Post by Eric Lecarde on Nov 13, 2013 1:36:38 GMT -5
For: Normal techs
Name: Gyūki chāji (牛鬼チャージ: Bull-fiend rush)
Type: Defensive
Cooldown: 3 Posts[/i]
Cost: Low-Very High
Range: Self
Description: Projects a layer of reiatsu over the user's skin for a single post. The reiatsu concentrates to form a formidable shell of protection, but it is only as good as it's user's Seijuu. It is a simple barrier technique designed for melee combat. The force layer can withstand multiple attacks, but the user automatically pushes their reiatsu out to meet blows striking the barrier, so the cost of this technique increases depending on what it must defend against. Generally, if attempting to block a technique, the cost will increase based on number of attacks defended against and potency of those attacks.
Once the barrier's cost goes to "Very High" it will automatically break. To avoid excessive energy consumption, the user can turn it off at any time, but the cool down takes effect regardless of whether or not the user received the benefit of the technique's full duration.
So long as the difference between the user's Seijuu and the enemy's attacking stat (SEI or HAK) is no greater than two, every strike blocked will increase the cost of the technique by one rating upwards (From Low to Medium is one example). However, weak attacks like barrages of tiny low-energy projectiles like bala or Quincy arrows fired in swarms are treated only as one tenth of an attack. Similarly, a high power attack such as a charged cero or a higher number Hado spell will count as two strikes, thus increasing the cost greatly.
However, if a difference of more than two points exists between Eric's Seijuu and the enemy's attacking stat in the opponent's favor, cost increases are doubled and even weak attacks count as single strikes. This makes it very easy for his barrier to be broken and for his reiatsu reserves to be quickly depleted, making it essentially useless against stronger enemies. Furthermore, a similar effect occurs if an enemy's attacking stat is more than two points lower than Eric's Seijuu in that the requirements for raising it's cost are doubled, greatly reducing his exertion but only against significantly weaker opponents as said.
If an enemy's attacking stat is majorly higher than Eric's Seijuu, the barrier is instead broken through and penetrated instantly. Similarly if an enemy's attacking stat is majorly lower than Eric's Seijuu, then the cost of blocking their attacks with this technique does not increase.
For: Normal techs
Name: Seiteki (静的: Static)
Type: Defensive
Cooldown: 2 Posts[/i]
Cost: Medium
Range: Self
Description: On a single hand Eric flares his reiatsu in a concentrated pattern, dispersing it outward. Reiatsu striking the current is scattered and pushed outward with it, allowing for the user to seemingly grasp otherwise deadly things such as kido blasts barehanded. But the effectiveness of the ability is quite limited. Only kido spells below #31 and techniques with a cost of 'Medium' or lower are effected by this technique; others will penetrate the current, deactivating this technique. The user won't always know if an attack can be blocked and they're grappling things like fire or worse with their bare hand so there is also always the risk that the technique will meet a force stronger than itself and fail, exposing the user's hand to harsh injury.
However, when successful, it allows the user just five seconds of time in which they can hold otherwise deadly things unscathed like fire or blasts of energy. If the user is skilled and goes uninterrupted, it can be used to deflect an incoming attack but a certain amount of time must pass before the current used for deflection can be used again. While it can also work on melee attacks like punches and slashes, it is almost a waste to use it on physical moves, as it is far less effective and only pushes away reiatsu the enemy put into their attack, softening blows instead of deflecting them.
If an enemy's Seijuu is at least two points higher than Eric's, however, he can only block low cost techniques and kido below number fifteen. The technique does not work at all if the opponent's SEI is 4 points higher than his or more. However, if the enemy's SEI is at least four points less than his own, then techniques of a high cost can be deflected and kido up to number eighty can be effected by this technique. However, this still will never work on 'Very High' cost techniques or sacrificial/high level kido.
Although mostly effective, some damage effects the wielder, so a high HAN state is quite necessary as well.
____
For: Shikai Techniques
Name: Mo no ha (喪の刃: Blade of Mourning)
Type: Offensive
Cooldown: 4 Posts
Cost: High
Range: Self; applied to weapon.
Description: With this technique, Eric can at will discharge a powerful kinetic pulse through his blade. However, this is not a projectile - it will only effect what the sword's edges are currently touching meaning anything touching the hilt, grip, or non-edge portions of the blade is totally unaffected. If it fails nothing happens except a strange hum can be heard for a moment, and a black ripple emanates outward from the blade for just half a second before leaving no trace the technique was ever used. If it misses, the user still pays the technique's high cost too, adding an element of risk. But when Mo no ha actually touches something, the effect is heavily damaging. It inflicts not one cut, but many, as if the opponent has been slashed from countless angles in an instant. Ironically enough, the point where the blade initially touched them will be uncut, as whatever momentum the sword touched them with is nullified by the pulse of Mo no ha. Inflicts critical cutting wounds all over the foe's body by projecting kinetic force with the Zanpakuto's shikai power, but is unwieldy and inaccurate except when a direct strike has landed.
For: Shikai techniques
Name: Myaku (脈: Pulse)
Type: Offensive/Other
Cooldown: 1 Post[/i]
Cost: Medium
Range: Short-Long
Description: This technique allows Eric's zanpakuto to release a controlled burst of kinetic force from his Zanpakuto. He can manipulate this force as well as delay or accelerate it's expansion, but it cannot move backwards; once it has traveled, the motion cannot be reversed, making it impossible to create vibration of any kind. It may travel through objects harmlessly to conserve energy on it's way to an opponent, and even then, can remain dormant; however, the technique can't be used again until it's effect expires, and keeping it dormant either near or within an enemy prevents reuse. Always capable of being seen as a light blue glow of luminescence where the kinetic energy travels, although the light becomes dim when dormant. It can be avoided fairly easily, as it's speed is comparable to a Hoho stat equal to Eric's Seijuu. Dormant kinetic pulses can remain as such for two posts before dispersing.
Name: Gyūki chāji (牛鬼チャージ: Bull-fiend rush)
Type: Defensive
Cooldown: 3 Posts[/i]
Cost: Low-Very High
Range: Self
Description: Projects a layer of reiatsu over the user's skin for a single post. The reiatsu concentrates to form a formidable shell of protection, but it is only as good as it's user's Seijuu. It is a simple barrier technique designed for melee combat. The force layer can withstand multiple attacks, but the user automatically pushes their reiatsu out to meet blows striking the barrier, so the cost of this technique increases depending on what it must defend against. Generally, if attempting to block a technique, the cost will increase based on number of attacks defended against and potency of those attacks.
Once the barrier's cost goes to "Very High" it will automatically break. To avoid excessive energy consumption, the user can turn it off at any time, but the cool down takes effect regardless of whether or not the user received the benefit of the technique's full duration.
So long as the difference between the user's Seijuu and the enemy's attacking stat (SEI or HAK) is no greater than two, every strike blocked will increase the cost of the technique by one rating upwards (From Low to Medium is one example). However, weak attacks like barrages of tiny low-energy projectiles like bala or Quincy arrows fired in swarms are treated only as one tenth of an attack. Similarly, a high power attack such as a charged cero or a higher number Hado spell will count as two strikes, thus increasing the cost greatly.
However, if a difference of more than two points exists between Eric's Seijuu and the enemy's attacking stat in the opponent's favor, cost increases are doubled and even weak attacks count as single strikes. This makes it very easy for his barrier to be broken and for his reiatsu reserves to be quickly depleted, making it essentially useless against stronger enemies. Furthermore, a similar effect occurs if an enemy's attacking stat is more than two points lower than Eric's Seijuu in that the requirements for raising it's cost are doubled, greatly reducing his exertion but only against significantly weaker opponents as said.
If an enemy's attacking stat is majorly higher than Eric's Seijuu, the barrier is instead broken through and penetrated instantly. Similarly if an enemy's attacking stat is majorly lower than Eric's Seijuu, then the cost of blocking their attacks with this technique does not increase.
For: Normal techs
Name: Seiteki (静的: Static)
Type: Defensive
Cooldown: 2 Posts[/i]
Cost: Medium
Range: Self
Description: On a single hand Eric flares his reiatsu in a concentrated pattern, dispersing it outward. Reiatsu striking the current is scattered and pushed outward with it, allowing for the user to seemingly grasp otherwise deadly things such as kido blasts barehanded. But the effectiveness of the ability is quite limited. Only kido spells below #31 and techniques with a cost of 'Medium' or lower are effected by this technique; others will penetrate the current, deactivating this technique. The user won't always know if an attack can be blocked and they're grappling things like fire or worse with their bare hand so there is also always the risk that the technique will meet a force stronger than itself and fail, exposing the user's hand to harsh injury.
However, when successful, it allows the user just five seconds of time in which they can hold otherwise deadly things unscathed like fire or blasts of energy. If the user is skilled and goes uninterrupted, it can be used to deflect an incoming attack but a certain amount of time must pass before the current used for deflection can be used again. While it can also work on melee attacks like punches and slashes, it is almost a waste to use it on physical moves, as it is far less effective and only pushes away reiatsu the enemy put into their attack, softening blows instead of deflecting them.
If an enemy's Seijuu is at least two points higher than Eric's, however, he can only block low cost techniques and kido below number fifteen. The technique does not work at all if the opponent's SEI is 4 points higher than his or more. However, if the enemy's SEI is at least four points less than his own, then techniques of a high cost can be deflected and kido up to number eighty can be effected by this technique. However, this still will never work on 'Very High' cost techniques or sacrificial/high level kido.
Although mostly effective, some damage effects the wielder, so a high HAN state is quite necessary as well.
____
For: Shikai Techniques
Name: Mo no ha (喪の刃: Blade of Mourning)
Type: Offensive
Cooldown: 4 Posts
Cost: High
Range: Self; applied to weapon.
Description: With this technique, Eric can at will discharge a powerful kinetic pulse through his blade. However, this is not a projectile - it will only effect what the sword's edges are currently touching meaning anything touching the hilt, grip, or non-edge portions of the blade is totally unaffected. If it fails nothing happens except a strange hum can be heard for a moment, and a black ripple emanates outward from the blade for just half a second before leaving no trace the technique was ever used. If it misses, the user still pays the technique's high cost too, adding an element of risk. But when Mo no ha actually touches something, the effect is heavily damaging. It inflicts not one cut, but many, as if the opponent has been slashed from countless angles in an instant. Ironically enough, the point where the blade initially touched them will be uncut, as whatever momentum the sword touched them with is nullified by the pulse of Mo no ha. Inflicts critical cutting wounds all over the foe's body by projecting kinetic force with the Zanpakuto's shikai power, but is unwieldy and inaccurate except when a direct strike has landed.
For: Shikai techniques
Name: Myaku (脈: Pulse)
Type: Offensive/Other
Cooldown: 1 Post[/i]
Cost: Medium
Range: Short-Long
Description: This technique allows Eric's zanpakuto to release a controlled burst of kinetic force from his Zanpakuto. He can manipulate this force as well as delay or accelerate it's expansion, but it cannot move backwards; once it has traveled, the motion cannot be reversed, making it impossible to create vibration of any kind. It may travel through objects harmlessly to conserve energy on it's way to an opponent, and even then, can remain dormant; however, the technique can't be used again until it's effect expires, and keeping it dormant either near or within an enemy prevents reuse. Always capable of being seen as a light blue glow of luminescence where the kinetic energy travels, although the light becomes dim when dormant. It can be avoided fairly easily, as it's speed is comparable to a Hoho stat equal to Eric's Seijuu. Dormant kinetic pulses can remain as such for two posts before dispersing.