Post by GM on Apr 23, 2007 19:45:29 GMT -5
While anyone can also learn the First Level of these, a living human body, without any reinforcement, simply can't withstand the velocities of Second Level techniques and above.
so as such it breaks down like this.
Advent humans may learn level 1 techniques.
Quincy may learn god step in place of the shyunpo line, and all over level 1,2, and 3 moves (aside from the shyunpo line obviously)
Mod Souls can learn level 1 and 2 (the exception being lower body focused Mod Souls which can learn all 3 levels)
Hollows cannot learn movement techniques (till arrancar anyway)
Shinigami may learn level 1, 2, and 3.
First Level Hohou
Ability Name:: Shylan
Description:: This Hohou art allows the Shinigami performing it to move several paces in the blink of an eye. To execute the ability, the Shinigami must push against something. Direction of travel is always in a straight line from the force applied to move. This ability is fairly conservative compared to larger abilities of a similar nature, and can be used repeatedly with ease. The range maximum for this ability is three meters. Most people who study Shylan do so only to use it as a stepping stone to the superior-ranged skills of Shyunpa and Shyunpo. There are, however, several people who intensively practice Shylan alone for its tactical value.
Ability Name:: Neko Asobi
Description:: More than just a Hohou art, this ability stems from a heightened sense of direction, and the ability to orient oneself. Those who apply Neko Asobi can perform a variety of aerial and landing acrobatic feats, the foremost among them is the ability to land smoothly on their feet regardless of how they were knocked away. Neko Asobi also helps to resist damage caused by falling great distances. One of the best things about Neko Asobi is that it is relatively easy and simple to perform, requiring barely any reiatsu.
Ability Name:: Chouyaku
Description:: Chouyaku amplifies the jumping power of the user up to 8 times average, which is a little over 30 feet.
Ability Name:: Chuuniuku
Description:: By channeling their reiatsu in a upward manner, a Shinigami can reduce the rate at which they fall through the air. This can maximize air time, or allow a Shinigami to escape damage from huge falls. This is an excellent skill for those who enjoy ranged attacks and have ways of easily gaining altitude. Chuuniuku allows a Shinigami to move above land at a slow walking pace as they descend. It’s also possible (though not advised) to fight in midair with the skill.
Ability Name:: Kabe Ashinami
Description:: By focusing ones Reiatsu into the walls of a room through their feet, a Shinigami can cause themselves to shift orientation, effectively gaining the ability to run along a wall. This adhesive effect is momentary however, and fades quickly, so the only effective way to use it is to run along walls and continue moving. Using it in long bursts can be taxing to lower-ranked Shinigami, but Vice-Captains have nearly no trouble using a skill such as this for a highly prolonged period of time.
Ability Name:: Mizu Ashinami
Description:: In a manner similar to Wall Walk, this Hohou channels the user’s Reiatsu into a body of water, making a still, flat surface for a brief moment, upon which the user can tread. It lasts but a moment, but allows one to walk, run, and fight while standing atop a body of water. Due to having to form a platform that can support weight, this ability consumes more Reiatsu than Wall Walk.
Second Level Hohou
Ability Name:: Shyunpa
Prerequsites:: Shylan
Description:: This extended version of Shylan is a stable skill amongst the vast majority of seated Shinigami, despite it’s relatively tiring cost for a Second-rank ability.. Popular due to its balance between raw, cost-heavy power of Shyunpo and the somewhat weak, but cheap Shylan, Shyunpa works in precisely the same way as Shylan, with the exception that the range limit is much greater. Rather than one or two meters, Shyunpa can allow users to cover up to fifty meters in a single burst. Movement no longer requires a strait line
Ability Name:: Kaze Ashinami
Prerequsites:: None
Description:: This Hohou art allows the Shinigami to create a platform of Reiatsu in midair in much the same fashion as Mizu Ashinami allows one to do the same in Water. This consumes more reiatsu, and lasts for several moments, however, and it has an additional advantage of being usable anywhere there is air. Thus, in a vacuum, the skill is equally useless. It lasts for up to five seconds, but quickly removing the platforms conserves reiatsu. One can use this ability to climb steps of air, to fight in midair, to ease long falls, and many other such abilities. It should be noted that the energy to form platforms can only be manifested under a Shinigami’s own feet, so using it to interfere with an opponent directly is impossible.
Ability Name:: Habatobi
Prerequsites:: Chouyaku
Description:: An amplification of the original Chouyaku technique, Vault allows a Shinigami to amplify the strength of their jumps by a total of a factor of 4. This can all be expended to massively amplify height or distance, but is most commonly split evenly between the two for a more natural jump arc, albeit one twice as far and high as a normal jump. It is possible to achieve heights that are dangerous, so caution is needed when focusing this ability into purely vertical leaps.
Ability Name:: Tanabiku
Prerequsites:: Chuuniuku
Description:: Much more exhausting than the ability to Chuuniuku is the ability to hover at one altitude. Using one’s Reiatsu to generate a resistance to falling, one can suspend themselves vertically in open air, capable of moving at standard walking speeds forward, back, left and right. Definitely a good skill to have if the bridge is out, or if you’re a fan of sniping, or if you just like getting the drop on someone. When your reiatsu depletes, you drop like a stone.
Ability Name:: Mizu Hokou
Prerequsites:: None
Description:: This improvement to Mizu Ashinami is much the same as Kabe Hokou is to Kabe Ashinami. The duration of the effect is much greater, but one does not have to remain in one place for it to function. As long as one has the Reiatsu to power it, and doesn’t step off the water, the Shinigami can remain standing or fighting on its surface indefinitely. Note that this ability still only applies under the Shinigami’s own feet, so it cannot be used to support others, but it provides a relatively reliable ability to cross water, as the reiatsu consumed is relatively low for a second-rank ability.
Third Level Hohou Arts
Ability Name:: Shyunpo
Prerequsites:: Shyunpa
Description:: The most common Captain-Level Hohou, Shyunpo is an exceedingly powerful and energy-consuming ability. Functoioning like Shyunpa, the user of Shyunpo also creates a shield that eliminates all Air Resistance, amplifying their speed many times. This also eliminates the Range Limitations of lesser forms of the art: As long as the Shinigami has the Reiatsu and Stamina to do it, there is no limit to the distance one could travel with Shyunpo. This lack of a limit attracts many hopeful Captains to the ability, as swift action by captains can sometimes be the deciding factor in major battles.
Ability Name:: Kaze Hokou
Prerequsites:: Kaze Ashinami
Description:: This incredibly useful Hohou is an increased form of Kaze Ashinami, much the same that Water and Wall Walks are improvements over the Steps of the same. Unlike those abilities, Kaze Hokou, however, is not a constantly active ability. Instead, it is an easier to use and control version of Kaze Ashinami. It uses only slightly more Reiatsu, but it functions much more smoothly, with the user able to run, jump, climb, fight, dive, and roll in midair as if they were standing on solid ground. The ability is far from perfect, however, as distractions can release the active state of the ability and send one falling. Essentially, this is an expanded function, more efficient Kaze Ashinami.
so as such it breaks down like this.
Advent humans may learn level 1 techniques.
Quincy may learn god step in place of the shyunpo line, and all over level 1,2, and 3 moves (aside from the shyunpo line obviously)
Mod Souls can learn level 1 and 2 (the exception being lower body focused Mod Souls which can learn all 3 levels)
Hollows cannot learn movement techniques (till arrancar anyway)
Shinigami may learn level 1, 2, and 3.
First Level Hohou
Ability Name:: Shylan
Description:: This Hohou art allows the Shinigami performing it to move several paces in the blink of an eye. To execute the ability, the Shinigami must push against something. Direction of travel is always in a straight line from the force applied to move. This ability is fairly conservative compared to larger abilities of a similar nature, and can be used repeatedly with ease. The range maximum for this ability is three meters. Most people who study Shylan do so only to use it as a stepping stone to the superior-ranged skills of Shyunpa and Shyunpo. There are, however, several people who intensively practice Shylan alone for its tactical value.
Ability Name:: Neko Asobi
Description:: More than just a Hohou art, this ability stems from a heightened sense of direction, and the ability to orient oneself. Those who apply Neko Asobi can perform a variety of aerial and landing acrobatic feats, the foremost among them is the ability to land smoothly on their feet regardless of how they were knocked away. Neko Asobi also helps to resist damage caused by falling great distances. One of the best things about Neko Asobi is that it is relatively easy and simple to perform, requiring barely any reiatsu.
Ability Name:: Chouyaku
Description:: Chouyaku amplifies the jumping power of the user up to 8 times average, which is a little over 30 feet.
Ability Name:: Chuuniuku
Description:: By channeling their reiatsu in a upward manner, a Shinigami can reduce the rate at which they fall through the air. This can maximize air time, or allow a Shinigami to escape damage from huge falls. This is an excellent skill for those who enjoy ranged attacks and have ways of easily gaining altitude. Chuuniuku allows a Shinigami to move above land at a slow walking pace as they descend. It’s also possible (though not advised) to fight in midair with the skill.
Ability Name:: Kabe Ashinami
Description:: By focusing ones Reiatsu into the walls of a room through their feet, a Shinigami can cause themselves to shift orientation, effectively gaining the ability to run along a wall. This adhesive effect is momentary however, and fades quickly, so the only effective way to use it is to run along walls and continue moving. Using it in long bursts can be taxing to lower-ranked Shinigami, but Vice-Captains have nearly no trouble using a skill such as this for a highly prolonged period of time.
Ability Name:: Mizu Ashinami
Description:: In a manner similar to Wall Walk, this Hohou channels the user’s Reiatsu into a body of water, making a still, flat surface for a brief moment, upon which the user can tread. It lasts but a moment, but allows one to walk, run, and fight while standing atop a body of water. Due to having to form a platform that can support weight, this ability consumes more Reiatsu than Wall Walk.
Second Level Hohou
Ability Name:: Shyunpa
Prerequsites:: Shylan
Description:: This extended version of Shylan is a stable skill amongst the vast majority of seated Shinigami, despite it’s relatively tiring cost for a Second-rank ability.. Popular due to its balance between raw, cost-heavy power of Shyunpo and the somewhat weak, but cheap Shylan, Shyunpa works in precisely the same way as Shylan, with the exception that the range limit is much greater. Rather than one or two meters, Shyunpa can allow users to cover up to fifty meters in a single burst. Movement no longer requires a strait line
Ability Name:: Kaze Ashinami
Prerequsites:: None
Description:: This Hohou art allows the Shinigami to create a platform of Reiatsu in midair in much the same fashion as Mizu Ashinami allows one to do the same in Water. This consumes more reiatsu, and lasts for several moments, however, and it has an additional advantage of being usable anywhere there is air. Thus, in a vacuum, the skill is equally useless. It lasts for up to five seconds, but quickly removing the platforms conserves reiatsu. One can use this ability to climb steps of air, to fight in midair, to ease long falls, and many other such abilities. It should be noted that the energy to form platforms can only be manifested under a Shinigami’s own feet, so using it to interfere with an opponent directly is impossible.
Ability Name:: Habatobi
Prerequsites:: Chouyaku
Description:: An amplification of the original Chouyaku technique, Vault allows a Shinigami to amplify the strength of their jumps by a total of a factor of 4. This can all be expended to massively amplify height or distance, but is most commonly split evenly between the two for a more natural jump arc, albeit one twice as far and high as a normal jump. It is possible to achieve heights that are dangerous, so caution is needed when focusing this ability into purely vertical leaps.
Ability Name:: Tanabiku
Prerequsites:: Chuuniuku
Description:: Much more exhausting than the ability to Chuuniuku is the ability to hover at one altitude. Using one’s Reiatsu to generate a resistance to falling, one can suspend themselves vertically in open air, capable of moving at standard walking speeds forward, back, left and right. Definitely a good skill to have if the bridge is out, or if you’re a fan of sniping, or if you just like getting the drop on someone. When your reiatsu depletes, you drop like a stone.
Ability Name:: Mizu Hokou
Prerequsites:: None
Description:: This improvement to Mizu Ashinami is much the same as Kabe Hokou is to Kabe Ashinami. The duration of the effect is much greater, but one does not have to remain in one place for it to function. As long as one has the Reiatsu to power it, and doesn’t step off the water, the Shinigami can remain standing or fighting on its surface indefinitely. Note that this ability still only applies under the Shinigami’s own feet, so it cannot be used to support others, but it provides a relatively reliable ability to cross water, as the reiatsu consumed is relatively low for a second-rank ability.
Third Level Hohou Arts
Ability Name:: Shyunpo
Prerequsites:: Shyunpa
Description:: The most common Captain-Level Hohou, Shyunpo is an exceedingly powerful and energy-consuming ability. Functoioning like Shyunpa, the user of Shyunpo also creates a shield that eliminates all Air Resistance, amplifying their speed many times. This also eliminates the Range Limitations of lesser forms of the art: As long as the Shinigami has the Reiatsu and Stamina to do it, there is no limit to the distance one could travel with Shyunpo. This lack of a limit attracts many hopeful Captains to the ability, as swift action by captains can sometimes be the deciding factor in major battles.
Ability Name:: Kaze Hokou
Prerequsites:: Kaze Ashinami
Description:: This incredibly useful Hohou is an increased form of Kaze Ashinami, much the same that Water and Wall Walks are improvements over the Steps of the same. Unlike those abilities, Kaze Hokou, however, is not a constantly active ability. Instead, it is an easier to use and control version of Kaze Ashinami. It uses only slightly more Reiatsu, but it functions much more smoothly, with the user able to run, jump, climb, fight, dive, and roll in midair as if they were standing on solid ground. The ability is far from perfect, however, as distractions can release the active state of the ability and send one falling. Essentially, this is an expanded function, more efficient Kaze Ashinami.