest Blade Style enables one to emulate the speed and suddenness of a raging storm, cutting a violent swath through foes. This style is restricted to those who have devoted their lives to the blade, as no measure of proficiency is possible in hand to hand combat.

Training: In order to learn Tempest Blade, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Tempest Blade techniques at least once and have GM approval. Initial training in Tempest Blade Style leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Tempest Blade Style, synergizing all their previous knowledge and gaining the rank of Adept.

Requirement: 6,000 Zanjutsu, 4,000 Hohou

Practitioners: Tsubaki (Beaks)
Masters: Tsubaki (Beaks), Amaterasu Nana (DarkVortexX)​

[ Tempest Blade: Arashi o Hanashi ] - "Draw the Storm"
Through careful practice and concentration, a practitioner of this technique is able to control the air around his or her body, transforming into the embodiment of the storm. Harsh winds cloak their body. This is expressed as a general increase in their base running speed. Furthermore, the harsh winds project an aura of destruction, ripping into targets that come within 1m of the user. To sustain this aura they must pay 2% of their reiatsu per turn.

Requirements: Tempest Blade Style


[ Tempest Blade: Inazuma Zen Kaminari ] - "Thunder Before Lightning"


While Draw the Storm is active, the rushing winds can be utilized to counter an opponent mid-strike, showing the true nature of the style. For 5% Reiatsu the user can amplify the aura of Draw the Storm by this amount to increase its ferocity and force. This allows them the ability to turn aside one physical attack and strike in the same instant. The winds function similar to a barrier for the purpose of blocking the physical strike, at the total cost of both techniques.

If the physical attack cannot pierce the ferocious winds that user creates, the attack is repelled. Furthermore, the remaining reiatsu in the winds is added to the strength of the counterattack. The Thunder Before Lightning counter repels the target backwards up to a maximum of 3m once the counter is landed. The unstable winds are difficult to control continuously. There is a two-round cooldown between uses of Thunder Before Lightning.

Requirements: Tempest Blade Style


[ Tempest Blade: Teikiatsu Sousei ] - "Cyclogenesis"


An adept of the Tempest Blade style is renowned and feared for becoming the complete embodiment of the storm. The final technique for practitioners is the ability to move at a speed and attack like lightning itself. While Draw the Storm is active, the user launches forward 15m at a speed determined by their full zanjutsu stat.

As the ferocious winds lend fuel to their attack, the second half of Cyclogenesis turns into a deadly attack. Pivoting briefly before reaching the target, the user brings the blade down in a vicious chop as the winds come down with it - a crack of thunder accompanying the sheer force. Those struck by the blow are not merely sliced but crushed, taking the full brunt of the winds’ and user’s strength for the attack.

These complex movements occur within seconds, and are impossible to see unless the target has a movement stat that is at least 66% of the user’s. Each activation costs 5,000 Reiatsu. Cyclogenesis can be used once per round per 10,000 Zanjutsu.

Requirements: Tempest Blade Style; 10,000 Zanjutsu; 5,000 Hohou

Togishi - "Sharpener of Sword, Polisher of Mirror"

Incorporating the themes of his zanpakuto, Sayis Inuzuri was able to develop a fighting style blending the disciplines of zanjutsu and kidou, passing the style on for others to carry forward. The practitioner coats the blade in a layer of kidou energy. Capable of sharpening the user's strikes, this kidou energy can also extend into the air, expressed as writing and symbols following the arc of the blade.

This feat gives access to Togishi kidou. Those with the feat may submit additional attacks as Kidou.

Training: In order to learn Togishi, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Togishi spells at least once and have GM approval.

Requirements: 5000 Zanjutsu, 3000 Kidou

Practitioners: Hayashi Amaya (Switch), Takimoto Kago (kazunarikago), Maruyama Ilsa (Nekomata)
Masters: Takimoto Kago (kazunarikago)​

Kyopoku-Ryu - "Overturning Bad Luck Style"

In recorded history - there are those whose skill in the field of Hakuda ascended to such a level that surpassed the barrier which once separated their efficacy from those more partial to Zanjutsu. Kyopoku-ryu, the art of Overturning Bad Luck, was formulated as a descendant of the more basic practice of Sekkinsen.

Training: To learn Kyopoku-ryu, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Kyopoku-Ryu techniques at least once and have GM approval. Initial training in Kyopoku-Ryu leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Kyopoku-Ryu, synergizing all their previous knowledge and gaining the rank of Adept.

Requirements: 5000 Hakuda

Practitioners: Haresuno Uchiharu (Haresuno)
Masters: Haresuno Uchiharu (Haresuno)

[ Kyopoku-Ryu: Hanmeitai ] - "Establishing Form"

The core principle of Kyopoku-ryu is to attain a primordial balance between your position to your opponent’s. That careful measurement is known as Hanmeitai, the Establishing Form. Paying 3% of their reiatsu per round to enter Hanmeitai, the user gains a distinct boost in their spatial awareness relative to the cost paid, allowing them to react instinctively to the movements of opponents within 5m. Training in Kyopoku-Ryu encourages close-quarters combat but favors anticipation and evasion over weathering direct hits.

In addition, it assists their ability in identifying high-speed motion within this space, allowing them to recognize and track such movement at 35% of the user's movement stat rather than 50%.

Requirements: Kyopoku-Ryu

[ Kyopoku-Ryu: Midasutai ] - "Disrupting Form"

While in Hanmeitai, the user may transition in an instant into Midasutai, the Disrupting Form. This form flows in-between the steps or motions of an enemy in order to break their stance. By flowing from the soft form of Hanmeitai into a sudden rigid stance and strike, the user of Midasutai is able to interrupt the opponent’s attack, stunning them for a brief few seconds and preventing melee attacks during the following round.

This technique costs 2% reiatsu; if the enemy’s attack is greater than the combined cost of Hanmeitai and Midasutai, the interruption will fail to stun the target and instead leave the user vulnerable.

Requirements: Kyopoku-Ryu

[ Kyopoku-Ryu: Gyakutai ] - "Reversing Form"

While in Hanmeitai, an adept may follow-up with Gyakutai, the Reversing Form. Gyakutai may be used against a single target within range of Hanmeitai. Paying 4000 of their reiatsu, the user creates a direct parry of any single blow made with a weapon. If the parry is successful, the weapon is immediately rebounded with such force that the wielder is immediately disarmed.

The amount paid into the Gyakutai is used to directly fuel the force the parry is made with, with the movement itself made at the full speed of their Hakuda. Due to the strain on both the user’s reaction time and their muscle control, Gyakutai may only be used once per battle, per 7,500 Hakuda they obtain.

Requirements: Kyopoku-Ryu; 7,500 Hakuda
Practitioners: Haresuno Uchiharu (Haresuno)


Shunko - "Flash Cry"

The highest merging of hakuda and kidou, Shunko is an advanced technique that combines hand-to-hand combat and kidou energy to explosively increase a shinigami's offensive capabilities. A highly-pressurized kidou surges throughout the user's body, enhancing their arms and legs for battle. The amount of energy used to employ the high-level kidou of Shunko is daunting, and controlling it even more so. With the proper training, the kidou energy itself can be controlled and fired at opponents from the body, or can even protect against other kidou.

All Shunko techniques draw from the practitioner's Kidou threshold as well as their reiatsu.

Since the energy primarily accumulates in the upper back and shoulders, any fabric there is blown away. A keisen uniform, with no back or sleeves, may be useful to practitioners.

This feat gives access to Shunko kidou. Those with the feat may submit additional attacks as Kidou.

Training: In order to learn Shunko, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Shunko spells at least once and have GM approval.

Requirements: 5000 Hakuda, 3000 Kidou

Practitioners: Makoto Matsumara (Divine Truth), Lucas Morrison (Tenchra)
Masters: Makoto Matsumara (DivineTruth), Lucas Morrison (Tenchra)

Idaten - "Swift Running, Heavenly Warrior"

At the peak of one’s physical speed, shinigami often have little else to explore in the realm of hohou, and so forsake it. There are those, however, who seek to induct other schools of the shinigami into their tremendous speed. One such incarnation of these hybridizations, is Idaten.


Idaten, the way of the Heavenly Warrior, is a pinnacle of hohou and kidou synchronized to one another. Those who practice it will find their spell-casting to be fast-paced and rapid in nature, their ability to think on the fly for incantations and spells to use unmatched. Their true genius is revealed, however, with the use of their specialized spells.

With GM approval, a practitioner of Idaten may submit a kidou spell designed specifically for the feat. This spell typically dwells in the realm of fusing hohou techniques to kidou properties, with some variances to attest to the quick-thinking nature of the users.

Training: In order to learn Idaten, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Idaten spells at least once and have GM approval.

Requirements: 10,000 Hohou, 5000 Kidou


Kindou - "Way of Forbidden Words"

A branch of demon magic that so tested the fabric of reality that it was sealed away, forbidden to be taught. The spells that fall under this mantle bend laws that were never meant to be tampered with.

No longer monitored as closely as centuries past, the knowledge of the forbidden spells has been discovered and surreptitiously spread. Only accessible to those of paramount skill in the demon arts, these Kindou require a full round's concentration and a complete incantation to cast.

Training: In order to learn Kindou, it is necessary to find a practitioner who has mastered it. It is a skill that cannot be taught by just anyone, as it involves transcending the natural laws of the universe. To be considered a master, a practitioner must have used all Kindou spells at least once and must have a minimum of 25,000 Kidou; after attaining this, a GM may approve the character as a master.

Requirements: 10,000 Kidou

Practitioners: Sayis Inuzuri (swaswj), Hisao Adachi (shadowwind), Adelaide Pierce (Romana)
Masters: Sayis Inuzuri (swaswj); Hisao Adachi (shadowwind)

Osou Genkotsu - "Sudden Fists"

For those who are skilled in Hakuda, there are several ways of advancing in their fighting style; one of those is Osou Genkotsu. If one is trained in both Hakuda and Hohou, their understanding of martial arts performed in high speed is above average.

Training: To learn Osou Genkotsu, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Osou Genkotsu techniques at least once and have GM approval. Initial training in Osou Genkotsu leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Osou Genkotsu, synergizing all their previous knowledge and gaining the rank of Master.

Requirements: 5,000 Hakuda, 2,000 Hohou

[ Ohikakusu de Kaminari ] - “To Cover with Thunder”

For a practitioner of Osou Genkotsu it is important to fight even while on ones peak of speed. To do so, one first needs to understand his surrounding reiatsu.

Because a Hakuda user knows true mastery of their body, they are able to charge the reiatsu that coats their body, without the risk of electrocute themselves.

Charged like that, direct contact will cause the practitioners enemy to discharge part of the reiatsu, suffering damage equal to the reiatsu used to uphold the effect.

To sustain this ability, the user must pay 2% of their reiatsu per turn.

[ Kaminari no Kachuu ] - “Vortex of Thunder”

While under the effect of Ohikakusu de Kaminari, a practitioner of Osou Genkotsu is able to create a small vortex of reiatsu by spinning around ones own axis. To create enough speed for that, the practitioner needs to trust in his own understanding of Hohou.

This Vortex makes it possible to capture the energy of an oncoming attack and store it inside of the coat of electricity, highly destabilizing the coat itself. This technique can absorb the first energy attack it contacts with that costs less than the 5% the user paid in. They can hold it for a turn, but they have to redirect it by the end of their following turn otherwise it detonates and they take the full brunt of the attack.

This attack is highly stressing for the body and thus only usable once every two turns.

To use this, one needs to pay 5% of their reiatsu.

[ Kaminari no Nohara ] - “Field of Thunder”

The peak of ones training in Osou Genkotsu is Kaminari no Nohara. A shinigami able to use Kaminari no Nohara can expand the effect of Ohikakusu de Kaminari in a radius of fifteen meter around him, forming a zone of pure electricity. To do this expansion, one needs to spin faster than in Kaminari no Kachuu in a counter clockwise manner, creating a vacuum.

Paying 5000 reiatsu, all enemies inside this attack will have problems moving their appendages, before they are pulled in together with the radius of this attack. This pull won’t deal any damage. A maximum of ten targets can be pulled in simultaneously.

Using the momentum, the user can spin upwards, before he accelerates down once more on the same place he just stood, creating a huge tremor that knocks all the pulled people down, dealing the damage of the attack.

Afterwards, the effect of Ohikakusu de Kaminari fades away and needs to get reactivated once more. Ohikakusu de Kaminari may be used once per every 10,000 hakuda

This all was made possible because of the practitioners understanding of his own capability and ability to accelerate his own moves through continued training of his speed and hand to hand abilities.


Requirements: Osou Genkotsu, 10,000 Hakuda, 3,000 Hohou
Practitioners: Mitsuhito Honokaguchi (Mitsuhito)
Masters: Mitsuhito Honokaguchi (Mitsuhito)

Shinkenjutsu no Mon - "The Gate of True Swordsmanship"

Miyamoto Musashi once referred to the distance between two fighters as 'the Gate.'

Shinkenjutsu no Mon refers to the distance between the practitioner and true swordsmanship, the mastery of kenjutsu that goes well beyond cutting techniques. A swordsman who claims utter control of their body and sword, as well as the battlefield, claims control over their fate. In this way, a Shinkenjutsu practitioner can resolve to win, still holding to the choice of whether to fight, whether to cut.

Shinkenjutsu no Mon is the pursuit of this level of mastery, a level where one can win with or without the use of a blade, through understanding the sword and the flow of battle; a level where one can maim or even kill an opponent at will, and maintains the power to choose; a level where the swordsman acts as a master and becomes a diplomat of fairness in the living hell.

Through continued study and practice, a swordsman may be able to throw open the Gate, and step through the opened way.

Training: To learn Shinkenjutsu no Mon, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Shinkenjutsu no Mon techniques at least once and have GM approval. Initial training in Shinkenjutsu no Mon leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Shinkenjutsu no Mon, synergizing all their previous knowledge and gaining the rank of Adept.

Requirements: 3,000 Zanjutsu, 1,000 Hakuda

[ Mon no Seigyo ] - “Controlling the Gate”

Controlling the Gate -- the distance between oneself and the enemy -- is fundamental to the pursuit of the Shinkenjutsu no Mon.

"All attacks must pass through the Gate to reach the target regardless of the angle of attack. When you deflect or parry attacks, when you are beyond the reach of the enemy's weapon, the Gate is closed. When your enemy strikes at you, let the Gate be closed, and when you strike, open it wide.

Your gaze should be large and broad; perception is strong and sight weak. Set your eyes straight ahead, or upon the eyes of your opponent. Do not let your eyes be drawn away by the motions of a sword or fluttering in the wind; take in everything, not just what you are looking at. Know your opponent's sword and perceive his techniques."

The practitioner enters a state of heightened awareness, reacting to peripheral vision and other senses while avoiding distraction by visual movement. In this state, the practitioner is able to act based on intimate knowledge of the physics of the sword and melee combat. Within a 10m radius, the practitioner can perceive incoming physical attacks, whether sword or fist or hollow claw, and possesses enhanced awareness of the extent and limits of range and threat from them. It is then up to the practitioner to control the Gate, keeping it closed to their enemies.

[ Hariuke ] - “Parry With the Flat”

"The proper way to react to an opponent's attack is to slap the attack aside and strike him immediately as an extension of the same effort. You must take the initiative through the movement of the parry and take the initiative through the strike.

In a parry, it is important to direct not just your opponent's attack, but your own as well. When you turn aside the enemy's attack, keep the point and edge of your own blade forward. In doing so, you are prepared for immediate counter-attack while your opponent is still at a brief disadvantage. Done correctly and with resolve, even if the opponent's strike is very strong, the point of your sword will not be knocked aside."

While in Mon no Seigyo, the practitioner is capable of parrying an attack and counter-attacking in the same motion. This is only effective against physical attacks with strength up to 15% of the practitioner's Zanjutsu, and requires a one-round cooldown between uses.

[ Sekka no Atari ] - “Spark from a Stone”

"In a situation in which your sword and your opponent's are about to cross, do not think of using your hands. Think of quickly getting your body in close. If you think of reaching out with your hands, your body will inevitably remain distant.

Now that you are in close, to execute this technique, you must strike quickly, with the three combined forces of your legs, your body, and your hands. This blow is difficult to execute, but if successful, the cadence of your opponent's attack or defense is now broken, allowing you to relieve him of his sword. Do not hesitate. With your opponent's sword in your possession, and while they are at a disadvantage, strike immediately. With diligent training you will be able to increase the force of the impact."

While in Mon no Seigyo, the practitioner moves in close, within arm's reach of their opponent. Using the understanding of swordsmanship and the enhanced perception of Mon no Seigyo, the practitioner moves to disarm their opponent, following up with a body blow that knocks the enemy away. This technique costs 4000 reiatsu and is only effective against physical attacks with strength up to 15% the practitioner's Zanjutsu. When the movement is completed, the opponent is knocked back 15m and their weapon, if any, is in the practitioner's possession.

Sekka no Atari may only be used once per battle per 7,000 Zanjutsu the user possesses.

Requirements: Shinkenjutsu no Mon; 7000 Zanjutsu, 3000 Hakuda

Practitioners: Kyuto Tounyuu (swaswj)
Masters: Kyuto Tounyuu (swaswj)


Shindou: Tonbo-ryu - "Force of Motion: Way of the Dragonfly"

The principle of Shindou is rooted in the combination of raw strength, and velocity, using the enigmatic reiryoku as a bridge. This is exemplified in a more refined style, the Tonbo-ryu. Simply known as the Way of the Dragonfly, Tonbo-ryu focuses on core strength, bringing force inwards before expressing it as raw speed and velocity.

Training: Learning the Tonbo-ryu requires one to find an existing Master of the style. They then learn to focus their core strength inwards, exerting a new level of control over their strength to learn the first technique, reaching the rank of Initiate. Afterwards, the Advent continues to focus on the core principles of Shindou, learning the different ways of projecting that strength onto the world around them by learning the following two techniques. This brings them to the rank of Adept.

To become a Master of Tonbo-ryu requires a full understanding of the principles behind Shindou, as well as first-hand experience in using all three techniques in open combat. Once a user has used all techniques in combat, they must seek GM approval before being declared a Master.

Requirements: 3000 Agility, 5000 Combat (Initiate, Adept); 6000 Agility, 10,000 Combat (Master)

[ Tonbogiri ] - “Dragonfly Cutter”

Bringing their titanic strength inwards, an Advent Human truly adopts the namesake of Internalize by completely cutting off the ability from affecting the outside world. Instead, by paying 3% of their reiatsu per round, they force that strength upon their own body.

Hyper-accelerating themselves in place, static-like energy begins to peel from their bodies. Their form distorts visibly, blurring and vibrating like a dragonfly’s wings in flight.

Those who come into contact with the practitioner in this state are immediately damaged by the Tonbogiri. Rather than simply bruising, or knocking about the opponent, the target undergoes a shearing effect at the point of contact. Ripping off layers of skin and muscle alike, extended contact with the practitioner can even remove entire limbs.

[ Risuyoku ] - “Fractured Wings”

Once strength is properly reined in, a practitioner must ascend to projecting that control outwards - primarily as pure movement. Paying 1000 reiatsu, a practitioner extends their hyper-acceleration into a single, straight line for up to 15m away.

This line extends at the speed of the user’s Combat, and is visible as a distortion in the air and space it occupies. As the line completes, the user is then instantaneously moved to the other end of the line - a movement that is considered instant. This movement, the Risuyoku, is capable of defying conventional physics, being usable even while in the air. It may not, however, move through any solid obstacles.

A practitioner of the Risuyoku can only utilize it once per round. While in use, Risuyoku may not be accelerated or otherwise affected by the use of other movement-based abilities.

[ Tonbokatsu ] - “Dragonfly Splitter”

An ultimate expression of movement and self-contained strength, those who ascend to the pinnacle of Shindou’s teachings are taught the final technique of Tonbo-ryu. Paying 6000 of their reiatsu, the user immediately overcharges their body with energy, entering a state of hyper-acceleration so powerful they are capable of moving through solid objects.

The user of this intangible force, the Tonbokatsu, may travel for up to 10m in any direction from its initiation before it fades. While in this state, all the user passes by is immediately beset by the shearing ‘wake’ left by the user. Those caught within a 3m width behind the user find themselves torn apart on such a minute level - it appears as though skin, flesh and bone are simply evaporating.

Capable of affecting both inanimate objects and living beings, the Tonbokatsu’s wake cannot affect reiatsu constructs or abilities, nor can the practitioner phase through them. This ability may be used once per round per 10,000 Combat the user possesses.

 
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