SOUL COMMUNICATION
Name: Touch of the Past I
Class: Soul Communication
Tier: I - III
Type: Supplementary
Range: Touch
Description: By making skin contact with an inanimate object, Meara is able to visualize the past of the said object. Her Fullbring art allows her to connect her soul with the soul of the object itself and create a spiritual bond between them via physical touch, and relive the events transpired by the object. The further back she attempts to go, the more focus and time is spent upon this ability.
Name: Touch of the Past II
Class: Soul Communication
Tier: I - V
Type: Supplementary
Range: Touch
Prerequisite:
OOC Consent; this ability can only be used for plot/story purposes, and OOCly must be consented by any parties effected by the technique.
Description: Taking the previous technique to a higher level, Meara is able to focus this ability upon those of the living (or spirits) in order to visually visit their memories. This technique is only available to those who are openly willing to let Meara in; the more they try to fight, the more focus and time is spent upon reliving the memories of her target. Memories that are locked (amnesiac) take far more time and energy to not only find, but unlock. False memories, post-traumatic memories and the like are all variables that are OOC dependent upon the player of the target. Refer to the Prerequisites for details.
Name: Far Speech
Class: Soul Communication
Tier: I - III
Type: Supplementary
Range: Long
Description: This ability grants the user a form of communication with those they have met through a spiritual connection. Similar to that of a telephone, the user is able to verbally communicate with a single target, or open up the conversation for up to four targets. The connection can be held for as long as the user is able to hold the minimal focus required to uphold the spiritual connection. The longer the distance, the longer the time and additional targets require more focus and energy to keep the spiritual link of communication going. Individual targets may be removed or ‘muted’ by the user. Multiple targets will be able to communicate with one another via the user as well, so long as the connection is upheld.
Name: Spiritual-Dive
Class: Soul Communication
Tier: III
Type: Supplementary
Range: Touch; Up to 2 Targets
Prerequisite:
OOC Consent; this ability can only be used for plot/story purposes, and OOCly must be consented by any parties effected by the technique.
Description: A technique that relies on the bonds of those around the user, requiring spiritual harmonization between the two or more parties. Bonds created through experience and time aid in the use of this ability, as the user must have some sort of familiarity with the target(s). The actual technique is the ability to literally pull the consciousnesses of those who come in direct skin contact into the user's own subconscious. The actual effects and setting would be highly dependent upon the user's mental status; those with a strong resolve and calm disposition would have a calm and collected world, reflecting that form of controlled atmosphere. The 'world' in which the target(s) are brought are reflective of the user's mental state, and if the user's mental state is unstable, so too would the world in which the target(s) arrive.
This technique can also be used in a reversed-method, where the user can concentrate their own reiatsu to synchronize with their intended target, and if the target is accepting, or able to be forced, will 'dive' into their mental state, able to observe memories, experiences, thoughts, and other such mental activity. The setting would then be set by the target rather than the user. As a fail-safe, those pulled into the minds of others are always connected by invisible, faint strings of reiatsu to their original bodies, and are able to find their way back, or with a pull of the strings, force themselves to be pulled out.
Breakdown: In the most simplest of terms, this technique is used as a plot device; it literally takes one character and pulls them into the mind of the user, or vice versa. In accordance to one's 'Inner World,' this technique can still technically bring someone to this world. Since the Inner World of a Shinigami requires a great deal of meditation, it would only be if the 'host' is currently there for the 'visitor' to follow [if the Shinigami is not present within the world, it'd be like a locked door; the outsider wouldn't be able to just 'show up' or anything like that]. Outsiders can interact verbally, can see and be seen by the environment(s) around him/her. Physical contact is a fairly rare occurrence; the visitor cannot make any sort of physical contact with the environment around them. When physical contact is possible, however, is normally when the connection/bond between the two/three is about to break, and the visitor removed from the host's mind. This form of physical interaction is only an open window for a brief moment (a few seconds, ten at most). Techniques cannot be used/summoned by the visitor at all within the host's mind. All those pulled or entering a host's mind appear only in plain, white robes, similar to a newly purified soul. No other forms of items, relics, clothing, or accessories are worn/accessible.
Name: Crumble
Class: Soul Communication
Tier: II - VI
Type: Offensive
Range: Touch
Description: A unique technique that allows the user to communicate with a variety of inanimate objects via touch and force the spiritual bonds to break and crumble. The area of which is effected is that of which the user touches alone (i.e., touching the leg of the chair would break/crumble that portion of the chair only). Smaller objects, i.e., a chair, table, and the sort would require minimal force and effort to break through. Larger objects; pieces of a wall, concrete, steel girders, etc would require a higher tier of energy. The larger the object, the more energy and time is required. Time can be cut if the user uses both hands.
Name: Class: Soul Communication
Tier: Type: Range:Description:REIATSU CONTROL
Name: God's Eye
Class: Reiatsu Control
Tier: I
Type: Supplementary
Range: 50 meter radius
Description: While many Shinigami are able to sense spiritual energy at various levels, the God's Eye technique takes this natural ability to an entire new level. Sacrificing one's ability to see with their eyes, one gains the ability to see purely through sensing spiritual energy. As nearly every living thing in existence gives off spiritual energy, this ability allows one to visually see these spiritual particles on a three-dimensional plane. All beings giving off some sort of spiritual residue will be sensed by this ability within a fifty meter radius. Those hidden or somehow cloaked will either be dimmed or faded completely.
Details: The user is able to see through a three dimensional plane. Everything around is covered in blackness, and each race would give off various 'colored' lights within this plane. Depending upon the race, as well as the general 'color' of one's reiatsu, the user will see various small or large, dim or bright lights throughout the fifty meters. The further away the target, the dimmer the light.
Name: God's Sight
Class: Reiatsu Control
Tier: I / III p.p. Sonar
Type: Supplementary
Range: 100 meter radius
Description: Once perfecting God's Eye at a mastered level, one can increase the initial ability of God's Eye to an even further degree. While the technique is essentially the same, in which the user will see through a three dimensional plane, void of colors, with the ability to literally 'see' the spiritual presence of those around them, this secondary ability brings forth an additional perk. The user will still see various colors, dependent upon each race and the reiatsu of those around them, but now their own reiatsu will echo out in a wave-like fashion, allowing them to sense things around them that may not have a spiritual presence. Similar to how bats see via sound, the user uses a constant low-flare of reiatsu that waves out in all directions, then bounces back, allowing them to see objects that they may not have before. While sound-waves may bounce back after hitting a solid object, the user's spiritual energy surpasses sound waves, as their faint spiritual energy will flow through inanimate objects in order to see beyond (i.e., they could potentially see what it inside of a box, or behind a wall).
Sonar Ability: The reiatsu that the user casts in order to essentially see without seeing is spread in a three-hundred degree area. This technique is that of a Tier III per post, but since this amount is essentially spread out to such a degree, to those around attempting to 'sense' the reiatsu of the caster, it would work similar to 'white noise,' as it would merely be drowned out due to the low level of reiatsu being used in the overall area [I.e., the caster would not be sensed/their position given away due to the use of this technique].
Name: Class: Reiatsu Control
Tier: Type: Range:Description:REIRYOKU TECHNIQUES
Name: Spirit Beacons
Class: Reiryoku Techniques
Tier: I
Type: Supplementary
Range: Long
Description: This ability creates spiritual signatures throughout an area of up to 100 meters. These random forms of spiritual energy are invisible to the naked eye, but can certainly be sensed by those attuned to the spiritually aware. The user creates balls of spiritual energy on a subconscious level and scatters them about, with the ability to create up to ten different focal points. The user can also control the distance and placements of these scattered reiatsu flares as though moving pieces on a game board. These points are all connected to the user, matching the level of their spiritual energy. These beacons do not change their level (rank) of original reading (whatever rank the character is at during the initial use of this technique). These spiritual creations have no abilities, and are merely 'beacons' of energy that can be sensed by others.
Name: Class: Tier: Type: Range: Description: WEAPON SKILL
Name: Split
Class: Weapon Skill
Tier: IV
Type: Offensive
Range: Weapon's Reach
Description: A simple weaponry strike (blade/blunt object) infused with a spiritual burst of energy upon impact.
Name: Piercing Split
Class: Weapon Skill
Tier: V
Type: Offensive
Range: Weapon's Reach
Description: A simple weaponry strike (blade/blunt object) infused with a piercing spiritual burst of condensed energy upon impact, giving the weapon far more cutting-ability/piercing factor.
Name: Thousand-Piercing Split
Class: Weapon Skill
Tier: VI
Type: Offensive
Range: 4x Weapon's Reach
Description: A technique where multiple blade movements take place so fast that they can literally shred a lesser target into pieces. The motions are quick and require a great deal of spiritual energy to produce each powerfully-accurate, piercing strike.
Name: Class: Tier: Type: Range: Description: HAND-TO-HAND
Name: Chouhigezutsuki [超ヒゲ頭突き, "Super Stubble Headbutt"]
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive.
Range: Self.
Description: An incredibly basic attack in which the user simply slams their head onto the person in front of them, causing a 5 meter knock-back and doing very little damage outside of a bruise on the point of impact.
Name: Kazaguruma [風車, "Windmill"]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: Kazaguruma is comprised of two movements, one is which the user flashes into the air at 3x natural speed, leaving a trail of the condensed physical energy behind them, before flashing out with a hard kick at a target knocking them away, up to 50 meters to be specific. Kazaguruma can be used in any manner, either in a frontal kick, sideways, backwards, any numerous amounts of ways to utilize it, and can be used to set up an advantage.
Name: Oni Dekopin [鬼デコピン, "Oni Headpoke"]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: Oni Dekopin is a condensed blast of physical energy in the form of a finger flick to the head, which is usually seemed as a harmless gesture. Upon impact, it deals very little damage, almost equivalent to a bala, but sends the target flying at Cero speeds, going at the most 100 meters, and anything that has a structure to it that they come into contact with will be promptly destroyed upon impact, adding extra damage for each.
Name: Panchira Toruneedo [パンチラトルネード, "Panty-Flash Tornado"]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description:: By flipping up onto their hands and utilizing surprising power in a saddle-kick fashion (much similar to a 'tornado') the user of Panichira Toruneedo would unleash up to ten kicks, subsequently destroying or subduing a target with the rapid and constant kicks, causing the target in question to be unable to retaliate after the first kick.
Name: Taekwondo
Class: Martial Arts Style.
Tier: I
Type: Supplementary
Range: Self.
Description: Taekwondo is the art of self-defense, and is one of the most common martial arts in the world. Taekwondo's main aspect is the emphasis on it's high kicks, which it is renowned for, a master of Taekwondo capable of hitting incredibly high ax kicks and breaking concrete on the bottom of their heel. Taekwondo, outside of it's high-kicks, acts as much more of a sport or fitness martial art, it's emphasis on the ability to stretch, flexibility, and physical form acts as much more of a sport rather then a full-fledged brutal style. Not to say it's weak, it's more-so that it's used mostly for athletic purposes.
The common practice for Taekwondo is to train in groups of ten to twenty, and is not that hard to find a dojo for. Often times, rather then physical punching, users of Taekwondo will focus on keeping a leg skywards, or kicking skywards, for prolonged periods of time. Sparring is common, but is much more focused around kicks against pads. Punching, in Taekwondo, isn't common, but is still touched upon, but not to much of an extent, and isn't often used in tournaments.
Name: Deonjigi [Throw]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: Deonjigi is the use of throwing an opponent in Taekwondo. While this is an easier said then done trait, the use of it in a core aspect is a powerful movement in which the user of Taekwondo has the option of grasping a hold of a falling enemy and utilizing this ability to force them even further into the ground, causing damage on top of however hard they fell.
Name: Hosinsool [Self Defense]
Class: Hand-to-Hand Technique
Tier: III
Type: Defensive.
Range: Self.
Description: Hosinsool is the base of all self defense abilities for a taekwondo user. Most of these include blocks, disarms, and trips, but the core value is how to block oneself from an oncoming ability. By taking up stance, a user of Taekwondo can block spiritual and physical abilities up to Tier III with their bare hands, which they proceed to break it apart with the flat of their palm in a thrust.
Name: Hyeong [Form]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: Hyeong is the form that a Taekwondo user takes up when he is utilizing his martial arts. The use of it as an ability is simple, and that is to charge any physical attack that would come out from the body (a kick, punch, jab, you name it) with power, causing extra damage.
Name: Wing Chun
Class: Martial Arts Style
Tier: I
Type: Supplementary
Range: Self.
Description: Wing Chun is a heavily spiritual martial arts. It's said to be learned mainly by monks, but it appears often outside of buddhist temples. Wing Chun is yet another non-sport Martial Arts, and rather then even a self-defense only art, is often taught to rather learn equality and power among the soul. It's used as a way of relaxation, and a way of spiritual alignment.
Wing Chun is incredibly unique as a martial arts, as most do not have fluid aerodynamics, meaning if your punch fails to connect, your posture, stance, and movement is effected. With Wing Chun, none of that is effected, such a way of fighting is called Uncommitted Techniques, and from such a way of fighting a user of Wing Chun can easily link together attacks with fluid, damaging motions, and even if one or two do not connect the combo is not stopped.
Wing Chun is hard to learn outside of being a monk. While certainly you could go and learn from a teacher who was once a monk and knows the style, it's incredibly unlikely. Because of this, Wing Chun is incredibly rare to the outside world, and as thus lacks very little counter-play on how to fight against it.
Name: Ekitai [Liquid]
Class: Hand-to-Hand Technique
Tier: II
Type: Supplementary / Offensive.
Range: Self.
Description: Ekitai is a technique in which the user of Wing Chun utilizes their natural ability to string together and connect movements with forceful strikes with the side of their hands. Ekitai is a group of hits while moving around the opponent, the maximum being 11 hits while the least being 1. The use of Ekitai is not to deal tremendous amounts of damage but to rather hinder the opponent by hitting places like the calf, shoulder, and other press-points to induce numbing where it hits and eventually cause permanent loss of control if done constantly.
Name: Hebi [Snake]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: Hebi, or snake, is half of the side of a story of one of the founders of Wing Chun. It speaks of one of the first masters of Wing Chun watching a crane and a snake fight, and he watched how quick the snake snapped at the crane, and how fluid his movements was. This master, one of two, taught what could be considered to be the yang of Wing Chun, teaching his disciples how to dispatch of enemies quickly and coldly. Hebi was one of the main techniques, which was a play on a pressure point on any part of the body with such power that it caused permanent damage. Instead of relying on a pressure point, though, the user can enhance his attack with his own spiritual energy and slam his hand into a limb of the opponent as a jab, and as long as it locks into a joint it will cause the nerve-endings to die from the impact, rendering the arm useless (unless they can control it without the nerves).
Name: Kureen [Crane]
Class: Hand-to-Hand Technique
Tier: III
Type: Defensive.
Range: Self.
Description: Kureen, or crane, is the second half of a story of some of the founders of Wing Chun. This side of the story speaks of a second master watching the fight with interest, but instead of focusing on the snake, he watched the crane. Whenever the snake would go in to bite or kill, the crane would dodge away with grace and knock him back, promptly returning it's own attack back onto it. From this, he taught his own disciples the way of "Kureen", and followed the way of yin, to show how ones mindless brute force could be used against them. By taking in the impact of any ability on any part of the body, the ability will be instantly rebounded, dealing no damage to either the user of Kureen or the user of the ability, simply deflecting it off any part of the user's body.
Name: Bok Fu
Class: Martial Arts Style
Tier: I
Type: Supplementary
Range: Self.
Description: Bok Fu, surprisingly, is an american-descended fighting style. While the creator of Bok Fu pulled the ideas away from Asian culture, it was hardened in America. Bok Fu is an incredibly spiritual fighting style, taking up animal aspects -- or stances -- to deal different types of damage or protect against it, for that matter.
Training Bok Fu requires a Dojo that would teach it, which would be rare in anywhere but America. Along with training it, it's a solo art, not requiring a partner at all, as half of the training is becoming 'spiritually inclined' with the animal of each stance. Furthermore, each stance takes up a different fighting style, making it incredibly hard to perfectly counter a Bok Fu fighter.
Lastly, Bok Fu is a one-stance fighting style, meaning the stances below can only be active one at a time, and cannot be juggled inbetween turns.
Name: Stance of the Crane
Class: Hand-to-Hand Technique
Tier: II.
Type: Supplementary -- Stance.
Range: Self.
Description: Stance of the Crane is a fluid, aerodynamic stance that allows for dodging to an extent of hilarity. All those who are at your rank or below in hand to hand combat can be dodged, but if they are increased with speed though an ability or release they out speed you. If anyone is above you, though, Stance of the Crane quickly becomes useless, as unless you can do it without the help of the Stance you will take the hits from somebody at a higher rank with hand-to-hand (or base rank).
Name: Stance of the Snake
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive / Defensive -- Stance.
Range: Self.
Description: Stance of the Snake is surprisingly a mixture of quick strikes and a receding defense. When in this stance, as long as you make pin-point strikes and focus on singular strikes alone, your hands move at cero speeds and deal extra damage. On the defense, any attacks that come at you can be blocked without losing your balance with the stance, anything above disrupting your balance and requiring you to reenter the stance.
Name: Stance of the Tiger
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive -- Stance.
Range: Self.
Description: Stance of the Tiger is an incredibly aggressive stance. Having absolutely no way to defend against attacks, it relies on quicker movements and tearing movements that would maim or kill rather then blocking or dodging. The stance is similar to that of a Muay Thai's attack stance, but instead of being tightened up like a boxer, the user has completely relaxed muscles, an intimidating sight even to those who aren't aware of this fighting style. The user's own spiritual powers bleed into the stance of the tiger, taking the form of energy around the hands, which bleed out into claws, each finger covered with a single serrated spike. Each hit that the user lands on the opponent deals extra damage and hemorrhages the wound, causing intense pain.
Name: Stance of the Panther
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive / Supplementary -- Stance.
Range: Self.
Description: Stance of the Panther is the mixture of incredible offense and quick movement. When utilizing the stance of the panther, all of your movements are silent other then obvious abilities that would give you away. Your hands are also augmented with increased punching power each, making this stance one of the most deadly stances.
Name: Ninjutsu
Class: Martial Arts Style
Tier: I
Type: Supplementary
Range: Self.
Description: Ninjutsu, in a literal translation, is the art (or ability) of ninja. Ninjutsu is an incredibly uncommon martial arts, learning it would be hard unless you knew somebody who had the art passed down from a previous dynasty. But you never know.
Ninjutsu in it's main form is to assassinate people, simple as that. It's attacks are focused around hit-and-run, remaining silent, and killing in one shot. No exceptions have been since made, and those who could not do this as a Ninja often times got executed for being terrible at what they did.
While the details are foggy, the most prominent of Ninjutsu styles or stances is a simple, non-formed style which focuses on keeping the weight on the left leg to allow for pivoting attacks. Outside of that, Ninjutsu is only detailed on how much they included within scrolls from ancient times.
Name: Chinmoku [Silence]
Class: Hand-to-Hand Technique
Tier: I
Type: Passive / Supplementary.
Range: Self.
Description: Those who take up the mantle of a Ninja are taught to be completely silent, to make no noise, to leave nothing behind. Chinmoku is the spiritual equivalent, for while a ninja could be quiet, absolute silence is only achieved through ones spiritual energy masking all sounds from the user outside of abilities. Chinmoku, while being a passive, is instantly broken upon using an ability that causes sound (i.e: flame, shikai, etc) or visual antics, and requires two turns for the spiritual energy to reform and create the silence again.
Name: Shakou Kikku [Blackout Kick]
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive.
Range: Self.
Description: Shakou Kikku is a secondary ability for Ninja who are in a bad position. While for all intents and purposes, a Ninja should never be caught out in such a manner, but the way out of this is to obviously dispose of the people who caught the Ninja in question. This ability focuses around a similar idea, just instead of knocking them out figuratively, it literally knocks out the light in the air. By coating their foot in spiritual energy, the Ninja in question can kick the air, the moment their meets the full extension a blast of black spiritual energy would cloak the surrounding area, which is roughly 30 meters in a dome around the user, in pitch black. The only catch is that there is no way to see where you're going for the 2 turns that the blackout is active, as it blinds both the Ninja and the people around them.
Name: Jikkou [Execute]
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: There is no need for a profuse description, for this ability is simple. Requiring only enough spiritual energy to form energy along the hand. The user of Jikkou will therein either touch, hit, or grab the target in question, and the energy that coats the hand of the user will condense into a thin line of energy, just wide enough to cause serious damage, which would be shot directly towards the heart / soul chain / hollow hole. The beam of energy moves at cero speeds, and if it hits the destination could end the fight before it's begun.
Name: Varmakalai
Class: Martial Arts Style
Tier: I
Type: Supplementary
Range: Self.
Description: Varmakalai is a noble-taught martial art for the self-defense of those in the top hierarchy of India. Varmakalai is a brutal type of fighting, utilizing the pressure-points of an enemy to dislodge or kill them within a few strikes, requiring the pin-point precision of a professional dart thrower.
Varmakalai, while incredibly lethal, has one huge trade-off, and that is the fitness of the user. If a user is too strong, pressing down on acute pressure points will sometimes do nothing because of the spread out pressing, the training that they give to new users of Varmakalai requires a lithe, quick body and the power to put pressure down on a dot, rather then in a large area.
Varmakalai, in scripts, acknowledges 108 base 'points' which can induce pain, 12 death points that can incur death if pressed hard enough, and 98 touch points that, while dealing no damage, induce much more pain then the base points.
Name: Touch of Pain
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive.
Range: Self.
Description: Touch of Pain, or a 'touch' marma, is an instantaneous attack that is forced into either a joint or the area around them, which causes intense pain but brings no damage. This pain is excruciating, as the touch literally just smashed a pressure-point (or a nerve ending) and forced it to react to the pain that it just handled. The person who takes a touch of pain is forced to deal with the pain for the total of three turns.
Name: Touch of Damage
Class: Hand-to-Hand Technique
Tier" III
Type: Offensive.
Range: Self.
Description: Touch of Damage, or a base 'marma', is a powerful strike to any point on the body that is open. These jabs, while not being points that induce damage and pain, are the base attacks for someone utilizing Varmakalai, and rather then bruising or dealing blunt force damage, instead split the flesh of the target like a knife, the fingers capable of rending directly into bone if done twice in a row.
Name: Touch of Death
Class: Hand-to-Hand Technique
Tier: III.
Type: Offensive.
Range: Self.
Description: Touch of Death is the ultimate attack in the arsenal of a Varmakalai user, but enhanced by spiritual energy. No longer requiring a point near the spinal cord to induce death, this ability only requires one thing, and that is bare skin. Upon that skin, the user would jab their finger down hard against the skin and force their energy directly into them, causing intense damage along the entirety of the skin, which would slowly decay away from the damage. The 'dead patch' of skin isn't big enough to dig into the muscle or cover an entire arm, but is excruciating and literally kills the skin, requiring medical help to reverse the effects. This cannot be used as a one-shot kill, and causes damage to the rest of the appendage that the dead skin is on.
Name: T'ai Chi
Class: Martial Arts Style
Tier: I
Type: Supplementary
Range: Self.
Description: T'ai Chi is the art of the four elements and 'Yin Yang' combined together to create a spiritual, religious martial art. Focusing around balance in it's entirety, a user of T'ai Chi is taught to follow what he thinks is right and to disallow any imbalance what-so-ever, and that includes to overexertion of yang or good, as too much yin can bring even more yin, or evil, to try to balance the problem. Instead, they are taught that a good equal in everything (including how much) is the way of life.
T'ai Chi's fighting style is almost as brutal as Muay Thai. Acting around acute kicks and punches, the use of T'ai Chi is that of a self-defense martial arts, and holds no bounds in sports outside of bleeding over into movies. A mindset of a master T'ai Chi user is not to initiate fights, but if if one was to require him or her, they would not try to smooth it over with monk ideals. Instead, T'ai Chi's main focal point is equality in everything, and that includes fighting, attitudes, everything.
Lastly, T'ai Chi's spiritual side allows for incredible feats from somebody with spiritual power, as the use of it was to allow all the elements to flow from the user. A user with spiritual energy could literally cause this, but would require training to further achieve this.
Name: Minor Yang
Class: Hand-to-Hand Technique
Tier: II
Type: Self-Enhancement.
Range: Self.
Description: Minor Yang is the white circle within the major yin, and is a good that is born within evil, for all actions have consequences no matter what type of consequence. Minor Yang, as an ability, grants the left hand a dull white glow and allows all strikes that come from that arm to be at cero speed in striking speed, but dealing no additional damage what-so-ever, relying only on the damage of the strike itself. When Minor Yang is in use, Minor Yin cannot be used, and vice-versa.
Name: Minor Yin
Class: Hand-to-Hand Technique
Type: Offensive.
Range: Self.
Tier: III
Description: Minor Yin is the black circle within the major yang, and is an evil that is born within a good action, emphasizing on the fact that every action has a consequence, good or bad. Minor Yin as an ability that coats the right hand with black energy, to which it enhances all touches, causing damage no matter what it touches. Minor Yin cannot be active whilst Minor Yang is, and vice-versa.
Name: Major Yang Technique
Class: Hand-to-Hand
Tier: III
Type: Self-Enhancement.
Range: Self.
Description: Major Yang, or the large white portion of the Yin-yang circle, is considered to be the great "good" of the circle. Those who are taught T'ai Chi are told to not induce Major Yang (a grand good) or Major Yin (A grand evil) unless it is to balance the scales. This ability works off of that, working as a balance between the user of this and his target, to which if this ability is active it gives the user of this an innate increase of 2x their speed, strength, or reaction time to an equal with the enemy. This ability will only work if the enemy has something increasing their speed, strength, or reaction rate, and will only go up to 2x (but will be set at 1.5x if the enemy has only a 1.5x boost). When Major Yang is in use, Major Yin and Minor Yang cannot be used.
Name: Major Yin
Class: Hand-to-Hand Technique
Tier: III
Type: Offensive.
Range: Self.
Description: Major Yin is the black majority in the yin-yang circle, and is an overwhelming evil that is caused with catastrophe or something of similar grandeur. Major Yin as an ability coats the entire right arm with black energy, increasing the punching power of that arm, and also causes everything that it touches that isn't spiritual in nature to rot away and die. When Major Yin is in use, Major Yang and Minor Yin cannot be used.
Name: Capoeira
Class: Martial Arts Style
Tier: I
Type: Supplementary
Range: Self.
Description: Capoeira is a style that was created heavily around concealment that it is, in fact, a style. Used by slaves to better protect themselves, it was hidden from their masters and instead shown as a 'dance' as those who were slaves or considered property couldn't not learn to defend themselves, lest they get their head removed.
The main style to Capoeira is the ginga, which is a literal term for "swinging back and forth", or to "dance in one place". The ginga is that of keeping one predominant foot in place as the other leg swings the opposite way, switching only when the motion comes back around, making a literal swinging motion but staying within one place. This motion was heavily used to stop the enemy from hitting or harming the user of Capoeira in the slightest, and to better set up for feints, blocks, and fakes, leaving the opponent open to attacks while the user of Capoeira was always in motion and thus lacks an opening.
The attacks with Capoeira are used with the legs, either acting as powerful blows to the main body or vital points, or as take downs, in which the user would take down the target in question without falling down themselves and then use the higher ground to deliver kicks to areas in which they could cause fatal injuries. Defense, on the other hand, is focused mainly around moving with the punch or outright dodging, it's name being esquivas. Blocks would only be utilized when esquivas cannot be used under any circumstances, showing for the lack of such techniques.
Name: Santo Chute [Ghost Kick]
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive.
Range: Self.
Description: A generic feint kick, in which the user of Capoeira would throw out their leg as if they would kick the user in front of them to their side, before immediately switching on a dime and using the motion in their leg to instantaneously switch onto their kicking foot and use their opposing foot to land an attack on the open side, resulting in a powerful kick from the sheer momentum of the movement, dealing extra damage upon impact.
Name: Flutuar [Float / Swim]
Class: Hand-to-Hand Technique
Tier: II
Type: Supplementary.
Range: Self.
Description: Flutuar is a technique which utilizes momentum in the fight to always avoid attacks in front of them. As long as the target who they are mirroring is not using physical attacks over Tier II, they can move with the momentum and slide away from the attack, dodging it and opening up the side of the opponent, moving with such a speed that it leaves a blur for a half second. Flutuar is more of a style of movement then anything, meaning the user stops using ginga to mirror the opponent in it's entirety, but if the user's concentration on mirroring the opponent is broken (through hitting them or moving away) Flutuar cannot be used again for two turns. While in Flutuar, all physical attacks made on the user are negated in it's entirety.
Name: Girar [Revolve]
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive.
Range: Self.
Description: With Capoeira, the hands are not used much at all outside of negating movement by pressing with it, but Girar uses them to their fullest. By putting momentum into the body and flipping up onto their hands, they can instantaneously swing up into a handstand and strike downwards with the momentum of moving through in a diagonal movement, their heel acting as the catalyst for the technique to land. Girar is incredibly powerful, but not in it's practicality, rather, it's unique stance and way that it goes makes it so it's completely unpredictable with ginga, making it so it catches those who are off-guard with a strong strike to the head. The strike is potent enough to cut instead of bruise or break.
Name: Ressalto [Rebound]
Class: Hand-to-Hand Technique
Tier: II
Type: Offensive.
Range: Self.
Description: If in the situation that a Capoeira user is falling backwards from an attack, they are taught to instantaneously revert the falling motion and replace themselves with the person who did so. It is required, although, that Ressalto is used the moment they begin to fall, requiring incredible reaction timing, but if pulled off, will instantaneously switch their position with the person in front of them, or behind them, if they can turn around quick enough. While it deals no damage, the user of Ressalto will appear where the person in front or behind them once was and regain their stance, but the trick is, is that the person that they used Ressalto on is still falling whilst they are up, allowing for a half second of time for them to get in a strike.
Name: Spark
Class: Hand-to-Hand Technique
Tier: IV
Type: Offensive
Range: Leg/Arm's Length plus three meters
Description: An ability that coats the user in an electric current, grasping at the spiritual energy around them to condense in a high-electrical current that literally sparks around their aura. With each strike delivered, a powerful electric blasts explodes upon impact, increasing the power of each strike delivered.
Name: Lightning Dance
Class: Hand-to-Hand Technique
Tier: VI
Type: Offensive
Range: Leg/Arm's Length plus three meters
Description: A violent, quick rush of various punches and kicks, totaling up to six-strikes total. A current of electricity encircles the limbs of the user, and with each strike delivered, a powerful expulsion of energy is produced. The last strike delivers an overall powerful blast to knock the opponent back.
Name: Bolt of Zeus
Class: Hand-to-Hand Technique
Tier: VI
Type: Offensive
Range: Leg/Arm's Length plus six meters
Description: A powerful electric strike delivered as a single punch or kick. With this strike, the user forces a powerful blast of lightning that explodes upon impact in a highly condensed, yet highly powerful blast of raw electric energy.
Name: Wrath of Zeus
Class: Hand-to-Hand Technique
Tier: VII
Type: Offensive
Range: Leg/Arm's Length plus six meters
Description: Taking the technique Bolt of Zeus to a combination-level, this technique delivers a violent, quick rush of various punches and kicks, totaling up to five-strikes total. A powerful explosion of electricity encircles the limbs of the user, and with each strike delivered, a powerful expulsion of energy is produced. The last strike delivers an overall powerful blast to knock the opponent back.
Name: Class: Tier: Type: Range: Description: STEPPING
Name: Bringer’s Light
Class: Stepping
Tier: I
Type: Stepping
Range: N/A
Description: At its core, this is a Fullbringer’s high speed movement akin to a Shinigami’s Shunpo or a Hollow’s Sonido and aesthetically, it’s accompanied by a green luminescence. The speed is achieved through a variety of the user’s Fullbring abilities as unlike other Stepping techniques, this one has a lot more freedom and versatility. It’s at first initiated by pulling on the soul of the ground or air beneath their feet, in which Fullbringers can increase its elasticity to bounce off objects, turn quickly, enhance jumping ability or slightly boost physical strikes as well as the ordinary high-speed movement.
Name: Shadow Puppet
Class: Stepping
Tier: IV
Type: Stepping
Range: IV
Description: It allows for a movement at great speed leaving an afterimage behind. The afterimage may even appear to have taken damage. This ability has a cool-down rate of two posting rounds.
Name: Class: Tier: Type: Range: Description: ITEMS
Name: Class: Tier: Type: Range: Description: REIATSU FEATURES
Color: Azure/Dark Blue
Type: Spiritual; Normal
Sub-type: N/A
Properties: N/A