Name: Muay Thai
Class: Hand to Hand Style
Type: Supplementary
Range: Self.
Tier: N/A
Description: Muay Thai, or Thai Kickboxing, is an incredibly brutal style of martial arts that utilizes not only the hands and legs, but the elbows and knees. Because of it's brutal style, Muay Thai is a very enclosed and standalone fighting style, as most other sport fighting martial arts don't allow the use of knees and elbows, as they could be lethal, but Muay Thai tends to focus on them. Because of it's brutal nature, the secondary nature of Muay Thai is on dodging and avoiding, rather then blocking, because when within a one on one Muay Thai fight if you get hit you're usually the first one down.
Muay Thai's main source of damage is through it's brute force. While Karate can focus on singular strikes, Muay Thai walks straight through warmups and simply focuses on putting the most pressure in a snapping motion. It's stance is highly dependent on such snapping motion, and all punches, elbows, and knee attacks rely on the quick sharp movement, similar to shattering a bottle against a table. Most attacks with Muay Thai will crush bones if it hits in the correct place, and if somebody was to take a full-forced elbow to the face it would be fair to say that they would lack the nose to smell their own blood that would run down from the hit.
Lastly, the kicks with Muay Thai are probably the most renown. By using the snapping motion coupled with incredibly refined muscles in the lower hips, the users of Muay Thai have been noted to be capable of snapping anything from concrete to bones off their feet without a repercussion on their part. This is because they take the entire shock of the kick with their entire leg, rather then the flat of their foot, even if it is the piercing point. This movement of the hips and the body isn't just around kicks, either, this use of the entire body applies to all hits, which give all of the hits that sort of power that makes most power weak in comparison.
Name: Ti Khao [Knee]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: A proficient user of Muay Thai has been known to easily link together attacks with his arms, legs, and knees, and with each hit being incredibly painful or deadly, it is questionable if overkill could really label how much damage one can inflict. Someone with spiritual energy, after becoming proficient enough with Muay Thai, can tap into their spiritual pressure without a Tier and coat their knee in power, causing each hit with their knee to deal greater inflicted damage, equal to a small bala upon impact.
Name: Chok [Punching]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Muay Thai is not called Thai Kickboxing without reason. Muay Thai is not only awarded gold for it's brutal style, but much rather it's quick pace and intense jabs and punches that come with fighting with this style. Chok is a simple use, in which the Muay Thai user enhances his own physical abilities and rather then increase the strength, increase the speed of all of his punches to a blurring speed that is hard to track even in slow motion. Each of these punches are charged, dealing extra damage, but moving at the jarring speed of a bala. The only thing is, is that the punch hurts not only the person the Muay Thai user is hitting, but the user himself unless they're wearing protective handgear.
Name: Ti Sok [Elbow]
Class: Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: With the final use of Elbows into the equation, a Muay Thai user becomes an eight-handed monster with enough training. From an early state in training, Muay Thai users are taught to catch their opponents off guard with sudden attacks with their elbows, which can break bones, shatter teeth, and black eyes. A spiritual Muay Thai user can tap further into this ideal by increasing the amount of power that they pump out and coat their elbow with it, making it capable of actually cutting into someone.
Name: Te [Kicking]
Class Hand to Hand Technique
Type: Offensive.
Range: Self.
Tier: II
Description: Muay Thai is renown for it's powerful kicks, almost even more so then Taekwondo. By utilizing the entire body in every kick, Muay Thai users can literally shatter bones with a single low sweep of their leg (Te Kot) or break a joint with a high-jump kick (Te Tat). With a little bit of spiritual pressure added into the already deadly power of a Muay Thai user's kick, one can increase it's speed to that of a blinding cero and increase it's damage.
Name: Shimmy.
Class: Hand to Hand.
Tier: III
Type: Supplementary
Range: Self
Description: The user effortlessly moves and sways (at half bala speeds) to avoid melee based attacks as well projectiles of similar or slower speed. At close range, this technique also allows for nigh-instantaneous counter attack. Whilst shimmying the user leaves behind a faint trail of after images.
Name: Anaconda's Physique.
Class: Hand to Hand
Tier: III-VII
Type: Binding
Range: Arm/Leg Reach
Description: Any hold or grip the user exacts over their victim(s) with any limb (arms or legs) is equivalent to a bakudo of equal tier.
SOUL ABSORPTION
Name: Phase Shift
Class: Soul Absorption
Tier: III
Type: Supplementary
Range: N/A
Description: A technique, similar to the hollows garganta that allows the user to travel between worlds (soul society/ hueco mundo).
Name: Shadow Clone
Class: Soul Absorption
Tier: IV-VI
Type: Defense
Range: 0-30m
Description: A technique that summons a shadowy clone of the user as they attempt to dodge attacks. The clone steps forward to take the attack allowing the user to dodge or counter attack. The clone immediately dissipates after receiving said tier of damage.
Name: Shadow Tether
Class: Soul Absorption
Tier: IV-VI
Type: Binding/Offensive
Range: 0-30m
Description: Whenever a shadow clone is destroyed, it implodes creating a vacuum that sucks everything within 15m radius in with a force equivalent to tier. In doing so the force also deals damage equal to tier.
Name: Killing Intent
Class: Soul Absorption
Tier: III-VII
Type: Binding
Range: 0-5m
Description: The user emits an aura of such malevolent intent, anything they make eye contact with is immediately immobilized for the duration of a post. At 2 advantages or higher this causes a 2x debuff to the victim’s speed and strength.
Name: Impact Amplification
Class: Soul Absorption
Tier: IV-VII
Type: Offensive
Range: 0-30m
Description: A combination of both cero and the oni dekopin technique. The user may amplify the impact force of any motion of their body, be it punching/kicking to a gentle finger poke/foot tap, to deadly proportions. Any impact made is amplified to deal damage equal to tier, whilst also sending the opponent in the direction of the motion that hit them. The user may also send them out as transparent waves or compressed blasts that travel at cero speed to the same effect.
Name: Earth Shatter
Class: Soul Absorption
Tier: IV-VII
Type: Defensive
Range: 0-20m
Description: By stepping or stomping down on whatever medium they may be standing on [the exception being if the user’ is floating mid air], the user forces up a rectangular slab of that medium to defend them against incoming attacks. The slab itself maybe as high or as wide as the user wills.
Name: Sonic Boom
Class: Soul Absorption
Tier: III-VI
Type: Offensive
Range: 0-40m
Description: Based of the hollow’s rugido ability, the user amplifies reishi to their vocal chords, any sound they produce, be it a whisper or shout, becomes a potent wave, travelling anywhere from half bala to cero speeds, that not only deals damage equivalent to tier, but also damages the ear drums of those unfortunate enough to hear it. At 2 advantages or higher, any victim within earshot of this technique is rendered temporarily deaf for a post.
Name: Green Coffin
Class: Soul Absorption.
Tier: IV-VI
Type: Defensive
Range: If it's an area of effect, notify whether this is diameter or radius. Meters only.
Description: In dire circumstances or when faced with a technique that might kill them, the user’s vital organs will become intangible from anywhere between one [TIV] to 3 [TVI] posts before becoming tangible once more.
Name:Dracule’s Allure
Class:Soul Absorption/ Reishi Regen
Tier:V-VII
Type: Defensive
Range: Self
Description: Utilizing the reishi from an opponent’s spiritual based attack, the user may draw in said energy and use it to enhance their regenerating capabilities. This transforms any damage the technique might cause into healing of equivalent tier. Whilst this technique’s cooldown is attributed to their soul absoprtion, given that it also hyperstimulates the user’s reishi regeneration, whenever this technique is on cool down the user loses access to said masteries perks for the duration of the cool down.
Name: Duelist’s Cage
Class: Soul Absorption
Tier: VII
Type: Offensive/Binding
Range: 30m x 30m x 30m
Description: Modeled after Hado 90, the user forms a gigantic black box around them and their opponent with the sole purpose of trapping them and preventing escape. This box is 30m long, tall and wide and anything trapped within it cannot escape for a duration of 5 posts. Any attempt to do so by either the user or victim [via step or technique] deals tier equivalent damage and causes the box’s dimensions to shrink by half.
Name: Vampiric Embrace
Class: Soul Absorption
Tier: VII
Type: Offensive
Range: 0-20m
Description: By planting their teeth directly into the opponent’s neck [or any other particular limb of choice] the user can directly drain the soul and life-force [reishi] of their victim. This technique has been modified to affect all races and rivals a cero of equivalent mastery in terms of speed. Aesthetically, the victim appears as a lifeless husk once the process is completed.
STEPPING
Name: Springen [German; Leap]
Class: Stepping
Range: N/A
Tier: I
Description: Analogous to the Shinigami Shunpo, Arrancar Sonido, or the Fullbringer's Bringer's light AND almost an exact replica of the Quincy Hirenkyaku, the Bount's form of flash step is known as Springen. Springen allows the user to move quickly over short distances. To perform the technique, the bount gathers reishi under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
WEAPON SKILLS
ITEMS
Name: Synthetisch Ausblenden [Synthe Hide]
Class: Item - Armour
Tier: VII
Condition: Coverage: Body Suit (Torso + Legs + Head + Elbows)
[reference]Description: Synthe Hide is a body suit type armor that provides extensive coverage to the user’s vital areas whilst still maintaining a light if not comfortable feel. Created from a fusion of the Quincy’s Soul Synthesized Silver and the skins of vasto lorde level arrancar Synthe Hide provides the ultimate protection whilst still being as light as a feather in order to maximize both the user’s offensive and defensive capabilities.
Name: Shark Skin
Class: Reishi Technique
Tier: IV-VI
Type: Defensive
Range: Self
Description: A modification the to the user’s Synthe Hide that allows the texture to become extremely sleek and smoth but also very sharp, similar to a shark’s skin. Any physical or melee contact with the armor with an arm or leg results in the victim cutting themselves on it (cutting damage equivalent to tier). In addition, should the user be trapped in a binding technique, they can use their reishi (tier equivalent) to smoothen the suit further to the degree where the surrounding reishi will simply slide off it, freeing the user in the process. As such, whilst in the suit, the user cannot be effectively grabbed or held in place by physical or spiritual means.
Name: Shark Nose
Class: Soul Absorption
Tier: III
Type: Sensory
Range: 0-200m
Description: A modification the to the user’s Synthe Hide, specifically the mask, that significantly enhances the user’s sensory capabilities whilst wearing it, allowing them to essentially, see,smell and taste all the reishi signatures of every race within 200m of their location so long as the user has encountered one of their kind previous to doing so. The user’s sensory faculties are so enhanced that they can ascertain the victim’s strength, gender and any manner of injuries or impairments with their physical or spiritual being.
Name: Regeneration
Class: Reishi Regeneration
Tier: IV-VII
Type: Defensive
Range: Self
Description: A modification the to the user’s Synthe Hide that allows the fabric to merge with the user’s skin, essentially becoming a part of the user’s own body. This essentially allows the suit to be regenerated along with the user’s body should they receive damage as well as maintaining its durability throughout the duration of any fight
QUINCY WEAPON
GauntletQUINCY STYLE TECHNIQUES - VARIANT
Name: Geisterlanze [Spirit Lance]
Class: Variant Style.
Tier: III-VII
Type: Offensive/Defensive/Supplementary
Range: 0-5m
Description: Chareo’s Quincy Weapon functions as a reitophagic weapon, one that essentially consumes reishi regardless of whatever its composition with exception to non reishi based items and armors. Concentraiting this trait into a fixed point along their knuckles essentially transforms the user’s melee strikes into cutting/piercing damage equivalent to tier. Anything this gauntlet touches [including reishi/reiryoku based techniques] at these levels is broken down to reishi of equivalent tier and absorbed/assimilated; at higher tiers [V or higher] this technique begins to break down flesh and bone. Additionally any reishi absorbed by this technique can be used to amplify its damage As an aesthetic effect,the more reishi the gauntlet absorbs the brighter the glow its blue components emit. Additionally any reishi absorbed can be used to augment this or Chareos’ Particle Cavity/Omni Defense technique without incurring a CD. [So if the strength of this technique is TV, an additional TV’s worth of damage is added on top but its CD will still be 2 posts]
Name: Teilchenhohlraum [Particle Cavity]
Class: Variant Style.
Tier: IV-VII
Type: Binding
Range: 0-40m
Description: The user amplifies the gauntlet’s abiility over a larger (20m radius) area. Emitting a bright blue glow, the gauntlet sucks in all reishi based constructs, including spiritual and non spiritual beings, in towards itself as it assimilates their reishi. All objects within a 20m radius begin to emit a similar glow as they are pulled towards the user at cero speeds with strength equal to a bakudo of similar tier. [This does not immobilize the victim, this simply means that they’re being pullied with the binding strength of a bakudo and will have to expel a similar tier’s worth to free themselves of the pull]. Whenever this technique is used in SS/HM its CD is lowered by 1 post. Additionally Any reishi absorbed by the Spirit Lance technique can be used to extend amplify its power without affecting the CD.
Name: Verneinungsgebiet [Negation Area]
Class: Variant Style
Tier: III-VII
Type: Defensive
Range: 0-10m [5m radius]
Description: The user creates an anti reishi area, temporarily disabling the use of any reishi/reiryoku based techniques [of equivalent or lower advantages] that are not theirs for the duration of a post. Any reishi absorbed by the Spirit Lance technique can be used to extend amplify its power without affecting the CD [so if the strength of this technique is TIV and they’ve absorbed TVI’s worth of reishi, the potency will be TVI + TIV but the CD will still be that of a TIV]. Does not work on Reiatsu Expulsion.
Name: Omni-Verteidigung [Omni Defense]
Class: Variant Style
Tier: III-VI
Type: Defensive
Range: 0-10m 5m radius]
Description: The user forms a number of arms to aid them in parrying and blocking strikes as well as providing a versatile platform for the user to launch counters. These arms have a ghostly transparent if not wispy appearance and give off a faint blue glow and move from half-bala to cero speeds.
Name: Kreuzigungspunkt [Crucifixion Point]
Class: Variant Style
Tier: VII
Type: Offensive
Range: 0-50m
Description: Aiming the gauntlet at their intended victim, the user severs their arm from the should and launches it with the gauntlet at them [at cero speeds]. As it travels the gauntlet takes the shape of arm sized arrow that glows brighter and brighter as it travels, once contact is made the gauntlet rapidly assimilates reishi from its surroundings dealing damage equivalent to tier for upto 3 posts. Aesthetically this takes the form of a bright light that grows brighter and brighter as it envelopes the opponent, until nothing else can be seen before massive explosion [50m radius] follows once critical reishi mass is achieved.
REIATSU FEATURES
The user's reiatsu emulates thick, shadowesque trail of after images that the user leaves behind whenever performing an action, these after images linger only for a moment before dissapating and are purely aesthetic in purpose. The more reiatsu the user puts out, the longer the trail of after images and the thicker and darker the after images become. At its most potent the after images appear as black shadows.
[Relentless]Sometimes the powers of a bount can seem monstrous. A human like creature that drains the souls of others to live, cannot be detected by spiritual senses, and heals from almost any injury. What exactly makes you any less terrifying than a hollow. But when others call you a monster you wear their label, using the fear it spreads in your enemies to your advantage. And what is more terrifying than a monster completely unphased, and unslowed by injury? Taking this perk gives you two distinct advantages: The first is that all your reishi regeneration becomes passive, no longer requiring any concentration to control, thus freeing you to do more while your automatically recovers. The second is an increase in the speed at which your limbs regenerate, which now happens over a single post, leaving your foes with the impression that no damage can even temporarily inconvenience you.