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Thread: Techniques and Releases

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    Techniques and Releases


    Character Sheets

    Shinigami

    In combat, shinigami utilize a set of combat principles known as Zankensouki. These principles are made in such a way that one may excel in one without suffering for lack of another - or to utilize all four of its categories simultaneously. Divided into four core tenets, they are recognized as Zanjutsu, the art of the sword; Hakuda, the art of hand-to-hand combat; Hohou, the art of fast movement; and Kidou the demon arts.

    Advent Human

    Advent Humans, relying more on brute force than refined technique, have had their style of fighting dubbed the appropriate Banryoku. Divided into three recognizable areas, a human tends to dabble in at least a measure of all three to ensure the maximum amount of potential.

    The three recognizable areas are known as Combat, representing their total capability in close-range combat; Agility, representing their capacity for natural movement and their overall reaction time; and Fortitude, representing a human's ability to withstand and overcome damage. Additionally, an Advent Human utilizes Resonance, which represents an Advent gaining momentum, that rises throughout battle as the human utilizes their other abilities.

    Vizard

    Being of shinigami nature in origin, Vizards utilize the majority of their combat skills from Zankensouki, using the same sheet as shinigami. They are separated, however, by the functionality of Rage, representing how much mental influence their Inner Hollow has on their emotional state, and overall control of themselves in a combat situation.

    Quincy

    With the cut-throat ideology and nature of their power, Quincies have adopted a code of combat known as Ikorose, focusing on quick elimination of the target while ensuring the survival of the Quincy.

    The first tenet, Kyuuzu, determines the Quincy's capability with their Hamayumi - primarily, their accuracy. Namazan, the second tenet, represents the Quincy's ability to evade and maneuver in close-combat situations, and their ability to survive hazards at close-range in general. Finally, Douryuu is the third tenet, determining a Quincy's general movement, natural speed, and ability to react to parse and react to oncoming threats.

    What separates Quincy as a whole, however, is their ability to tap into Shuuhaku, a separate pool of energy drawn from the ambient reishi of their surroundings. Shuuhaku is represented as 10% of their base reiatsu while on Earth, and when in reishi-rich environments like Hueco Mundo or Soul Society, that amount is increased by a further 10%.
    Last edited by Seraph; 05-13-2013 at 02:59 AM.

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    Racial Techniques
    Shinigami
    The following basic Techniques are available to all Shinigami, providing they have met the requirements. Shinigami are versed in the theory and execution of these skills as part of the curriculum at the Central Spirit Academy.

    Each stat has a threshold equal to 1.5x the stat. This is the maximum amount of reiatsu allowed to be spent on techniques or spells for that stat. This does not apply to release or feat abilities.

    General

    -- General Techniques --

    [ Gigaihyou ] - "Righteous Corpse Possession"
    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.

    Requirements: None

    [ Konsou ] - "Soul Burial"
    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.

    Requirements: None

    [ Reiatsu Noukan ] - "Spiritual Pressure Perception"
    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. A target may choose to mask their signature, making their exact location difficult to ascertain. However, the presence of a strong fighter in combat is unmistakable.

    The user may only precisely identify targets up to a range determined by their Kidou stat. Until that point, the tracking merely gives a general area.

    Requirements:
    Class E : 1 km / 500 Reiatsu / 1,000 Kidou
    Class D : 2 km / 1,000 Reiatsu / 2,000 Kidou
    Class C : 4 km / 2,000 Reiatsu / 4,000 Kidou
    Class B : 6 km / 3,000 Reiatsu / 6,000 Kidou
    Class A : 8 km / 4,000 Reiatsu / 8,000 Kidou
    Class S : 10 km / 5,000 Reiatsu / 10,000 Kidou

    [ Reiraku Takan ] - "Spiritual Thread, Deep Perception"
    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. This technique only identifies race, unless the target is within Reiatsu Noukan's range for precision.

    Colors are as follows:

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

    Requirements: 3,000 reiatsu

    [ Chikaihou Shinou ] - "Earthly Law Mastership"
    Being dead is far different than living, as anyone in Soul Society can attest to, and one can sometimes bypass the physical laws of movement that one is normally accustomed to. True understanding as to what one can and cannot get away with is gained through experience.

    This technique allows the user to condense reiatsu around their body or under their feet in the living world. This enables the user to slow their falls, extend their jumps, or even to stand in the open air. Shunpo cannot be used mid-air.

    Requirements: 2,000 Reiatsu

    [ Reiki ] - "Spiritual Healing"
    The most basic form of healing available to Shinigami. This technique is simply a method of flooding injuries with Reiatsu directed through the hands, stimulating the regeneration and repair of damaged tissue. While it is quite effective for small scratches and cuts, healing more serious wounds in this manner is extremely draining and time consuming. Cannot be used in battle and is mainly used to stabilize wounds until more serious healing can be applied.

    Requirements: 1,000 Reiatsu

    [ Fuubi ] - "Overpower"
    When a shinigami is restrained or bound and has been left with no other alternative, they can try to force their way out through sheer strength and raw reiatsu. This is dangerous for the user's soul, particularly against the demon arts. Such an effort requires at least 1.5x the cost of the restraint and causes severe pain to the user.

    Requirements: 1,000 Reiatsu

    [ Senkaimon Koshutsu ] - "World-piercing Gate Summoning"
    The skill of opening, safely traversing through, and closing the Senkaimon allows the user to travel between Seireitei and the Living Realm. 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. While the gates may appear anywhere in the living world as the user wishes, the gates within Seireitei are limited to specific fixed locations.

    Requirements: 5th Seat or Higher

    [ Shirei Hatsuri ] - "Command Bypass"
    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 Zanpakuto.

    Requirements: Bankai
    Zanjutsu

    -- Zanjutsu Techniques --

    [ Ittouryoudan ] - "Cutting In Two With One Stroke"
    A skilled swordsman holds no fear in the face of his enemy's attacks and may stand his ground against them. In this way, the swordsman can channel his spirit into his sword and slice straight through flames, water, or even raw energy. This splits the attack around the user.

    Only possible against attacks up to twice the cost of Ittouryoudan, this technique costs 250 reiatsu to use.

    Requirements: 1,000 Zanjutsu

    [ Ijou Ittouryoudan ] - "Exceeding Cutting In Two With One Stroke"
    With greater mastery comes greater prowess. These Zanjutsu specialists are able to bring their true skill to bear when facing off against their enemies' attacks. Rather than merely splitting an attack, the user delivers a series of rapid attacks that utterly destroy the enemy's attack.

    Usable against techniques and abilities up to twice the cost of Ijou Ittouryoudan, this technique costs 750 reiatsu to use.

    Requirements: 3,000 Zanjutsu

    [ Buzei ] - "Outnumbered"
    ...but not out-manned. A difficult and risky maneuver, the practitioner accelerates their swing in order to deliver an attack on all sides. This allows the user to attack or defend against all attackers within range at half of their usual skill.

    This maneuver costs 2,000 reiatsu and may leave the user tired, unable to perform similar techniques for two rounds.

    Requirements: 5,000 Zanjutsu

    [ Kawasu ] - "To Turn Aside"
    There are some attacks which cannot be stopped, and a master of his weapon recognizes that fact. However, that does not mean that he must submit to those attacks. By hardening his swordsman's spirit, the practitioner of this technique can parry a powerful blast, deflecting it away from himself and his allies.

    This technique costs 3,000 reiatsu and only affects attacks up to twice as strong.

    Requirements: 7,000 Zanjutsu

    [ Senpuu ] - "Whirlwind"
    Mastery of fighting against the odds allows a Zanjutsu specialist to fight back at full strength, even when surrounded. Still risky and difficult, Senpuu allows the user to perform an omni-directional attack against every target within range, attacking and defending with the full skill of their Zanjutsu.

    This costs 5,000 reiatsu and will leave the user wearied and unable to perform similar techniques for three rounds.

    Requirements: 9,000 Zanjutsu

    [ Ei Wo Toru ] - "To Take Up a Weapon"
    To wield a zanpakuto in combat, to swing a blade with surety, requires conviction and dedication. Every swordsman has his purpose, whether it's for the sake of protecting others, proving his prowess to everyone, or sharing his personal undeniable truth. When there comes a moment when that truth, that purpose, the swordsman's very life is threatened... that is when his skill fully comes to bear.

    Ei Wo Toru is the ultimate expression of the practitioner's zanjutsu, a single, nearly instantaneous counter-strike surpassing godlike speed. Used only for countering a direct threat, rather than amplifying the user's skill, strength, or damage, Ei Wo Toru is the ability to make a single strike against the odds. This move costs 10,000 reiatsu and allows the user to pull off otherwise impossible speed to counter. Attacks comparable to the user's Zanjutsu will practically stand still.

    The user's Zanjutsu is increased by 10,000 for speed only (not strength) for one strike.

    Requirements: 10,000 Zanjutsu
    Hakuda

    -- Hakuda Techniques --

    [ Sekkinsen ] - "Close-Quarters Fighting"
    One of the primary disciplines of Hakuda is defending against armed attacks. With skill in the practice comes the disciplined and instinctive ability to evade or knock a weapon aside by striking the flat or the hilt. Rather than directly blocking, the user will move their body out of the way or parry the opponent's weapon away, using any part of their body.

    This allows the user to stand toe-to-toe with bare hands against weapons, pitting skill against skill. A hakuda user has a chance to twist their body out of the way or parry an enemy blade without automatically getting cut as long as the attacker isn't 50% more skilled than they are, but even someone on equal footing will prove a challenge.

    Requirements: 1,000 Hakuda

    [ Goraikou ] - "Rising Sun"
    This attack is executed using the entire body: from a mid- to close-range, the user coils back and then springs forward, delivering a punishing, rising attack to their opponent's head, launching that opponent 10m into the air.

    This technique costs 500 reiatsu and lifts the user 5m into the air as well.

    Requirements: 2,000 Hakuda

    [ Datsugoku Shuu ] - "Escaped Prisoner"
    As long as a skilled hand-to-hand practitioner can move at least one limb by a small amount, they can manage to break free of some restraints. Requiring a combination of finesse and brute force, the user can escape from their bindings in one turn.

    This technique costs 1,000 reiatsu and is effective on bindings that cost up to twice that much.

    Requirements: 4,000 Hakuda

    [ Taikaku Kakougan ] - "Granite Constitution"
    A hakuda user knows true mastery of their body, and as part of that they must protect that body in all ways. The use of this technique fortifies the user, both inside and out, in an attempt to drive out foreign substances and reiatsu as well as fend off physical attacks.

    This lasts for one round and costs 2,000 reiatsu. It restores balance to the user's body, cleansing all positive and negative effects up to the cost, strongest effects first. During this round, the user can physically block attacks equal to their Hakuda.

    Requirements: 5,000 Hakuda

    [ Tenonai ] - "One's Intent"
    Every fighter enters combat for a reason, whether that reason is to prove themselves, to win, or to defend. Opponents who get too close to those who have turned their body into an arsenal will find out all too clearly what intent guides their fists.

    Executed from extremely close range, often following a dodge or a counter, Tenonai is a punishing blow infused with reiatsu and the user's fighting spirit. The slightest contact with this short-range attack delivers all the force of a solid attack and blows the opponent backward.

    This technique costs 1,000 reiatsu and must be executed while directly adjacent to the opponent. The target will be thrown 5m backward from the point of contact.

    Requirements: 6,000 Hakuda

    [ Shutsugoku ] - "Release from Prison"
    Against particularly difficult bindings, a true hakuda master still has options. With a concentrated focus of physical strength and raw spiritual power, the practitioner of this technique can escape some of the most difficult bindings, even when all their limbs are immobilized.

    Such an exertion requires 3,000 reiatsu but can break free of any binding up to twice that cost.

    Requirements: 8,000 Hakuda

    [ Taikaku Chuutetsu ] - "Cast Iron Constitution"
    Reiatsu courses through the user's body, burns furiously on the surface of it. Taikaku Chuutetsu is the greatest expression of a hakuda-user's mastery over their body. Some of the most insidious of unnatural effects are burned away from the practitioner once this is activated. While active, the user may ignore almost any blow, their hardened body shunting off most attacks.

    This ability costs 10,000 reiatsu. The burning energy coats the user's skin as a persistent barrier worth 10,000 reiatsu, and immediately removes all positive and negative effects to the user's body (directly cutting into the barrier by the cost of the effects in place), strongest effects first. This lasts for five rounds or until the barrier is whittled down.

    Requirements: 10,000 Hakuda
    Hohou

    -- Hohou Techniques --

    [ Shunpo ] - "Flash Step"
    A commonly taught skill for the Shinigami. Though it may be learned at an early level, mastering the technique is another story entirely. The initial level of shunpo is a burst of speed in a single, straight direction. As the user's skill in Hohou grows, they may learn more advanced techniques and maneuvers.

    A basic flash-step costs 200 reiatsu, and can cover up to 15m. The user bursts in one direction at near-blinding speed, but is unable to attack or turn. The speed of the step is determined by the user's Hohou, and only those with at least 50% of the user's Hohou can visually keep up with the movement. If the user's hohou is comparable to an enemy's attacking stat, then they stand a good chance of being able to dodge with a shunpo.

    Flash-steps are only usable once per turn, with an additional use per turn gained for every 5,000 Hohou.

    Requirements: 1,000 Hohou

    [ Shunpo Senmon ] - "Flash Step Expertise"
    The practitioner has grown familiar with the rush of motion and has learned how to maneuver during it. The user cannot reverse their direction, but they have some control over turning and positioning themselves strategically, though their turns cannot be greater than 60 degrees.

    Requirements: 2,500 Hohou

    [ Senka ] - "Flash Blossom"
    With their growing mastery of Shunpo, the user is now able to deliver a blindingly fast attack. In the middle of a flash-step, the practitioner may deliver two consecutive melee attacks to a target in their path.

    This ability takes the place of two normal Shunpo uses and costs 500 reiatsu. It does not increase the user's skill in their attacking stat.

    Requirements: 5,000 Hohou

    [ Onsoku no Shunpo ] - "Sonic Flash Step"
    Through an intricate manipulation of acceleration and deceleration, the user is capable of creating a sonic boom at the mid-point of a standard Shunpo. This creates an intense concussive blast that hits everything within a 7.5m radius. The user ends Onsoku no Shunpo just outside the range of the attack.

    If used in an area without enough space, the user will be hit by the blast as well.

    This ability takes the place of two normal Shunpo uses and costs 2,000 reiatsu.

    Requirements: 7,500 Hohou

    [ Utsusemi ] - "Corpse Step"
    A desperation move, "Cicada" or "Corpse Step" is a high-class Hohou technique that will allow the user to escape an otherwise deadly situation. It can also be used as a distraction, but it is highly straining so the technique must be used wisely. The user launches themselves into several different Shunpo simultaneously, accelerating the user so quickly that it leaves behind a 'skin' which the attacker will see taking the hit that was meant for the user.

    This technique costs 6,000 reiatsu and exhausts all of the user's Shunpo attempts for that round to add 6,000 to the user's Hohou for one dodge.

    Requirements: 10,000 Hohou
    Kidou

    -- Kidou Techniques --

    [ Eishouhaki ] - "Revocation of the Recited Poem"
    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. A user can only bypass an incantation if their Kidou stat is at least twice the required cost of a spell, and a bypassed spell will only be half as effective as a properly-incanted one, regardless of prowess.

    Requirements: 1,000 Kidou

    [ Eishou Tekkin ] - "Incantation Reinforcement"
    By mentally reaffirming an incantation, the user of this technique can reinforce binding spells. The user may pay additional reiatsu to counter the natural weakening of a binding effect. This can only be applied to one binding per round, and only restores one round's loss.

    This does not count against the user's kidou for that round.

    Requirements: 2,000 Kidou

    [ Jumon Kaiki ] - "Spell Totality"
    Through devoted study, a shinigami can gain greater control over a spell. This allows them to bypass the incantation with greater success.

    By equipping a spell twice, it's bypassed effectiveness increases by 25%. Spells may be equipped up to three times, but cannot exceed 100% bypassed.

    Requirements: 3,000 Kidou

    [ Koujutsu Eishou ] - "Trailing Incantation"

    A very skilled kidou practitioner may use this technique to strengthen a bypassed spell after it has been cast. The user first skips the incantation using Eishouhaki, in order to get a quick effect, and then speaks the incantation aloud afterward in order to strengthen it. Of limited use for instant or projectile attacks, this is mainly used to strengthen barriers and persistent effects.

    Requirements: 5,000 Kidou

    [ Jumon Zoukyuu ] - "Spell Augmentation"
    Deeper studies into the demon arts have granted insight into the fluctuations of reiatsu and how to adjust them while still achieving a desired result. In this way, the user of Jumon Zoukyuu can increase the effect of a spell by increasing the amount paid in, within the limits of their understanding and the spell itself.

    To use Jumon Zoukyuu, the caster spends the total spell cost plus an additional 2% of their kidou stat per tier of kidou.
    Ranks 1-30 = Spell Cost + 2% Kidou Stat
    Ranks 31-50 = Spell Cost + 4% Kidou Stat
    Ranks 51-70 = Spell Cost + 6% Kidou Stat
    Ranks 71-90 = Spell Cost + 8% Kidou Stat
    Ranks 91+ = Spell Cost + 10% Kidou Stat

    This technique uses the natural rank of the spell and is not affected by abilities that lower or increase the effective rank.

    Requirements: 8,000 Kidou
    Team

    -- Team Techniques --

    [ Touitsu Sensen ] – "United Front"

    In battle, two characters who have spent much time with one another can complement one another's fighting style. They are able to fight better in tandem than alone, receiving a boost to all techs used when attacking.

    When fighting near each other, skilled allies can easily swap positions to better press their advantage. Such a Bait and Switch will allow the users to instantly change places with a partner within 3m, once per round. Uses are limited by the pairs, not individuals.

    Requirements: At least 20,000 words with written with another player.

    Growth
    Level 1 (20,000 words) : +5% Combat Techs (Offensive)
    Level 2 (24,000 words) : Bait and Switch, 1x per day
    Level 3 (28,000 words) : +6% Combat Techs (Offensive)
    Level 4 (32,000 words) : Bait and Switch, 2x per day
    Level 5 (36,000 words) : +7% Combat Techs (Offensive)
    Level 6 (40,000 words) : Bait and Switch, 3x per day
    Level 7 (44,000 words) : +8% Combat Techs (Offensive)
    Level 8 (48,000 words) : Bait and Switch, 4x per day
    Level 9 (52,000 words) : +9% Combat Techs (Offensive)
    Max Level (56,000 words) : +10% Combat Techs (Offensive) / Bait and Switch, 5x per day

    [ Touitsu Kousen ] - "United Resistance"

    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. United Resistance, a sister technique to United Front, culminates this aspect of bonds into an inherent defensive mechanism. This tech allows characters that have reached a special bond to more effectively defend themselves and one another.

    Those with a strong enough bond will gain the ability to perform an Empathic Block once per round. When one member is attacked, the other can instantly jump in to take the hit for them. Uses are limited by the pairs, not individuals.

    Requirements: At least 60,000 words written with another player


    Growth
    Level 1 (60,000 words) : +5% Combat Techs (Defensive)
    Level 2 (64,000 words) : Empathic Block 1x per battle
    Level 3 (68,000 words) : +6% Combat Techs (Defensive)
    Level 4 (72,000 words) : Empathic Block 2x per day
    Level 5 (76,000 words) : +7% Combat Techs (Defensive)
    Level 6 (80,000 words) : Empathic Block 3x per day
    Level 7 (84,000 words) : +8% Combat Techs (Defensive)
    Level 8 (88,000 words) : Empathic Block 4x per day
    Level 9 (92,000 words) : +9% Combat Techs (Defensive)
    Max Level (96,000 words) : +10% Combat Techs (Defensive) / Empathic Block 5x per day

    [ Gunji Doumei Inga ] - "Fated Alliance"

    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. Gunji Doumei Inga emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.

    A Fated group may consist of 2 or 3 players. Players who are both bonded with the same player may be part of the same group, even if they are not bonded as well with each other.

    Players may be part of multiple Fated groups but cannot use multiple Fated techs in one round.

    Requirements: At least 100,000 words written with a partner. Submit Fated tech to tech staff for approval.


    Growth
    Level 1 (100,000 words) : Usable 1x per day
    Level 2 (105,000 words) : 110% Power
    Level 3 (110,000 words) : Usable 2x per day
    Level 4 (115,000 words) : 120% power
    Level 5 (120,000 words) : Usable 3x per day
    Level 6 (125,000 words) : 130% power
    Level 7 (130,000 words) : Usable 4x per day
    Level 8 (135,000 words) : 140% power
    Level 9 (140,000 words) : Usable 5x per day
    Max Level (150,000 words) : 150% power
    X
    Advent Human
    The following basic Techniques are available to all Advent Humans, providing they have met the requirements. Advent Humans utilize their skills instinctively, tapping into them on reflex before learning to use them consciously.

    Each stat has a threshold equal to 1.5x the stat. This is the maximum amount of reiatsu allowed to be spent on techniques or spells for that stat. This does not apply to release or feat abilities.

    General

    -- General Techniques --

    [ Reiatsu Noukan ] - "Spiritual Pressure Perception"
    The ability of an Advent Human to sense Reiatsu. Its potency and maximum range grows as the user's 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. A target may choose to mask their signature, making their exact location difficult to ascertain. However, the presence of a strong fighter in combat is unmistakable.

    The user may only precisely identify targets up to a range determined by their Fortitude stat.

    Requirements:
    Class E : 1 km / 500 Reiatsu / 1,000 Fortitude
    Class D : 2 km / 1,000 Reiatsu / 2,000 Fortitude
    Class C : 3 km / 2,000 Reiatsu / 4,000 Fortitude
    Class B : 5 km / 3,000 Reiatsu / 6,000 Fortitude
    Class A : 6 km / 4,000 Reiatsu / 8,000 Fortitude
    Class S : 8 km / 5,000 Reiatsu / 10,000 Fortitude

    [ Reiraku Takan ] - "Spiritual Thread, Deep Perception"
    A special sensory skill available to Advent Humans with maturing spiritual power. Reiraku Takan works by focusing on the spiritual signatures of all surrounding entities within a certain area and manually compressing them all into different-colored "threads." The maximum range of this ability is the same as the Shinigami's highest Reiatsu Noukan range. This technique only identifies race, unless the target is within Reiatsu Noukan's range for precision.

    Colors are as follows:

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

    Requirements: 3,000 reiatsu

    [ Fuubi ] - "Overpower"
    When a human is restrained or bound and has been left with no other alternative, they can try to force their way out through sheer strength and raw reiatsu. This is dangerous for the user's soul, particularly against the demon arts. Such an effort requires at least 1.5x the cost of the restraint. If this cost exceeds the user's Fortitude, it causes severe pain to the user.

    Requirements: 1,000 Reiatsu
    Combat

    -- Combat Techniques --

    [ Naibu ] - "Internalize”
    There is a distinctly physical aspect to the awakening of a human's power. As the human's capabilities in combat increase, his natural strength soon reaches supernatural proportions. Spiritual power from within becomes part of the physical body, and at will the human can use this power to greatly augment their bodies in almost every way imaginable, at a cost of 100 reiatsu per round.

    The user can lift bulky items such as refrigerators or vending machines and throw them with ease. Upon attaining 5000 Combat, their prowess increases to the point where they can even throw a mid-sized car or tear down a street light to use as a weapon. While such force is the norm for those beyond mortal ken, Internalize can be applied directly to combat, allowing the user to throw or violently blow back their opponents.

    Overdrive: Beyond physical strength, Internalize becomes something more akin to tactile telekinesis. Anything the user can normally lift is now effortless, allowing a user to throw vending machine with a flick of the wrist without breaking stride.

    Requirements: 1,000 Combat

    [ Shimiru ] - "Pierce”
    Advents at their core are about momentum: once they get going, there's very little that can stand in their way. Nowhere is this fact more evident than when they are faced with a barrier or other impediment. Just as an Advent's spiritual power permeates their physical form, so to can it permeate other spiritual constructs. When striking a barrier, an Advent Human can -- to some extent-- augment their attacks to bypass the obstruction, dealing concussive damage equal to 500 reiatsu through the barrier. This does not reduce the barriers durability. Each use of Shimiru costs 500 reiatsu.

    Overdrive: The effect of Shimiru may be stacked up to two times on a single attack.

    Requirements: 3,000 Combat

    [ Seiryouku ] - "Force”
    While an Advent Human’s apparent ‘super strength’ can certainly be intimidating, it’s power is more diffuse than it appears. Despite wielding an incredible amount of power, accurately directing that energy is a different matter entirely. Advents who have become intimately familiar with the nuances of their spiritual power and how it affects their bodies have learned how to hone their power in a far more precise manner. By paying 500 Reiatsu per use, an Advent can imbue a strike or attack with all the kinetic energy afforded to them by the Internalize base tech. Practically speaking, this allows the user to apply the knock back from Internalize to non-melee attacks and abilities. This does not increase the damage of any given attack, but adds the concussive force of Internalize to it.

    Overdrive: Each use of Seiryouku expends 1000 Reiatsu. Attacks affected by Seireyouku have their damage increased by the abilities cost.

    Requirements: 5,000 Combat

    [ Gyaku ] - "Reverse”
    As an Advent’s body becomes infused with Reiatsu, they are better equipped to fend off attacks of a spiritual nature. By flooding their system with spiritual power, the user can stop and physically redirect an inbound attack back towards its point of origin. Each use costs an Advent 3,000 Reiatsu and can return an attack up to the cost of the amount paid to activate Gyaku.

    Overdrive: Gyaku may be activated up to twice per round.

    Requirements: 8,000 Combat

    [ Kyuukei ] - "Break”
    Those who reach the peak of martial training have learned how to read and adapt to an opponent's fluid changes in stance and opening. By spending 6,000 reiatsu and imbuing their body with that power, they are able for a moment to bend the laws of physics and lash out with three single, seemingly simultaneous blows or shots at one opponent. Each may be directed at a separate part of the target's body.

    Overdrive: The amount of attacks allowed when using Kyuukei is increased to four.

    Requirements: 10,000 Combat
    Agility

    -- Agility Techniques --

    [ Teihaiku ] - "Air Hike”
    A desperation move or merely a fancy trick, some of the most agile humans are able to literally jump on air. By spending 200 reiatsu, the human can create a platform of energy that allows them to push off or jump mid-air. This effect may be used up to three times consecutively before having to land.

    Overdrive: The user may activate Teihaiku up to six times consecutively.

    Requirements: 1,000 Agility

    [ Tamatoki ] - "Bullet Time”
    An Advent Human, devoid of the supernatural abilities most other races have, must often rely on sheer reaction time in order to accordingly act against the various powers that other beings throw at them. For those who possess these supernatural reflexes time seems to slow, allowing them discern inbound abilities with post-human acuteness. While this does not make an Advent Human physically faster, they are able to detect and parse attacks that would otherwise be too fast to perceive. Effectively, the Advent gains 3000 Agility for the purposes of recognizing an attack or fast-moving ability (such as shunpo). This does not increase the physical ability to react.

    Overdrive: The passive bonus granted by Tamatoki is doubled.

    Requirements: 3,000 Agility

    [ Hitoshi ] - "Push”
    While a skilled Advent may be able to detect and react to attacks with post-human speed, there are times when even their spiritually-enhanced bodies can’t keep up with what they’re perceiving. Recognizing an inbound attack is useless if one is unable to parry it. Thankfully, what Advent’s lack in physical speed when compared to other races they more than make up in ingenuity. Hitoshi allows the user to -- upon detecting an attack -- generate a dense pulse of reiryouku designed to push the user's body out of harms way. When used, the Advent spends 500 reiatsu to thrust themselves up to 5m in any direction, with a single direction per use. Such propulsion is separate from any other physical movement and as such can even be used while falling. Push can only be used once per round, with the Advent gaining an additional use for every 5k in their Agility stat.

    Overdrive: The activation of Hitoshi pushes anyone in the vicinity of the user away from them an equal distance.

    Requirements: 5,000 Agility

    [ Ryoku ] - "Traverse”
    While they are not able to pull off sudden flashes of speed such as Shunpo or Hirenkyaku, Advent Humans have other ways of bending the laws of nature to suit their needs. As their bodies become permeated with reiatsu, an Advent begins to take on certain spirit-like properties. Incredible feats of acrobatics, leaping immense distances, the ability to run on vertical surfaces, even the ability to traverse intangible terrain. Energy currents, the surface of water -- all become viable thoroughfare for Advent Humans under the effects of Ryoku. This ability costs the user 500 Reiatsu for every turn it’s active.

    Overdrive: A user may, to some extent, direct themselves instead of simply following an energy path, allowing them to turn up to 45 degrees and still maintain the technique, even if they diverge from the initial path.

    Requirements: 8,000 Agility

    [ Douteki Kansei ] - "Neotic Inertia”
    In a moment of desperation, an Advent Human of exceptional agility may call up a sudden heightening of reflexes and perception, enabling them to respond to attacks they otherwise couldn't. This is extremely draining, but can be the difference between life and death.

    This technique costs 6,000 reiatsu and for that turn this amount is added to their Agility for dodging purposes only. In this heightened state of both physical ability and awareness, an Advent Human’s reaction time is greatly increased for the express purpose of avoiding enemies attacks. This buff stacks with Tamatoki.

    Overdrive: The buff granted by Douteki Kansei is maintained over several turns, depreciating at a rate of 25% per turn until expended.

    Requirements: 10,000 Agility
    Fortitude

    -- Fortitude Techniques --

    [ Shinsei Suna ] - "True Grit”
    Compared to other races Advent Humans are easily the most physically sound. Spiritually imbued muscle and bone are able to weather powerful attacks and recover at an exponentially increased rate when compared to their non-Advent counterparts. As such, an Advent’s defensive capabilities increase in proportion to their Fortitude, as well as their Resonance. Passively, an Advent can reduce the effectiveness of an attack or ability by 5% of their Fortitude.

    Overdrive: Damage reduction is increased to 8%

    Requirements: 1,000 Fortitude

    [ Nankou ] - "Salve"
    While many inhabitants of earth might consider spiritual power a simple cudgel to be wielded against an enemy, very few recognize it’s capacity for healing. Advents of sufficient skill can mold their energies in such a way as to exponentially increase their ability to both weather and heal from wounds. Actively, Nankou allows the user to stabilize their wounds in combat, halting bleeding or any persistent damaging effects at the cost of 100 reiatsu per turn. Passively, this ability allows the user to heal their wounds out of battle much faster than a normal human being, taking only a day or so to heal from major injuries that would normally incapacitate a regular human for much longer.

    Overdrive: Nankou now greatly reduces pain as well as any other incapacitating effects, allowing the user to ignore their injuries for a time. The cost of Nankou is increased to 200 Reiatsu per round while in Overdrive.

    Requirements: 3,000 Fortitude

    [ Bouheki ] - "Bulwark”
    An Advent human may brace themselves for an oncoming attack. By paying 1,000 Reiatsu, they surround their body in a thin film of Reiatsu, reducing the damage of the oncoming attack by that amount. This ability can only be activated once every other turn.

    Overdrive: Bouheki now reflects some of the damage blocked as concussive force, throwing the attacker back from the user roughly 8m.

    Requirements: 5,000 Fortitude

    [ Ninjou ] - "Empathy”
    The ability to regenerate wounds need not be limited to the user. By spending 500 reiatsu per turn, an Advent Human may use Empathy in order to heal an ally's wounds through direct contact. It takes 2 rounds to heal minor wounds, 4 rounds for moderate wounds and 6 for major wounds to heal.

    Overdrive: Activating the ability creates a small barrier around the target being healed. The barrier’s durability is valued at 1000 Reiatsu.This barrier disappears when the technique is halted.

    Requirements: 8,000 Fortitude

    [ Kinkou ] - "Balance”
    At the peak of their physical Fortitude, an awakened human can bolster their spiritual power as well. Fatigue fades away and the user's body replenishes itself. The user passively regains 300 reiatsu each round. At 100% Resonance, this is increased to 500 Reiatsu. Regeneration granted by Kinkou is applied to the user’s Fortitude Threshold.

    Overdrive: A user may chose to impart their regenerative powers on an ally, allowing one player in the user’s radius to regenerate 500 Reiatsu per round. While this effect is active, the user does not generate any reiatsu.

    Requirements: 10,000 Fortitude
    Team

    -- Team Techniques --

    [ Touitsu Sensen ] – "United Front"

    In battle, two characters who have spent much time with one another can complement one another's fighting style. They are able to fight better in tandem than alone, receiving a boost to all techs used when attacking.

    When fighting near each other, skilled allies can easily swap positions to better press their advantage. Such a Bait and Switch will allow the users to instantly change places with a partner within 3m, once per round. Uses are limited by the pairs, not individuals.

    Requirements: At least 20,000 words with written with another player.

    Growth
    Level 1 (20,000 words) : +5% Combat Techs (Offensive)
    Level 2 (24,000 words) : Bait and Switch, 1x per day
    Level 3 (28,000 words) : +6% Combat Techs (Offensive)
    Level 4 (32,000 words) : Bait and Switch, 2x per day
    Level 5 (36,000 words) : +7% Combat Techs (Offensive)
    Level 6 (40,000 words) : Bait and Switch, 3x per day
    Level 7 (44,000 words) : +8% Combat Techs (Offensive)
    Level 8 (48,000 words) : Bait and Switch, 4x per day
    Level 9 (52,000 words) : +9% Combat Techs (Offensive)
    Max Level (56,000 words) : +10% Combat Techs (Offensive) / Bait and Switch, 5x per day

    [ Touitsu Kousen ] - "United Resistance"

    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. United Resistance, a sister technique to United Front, culminates this aspect of bonds into an inherent defensive mechanism. This tech allows characters that have reached a special bond to more effectively defend themselves and one another.

    Those with a strong enough bond will gain the ability to perform an Empathic Block once per round. When one member is attacked, the other can instantly jump in to take the hit for them. Uses are limited by the pairs, not individuals.

    Requirements: At least 60,000 words written with another player


    Growth
    Level 1 (60,000 words) : +5% Combat Techs (Defensive)
    Level 2 (64,000 words) : Empathic Block 1x per battle
    Level 3 (68,000 words) : +6% Combat Techs (Defensive)
    Level 4 (72,000 words) : Empathic Block 2x per day
    Level 5 (76,000 words) : +7% Combat Techs (Defensive)
    Level 6 (80,000 words) : Empathic Block 3x per day
    Level 7 (84,000 words) : +8% Combat Techs (Defensive)
    Level 8 (88,000 words) : Empathic Block 4x per day
    Level 9 (92,000 words) : +9% Combat Techs (Defensive)
    Max Level (96,000 words) : +10% Combat Techs (Defensive) / Empathic Block 5x per day

    [ Gunji Doumei Inga ] - "Fated Alliance"

    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. Gunji Doumei Inga emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.

    A Fated group may consist of 2 or 3 players. Players who are both bonded with the same player may be part of the same group, even if they are not bonded as well with each other.

    Players may be part of multiple Fated groups but cannot use multiple Fated techs in one round.

    Requirements: At least 100,000 words written with a partner. Submit Fated tech to tech staff for approval.


    Growth
    Level 1 (100,000 words) : Usable 1x per day
    Level 2 (105,000 words) : 110% Power
    Level 3 (110,000 words) : Usable 2x per day
    Level 4 (115,000 words) : 120% power
    Level 5 (120,000 words) : Usable 3x per day
    Level 6 (125,000 words) : 130% power
    Level 7 (130,000 words) : Usable 4x per day
    Level 8 (135,000 words) : 140% power
    Level 9 (140,000 words) : Usable 5x per day
    Max Level (150,000 words) : 150% power
    X
    Vizard
    The following base Techniques are available to all Vizards, providing they have met the requirements. Vizards seize their skills from their Inner Hollows, utilizing their hybrid nature to unleash attacks both shinigami and hollow in nature.

    Utilizing their Techniques brings Rage upon a Vizard - making it harder to control their Inner Hollow. Once Rage has reached 100%, these techniques cannot be utilized.

    Hybrid

    -- Hybrid Techniques --

    [ Garganta Liar ] - "Linked Throat"
    Tapping into the ability of a garganta to bridge the gap between dimensions, this technique allows the vizard to remotely view a target. Because of the stress and concentration required, it is impossible to perform in combat.

    Requirements: 12,000 Reiatsu

    [ Hollow Resilience ]
    Vizards possess the ability to ignore smaller wounds, due to their inherited hollow nature. Minor wounds are utterly ignored, and moderate wounds are reduced in severity to minor damage.

    Requirements: 10,000 Reiatsu

    [ Subconscious Defense ]
    When the vizard is not masked, the will of their inner hollow may potentially save them from deadly harm. Once per collaboration, the mask may deter a potentially fatal attack. This does not prevent all bodily harm, but merely keeps the vizard from being cut down. When used in such a manner, the Vizard's connection to their hollow side is pressured, increasing the vizard's rage by 20%.

    Requirements: Tamed Inner Hollow
    Hollowfied

    -- Hollowfied Techniques --

    [ Garganta ] - "Throat"
    Vizards are capable of mimicing the inter dimensional travel of their hollow cousins. By touching the space of the realm they currently occupy, they may initiate a reaction that rips open a portal between Hueco Mundo and the living world. The user may then enter the opening and go into the turbulent space between realms, along with any who have sufficient speed. Garganta may not place the user within protected realms, such as Las Noches.

    Further, this technique is ponderous to enact. Requiring a great deal of concentration, a user would need to be undisturbed in combat situations for a length of two turns to open the portal.

    Requirements: 8,000 Reiatsu

    [ Cero ] - "Zero"
    The hallmark ability of hollowkin, vizards are capable of replicating this dread technique. Activating a cero increases the Vizard’s rage by 20%. In return, a lance of energy is emitted, 50 meters in length and 5 meters in width, with a value equal to 20% of the user’s maximum reiatsu. This grows in size and potential collateral damage as the vizard's reiatsu grows. Accuracy and precision are governed by Kidou or Ability.

    Requirements: Tamed Inner Hollow

    [ Bala ] - "Bullet"
    By gaining 5% rage a vizard may generate a surprisingly fast, but less powerful version of a cero. Its value is rated at 5% of the user's total reiatsu.

    Requirements: Tamed Inner Hollow
    Team

    -- Team Techniques --

    [ Touitsu Sensen ] – "United Front"

    In battle, two characters who have spent much time with one another can complement one another's fighting style. They are able to fight better in tandem than alone, receiving a boost to all techs used when attacking.

    When fighting near each other, skilled allies can easily swap positions to better press their advantage. Such a Bait and Switch will allow the users to instantly change places with a partner within 3m, once per round. Uses are limited by the pairs, not individuals.

    Requirements: At least 20,000 words with written with another player.

    Growth
    Level 1 (20,000 words) : +5% Combat Techs (Offensive)
    Level 2 (24,000 words) : Bait and Switch, 1x per day
    Level 3 (28,000 words) : +6% Combat Techs (Offensive)
    Level 4 (32,000 words) : Bait and Switch, 2x per day
    Level 5 (36,000 words) : +7% Combat Techs (Offensive)
    Level 6 (40,000 words) : Bait and Switch, 3x per day
    Level 7 (44,000 words) : +8% Combat Techs (Offensive)
    Level 8 (48,000 words) : Bait and Switch, 4x per day
    Level 9 (52,000 words) : +9% Combat Techs (Offensive)
    Max Level (56,000 words) : +10% Combat Techs (Offensive) / Bait and Switch, 5x per day

    [ Touitsu Kousen ] - "United Resistance"

    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. United Resistance, a sister technique to United Front, culminates this aspect of bonds into an inherent defensive mechanism. This tech allows characters that have reached a special bond to more effectively defend themselves and one another.

    Those with a strong enough bond will gain the ability to perform an Empathic Block once per round. When one member is attacked, the other can instantly jump in to take the hit for them. Uses are limited by the pairs, not individuals.

    Requirements: At least 60,000 words written with another player


    Growth
    Level 1 (60,000 words) : +5% Combat Techs (Defensive)
    Level 2 (64,000 words) : Empathic Block 1x per battle
    Level 3 (68,000 words) : +6% Combat Techs (Defensive)
    Level 4 (72,000 words) : Empathic Block 2x per day
    Level 5 (76,000 words) : +7% Combat Techs (Defensive)
    Level 6 (80,000 words) : Empathic Block 3x per day
    Level 7 (84,000 words) : +8% Combat Techs (Defensive)
    Level 8 (88,000 words) : Empathic Block 4x per day
    Level 9 (92,000 words) : +9% Combat Techs (Defensive)
    Max Level (96,000 words) : +10% Combat Techs (Defensive) / Empathic Block 5x per day

    [ Gunji Doumei Inga ] - "Fated Alliance"

    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. Gunji Doumei Inga emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.

    A Fated group may consist of 2 or 3 players. Players who are both bonded with the same player may be part of the same group, even if they are not bonded as well with each other.

    Players may be part of multiple Fated groups but cannot use multiple Fated techs in one round.

    Requirements: At least 100,000 words written with a partner. Submit Fated tech to tech staff for approval.


    Growth
    Level 1 (100,000 words) : Usable 1x per day
    Level 2 (105,000 words) : 110% Power
    Level 3 (110,000 words) : Usable 2x per day
    Level 4 (115,000 words) : 120% power
    Level 5 (120,000 words) : Usable 3x per day
    Level 6 (125,000 words) : 130% power
    Level 7 (130,000 words) : Usable 4x per day
    Level 8 (135,000 words) : 140% power
    Level 9 (140,000 words) : Usable 5x per day
    Max Level (150,000 words) : 150% power
    X
    Quincy
    The following base Techniques are available to all Quincy, providing they have met the requirements. Quincy are taught the ability to harness the reishi of the world around them from their family, passing their traditions and abilities through generations.

    Each stat has a threshold equal to 1.5x the stat. This is the maximum amount of reiatsu allowed to be spent on techniques or spells for that stat. This does not apply to release or feat abilities.

    General

    -- General Techniques --

    [ Reiatsu Noukan ] - "Spiritual Pressure Perception"
    The heightened ability of a Quincy to sense Reiatsu. Its potency and maximum range grows as the user's reiatsu level rises, and will be able to single out the signature of a single entity within range. A target may choose to mask their signature, making their exact location difficult to ascertain. However, the presence of a strong fighter in combat is unmistakable. As traditional hunters, all Quincy possess exceptionally high sensing abilities, able to precisely pinpoint targets up to their full range.

    Requirements:
    Class E : 1 km / 500 reiatsu
    Class D : 3 km / 1,000 reiatsu
    Class C : 6 km / 2,000 reiatsu
    Class B : 9 km / 3,000 reiatsu
    Class A : 12 km / 4,000 reiatsu
    Class S : 15 km / 5,000 reiatsu

    [ Reiraku Takan ] - "Spiritual Thread, Deep Perception"
    A special sensory skill reserved only for Quincy whose capabilities have matured markedly. Reiraku Takan allows the Quincy 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 Quincy's highest Reiatsu Noukan range. Colors are as follows:

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

    Requirements: 3,000 Reiatsu

    [ Fuubi ]- "Overpower"
    When a Quincy is restrained or bound and has been left with no other alternative, they can try to force their way out through sheer strength and raw reiatsu. Especially dangerous to the Quincy's body and soul, they must pay the same cost as what bound or restrained them, using Shuuhaku and Reiatsu as necessary. The more reiatsu used, the more painful it is for the Quincy.

    Requirements: 1,000 Reiatsu

    [ Ransou Tengai ] - "Chaotic Dress, Heaven's Enormity"
    Unlike Shinigami, Quincy are subject to aging and all the drawbacks therein. To counter this, the Quincy developed a technique with which to still remain effective. By using thin threads of reiatsu, a Quincy can pull his limbs using only his reiatsu control rather than his body. This has proven to be an effective technique for younger Quincy as well in situations of grave injury, broken bones, paralysis, or when bound. Ransou Tengai also allows a Quincy to resist any binding ability.

    To activate this technique, a Quincy must expend 1% of his reiatsu per round. To resist being bound, a Quincy must expend the ability's cost in reiatsu. Continuous use can be dangerous for the Quincy body, therefore they can only activate this technique for 3 turns before needing to rest for a following 2 turns.

    Requirements: 10,000 Reiatsu
    Kyuuzu

    -- Kyuuzu Techniques --

    [ Weitshuss ] - "Longshot"
    As masters of ranged combat, Quincy dominate long-range encounters, able to fight from a distance with enhanced efficacy over the average. As their skill in Kyuuzu grows, a Quincy is able to focus their shots over greater and greater distances.

    A Quincy's range of 25m for their standard shots increases by 5m per 1000 Kyuuzu. This caps out at 100m max range at 15,000 Kyuuzu.

    Requirements: 1,000 Kyuuzu

    [ Schärfe ]- “Focus”
    As their mastery over spirit particles increases, Quincy of sufficient skill are capable of exerting a degree of control on the reishi composing arrows they’ve already fired, allowing them to alter its trajectory and ensure a hit. By paying 200 Reiatsu, the user may bend the path of a fired arrow by up to 45 degrees. This technique can only be used one time on any individual arrow within 30 meters of the user, and cannot be applied to arrows augmented by other techniques.

    Requirement: 3,000 Kyuuzu

    [Halbmond] - “Crescent Moon”
    Quincy who have begun to understand the nature of their own power and how it affects the world around them will often times realize that reishi in and of itself is incredibly malleable -- capable of taking on many shapes and forms beyond that of a simple arrow. Though the finesse required to craft spiritual particles into more elaborate forms requires an incredible degree of skill, most Quincy are capable of molding their energies in very basic ways.

    Halbmond allows the user to reshape an individual arrow after firing, forcing it to take on an elongated, crescent shape roughly one meter in length that deals slicing damage along its leading edge as opposed to piercing a target like a normal arrow. Though slower-moving than a standard arrow, these waves are capable of hitting multiple targets at once. Each use of this technique costs the user 800 Reiatsu and augments a single arrow, increasing its damage by the amount paid.

    Requirement: 5,000 Kyuuzu

    [ Adlerauge ] - "Eagle’s Eye"
    Adlerauge is a two-stage attack that maximizes an archer's impact. The Quincy begins by imbuing an arrow with a special positive charge. This charge is left behind at the point of impact, whether it hits its intended target or not.

    The following round or after, the user may fire a second, negatively charged arrow. This one will home in on the original mark, striking without error if unimpeded.

    Adlerauge costs 1,250 reiatsu for each individual shot. A mark will remain until struck, or for three rounds. The user may release it at will if needed.

    Requirements: 7,500 Kyuuzu

    [ Vergessen ] - Oblivion
    Pure unbridled devastation and the epitome of a Quincy’s destructive nature given form, Vergessen requires the quincy pay 6,000 reiatsu from either their own reiatsu or their Shuuhaku pool to craft a single, massive arrow of super-compressed reishi. The spirit particles composing this arrow, much like Seele Schneider, resonate at an incredibly high frequency, allowing it to tear through almost anything it its path.

    Vergessen is capable of slicing through barriers it encounters. Half of the barrier's durability is deducted from the arrow's overall strength. Upon striking a solid target or barrier with higher durability than remains in the arrow, it explodes, dealing the remainder of its damage in a 5m radius around the point of impact. This technique has a maximum firing range of 40 meters.

    Requirements: 10,000 Kyuuzu
    Namazan

    -- Namazan Techniques --

    [ Ausweichen ] - "Elusiveness"
    An easy to use but difficult to master technique, Ausweichen is a short-lived visual displacement. The Quincy uses ambient reishi in the air to bend light, causing them to appear 1m to the side of their actual position. This visual distortion helps improve the odds of evading attacks significantly, since even when anticipated, it's impossible to tell on sight which direction the displacement is occurring.

    Any attack against the Quincy will break the illusion.

    This ability costs 200 reiatsu to activate, and lasts for 3 seconds. This duration increases by 1 second per 2000 additional Namazan, capping at 10 seconds at 15,000 Namazan.

    Requirements: 1,000 Namazan

    [ Streuschuss ] - "Scattershot”
    As specialists in ranged combat, Quincy have developed a wealth of techniques and strategies at range. One of the most important categories of said techniques involves keeping enemies at range. Streuschuss developed as a desperation move, but has been refined over the ensuing centuries. What once was just a blind-fire to try and hit anything has become a broad-hitting mid-range attack, aimed deliberately and with purpose. Dozens of arrows are launched at once in a spread formation, each charged with specially prepared reishi. Upon impact, the arrows will blast their targets backward, giving the Quincy extra time to escape to a more comfortable range.

    This technique costs 500 reiatsu and spreads out to a 10m long, 5m wide cone. Targets are thrown back 10m from the point of impact.

    Requirements: 2,500 Namazan

    [ Bewusstsein ] - "Awareness"
    In order to defend against surprise attacks, one technique a Quincy can use is Bewusstsein, which creates an intricate web of reishi threads surrounding the user in all directions. This latticework of reishi serves as an alarm, alerting the user whenever anything disturbs it, whether beings, objects, or even reiatsu-based attacks.

    While the web itself is nearly imperceptible, it prevents the Quincy from using any cloaking techniques for as long as the technique is active.

    Bewusstsein costs 500 reiatsu per round and covers a 10m radius surrounding the user in every direction.

    Requirements: 5,000 Namazan

    [ Vergeltung ] - “Retaliate”
    Lacking the durability of most other spiritual races, a Quincy must rely on their range, agility and spatial awareness to maintain an advantage in combat. Still, even the most prepared warrior can be caught off guard, and Quincy are at their most vulnerable when in close quarters. Vergeltung was created with these instances in mind.

    Upon being attacked, a Quincy may pay 1,000 Reiatsu to rapidly displace the spirit particles surrounding them in a fashion similar to Hirenyaku, with explosive force, pushing the user away while dealing damage to any assailants in melee range. This technique can only be used once every three rounds, and can only affect one enemy attack per activation.

    Requirements: 7,500 Namazan

    [ Nichtig Erde ] - “Negation Territory”
    Quincy thrive on controlling the flow of battle and being able to adapt to any situation in order to maintain their advantage. Nothing epitomizes this philosophy more than Nichtig Erde. The technique is initiated by firing an arrow molded from negatively charged reishi at a target location. Upon impact, the arrow begins drawing spirit particles towards itself at an incredibly rapid pace, generating a sphere of strong, negative reishi currents that throws enemies, as well as any other matter caught in the area of effect towards its center with bone-shattering force.

    Each use of Nichtig Erde costs the user 6,000 Reiatsu and covers a radius of roughly 5 meters from the point of impact. This technique can only be used once per round and has a maximum firing range of 20 meters.

    Requirement: 10,000 Namazan
    Douryuu

    -- Douryuu Techniques --

    [ Hirenkyaku ] - "Soaring Screen Slide”
    This basic skill allows Quincy to direct and ride currents of reishi to achieve high-speed movement. Though it may be learned at an early level, mastering the technique for near-instantaneous movement is another matter entirely. As one's skill in Douryuu grows, the Quincy's Hirenkyaku movements become faster and more fluid. As this relies partially on the flow of energy in an area, the distance a Quincy can move in Soul Society and Hueco Mundo is greater.

    By paying 200 reiatsu, a Quincy can normally travel 20 meters. In Hueco Mundo and Soul Society, this distance is increased to 30 meters. Hirenkyaku may be used once per round, plus an additional use per round per 5,000 Douryuu.

    Requirements: 1,000 Douryuu

    [ Verbecher ] - "Law Breaker”
    Quincy skilled with the art of manipulating reishi to improve their movement have developed a technique that allows them to create a platform of reishi and lift themselves into the air. This technique costs 500 reiatsu to use and rises 20m per round; it requires the Quincy to be standing on a solid surface.

    The platform is 5m in diameter, allowing a small number of people to join the Quincy. Although it cannot be halted in place, the Quincy may continue rising as long as they continue paying 500 reiatsu per round.

    Requirements: 2,500 Douryuu

    [ Lampeshritt ] - "Light Step”
    An extension of the skills used to master Verbecher, this technique allows the user to compress the reishi currents beneath their feet into a tangible pathway. This pathway of reishi can be formed even on air itself, but crumbles after a few seconds, necessitating constant motion to avoid falling. Staying in place for more than a few seconds will end the technique prematurely.

    Lampeshritt can be used to travel up to 20m per round, although this distance can easily double in areas rich in reishi, such as Soul Society or Hueco Mundo.

    Requirements: 5,000 Douryuu

    [ Hirenkyaku Kuzen ]- “Soaring Screen Slide Perfection”
    By moving at an extremely high rate of speed, a Quincy is able to create up to three illusions of themselves by jumping back and forth between places faster than the eye can see. Each illusion costs 1,000 reiatsu from either their reiatsu or their shuuhaku pools to create and costs the same again to maintain. This technique is dispelled the second a Quincy switches to attack.

    Requirements: 7,500 Douryuu

    [ Einzig Reisenden ]- "Lone Traveller”

    Einzig Reisenden is the truest embodiment of the art of movement flow, allowing a Quincy who has mastered the study to simultaneously, near instantaneously, attack in the midst of a Hirenkyaku. This union of positioning and offense is strenuous and requires a commanding control over reishi but is the perfect combination of offense and defense.

    This ability costs 6,000 reiatsu and exhausts all of their Hirenkyaku uses for that round. The user is able to travel up to 20m, firing one arrow for every Hirenkyaku use expended.

    Requirements: 10,000 Douryuu
    Team

    -- Team Techniques --

    [ Touitsu Sensen ] – "United Front"

    In battle, two characters who have spent much time with one another can complement one another's fighting style. They are able to fight better in tandem than alone, receiving a boost to all techniques when attacking.

    Skilled allies often exhibit surprising synergy in battle. A Quincy can use a trusted ally as a Firing Screen. Built on trust, the Firing Screen allows the Quincy to time a shot with their ally's dodge, sneaking an attack into their evasion. Uses are limited by the pairs, not individuals.

    Requirements: At least 20,000 words with written with another player.

    Growth
    Level 1 (20,000 words) : +5% Combat Techs (Offensive)
    Level 2 (24,000 words) : Bait and Switch, 1x per day
    Level 3 (28,000 words) : +6% Combat Techs (Offensive)
    Level 4 (32,000 words) : Bait and Switch, 2x per day
    Level 5 (36,000 words) : +7% Combat Techs (Offensive)
    Level 6 (40,000 words) : Bait and Switch, 3x per day
    Level 7 (44,000 words) : +8% Combat Techs (Offensive)
    Level 8 (48,000 words) : Bait and Switch, 4x per day
    Level 9 (52,000 words) : +9% Combat Techs (Offensive)
    Max Level (56,000 words) : +10% Combat Techs (Offensive) / Bait and Switch, 5x per day

    [ Touitsu Kousen ] - "United Resistance"

    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. United Resistance, a sister technique to United Front, culminates this aspect of bonds into an inherent defensive mechanism. This tech allows characters that have reached a special bond to more effectively defend themselves and one another.

    Those with a strong enough bond will gain the ability to perform an Empathic Shot once per round. When one member is attacked, the Quincy can instantly and instinctively fire a shot to deflect the attack. Uses are limited by the pairs, not individuals.

    Requirements: At least 60,000 words written with another player


    Growth
    Level 1 (60,000 words) : +5% Combat Techs (Defensive)
    Level 2 (64,000 words) : Empathic Block 1x per battle
    Level 3 (68,000 words) : +6% Combat Techs (Defensive)
    Level 4 (72,000 words) : Empathic Block 2x per day
    Level 5 (76,000 words) : +7% Combat Techs (Defensive)
    Level 6 (80,000 words) : Empathic Block 3x per day
    Level 7 (84,000 words) : +8% Combat Techs (Defensive)
    Level 8 (88,000 words) : Empathic Block 4x per day
    Level 9 (92,000 words) : +9% Combat Techs (Defensive)
    Max Level (96,000 words) : +10% Combat Techs (Defensive) / Empathic Block 5x per day

    [ Gunji Doumei Inga ] - "Fated Alliance"

    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. Gunji Doumei Inga emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.

    A Fated group may consist of 2 or 3 players. Players who are both bonded with the same player may be part of the same group, even if they are not bonded as well with each other.

    Players may be part of multiple Fated groups but cannot use multiple Fated techs in one round.

    Requirements: At least 100,000 words written with a partner. Submit Fated tech to tech staff for approval.


    Growth
    Level 1 (100,000 words) : Usable 1x per day
    Level 2 (105,000 words) : 110% Power
    Level 3 (110,000 words) : Usable 2x per day
    Level 4 (115,000 words) : 120% power
    Level 5 (120,000 words) : Usable 3x per day
    Level 6 (125,000 words) : 130% power
    Level 7 (130,000 words) : Usable 4x per day
    Level 8 (135,000 words) : 140% power
    Level 9 (140,000 words) : Usable 5x per day
    Max Level (150,000 words) : 150% power
    X
    Last edited by Seraph; 05-30-2013 at 04:17 PM.

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    Releases

    Zanpakuto - "The Soul-Cutter Sword"
    The zanpakuto is a tool obtained by a shinigami during their time at the Spiritual Arts Academy. Starting as an asauchi ("Shallow Cut", a zanpakuto without any identity or owner), the blade slowly attunes itself with the shinigami. By the time they've graduated and joined the forces of the Gotei - the blade has transformed into a wholly unique identity that answers solely to the wielder.

    Shikai

    -- Shikai - The Initial Release --

    Shikai gives a character 10% bonus to reiatsu automatically while activated. One doesn’t have to choose this, it is an inherent bonus. When a character reaches Bankai, this Shikai bonus increases to 20%.

    A Shikai release is attained at 2,000 Reiatsu, when a Shinigami learns the name of his or her zanpakutou. At that point the release is capable of changing the zanpakutou's form and acquiring abilities or attacks. An ability is usually some passive quality or passive effect whereas an attack is directly offensive in nature.

    Shikai are limited to three abilities or attacks. Abilities or attacks might be accompanied with a temporary change in form, or may all be in one form. Kai with multiple abilities sacrifice power for flexibility. Note that some forms double as abilities. If the form has a measurable effect on the battlefield it counts as both an ability and a form.

    Abilities may not modify stats (ie, +10% Zanjutsu) as a constant effect.

    When a shinigami attains Bankai, they no longer need to use a release phrase to activate their Shikai.
    Manifestation

    -- Manifestation --

    At 10,000 Reiatsu, a shinigami’s bond with his zanpakutou is so strong that he is able to manifest his zanpakutou spirit into the world. This signifies his readiness to begin training for Bankai. The manifested zanpakuto can speak and interact with others besides the user, but is able to use offensive abilities only against their owner; they have no combat potential against others. The spirit can only enter the world for a limited time (up to five rounds), until the wielder attains Bankai Mastery.
    Bankai

    -- Bankai - The Final Release --

    Beginning at 15,000 Reiatsu, a shinigami may attain Bankai, their True Release. Generally, Bankai is a form of release when the Shinigami brings the power of the zanpakutou's spirit out onto the real world as a large manifestation, usually in relation to the zanpakutou spirit's form.

    Bankai gives a character 40% bonus to reiatsu automatically while activated. One doesn’t have to choose this, it is an inherent bonus. Bankai differ from Shikai in that they may only have one ability and form, but they are allotted three different attacks which all must have a numeric cost attached to them, whether concrete (has a specific reiatsu cost) or proportional (takes a percentage of rei).

    Prior to obtaining Bankai Mastery, a character may sustain this release for five rounds before the Bankai automatically reseals itself. At 25,000 Reiatsu, a shinigami has attained Bankai Mastery and no longer has limits on using their power.

    Bankai abilities may not modify stats as a constant effect.
    X

    Awakening - "The Realization of One's Soul"
    An Awakening is the physical manifestation of an Advent Human's soul. As the human's soul evolves and grows in strength, the Awakening shapes itself to represent the truest facet of their strength. When manifested, an Awakening typically undergoes an evolution as the human absorbs and channels more spiritual energy. As this evolution finalizes, the Advent is recognized as having reached their pinnacle of strength.

    Initial Awakening

    -- Initial Awakening --

    When an Advent achieves a basic understanding of their latent power and how their spiritual evolution affects their bodies, some are able to call upon incredible supernatural powers; ones totally unique to their soul. Known as an Advent’s Initial Awakening, this stage is achieved at 2,000 Reiatsu and grants the user several unique and powerful abilities.

    While an Initial Awakening may only have one form, it can have up to two abilities, as well as a special "Resonance Ability”. Unlocked while the user’s Resonance is 25% or above, a Resonance Ability is an unfettered representation of an Advent’s ability, pushing the limits of their souls and turning that power on an enemy -- usually to devastating effect.

    For those who achieve it, this form is available even when their Resonance meter is empty. Additionally, Reiatsu increases by 10% when activating this stage.
    True Awakening

    -- True Awakening --

    Unlocked at 10,000 Reiatsu, the second spiritual evolution of an Advent Human, a True Awakening represents the pinacle of power for an Awakened individual. Achieved by those who have a intimate understanding of their abilities and their soul, this form is the the truest expression of an Advent’s power -- taking their initial abilities and vastly increasing their efficacy in every way imaginable.

    True Awakening only modifies the existing abilities of the previous form rather than adding new ones, so it’s a good idea to plan ahead. This stage becomes available to an Advent of sufficient strength at 50% Resonance and above. Unlike a Shinigami’s Bankai, there are no time restraints on a True Awakening beyond those imposed by the Resonance meter. Additionally, the user’s Reiatsu increases by 30% upon activating this stage.
    Overdrive

    -- Overdrive --

    The absolute apex of an Advent’s ability, representing a perfect harmony between their spiritual and physical forms, an Overdrive is achieved at 100% Resonance. Upon reaching this benchmark, an Advent enters a heightened state of power, gaining access to empowered base techniques, as well as being able to access one final, devastating ability to crush their opponents.

    Overdrive Abilities, though varied, are almost always game-changing. Each ability must be submitted with the user's True Awakening to Kai staff for approval. These abilities are allowed to use up to 10% of the user's reiatsu 'for free' (for example, an Overdrive ability with a cost of 30% would only expend 20%), but in exchange, ends the user's Awakening upon completion -- reducing their Resonance meter to 0%.
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    Zasshukeiro - "The Path of the Hybrid"
    The Zasshukeiro is the term used to refer to the decision a Vizard makes when choosing their path. Choosing the path of the shinigami taints their zanpakuto, granting it hollow-like qualities while increasing its power. Choosing the path of the hollow allows the Vizard to tap into the power of their Inner Hollow, capable of unleashing the raw power of the beast in one fell swoop.

    Hybridization

    -- Hybridization --

    By taking the path of the Hybrid, a Vizard's zanpakuto undergoes Hybridization, tainting the blade with hollow-like qualities. As a result, when submitting their Shikai or Bankai - a Vizard may submit an additional attack per release to be used while Masked. Due to the hollow-like nature of the abilities, Vizard Attacks are often offensive, or otherwise resemble abilities displayed by the beasts. Submitted Vizard Attacks are fuelled by Rage, which functions under a percentile ratio at all times, with 1% Rage being equal to 1% of the user's total Reiatsu by default.
    Resurrección

    -- Resurrección --

    Taking the path of the Hollowfied makes a Vizard more attuned to their Inner Hollow, culminating in a terrifying release known as Resurrección. This release takes the place of a Hybrid Bankai - though they retain the use of a Hybrid Shikai - and is treated as a self-induced summoning. The user immediately switches to the Hollow Stat Sheet, with their Zanjutsu and Hakuda stats combining into the hollow Combat stat, their Hohou becoming the hollow Sonido stat, and their Kidou becoming the hollow Ability stat. Releasing a Resurrección reduces a Vizard's Rage by 50%, for up to -50%.

    In Resurrección, a Vizard receives a 30% boost to reiatsu. They are submitted with up to three abilities or attacks, which should be hollow-like in nature to reflect the properties of the release. Hollowfied Releases must use Rage as either a partial or full cost for all abilities, with any abilities or attacks capable of being reinforced once per round with 5% Rage independent of the ability.

    If a Vizard takes the path of a Hollowfied, they do not receive a bonus to their Shikai Reiatsu - it remains at a 10% boost.
    X

    Hamayumi - "The Evil-Slaying Bow"
    The hamayumi is the weapon created by a Quincy using their ability to channel ambient spiritual energy. As the Quincy learns to harness this bow to utilize more ambient reiryoku, it undergoes a number of transformations. Only after crossing the breaking point of the hamayumi and recovering from the resultant loss of power can a Quincy obtain the pinnacle of their control over spirit particles.

    Rei Hamayumi

    -- Rei Hamayumi --

    Once a Quincy begins learning how to gather and manipulate reishi, they are given their Quincy Cross. One of their first practice forms is to create the shape of a bow, using the cross as a focus. This ability hones the Quincy's discipline and ability, and often represents something about the Quincy. The Rei Hamayumi or 'Evil-Slaying Spirit Bow' -- more often simply called a Spirit Bow or Energy Bow -- manifests in a color matching the archer's reiatsu. While most take the familiar shape of a longbow, depending on the Quincy it can manifest as a shortbow, a full-sized yumi, or even variations of crossbows.

    The Rei Hamayumi is formed purely of reishi and is useless for blocking, but can be summoned or dispelled at will.

    Quincy Cross - When a Quincy begins their training, they are given a cross made of silver. The shape and design of the cross varies between families, and can take any shape, often related to faith: a Christian cross, a pentacle, a Star of David, or even an infinity symbol.

    The cross is traditionally worn as a bracelet. It serves as the focus for the Rei Hamayumi and is thus carried on the arm which holds the body of the bow, while the other arm is used to draw the arrows.
    Sanrei Hamayumi

    -- Sanrei Hamayumi --

    The Sanrei Hamayumi -- the Evil-Slaying Scattered Soul Bow -- is attained after completing training with the Sanrei Glove. The training enhances the archer's reishi-manipulation to such a degree that this new bow takes on a more physical form. It is sturdy enough to block with in emergencies. This bow uses both the Quincy cross and the Sanrei Glove as foci and is capable of firing solid Heilig Pfeil.

    The Sanrei bow also manifests a new ability, unique to every Quincy.

    A Quincy must attain 2,000 Reiatsu before they are able to wear a Sanrei Glove or wield the Sanrei Hamayumi.

    Sanrei Shutou (Scattered Soul Glove) - Each Quincy family also possesses a kind of Sanrei Glove; the design varies, but it is always at its core a white glove worn on the same arm as the Quincy Cross. This is a dangerous and powerful artifact -- Quincy members are warned away from ever taking one up. The training with the glove is extremely taxing, physically and spiritually, and leaves the archer in a vulnerable state until it is mastered. Once worn, however, the archer may never remove the glove without suffering dire consequences.

    The glove works by scattering reishi, making it far more difficult for the archer to locate or gather reishi for attack or defense. To even form a bow takes intense concentration and practice. Despite all the risks, it is said that a Quincy who is able to endure the training, keeping their bow manifested for a full week while continuously firing arrows, has the potential to reach the peak of Quincy power.

    When a Quincy has completed the training, they receive a 5% boost to Shuuhaku and are able to evolve their normal bow into the Sanrei Hamayumi.
    Zenkai Hamayumi

    -- Zenkai Hamayumi --

    The Zenkai Hamayumi -- Evil-Slaying Bow of Absolute Destruction -- is the ultimate expression of a Quincy's prowess. The path to attain one is fraught with danger, requiring the archer to put their very existence as a Quincy warrior on the line.

    The form of a Zenkai Bow is unique to each wielder. In some cases, they are made of pure energy and others more solid, or a combination of the two, but regardless of appearance they are solid enough to protect the archer. This ultimate bow retains the Quincy's Sanrei ability, while also introducing a new, more powerful technique.

    A Quincy must attain 10,000 Reiatsu before they are able to remove the Sanrei Glove or wield the Zenkai Hamayumi.

    -- Letzt Stil --

    Zenkai Hamayumi is first attained when the user removes their Sanrei Glove. The glove will disintegrate, removing the limitations on the Quincy's ability to gather reishi. With the limiter gone, the Quincy's Shuuhaku skyrockets by 20% of their reiatsu, and their bow changes form.

    This empowered battle form can be maintained for only ten rounds before the Quincy's body begins to shut down. In an effort to save itself, the body will forcibly seal itself off from all spiritual power. It is the pinnacle of Quincy power, but at the cost of losing Quincy abilities completely.

    -- Ascension --

    Rare individuals, even more rare than ones able to enact Letzt Stil in the first place, are able to retrain themselves. Beginning with the basics of creating the shape of a bow, these Quincy must forcibly retrain their body to accept and control spiritual power. It is an arduous task, but those who have accomplished it are unparalleled in the history of the Quincy people. They are considered to be Ascendant Quincy.

    The Quincy player regains 20% of their total stats before burnout each week they write during this arc.

    Ascendant Quincy Cross - These are rare emblems of the Quincy families, often difficult to obtain. They are made of soul-synthesized silver or glass, and thus nearly indestructible to reiatsu-based attacks. Only a Quincy who has removed the Sanrei Glove and managed to regain their powers is able to use an Ascendant cross as intended. For those skilled and experienced enough to channel reishi into the artifact, they are capable of recreating the ultimate bow only previously experienced in Letzt Stil.

    The Ascendant Quincy Cross provides a 10% boost to Shuuhaku. Its user is able to evolve their weapon into the Zenkai Hamayumi.
    X
    Last edited by swaswj; 05-13-2013 at 07:26 PM.

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