::Spirit Dojo::
The Human class can come to this dojo situated by Karakura River to learn special skills. The Human class are the ONLY ones that may enter the dojo, and all other classes will not be allowed to enter.
Quote:
Name: Spirit Screech (750 words)
Type: Offensive
Element: Non-Elemental
Range: Anywhere in hearing distance
Class: Human
Description: Stuns an opponent with a loud yell at the cost of 3 Spirit. If the user’s Spirit is higher than the opponent’s Spirit, the opponent will be stunned for their next Gaia post. An opponent can break free with a Stamina higher than the user's Spirit+20. This technique can only be used once every 5 Gaia posts. And can't be used until 2 gaia posts after similar techniques.
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Name: Argo Slash (600 words)
Type: Offensive
Element: Non-elemental
Range: Short range, in reach
Class: Human
Description: Creates claws of spirit energy on user’s hands to slash opponent. The power behind this is equal to the user's Spirit+10 and moves equal to the user's Speed. Costs 1 Spirit to use.
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Name: Standing Barrier (600 words)
Type: Defensive
Element: Non-Elemental
Range: Short-range
Class: Human
Description: Makes a barrier that reduces the power of physical attacks by -10. The Barrier only surrounds a five foot radius of the user and costs 1 Spirit per turn it's active. For every person other than the user it adds 1 Spirit to the cost of maintaining the barrier and there is only enough space for two other people inside the barrier.
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Name: Slicing Counter (800 words)
Type: Offensive
Element: Non-Elemental
Range: N/A
Class: Human
Description: Use 1/10 of your total Stamina to send an opponent’s attack back at them. The power of the attack will be increased by +10. This technique will not work if your Defense is lower than the stat used to attack you and it can only deflect one attack or ability at a time. The move is used by throwing up a shield in front of the user, it leaves the back exposed.
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Name: Light Dash (500 words)
Type: Support
Element: Non-Elemental
Range: N/A
Class: Human
Description: By exerting spiritual energy, the user can run at incredibly high speeds. The technique allows you to move at Speed+10 while being used.
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Name: Light Tornado (800 words)
Type: Offensive
Element: Wind
Range: 60 feet
Class: Human
Description: This technique utilizes Light Dash. It’s a fast attack that harnesses the power of the wind, able to knock an opponent back up to ten feet. Roll a ten-sided dice to determine the knock back distance. The knock back doesn't do damage unless the user's Spirit is higher than the target's Defense+20, and then it hits them with winds at the power of their Spirit.
Other: Requires Light Dash.
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Name: Recharge (800 words)
Type: Support
Element: N/A
Range: Self only
Class: Human
Description: Recharges a user's Spirit at a rate of 5 Spi per 100 words used to recharge, up to a max of 10 Spi for base classes, 25 Spi for upgraded classes and 50 Spi for prestige classes. The user must remain completely still while they are recharging and if they move it is canceled. However, they can still activate defensive abilities. Only your words count towards recharging.
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Name: Spirit Explosion (800 words)
Type: Offensive
Element: Non-Elemental
Range: Short, 12 feet
Class: Human
Description: A close-range explosion of spiritual energy all around the user. The force of the explosion is equal to your Spirit+20 and costs 2 Spirit to use.
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Name: Equality (800 words)
Type: Draining
Element: N/A
Range: N/A
Class: Human
Description: With a strong enough spirit, the user may nullify the effects of a foe's Fighting Style. The cost is an equal nullification of the user's own Fighting Style.
Example: Johnny is using Tekken Lvl 15 (+75 Str) and his opponent is using Hapkido Lvl 10 (+40 Def, +10 Spi). By reducing his Fighting Style by 10, he is able to reduce the opponent's active Fighting Style by 10. Meaning the opponent's Hapkido no longer has any effect and Johnny's Tekken is now at Lvl 5 (+25 Str).
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Name: Barrows Den (600 words)
Type: Trap
Element: Earth
Range: 20 meters
Class: Humans
Description: This technique utilizes precise Spirit control. Pressing your palm against the ground and sending a surge of Spirit into it will cause the earth under your target to rumble with such force that if the opponent remained standing, he would lose his balance and fall to the ground if the opponent is of equal or lower Defense than the user's Spirit. The earth around the target would then up heave and entrap the opponent in a round rock dome, if the target's Defense+20 is lower than the user's Spirit. This technique can only be used once every 5 Gaia posts. And can't be used for 2 gaia posts after similar techniques.
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Name: Heralds Touch (600 words)
Type: Healing
Element: N/A
Range: Hands reach
Class: Cleric
Description: The user imbues the power of their Spirit to his or her hands. They must press their hand against their target, whether it be themselves or someone else. With the touch, it heals 2 (on Base classes), 5 (on Upgraded classes) or 10 (on Prestige classes) points of Spirit and Stamina for every Gaia post the healer makes after the healing begins. Touch must remain constant for it to be work and the Cleric can not attack while doing so, but they can still defend.
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Name: Light of Dawn (1000 words)
Type: Supportive
Element: Light
Range: One foot per 10 Reiatsu.
Class: Cleric
Description: Through the concentration of spiritual particles in the area the user may destroy binding techniques used on other people within a given area. By merely pointing with their index finger, the user may destroy a binding effect made against a target of their choice. This technique is able to destroy the bindings of a technique only if the user's Spirit is higher than the stat used which bound the target. This, however, comes with the cost of spending Spirit equal to 1/10 of the binding's stat used. This works on all forms of binding, except for paralysis by the body's means: nerves, fear, etc...
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Name: Heart of Honor (1200 words)
Type: N/A
Element: Light
Range: 100 foot radius around the user.
Class: Cleric
Description: The use of this technique requires the expelling of 10 Stamina and Spirit every 200 words or Gaia post, whichever happens first. Anyone within the field lose all stat increases, only able to rely on their base stats alone. This happens to the Cleric using the technique, their enemies and their allies. This effect nullifies items, techniques, and fighting styles which boost stats. The previously mentioned things still function normally, but do not give off the bonuses they would otherwise bring. This field may be brought down at will, though the cost still remains from its prior use.
Other: This may be used in conjunction with the Cleric's physical barrier.
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Name: Saviors Hand (1000 words)
Type: Offensive
Element: Light
Range: 20 Feet
Class: Cleric
Description: A Clerics best friend when their Unique Field and basic healing spells have been overcome. This is one of the few techniques that is offensive in the Clerics arsenal. This technique summons forth reiatsu to the hand of the User and fires this attack at the enemy. The Attack is in the form of a powerful light beam that blazes through the opponent. The Attack has the power equal to the user's Spirit+10 and a speed equal to Speed +10. Costs 5 Spirit and has a 2 Gaia Post cool-down.
Other:
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Name: Worm Hole (600 words)
Type: Defensive/offensive
Element: Time/Space
Range: Up to 10 feet in front of user
Class: Planes Walker
Description: The user of this technique shall be able to form a worm whole in a 6 foot radius in front of the user. The point if this technique is to absorb both Spiritual projectiles such as a Kidou and physical projectiles like someone shooting a gun or throwing a sword. After being sucked into the vortex, the attack may be held in that hole, and be shot back out towards an opponent at the users will. They may also suck in another attack instead of shoot out an attack they absorbed. However, they are only allowed to store up to 3 attacks, and once they reach the limit, will not be able to absorb any more attacks until they release at least 1 attack. This costs 5 (for Base class attacks), 10 (for Upgraded class attacks) or 25 (for Prestige class attacks) Stamina in order to absorb a technique or shoot out an attack. The user is not allowed to shoot an attack and absorb an attack with the same vortex. The user may not absorb multiple separate attacks with one vortex, nor will the user be able to absorb attacks coming from his sides or behind him. However, the user is able to absorb multiple projectiles from one attack, such as if a Quincy were to use Scatter Shot, the one vortex may absorb all of the shots. The user is only able to suck in attacks that are less or equal to either their Stamina or Defense. Characters may also not be sucked into the vortex, so this doesn't work for physical attacks.
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Name: Gravity Well (1200 words)
Type: N/A
Element: Gravity
Range: 100 foot radius around user
Class: Planes Walker
Description: When using this technique, the user shall form a field that will go quite a distance outwards. This field has a special ability which nullifies any ability that allow them to move faster then a user's speed, as well as nullifying any boosts to speed. This forces the user as well as the people inside the field to have to rely on their base speed. This technique costs the user 10 points in either Stamina, Speed or Spirit for either one Gaia post or 200 words, which ever comes first. The user is able to decide which stat that will get drained, however they will not be able to change what stat is being drained in the middle of battle, so once it's chosen, it drains only that stat for the rest of the battle while the shield is up. The ability has a 5 gaia post cool-down.
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Name: Rift Sensor (400 words)
Type: Support
Element: Non-Elemental
Range: 500 foot radius
Class: Planes Walker
Description: This ability is active all the time once a Planes Walker learns it. Their sense of the space around them is so developed that they can feel the smallest distortion in the dimension around him. They learn from this technique, how to sense portals in dimensions being opened from up to 500 feet away. They are able to sense a portal opening at such high speeds it's almost as if they sense it the instant a portal begins to form. It's mainly used to sense someone opening a portal like a Hollow trying to open a portal from or to Hueco Mundo. This technique costs nothing in order to use, and is always in effect. The user is allowed to sense multiple portals at one time. It is also a vital ability to another Planes Walker ability.
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Name: Dimension Lock (800 words)
Type: N/A
Element: Non-Elemental
Range: 100 foot radius around user
Class: Planes Walker
Description: The person using this technique shall be able to lock the dimensions. First the user must have sensed a portal opening with the Rift Sensor technique and the user's Stamina must be higher than the target's Spirit or other stats used to travel. Once sensed, the user shall, at the cost of 10 (for Base classes), 25 (for Upgraded classes) or 50 (for Prestige classes) Spirit, be able to lock the opening of the dimension in an instant. The person trying to open a dimension, such as a Hollow opening a portal from Hueco Mundo to Earth, will not be able to enter the portal they tried to form, and will be unable to form another portal for another 3 Gaia posts. Multiple portals may be locked at one time, however, this could be very draining to the user. This can also be used to stop people's escape into another dimension by locking it as they open it to run away, the cost is the same.
Other: Requires "Rift Sensor"
Type: Offensive
Element: Non-Elemental
Range: Anywhere in hearing distance
Class: Human
Description: Stuns an opponent with a loud yell at the cost of 3 Spirit. If the user’s Spirit is higher than the opponent’s Spirit, the opponent will be stunned for their next Gaia post. An opponent can break free with a Stamina higher than the user's Spirit+20. This technique can only be used once every 5 Gaia posts. And can't be used until 2 gaia posts after similar techniques.
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Name: Argo Slash (600 words)
Type: Offensive
Element: Non-elemental
Range: Short range, in reach
Class: Human
Description: Creates claws of spirit energy on user’s hands to slash opponent. The power behind this is equal to the user's Spirit+10 and moves equal to the user's Speed. Costs 1 Spirit to use.
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Name: Standing Barrier (600 words)
Type: Defensive
Element: Non-Elemental
Range: Short-range
Class: Human
Description: Makes a barrier that reduces the power of physical attacks by -10. The Barrier only surrounds a five foot radius of the user and costs 1 Spirit per turn it's active. For every person other than the user it adds 1 Spirit to the cost of maintaining the barrier and there is only enough space for two other people inside the barrier.
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Name: Slicing Counter (800 words)
Type: Offensive
Element: Non-Elemental
Range: N/A
Class: Human
Description: Use 1/10 of your total Stamina to send an opponent’s attack back at them. The power of the attack will be increased by +10. This technique will not work if your Defense is lower than the stat used to attack you and it can only deflect one attack or ability at a time. The move is used by throwing up a shield in front of the user, it leaves the back exposed.
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Name: Light Dash (500 words)
Type: Support
Element: Non-Elemental
Range: N/A
Class: Human
Description: By exerting spiritual energy, the user can run at incredibly high speeds. The technique allows you to move at Speed+10 while being used.
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Name: Light Tornado (800 words)
Type: Offensive
Element: Wind
Range: 60 feet
Class: Human
Description: This technique utilizes Light Dash. It’s a fast attack that harnesses the power of the wind, able to knock an opponent back up to ten feet. Roll a ten-sided dice to determine the knock back distance. The knock back doesn't do damage unless the user's Spirit is higher than the target's Defense+20, and then it hits them with winds at the power of their Spirit.
Other: Requires Light Dash.
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Name: Recharge (800 words)
Type: Support
Element: N/A
Range: Self only
Class: Human
Description: Recharges a user's Spirit at a rate of 5 Spi per 100 words used to recharge, up to a max of 10 Spi for base classes, 25 Spi for upgraded classes and 50 Spi for prestige classes. The user must remain completely still while they are recharging and if they move it is canceled. However, they can still activate defensive abilities. Only your words count towards recharging.
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Name: Spirit Explosion (800 words)
Type: Offensive
Element: Non-Elemental
Range: Short, 12 feet
Class: Human
Description: A close-range explosion of spiritual energy all around the user. The force of the explosion is equal to your Spirit+20 and costs 2 Spirit to use.
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Name: Equality (800 words)
Type: Draining
Element: N/A
Range: N/A
Class: Human
Description: With a strong enough spirit, the user may nullify the effects of a foe's Fighting Style. The cost is an equal nullification of the user's own Fighting Style.
Example: Johnny is using Tekken Lvl 15 (+75 Str) and his opponent is using Hapkido Lvl 10 (+40 Def, +10 Spi). By reducing his Fighting Style by 10, he is able to reduce the opponent's active Fighting Style by 10. Meaning the opponent's Hapkido no longer has any effect and Johnny's Tekken is now at Lvl 5 (+25 Str).
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Name: Barrows Den (600 words)
Type: Trap
Element: Earth
Range: 20 meters
Class: Humans
Description: This technique utilizes precise Spirit control. Pressing your palm against the ground and sending a surge of Spirit into it will cause the earth under your target to rumble with such force that if the opponent remained standing, he would lose his balance and fall to the ground if the opponent is of equal or lower Defense than the user's Spirit. The earth around the target would then up heave and entrap the opponent in a round rock dome, if the target's Defense+20 is lower than the user's Spirit. This technique can only be used once every 5 Gaia posts. And can't be used for 2 gaia posts after similar techniques.
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::Clerics::
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Name: Heralds Touch (600 words)
Type: Healing
Element: N/A
Range: Hands reach
Class: Cleric
Description: The user imbues the power of their Spirit to his or her hands. They must press their hand against their target, whether it be themselves or someone else. With the touch, it heals 2 (on Base classes), 5 (on Upgraded classes) or 10 (on Prestige classes) points of Spirit and Stamina for every Gaia post the healer makes after the healing begins. Touch must remain constant for it to be work and the Cleric can not attack while doing so, but they can still defend.
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Name: Light of Dawn (1000 words)
Type: Supportive
Element: Light
Range: One foot per 10 Reiatsu.
Class: Cleric
Description: Through the concentration of spiritual particles in the area the user may destroy binding techniques used on other people within a given area. By merely pointing with their index finger, the user may destroy a binding effect made against a target of their choice. This technique is able to destroy the bindings of a technique only if the user's Spirit is higher than the stat used which bound the target. This, however, comes with the cost of spending Spirit equal to 1/10 of the binding's stat used. This works on all forms of binding, except for paralysis by the body's means: nerves, fear, etc...
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Name: Heart of Honor (1200 words)
Type: N/A
Element: Light
Range: 100 foot radius around the user.
Class: Cleric
Description: The use of this technique requires the expelling of 10 Stamina and Spirit every 200 words or Gaia post, whichever happens first. Anyone within the field lose all stat increases, only able to rely on their base stats alone. This happens to the Cleric using the technique, their enemies and their allies. This effect nullifies items, techniques, and fighting styles which boost stats. The previously mentioned things still function normally, but do not give off the bonuses they would otherwise bring. This field may be brought down at will, though the cost still remains from its prior use.
Other: This may be used in conjunction with the Cleric's physical barrier.
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Name: Saviors Hand (1000 words)
Type: Offensive
Element: Light
Range: 20 Feet
Class: Cleric
Description: A Clerics best friend when their Unique Field and basic healing spells have been overcome. This is one of the few techniques that is offensive in the Clerics arsenal. This technique summons forth reiatsu to the hand of the User and fires this attack at the enemy. The Attack is in the form of a powerful light beam that blazes through the opponent. The Attack has the power equal to the user's Spirit+10 and a speed equal to Speed +10. Costs 5 Spirit and has a 2 Gaia Post cool-down.
Other:
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: razz lanes Walkers::
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Name: Worm Hole (600 words)
Type: Defensive/offensive
Element: Time/Space
Range: Up to 10 feet in front of user
Class: Planes Walker
Description: The user of this technique shall be able to form a worm whole in a 6 foot radius in front of the user. The point if this technique is to absorb both Spiritual projectiles such as a Kidou and physical projectiles like someone shooting a gun or throwing a sword. After being sucked into the vortex, the attack may be held in that hole, and be shot back out towards an opponent at the users will. They may also suck in another attack instead of shoot out an attack they absorbed. However, they are only allowed to store up to 3 attacks, and once they reach the limit, will not be able to absorb any more attacks until they release at least 1 attack. This costs 5 (for Base class attacks), 10 (for Upgraded class attacks) or 25 (for Prestige class attacks) Stamina in order to absorb a technique or shoot out an attack. The user is not allowed to shoot an attack and absorb an attack with the same vortex. The user may not absorb multiple separate attacks with one vortex, nor will the user be able to absorb attacks coming from his sides or behind him. However, the user is able to absorb multiple projectiles from one attack, such as if a Quincy were to use Scatter Shot, the one vortex may absorb all of the shots. The user is only able to suck in attacks that are less or equal to either their Stamina or Defense. Characters may also not be sucked into the vortex, so this doesn't work for physical attacks.
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Name: Gravity Well (1200 words)
Type: N/A
Element: Gravity
Range: 100 foot radius around user
Class: Planes Walker
Description: When using this technique, the user shall form a field that will go quite a distance outwards. This field has a special ability which nullifies any ability that allow them to move faster then a user's speed, as well as nullifying any boosts to speed. This forces the user as well as the people inside the field to have to rely on their base speed. This technique costs the user 10 points in either Stamina, Speed or Spirit for either one Gaia post or 200 words, which ever comes first. The user is able to decide which stat that will get drained, however they will not be able to change what stat is being drained in the middle of battle, so once it's chosen, it drains only that stat for the rest of the battle while the shield is up. The ability has a 5 gaia post cool-down.
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Name: Rift Sensor (400 words)
Type: Support
Element: Non-Elemental
Range: 500 foot radius
Class: Planes Walker
Description: This ability is active all the time once a Planes Walker learns it. Their sense of the space around them is so developed that they can feel the smallest distortion in the dimension around him. They learn from this technique, how to sense portals in dimensions being opened from up to 500 feet away. They are able to sense a portal opening at such high speeds it's almost as if they sense it the instant a portal begins to form. It's mainly used to sense someone opening a portal like a Hollow trying to open a portal from or to Hueco Mundo. This technique costs nothing in order to use, and is always in effect. The user is allowed to sense multiple portals at one time. It is also a vital ability to another Planes Walker ability.
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Name: Dimension Lock (800 words)
Type: N/A
Element: Non-Elemental
Range: 100 foot radius around user
Class: Planes Walker
Description: The person using this technique shall be able to lock the dimensions. First the user must have sensed a portal opening with the Rift Sensor technique and the user's Stamina must be higher than the target's Spirit or other stats used to travel. Once sensed, the user shall, at the cost of 10 (for Base classes), 25 (for Upgraded classes) or 50 (for Prestige classes) Spirit, be able to lock the opening of the dimension in an instant. The person trying to open a dimension, such as a Hollow opening a portal from Hueco Mundo to Earth, will not be able to enter the portal they tried to form, and will be unable to form another portal for another 3 Gaia posts. Multiple portals may be locked at one time, however, this could be very draining to the user. This can also be used to stop people's escape into another dimension by locking it as they open it to run away, the cost is the same.
Other: Requires "Rift Sensor"

