Post by Takano Hirai on Apr 27, 2019 2:49:14 GMT
You only gain ONE Legendary Technique slot, which is given upon reaching Tech Lvl.5. It costs 5 MP to rank up a Legendary technique.
CONSUME
You grasp a weakened enemy and consume their soul, gaining their power.
Type. Legendary Utility
Activate. Full Turn
Prerequisite. Must be a Hollow, Arrancar, or Bount.
Effect. As a full turn you can attempt to consume a foe who is at 0 HP. Your defense is lowered by 50 until end of next turn as you complete the action. Consuming the enemy will cause Instant Death. However, you gain a bonus +1 MP from consuming the enemy. If the person is a non-hollow (Not a Hollow or Arrancar), the Hollow may choose to also convert the victim into a Hollow. The conversion requires the player's permission and will grant them a free respec to a Hollow only. Please note in the turn in if this occurs.
Cost. None
Limit. Once per battle. Also can only gain MP bonus once per 4 Weeks (28 days). Countdown begins as soon as you successfully consume someone.
Ranks. Rank 2 bonus becomes +2 MP. Rank 3 you gain access to one non-legendary technique (with its own special slot) the person you consume.
You grasp a weakened enemy and consume their soul, gaining their power.
Type. Legendary Utility
Activate. Full Turn
Prerequisite. Must be a Hollow, Arrancar, or Bount.
Effect. As a full turn you can attempt to consume a foe who is at 0 HP. Your defense is lowered by 50 until end of next turn as you complete the action. Consuming the enemy will cause Instant Death. However, you gain a bonus +1 MP from consuming the enemy. If the person is a non-hollow (Not a Hollow or Arrancar), the Hollow may choose to also convert the victim into a Hollow. The conversion requires the player's permission and will grant them a free respec to a Hollow only. Please note in the turn in if this occurs.
Cost. None
Limit. Once per battle. Also can only gain MP bonus once per 4 Weeks (28 days). Countdown begins as soon as you successfully consume someone.
Ranks. Rank 2 bonus becomes +2 MP. Rank 3 you gain access to one non-legendary technique (with its own special slot) the person you consume.
REIATSU AURA
You flare your Reiatsu into a thin, but nearly impenetrable shield around your body.
Type. Legendary Defense
Prerequisite. Must have a Reiryoku skill of 30.
Activate. Bonus Action
Effect. As a bonus action you negate half the damage taken from all non-critical attacks for the duration.
Duration. 3 turns.
Cost. 25 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 Reshi. Rank 3 tech costs 15 Reshi.
You flare your Reiatsu into a thin, but nearly impenetrable shield around your body.
Type. Legendary Defense
Prerequisite. Must have a Reiryoku skill of 30.
Activate. Bonus Action
Effect. As a bonus action you negate half the damage taken from all non-critical attacks for the duration.
Duration. 3 turns.
Cost. 25 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 Reshi. Rank 3 tech costs 15 Reshi.
SHISO KEKKAI
An extremely powerful Kido spell used to seal a target in a black coffin for hundreds of years.
Type. Legendary Utility
Activate. Standard Action
Prerequisite. Must have a Kido skill of 30.
Effect. As a standard action you have a 60% chance to inflict the special status effect Sealed. However, for this to work the target must be below 25% of their max HP. While Sealed, their character is out of the fight. If you are brought to 0 Reshi or 0 HP during the fight the Sealed status effect ends. In a one versus one battle the fight is won but you cannot kill them. They are able to break out of the seal sometime after the battle is over.
Special Effect. Chance to Seal increased by +10% against NPCs during events. It also only requires them to be below 30% HP. Once Sealed, an NPC may never break out.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 is a 65% chance to Seal. Rank 3 tech costs 10 Reshi.
An extremely powerful Kido spell used to seal a target in a black coffin for hundreds of years.
Type. Legendary Utility
Activate. Standard Action
Prerequisite. Must have a Kido skill of 30.
Effect. As a standard action you have a 60% chance to inflict the special status effect Sealed. However, for this to work the target must be below 25% of their max HP. While Sealed, their character is out of the fight. If you are brought to 0 Reshi or 0 HP during the fight the Sealed status effect ends. In a one versus one battle the fight is won but you cannot kill them. They are able to break out of the seal sometime after the battle is over.
Special Effect. Chance to Seal increased by +10% against NPCs during events. It also only requires them to be below 30% HP. Once Sealed, an NPC may never break out.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 is a 65% chance to Seal. Rank 3 tech costs 10 Reshi.
RYODAN
You swing your weapon with all the strength you can muster, creating a giant sword slash which could cut through almost anything.
Grade. Legendary Super Attack
Type. Physical Single
Prerequisite. Zanjutsu skill of 30.
Action. Standard Action.
Base Damage As a standard action make an attack that rolls two damage dice.
Major Effect. Slashing
Minor Effects. Wound 50%
Special Effect. On a hit the target is inflicted with the special status effect Bisected. Bisected deals 1 status damage per turn for the remainder of battle. It can stack twice for 2 status damage per turn for the remainder of battle.
Cost. 15 Reshi
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
You swing your weapon with all the strength you can muster, creating a giant sword slash which could cut through almost anything.
Grade. Legendary Super Attack
Type. Physical Single
Prerequisite. Zanjutsu skill of 30.
Action. Standard Action.
Base Damage As a standard action make an attack that rolls two damage dice.
Major Effect. Slashing
Minor Effects. Wound 50%
Special Effect. On a hit the target is inflicted with the special status effect Bisected. Bisected deals 1 status damage per turn for the remainder of battle. It can stack twice for 2 status damage per turn for the remainder of battle.
Cost. 15 Reshi
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
ANTITHESIS
When an enemy injures you, you can transfer your injuries onto the enemy, removing them from you completely.
Type. Legendary Defense
Prerequisite. Must have a Hoho Skill of 30
Activate. Bonus Action - Reactive
Effect. As a bonus action you open a dimensional rift that allows you to avoid two non-critical Basic Attacks that would have hit you during your turn and deal their full damage directly back at the attacker.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 can be used twice per battle. Rank 3 tech costs 10 Reshi.
When an enemy injures you, you can transfer your injuries onto the enemy, removing them from you completely.
Type. Legendary Defense
Prerequisite. Must have a Hoho Skill of 30
Activate. Bonus Action - Reactive
Effect. As a bonus action you open a dimensional rift that allows you to avoid two non-critical Basic Attacks that would have hit you during your turn and deal their full damage directly back at the attacker.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 can be used twice per battle. Rank 3 tech costs 10 Reshi.
MASTERED SPEED CLONES
You move so fast that not only do you create after images of yourself, but they also have traces of your Reiryoku, making it almost impossible to discern which is real.
Type. Legendary Utility
Prerequisite. Must have a Hoho skill of 30.
Activate. Bonus Action
Effect. As a bonus action you inflict the special Misdirected status effect on your foe. While Misdirected any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. Considered a Movement technique.
Duration. 1 turn.
Cost. 15 Reshi
Limit. Twice per battle.
Ranks. Rank 2 costs 10 Reshi and Rank 3 costs 5 Reshi.
You move so fast that not only do you create after images of yourself, but they also have traces of your Reiryoku, making it almost impossible to discern which is real.
Type. Legendary Utility
Prerequisite. Must have a Hoho skill of 30.
Activate. Bonus Action
Effect. As a bonus action you inflict the special Misdirected status effect on your foe. While Misdirected any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. Considered a Movement technique.
Duration. 1 turn.
Cost. 15 Reshi
Limit. Twice per battle.
Ranks. Rank 2 costs 10 Reshi and Rank 3 costs 5 Reshi.
SOUL BURST
You condense all of your Reiryoku into a single point and force it outwards, resulting in a massive explosion which takes your life in the process.
Grade. Legendary Special Attack
Type. Special Area
Activate. Standard Action.
Effect. As a standard action you deal four damage dice worth of direct damage to up to three foes. (Note: direct damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided by Shunpo. If the target is put to 0 health, they are killed.
Cost. Causes Instant Death.
Limit. Cannot be used in a Spar or Adventure.
Ranks. Rank 2 tech is upgraded to five damage dice. Rank 3 tech is upgraded to six damage dice.
You condense all of your Reiryoku into a single point and force it outwards, resulting in a massive explosion which takes your life in the process.
Grade. Legendary Special Attack
Type. Special Area
Activate. Standard Action.
Effect. As a standard action you deal four damage dice worth of direct damage to up to three foes. (Note: direct damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided by Shunpo. If the target is put to 0 health, they are killed.
Cost. Causes Instant Death.
Limit. Cannot be used in a Spar or Adventure.
Ranks. Rank 2 tech is upgraded to five damage dice. Rank 3 tech is upgraded to six damage dice.
GRAN REY CERO
By imbuing the user’s cero with their own blood, the user emits a Cero powerful enough to bend the fabric of time and space.
Grade. Legendary Super Attack
Prerequisite. Must be a Arrancar, Hollow, or Visored
Action. Standard Action.
Base Damage. As a standard action you make an attack that rolls three damage dice, it acts as a Spiritual attack.
Major Effect. Charging
Special Effect. Inflicts the special status Spirit Razor, 50%. If hit, the target loses half of their current will power (On the turn that the attack hit).
Cost. 20 Reshi.
Limit. Three times per battle.
Ranks. Rank 2 tech gains an Extra Damage Die, Rank 3 the chance to inflict Spirit Razor is boosted to 65%
By imbuing the user’s cero with their own blood, the user emits a Cero powerful enough to bend the fabric of time and space.
Grade. Legendary Super Attack
Prerequisite. Must be a Arrancar, Hollow, or Visored
Action. Standard Action.
Base Damage. As a standard action you make an attack that rolls three damage dice, it acts as a Spiritual attack.
Major Effect. Charging
Special Effect. Inflicts the special status Spirit Razor, 50%. If hit, the target loses half of their current will power (On the turn that the attack hit).
Cost. 20 Reshi.
Limit. Three times per battle.
Ranks. Rank 2 tech gains an Extra Damage Die, Rank 3 the chance to inflict Spirit Razor is boosted to 65%
KUROHITSUGI
An extremely difficult Kido spell, where the user envelopes a target in black box of energy before being impaled from head to toe with spear constructs.
Grade. Legendary Super Attack
Prerequisite. Must have a Kido skill of 40
Action. Standard Action.
Base Damage. As a standard action you make an attack that rolls four damage dice.
Major Effect. Seeking
Special Effect. Inflicts Instant Death on any target at 15 HP or below, even if you hit with Seeking.
Cost. 25 Reshi for first target. Additional targets past the first cost 3 Reshi each.
Limit. Three times per battle. Cannot be used in a Spar or Adventure.
Ranks. Rank 2 tech costs 20 Reshi for first target. Rank 3 tech costs 15 Reshi for first target.
An extremely difficult Kido spell, where the user envelopes a target in black box of energy before being impaled from head to toe with spear constructs.
Grade. Legendary Super Attack
Prerequisite. Must have a Kido skill of 40
Action. Standard Action.
Base Damage. As a standard action you make an attack that rolls four damage dice.
Major Effect. Seeking
Special Effect. Inflicts Instant Death on any target at 15 HP or below, even if you hit with Seeking.
Cost. 25 Reshi for first target. Additional targets past the first cost 3 Reshi each.
Limit. Three times per battle. Cannot be used in a Spar or Adventure.
Ranks. Rank 2 tech costs 20 Reshi for first target. Rank 3 tech costs 15 Reshi for first target.
GIANT FORM
You manipulate your Reiryoku to increase your size, or create a construct which you control.
Type. Utility
Prerequisite. Must have a Reiryoku Control skill of 30.
Activate. Bonus Action / At-Will
Effect. As a bonus action you grow in size into Giant Form. You gain 1 Edge tier. Increases your damage tier by 1 with Basic Attacks. As an at-will action you can spend 5 additional Reshi to enhance all Basic Attacks so they can hit up to three targets in an area attack.
Duration. Can be exited as an at-will action. Automatically exit when you hit 0 HP, or become Exhausted.
Cost. 3 Reshi per turn.
Limit. Once per battle.
Ranks. Rank 2 you gain 15 will power when you enter Giant Form. Rank 3 area Basic Attacks cost 0 Reshi.
You manipulate your Reiryoku to increase your size, or create a construct which you control.
Type. Utility
Prerequisite. Must have a Reiryoku Control skill of 30.
Activate. Bonus Action / At-Will
Effect. As a bonus action you grow in size into Giant Form. You gain 1 Edge tier. Increases your damage tier by 1 with Basic Attacks. As an at-will action you can spend 5 additional Reshi to enhance all Basic Attacks so they can hit up to three targets in an area attack.
Duration. Can be exited as an at-will action. Automatically exit when you hit 0 HP, or become Exhausted.
Cost. 3 Reshi per turn.
Limit. Once per battle.
Ranks. Rank 2 you gain 15 will power when you enter Giant Form. Rank 3 area Basic Attacks cost 0 Reshi.
MIMICRY
You can recognize an attack for what it truly is and immediately be able to use it for yourself.
Type. Legendary Utility
Prerequisite. Must have a Zanjutsu skill of 30.
Activate. Bonus Action - Reactive
Effect. After witnessing any technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that technique temporarily. Ignores skill requirements for technique.
Cost. None
Limit. Once per battle. The technique can only be used during the battle its mimicked. May not mimic Consume.
Ranks. Rank 2 lets you use the technique at Rank 3. Rank 3 lets you mimic twice per battle.
You can recognize an attack for what it truly is and immediately be able to use it for yourself.
Type. Legendary Utility
Prerequisite. Must have a Zanjutsu skill of 30.
Activate. Bonus Action - Reactive
Effect. After witnessing any technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that technique temporarily. Ignores skill requirements for technique.
Cost. None
Limit. Once per battle. The technique can only be used during the battle its mimicked. May not mimic Consume.
Ranks. Rank 2 lets you use the technique at Rank 3. Rank 3 lets you mimic twice per battle.
SPIRIT MANIFESTATION
You have such a deep bond with your spirit weapon that you can manifest it into a humanoid form, allowing them to act as an ally.
Type. Legendary Utility
Prerequisite. Must have a Zanjutsu or Kido skill of 30.
Activate. Bonus Action
Effect. As a bonus action you manifest your spirit weapon in a seperate form. The Manifestation has HP equal to 20% of your max HP. They receive one standard action. With said action they can make a Basic Attack, Hoho Dash to avoid an attack, or Intercept for you or comrades. They benefit from all of your traits and equipped items, as if they were you. However, they cannot be given any will power. They can be targeted in area attacks, but cannot be targeted by single-target attacks. Max of one extra Standard Action per turn can be gained.
Cost. 25 Reshi
Limit. Once per battle.
Ranks. At Rank 2 tech costs 20 Reshi. Rank 3 tech costs 15 Reshi.
You have such a deep bond with your spirit weapon that you can manifest it into a humanoid form, allowing them to act as an ally.
Type. Legendary Utility
Prerequisite. Must have a Zanjutsu or Kido skill of 30.
Activate. Bonus Action
Effect. As a bonus action you manifest your spirit weapon in a seperate form. The Manifestation has HP equal to 20% of your max HP. They receive one standard action. With said action they can make a Basic Attack, Hoho Dash to avoid an attack, or Intercept for you or comrades. They benefit from all of your traits and equipped items, as if they were you. However, they cannot be given any will power. They can be targeted in area attacks, but cannot be targeted by single-target attacks. Max of one extra Standard Action per turn can be gained.
Cost. 25 Reshi
Limit. Once per battle.
Ranks. At Rank 2 tech costs 20 Reshi. Rank 3 tech costs 15 Reshi.
PERFECT KIDO BARRIER
You create a giant Kido barrier around you, protecting you and your allies from damage.
Type. Legendary Defense
Prerequisite. Must have a Reiryoku Control skill of 30.
Activate. Bonus Action - Reactive
Effects. As a bonus action you and a comrade gain 30 will power.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 gives will power to you and two comrades.
You create a giant Kido barrier around you, protecting you and your allies from damage.
Type. Legendary Defense
Prerequisite. Must have a Reiryoku Control skill of 30.
Activate. Bonus Action - Reactive
Effects. As a bonus action you and a comrade gain 30 will power.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 gives will power to you and two comrades.
BLUT
A highly advanced technique used by Quincies. The Quincy absorbs surrounding Reshi and force it to flow through their blood vessels, either increasing their Offensive or Defensive capabilities.
Grade. Legendary Super Attack
Prerequisite. Must have a Kido skill of 30. Must be a Quincy.
Type. Barrage
Activate. Standard Action+ (See below.)
Base Damage. As a standard action you make an attack that rolls three damage dice.
Major Effect. Charging
Special. As a bonus action before attacking you can add the special status effect Reshi Overflow to the Blut. Reshi overflow makes it so the highest damage die on the attack cannot be negated by any means. If the attack is Condensed, it is the two highest damage dice instead. Or, you can instead take the highest damage die and convert it’s damage into Will Power. If the attack is Condensed, convert the two highest damage dice.
Cost. 20 Reshi
Limit. Three times per battle.
Ranks. Rank 2 tech costs 15 Reshi and Rank 3 tech costs 10 Reshi.
A highly advanced technique used by Quincies. The Quincy absorbs surrounding Reshi and force it to flow through their blood vessels, either increasing their Offensive or Defensive capabilities.
Grade. Legendary Super Attack
Prerequisite. Must have a Kido skill of 30. Must be a Quincy.
Type. Barrage
Activate. Standard Action+ (See below.)
Base Damage. As a standard action you make an attack that rolls three damage dice.
Major Effect. Charging
Special. As a bonus action before attacking you can add the special status effect Reshi Overflow to the Blut. Reshi overflow makes it so the highest damage die on the attack cannot be negated by any means. If the attack is Condensed, it is the two highest damage dice instead. Or, you can instead take the highest damage die and convert it’s damage into Will Power. If the attack is Condensed, convert the two highest damage dice.
Cost. 20 Reshi
Limit. Three times per battle.
Ranks. Rank 2 tech costs 15 Reshi and Rank 3 tech costs 10 Reshi.
KONZO-KAN
An altered form of the Shinigami’s Konso, where the user’s spirit weapon detects the sins (however miniscule) of the enemy and slowly hardens them into a black crystalline material.
Type. Legendary Utility
Prerequisite. Must know Materialization.
Activate. Bonus Action
Effects. As a bonus action you have a 65% chance to inflict a special status effect called Petrified on the target. While Petrified a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration. Each stack lasts 3 turns.
Cost. 15 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 70% chance to inflict Petrified. Rank 3 the target takes 2 stacks of Petrified.
Learn. After learning this tech, Materialization no longer takes a slot.
An altered form of the Shinigami’s Konso, where the user’s spirit weapon detects the sins (however miniscule) of the enemy and slowly hardens them into a black crystalline material.
Type. Legendary Utility
Prerequisite. Must know Materialization.
Activate. Bonus Action
Effects. As a bonus action you have a 65% chance to inflict a special status effect called Petrified on the target. While Petrified a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration. Each stack lasts 3 turns.
Cost. 15 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 70% chance to inflict Petrified. Rank 3 the target takes 2 stacks of Petrified.
Learn. After learning this tech, Materialization no longer takes a slot.
TELEPORT
Kido spell specially designed to move the user to any point in space they can think of.
Type. Legendary Defense
Prerequisite. Must have a Kido or Hoho skill of 30.
Activate. Standard Action - Reactive
Effect. As standard action you avoid all attacks (even critical hits) that would have hit you during your turn. Alternatively, you can use this to immediately flee from a battle.
Special Effect. Outside of battle you can use it to travel to any other realm without needing a Portal.
Cost. 25 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 Reshi. Rank 3 tech costs 15 Reshi.
Kido spell specially designed to move the user to any point in space they can think of.
Type. Legendary Defense
Prerequisite. Must have a Kido or Hoho skill of 30.
Activate. Standard Action - Reactive
Effect. As standard action you avoid all attacks (even critical hits) that would have hit you during your turn. Alternatively, you can use this to immediately flee from a battle.
Special Effect. Outside of battle you can use it to travel to any other realm without needing a Portal.
Cost. 25 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 Reshi. Rank 3 tech costs 15 Reshi.
SHUNKO
A Hakuda/Kido technique which forms pressurized Kido around the arms and strike. The Kido disintegrates any clothing on the arms.
Grade. Legendary Super Attack
Prerequisite. Must have a Zanjutsu or Kido skill of 30.
Type. Single Physical or Kido (Whichever one you are best with)
Activate. Standard Action.
Base Damage. As a standard action you make an attack that rolls two damage dice.
Major Effect. Piercing
Minor Effects. Stun 50% and Freeze 50%.
Special. If the target has stacks of Freeze or Stun on them add an additional damage die.
Cost. 15 Reshi
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
A Hakuda/Kido technique which forms pressurized Kido around the arms and strike. The Kido disintegrates any clothing on the arms.
Grade. Legendary Super Attack
Prerequisite. Must have a Zanjutsu or Kido skill of 30.
Type. Single Physical or Kido (Whichever one you are best with)
Activate. Standard Action.
Base Damage. As a standard action you make an attack that rolls two damage dice.
Major Effect. Piercing
Minor Effects. Stun 50% and Freeze 50%.
Special. If the target has stacks of Freeze or Stun on them add an additional damage die.
Cost. 15 Reshi
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
TEMPORAL STASIS
A forbidden Kido spell which allows you to freeze a small area for a short amount of time.
Type. Legendary Utility
Prerequisite. Must have 30 Kido
Activate. At-Will
Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained.
Cost. 20 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech can be used twice per battle. Rank 3 tech costs 15 Reshi.
Learn. After learning this tech, Psychic Powers no longer takes a slot.
A forbidden Kido spell which allows you to freeze a small area for a short amount of time.
Type. Legendary Utility
Prerequisite. Must have 30 Kido
Activate. At-Will
Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained.
Cost. 20 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech can be used twice per battle. Rank 3 tech costs 15 Reshi.
Learn. After learning this tech, Psychic Powers no longer takes a slot.