Post by VANESSA VÅRJEN on Aug 19, 2018 19:30:49 GMT
I appreciate that there are more than 5 techs here but I'm updating Nessa's release to get rid of her "special release" before the new updates.
Name: Energy Acceleration
Class: Shikai
Tier: IV
Type: Supplementary
Range: 50m
Description: Nessa can apply this technique to any kido she casts while released. When she does, the cooldown of the kido in question doubles, and its speed increases to half bala. If the technique has no cooldown, the cooldown of this technique gets an extra post and the maximum speed is Bala.
Name: Kido Field
Class: Shikai
Tier: II
Type: Passive
Range: 50m
Description: Nessa can use this technique to alter the starting point of any kido such that they can be cast anywhere within a sphere of 50m radius centred upon herself. The starting point cannot be altered to be within 10m of an opponent, however.
Name: Adaptation
Class: Shikai
Tier: II/III
Type: Passive/Supplementary
Range: Self
Description: This ability is an augmentation that passively grants Nessa either double speed or double strength. The buff is given to the stat that she is weaker in, relative to her opponent. If her opponent has 2 strength advantages but 3 speed advantages, the buff goes to speed, etc.
When fighting multiple opponents this ability assumes the opponent with the highest rank difference as the opponent. If the opponent's advantage is the same in strength and in speed, then whichever is Vanessa's lowest attribute is augmented; if Vanessa's stats are the same for both, it is "random" (the player decides).
This technique can be boosted to a 3x boost in the augmented stat for 5 posts.
Name: Doubling
Class: Shikai
Tier: IV
Type: Offensive/Defensive/Binding
Range: Self
Description: Using this ability, Nessa is able to double any kido she has cast with a second layer of potency tier IV. This second layer is added to the kido's power, and this technique takes the type of the kido being cast (offensive, if hado, defensive or binding if bakudo).
Bankai description:
Nessa's zanpakuto takes the form of a bright, silvery grey liquid. When it is formed, there are about 100 litres of it in total, enough to spread it out into a disc of 100m diameter. The liquid moves around, controlled by Nessa, at Cero speed at Above Average Zanpakuto Spirit mastery, Half-Bala speed at Advanced Zanpakuto Spirit mastery, and Bala speed at Mastered Zanpakuto spirit mastery. Nessa often wears it coated upon her hands similar to the gauntlets in her shikai, with two or three extra blobs circling her. It can be solidified into bankai sharpness and durability weapons or constructs at will.
Despite cladding herself in gauntlets, she is unable to access the kido-manipulation powers of her shikai, due to her Zanpakuto Spirit fusing with her Inner Hollow, making her Bankai largely melee based. In fact, it is possible it was meant to have kido-based powers, but Vanessa instead worked on developing techniques that utilise only the form of her Bankai.
Name: Iolanthe
Class: Bankai
Tier: III/II-VII
Type: Passive/Defensive
Range: 100m
Description: While her Bankai is activated, Nessa is able to freely manipulate the liquid form of her zanpakuto, and able to solidify and unsolidify it at moments' notice into any shape she pleases.
In order to anchor it against force however, she must fortify it with reiatsu. Otherwise, the force of an opponents' attack could easily knock the Bankai about, and in cases where she is using it to defend herself, knock it into Vanessa, potentially seriously injuring her. This technique stops Vanessa's bankai moving, anchoring it to a certain position in space.
Name: Aoyagi
Class: Bankai
Tier: II-VII
Type: Binding
Range: 100m
Description: Vanessa is able to use her bankai to bind opponents, solidifying the liquid around them in any configuration she likes. Standard duration/cooldown.
Name: Freyja
Class: Bankai
Tier: III/IV-VII
Type: Offensive
Range: Self
Description: While Vanessa is able to perform sword blows with her zanpakutou by solidifying it into sharp constructs, she is also able to cause it to shoot at opponents, dealing tier damage and travelling at standard speed. Standard cooldown.
Name: Feena
Class: Bankai
Tier: III/VI/VII
Type: Passive/Defence/Supplementary
Range: Self
Description: By coating her body in a thin film of bankai fluid, Nessa is able to manipulate her own movements. She has trained extensively that this is a passive action, her brain moving her zanpakuto on her body as an extension of her own limbs. This passively boosts her speed to 3x, and provides Vanessa with a passive defence.
By concentrating on the technique, Nessa is able to increase the boost to 4x or 5x, though the 5x boost can only be achieved once per thread. All boosts follow the rules outlined in the technique guide. This does not trigger a defensive cooldown as the defensive properties are not boosted.
Furthermore, if Nessa finds herself afflicted with a stun, or nerve damage, or anything which inhibits her control over her own body, the passive boost stops, and instead she is able to manipulate her own body like a puppet. The boosted version allows her to use this augmented movement to escape from binding techniques and other inhibitors of greater advantage. While it does this, she does not gain the speed boosts, recovering them only once she is free from the specified effect.
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Name: Energy Acceleration
Class: Shikai
Tier: IV
Type: Supplementary
Range: 50m
Description: Nessa can apply this technique to any kido she casts while released. When she does, the cooldown of the kido in question doubles, and its speed increases to half bala. If the technique has no cooldown, the cooldown of this technique gets an extra post and the maximum speed is Bala.
Name: Kido Field
Class: Shikai
Tier: II
Type: Passive
Range: 50m
Description: Nessa can use this technique to alter the starting point of any kido such that they can be cast anywhere within a sphere of 50m radius centred upon herself. The starting point cannot be altered to be within 10m of an opponent, however.
Name: Adaptation
Class: Shikai
Tier: II/III
Type: Passive/Supplementary
Range: Self
Description: This ability is an augmentation that passively grants Nessa either double speed or double strength. The buff is given to the stat that she is weaker in, relative to her opponent. If her opponent has 2 strength advantages but 3 speed advantages, the buff goes to speed, etc.
When fighting multiple opponents this ability assumes the opponent with the highest rank difference as the opponent. If the opponent's advantage is the same in strength and in speed, then whichever is Vanessa's lowest attribute is augmented; if Vanessa's stats are the same for both, it is "random" (the player decides).
This technique can be boosted to a 3x boost in the augmented stat for 5 posts.
Name: Doubling
Class: Shikai
Tier: IV
Type: Offensive/Defensive/Binding
Range: Self
Description: Using this ability, Nessa is able to double any kido she has cast with a second layer of potency tier IV. This second layer is added to the kido's power, and this technique takes the type of the kido being cast (offensive, if hado, defensive or binding if bakudo).
Bankai description:
Nessa's zanpakuto takes the form of a bright, silvery grey liquid. When it is formed, there are about 100 litres of it in total, enough to spread it out into a disc of 100m diameter. The liquid moves around, controlled by Nessa, at Cero speed at Above Average Zanpakuto Spirit mastery, Half-Bala speed at Advanced Zanpakuto Spirit mastery, and Bala speed at Mastered Zanpakuto spirit mastery. Nessa often wears it coated upon her hands similar to the gauntlets in her shikai, with two or three extra blobs circling her. It can be solidified into bankai sharpness and durability weapons or constructs at will.
Despite cladding herself in gauntlets, she is unable to access the kido-manipulation powers of her shikai, due to her Zanpakuto Spirit fusing with her Inner Hollow, making her Bankai largely melee based. In fact, it is possible it was meant to have kido-based powers, but Vanessa instead worked on developing techniques that utilise only the form of her Bankai.
Name: Iolanthe
Class: Bankai
Tier: III/II-VII
Type: Passive/Defensive
Range: 100m
Description: While her Bankai is activated, Nessa is able to freely manipulate the liquid form of her zanpakuto, and able to solidify and unsolidify it at moments' notice into any shape she pleases.
In order to anchor it against force however, she must fortify it with reiatsu. Otherwise, the force of an opponents' attack could easily knock the Bankai about, and in cases where she is using it to defend herself, knock it into Vanessa, potentially seriously injuring her. This technique stops Vanessa's bankai moving, anchoring it to a certain position in space.
Name: Aoyagi
Class: Bankai
Tier: II-VII
Type: Binding
Range: 100m
Description: Vanessa is able to use her bankai to bind opponents, solidifying the liquid around them in any configuration she likes. Standard duration/cooldown.
Name: Freyja
Class: Bankai
Tier: III/IV-VII
Type: Offensive
Range: Self
Description: While Vanessa is able to perform sword blows with her zanpakutou by solidifying it into sharp constructs, she is also able to cause it to shoot at opponents, dealing tier damage and travelling at standard speed. Standard cooldown.
Name: Feena
Class: Bankai
Tier: III/VI/VII
Type: Passive/Defence/Supplementary
Range: Self
Description: By coating her body in a thin film of bankai fluid, Nessa is able to manipulate her own movements. She has trained extensively that this is a passive action, her brain moving her zanpakuto on her body as an extension of her own limbs. This passively boosts her speed to 3x, and provides Vanessa with a passive defence.
By concentrating on the technique, Nessa is able to increase the boost to 4x or 5x, though the 5x boost can only be achieved once per thread. All boosts follow the rules outlined in the technique guide. This does not trigger a defensive cooldown as the defensive properties are not boosted.
Furthermore, if Nessa finds herself afflicted with a stun, or nerve damage, or anything which inhibits her control over her own body, the passive boost stops, and instead she is able to manipulate her own body like a puppet. The boosted version allows her to use this augmented movement to escape from binding techniques and other inhibitors of greater advantage. While it does this, she does not gain the speed boosts, recovering them only once she is free from the specified effect.