|
Post by +Rinri+ on Nov 12, 2010 0:36:10 GMT -5
Biographical informationTimelineLife before death When Yoshiro was born, his mother died giving birth due to lack of oxygen. Yoshiro's name mean's 'White Age,' which is probably due to his family all having white hair, with hopes of the newborn Yoshiro being one of the next to gain the white hair gene. This was sadly failed. Yoshiro (and his younger sister, Lily.) grew up with hair, the total opposite color of his family (Black.) and was somewhat unique in his family. Growing up with 3 sisters and 2 brothers, a step mother who was a Cruella De ville herself and a drunken bastard of a father, Yoshiro fended for himself and his siblings. Yoshiro's best friend was a man named Corono Takai, one who he grew up with as a friend and met at age five. With the friendship the two held, they hid no secrets. That was a lie. Corono was a man who had a bounty on his head by a company called Sage (see NPC Library for SAGE.) When Yoshiro and Corono were both 17, Yoshiro and Corono were both murdered by a man later known as Dante, the two expected to become the next souls for their laboring slaves program. Yoshiro was caught in the crossfire of the murder of Corono Takai, in an attempt to save his friend. This led to his death. Life as a soul (Rukongai) - Before the soul academy, Yoshiro lived a rough life in the Rukon district, surviving in a harsh, rigid environment, where diseases plagued the area, and his family was all who helped him live, and vise versa. One day, during a field day, where hundreds of Rukon men, women and children meet and enjoy the day free of cares, Yoshiro layed in an open field, enjoying the celebration of the Rukon's. Soon after, he was attacked by Shrieker hollow, a hollow which feasted on several of his family members, and emotionally wounded him for life. A soul reaper. he had met in the rukon, saved him, but not his younger brother. Yoshiro - since then - can seem as one who is a man who wouldn't want to be approached, due to the hatred and seriousness in his eyes. Life as a soul (Shinigami)- When Yoshiro was enrolled in the soul academy, he graduated after one year with top marks. He is considered as a genius, but rarely is proud of it. He thinks showing off your intelligence is too much work. It causes those who are in need to rely on you for pointless things. Yoshiro was originally enrolled in the fifth division due to his excelling kidou grades, able to cast kidou with excellent prowess. In his fifth division days, Yoshiro met Corono, his friend in his days as a human. Corono seemed to deny the fact the two were friends, due to the low memory the man had. The two had continuous fights, each one making them stronger mentally and physically. In his fifth division retirement, Yoshiro met Koto F. Valinor, the fastest shinigami in the soul society and the soon to be fourth division captain. Yoshiro soon transfered to the fourth, serving under Koto F. Valinor for 1 year untill the captain was transfered to the Nest of Maggots due to captaincy problems. This forced Yoshiro to choose a division, which he chose as the eighth. Yoshiro had then realized he was a kidou specialist - not only because of the two kidou specializing divisions he had been in but also due to his current knowledge of kidou. In his eighth division days, Yoshiro, Corono and Lily Hitaki (Yoshiro's sister.) had begun to battle against Sage, trying to halt any soul traficking and experiments they perform. Yoshiro - upon fighting a woman in Sage known as Jen'avie - had gained hollow reiatsu, creating an entity in his subconsious which is named Somto, his inner hollow. This makes Yoshiro a vizard, one of the few in the seireitei. Yoshiro has yet to reveal his inner hollow, in fear of being placed in the Nest of Maggots, as well as being an exiled shinigami. Only Corono knows of this hollow, and has been forced to secrecy. As Yoshiro's captain, Zalin, was arrested and put into the Nest of Maggots, the man has taken this chance to get stronger and think of ways to assist his captain. When the jailbreak occured, Yoshiro assisted his captain, following his reiatsu to the location in which both Zalin and Yoshiro ran into a man. This was Saka, an ex member of the eleventh, and one Yoshiro had a talk with, though not that long. Upon being promoted from goseki to yonseki, Yoshiro fought to his near limit, without utilizing his mask, and fought Saka. This allowed his captain more time to a unknown location, and to this point, Yoshiro has let Zalin do as he wishes, trying not to get in the man's way, lest he be harmed or killed. Life as a Vice CaptainYoshiro left Hachibantai for personal reasons, joining the Thirteenth division under the service of Alexander Koysta. As a vice captain of the Thirteenth, he was in charge of several of the squads as well as a minor liason between divisions when the assistance is needed. He also has matured more with the responsibilities of being a vice captain. As a vice captain of the division, he has met Sumiko Zecht, an assistant of Alexander. He also began training to further enhance his skills mentally, physically, emotionally and such. He has went into Kaji's mind, going through the man's life and feeling every emotion Kaji felt. He was forced to swallow his pride by losing to Miku, a small toddler. He was forced to overcome his fears and failed due to horror of the fear of losing Lily and nearly hollowfying once more. He has yet to finish his training, but has completed several parts of it as well as being forced to defeat his hollow, Somto, and control it. Yoshiro, when meeting Sumiko, saw her first as an assistant, just another division member. But with a deal where Yoshiro and Kaji switched places, he and Kaji both took the others sister out on a date. Then, he learned about his feelings for Sumi. For her, he felt as if he felt true love. In Venice, he and Sumi participated in a minor game where Sumi won a small white bunny that she named Shiro-tan after Yoshiro and his nickname. He took her on a gondola ride post fireworks sight seeing, unconsiously stating he loved her. On Sumiko's birthday, Yoshiro proposed to her. After marrying her and learning that Sumiko was pregnant, Yoshiro continued his tasks as the Eleventh's vice captain, spending his free time caring for his pregnant wife. Life as a Captain/Kidoushuu memberAfter roughly five years as the Vice Captain of Juuichibantai, Yoshiro was passed down the torch of captaincy. When Kaji Zecht disappeared to Hueco Mundo, Yoshiro was heartbroken... the mere mention of Kaji Zecht sent him into a furious rage out of defense over his teacher and captain, as well as brother. But over the months, he fell out of the loss.... taking the responsibilities as the captain over the responsibilities of mourning Kaji. After several weeks after taking the responsibilities more seriously, Yoshiro put Ragna Altarius to the test; defeat a powerful Menos Grande without his help and he gets the position of Vice Captain under Yoshiro. Ragna succeeded, and the Eleventh was filled upper-seat-wise once more. Later, Kasumi was promoted to fourth seat. After several months of leading the Eleventh and training, Yoshiro was released from his curse of hollowfication... his hollow was devoured by Roy Karosiji's own hollow, leaving Yoshiro free of the secrecy of his hollow and life. After this, Yoshiro applied to the Kidoushuu, aiming to gain even strongest abilities with his kidou prowess. -Important Achievements-- Taking out a high c rank hollow out in his Rukongai days without a zanpaku-to or much experience- Graduating from the academy after two years- Attaining the seat of eighth in Gobantai- Attaining Shikai, Yuubi Karou- Attaining hollowfication powers- Attaining Goseki in Hachibantai- Attaining Yonseki in Hachibantai- Attaining Sanseki in Hachibantai- Attaining Fukutaichou-ship in Juusanbantai- Defeating mother and attaining Ban-kai in process- Defeated Somto and gained control of Hollow powers- Defeated Apollo, Vasto Lorde- Married Sumiko Zecht- Obtained a new zanpaku-to after Yuubi Karou's demise.- Fought against Gabriel and Michael- Became the 11th division captain- Obtained the final stage of Zanpaku-to release, Kyoushu bankai- Hollow was devoured and destroyed, relinquishing all vizard powers from Yoshiro and freeing his life of secretcy- Joined the Kidoushuu under Venkar Zalin
|
|
|
Post by +Rinri+ on Nov 12, 2010 0:38:11 GMT -5
SealedA simple wakizashi. No enhancements have been made to the blade. The guard is a hexagonal shaped guard of violet. The handle is a pure red and orange colour. The saya is mounted on Yoshiro's back, horizontally parallel to the ground. The saya is a solid purple hue. A black ribbon hangs from the hole where the sword is placed in. ShikaiName: Darakushita Tenshi - "Fallen Angel" Manifestation: A mimicking of Yoshiro's appearance once he releases the kai. Inner world: Darakushita Tenshi's inner world is the same as Yuubi Karou's previous inner world. The only difference is that there is a clearing in the forest in which the clouds are clearly seen (as opposed to the older version where trees hid the clouds from sight). Owner: Yoshiro Hitaki, Captain of the Eleventh Type & Family: Darkness Support Achievable Level: Shikai Special Type: Reverse Release Phrase: Fall from Grace, Darakushita Tenshi Release Ritual: Yoshiro holds the wakizashi parallel to the ground, and says "Fall from grace," prior to the blade exploding in a whirlwind of black feathers. The feathers encircle Yoshiro, spinning around him. When "Darakushita Tenshi" escapes his lips, the feathers hover in two segments around him. His back sprouts skeletal wings that soon form muscles, tendons, ligaments and such. When finished, the feathers cover the wings to complete the change. His wakizashi now has changed to a violet okatana with designs that seem to carve flames into the okatana as a remembrance of Yuubi Karou. ~-=Repetoire of Attacks and Abilities=-~[ The Fallen One's Wings] - "The Fallen One's Wings" Passive. By relinquishing the ability to shunpo for the time he has his shikai unsealed, Yoshiro can take on the gift of flight. His wings are 5 feet in length and can give him the ability to fly like a bird at the speed equal to his shunpo with a [+1 rank] increase to hohou [ Kage Osore] - "Shadow Fear" By tapping into the deepest terrors of his enemy, Yoshiro is capable of creating a near perfect mirage of his opponents fear, whether it's the essense of fear itself, or their greatest fear. This fear can take on many shapes, ranging from fear of kittens, thus showing a mirage of several cute and cuddly kittens, to fear of death, simulating death before the targets very eyes. Anyone equal to or higher than Yoshiro's reiatsu can EASILY escape this mirage, with very little effort (even batting an eye can cancel it) but anyone lower is going to have a far tougher time dealing with such a mental attack. This is started by eye contact with the enemy, and needs no gesture to begin. Simple eye contact. Once eye contact is established, Yoshiro relinquishes 5% reiatsu-10% reiatsu (depending on how close the target is to his reiatsu. Those who're far weaker (rank 8 or below) are 5% while people closer (rank 9 or higher) need 10%). Someone is also capable of breaking up the fear entity if their endurance is higher than Yoshiro's (even by 1 point.) due to the extensive experience in enduring such things they have over him. This reiatsu sneakily infiltrates the enemies mind, bringing out their worst fear with Yoshiro's bare reiatsu. However, the fears, depending on how horrid they are, do have a mental impact on Yoshiro, ranging from madness to pure insanity should he continuously use this attack (max use: 2 times in a fight/collab) [ Darakushita Kamikiri] - "Fallen Godcutter" A simple attack, one of Yoshiro's most basic of shikai techniques. By gathering shadows on the cutting edge of his okatana, Yoshiro can release this shadow edge in a large, razorsharp wave of shadows, aiming to sever or cut severely deeply. Costs 4% reiatsu for the KAR (Reiatsu + Enishi) in damage. BankaiName: Darakushita Tenshi, Zenchou no Zenkai - "Fallen Angel, Harbinger of Destruction" Release phrases: Bankai, Darakushita Tenshi, Zenchou no Zenkai Alternate release phrase: Lead the Fallen Angels, Darakushita Tenshi, Zenchou no Zenkai Family and type: Darkness Support Kai Level: Bankai Special type: Reverse Release Ritual: Like his shikai, Yoshiro's bankai also has a release ritual. However, the state he is in affects the ritual. Wakizashi/Sealed: By plunging his blade into his own shadow, Yoshiro's body is engulfed in shadows, providing a thin, skin-like armour for the briefest of seconds. Then, the armour is shattered by six wings, each spreading gloriously as a black aura engulfs them. With a single beat, they break away from the armour, revealing Yoshiro's new form. Shikai: By plunging his sword into his left wing first, Yoshiro drags it downward as a set of feathers fall, though curve slightly. These expand and transform into large sets of wings. By plunging his sword into his right wing, he repeats this process until gaining six wings in total. With a single beat of his wings, his body changes while being hidden behind a whirlwind of feathers. Form: In this form, Yoshiro is still retaining his wing-set, like his shikai. But the wings have multiplied. He has 3 black wings on his left and 3 white wings on his right. The transformation has yet to stop there. His hair changes white and longer, with several strands of silver. His outfit also changes. He gains a light violet vest with a large spiked out collar, as well as a black undershirt with a zipper going down the center of it. He gains a set of arm wrappings, each black and hold his arm length fingerless gloves tight to his skin. Around his waist is the start of a thin sheet that is held onto his waist by three belts. He also wears skin tight jeans, as well as boots that are tied with five straps. He wears his saya on his side, where a glorious appearing sword resides in it's sheath until he attacks. The saya is a glorious golden colour, with a shine that resembles captured sunlight. The sword, as opposing the saya, has a pure violet handle with a slightly curved rectangular tsuba. The blade, when drawn, is a pure black blade that seems to move. In it, it seems as if pitch black fire is held in the blade. ~Repetoire of Abilities and Attacks~[ Darakushita Tenshi; Saihatsu Gouka] - " Fallen Angel; Returning Hellfire" Darakushita Tenshi brings out the full potential of the blade and the previous releases that were Yuubi Karou, drawing upon the fire techniques in the blade. By swinging his sword once, a wave of fire erupts from the blade, drawing the kanji for fire in the air as his blade soon becomes engulfed in a violet flame. By swinging his sword once again, a large black and red wave of flames. The wave of flames is roughly 10 meters high and roughly 15 feet in width. The flames crash upon the target violently, like a wave crashing on the shore. Costs 9% for the KAR in damage. [ Shadow Telekinesis] - " Shadow Telekinesis" One of his most absolute basic abilities. In his Bankai Form, Yoshiro obtains near complete shadow control. This entitles him the ability to control shadows from things such as a tree or a boulder or even a house, however, he has yet to find out how to control his own shadow or his enemy's. He first releases a pulse of reiatsu that varies, depending on how many shadows he wishes to control - a max of 8 at one time - or how large the shadow - like house size or pebble size. For multiple shadows, Yoshiro releases a range of 750 reiatsu (if they're average sized shadows) to 1,000 reiatsu (if all are large). In this form, he can use shadows for many things; creating defensive objects such as small shields or walls, to creating weapons such as katanas, axes, etc. The ability is the 'Swiss Army Knife' of his bankai. Damages/Defends with KAR if used as a weapon/defense, but Yoshiro must be physically holding it or using your strings to do so. Strings can only manipulate up to three items at once and the costs for each would be needed to be paid. So if Yoshiro controls 3 shadows; a large one and a set of smal ones. He'd pay 2k rei for them, and use them as a defense (the defense, if it breaks, crumbles and is unable to be used again without paying that same amount to take that same shadow from the source) and if he uses them as a weapon, should the weapon either fall from his grip (if someone makes him drop a sword) or breaks (smashing it) then he has to pay the same cost as he did originally to control them again. Also note that Yoshiro can't control the enemies shadow or his own is simple. This prevents him from, if he could control the enemies shadow, he'd basically spear the enemy from below. Additionally it also prevents him from, if he controlled his shadow, having a constant skin-like layer defense on him at all times throughout the entire battle. [ Yami tenshi Myaku] - " Darkness Angelic Pulse" A simple but powerful ability. By unfolding his four wings, Yoshiro releases a weak cutting wind. This is the first wind. It deals a simple 1/4 of the KAR connection damage, and (along with the next wind) costs 14% rei. By beating his wings forward at the target, Yoshiro releases a thicker X shaped razor like wind at the target. This deals a total of his KAR as damage. Fires in a straight line with a range of travel to roughly 50 feet. The pulses are as tall as Yoshiro and are wide as his wingspan (From his left wing tip to his right wing tip.) which is roughly 14 feet. (Costs 14% for 1/4 of his KAR as damage + total KAR for the last blast.) [ The Fallen One's Wings] - " The Fallen One's Wings" Additional ability slot from Rank 10 enishi kai bonus.By relinquishing the ability to shunpo for the time he has his zanpaku-to unsealed, Yoshiro can take on the gift of flight. His wings are 5 feet in length and can give him the ability to fly like a bird at the speed equal to his shunpo with a [+1 rank] increase to hohou. To activate this ability, he dives into his shikai reiatsu, causing it to cost reiatsu to activate. By paying 2% reiatsu per turn, Yoshiro can activate this ability. If he doesn't pay this cost, he is unable to activate the ability. Petition: The same as the last one for his shikai. The only difference is, with the climb and increase in strength, his body itself changes past his back wings, going so far as to change his natural body, changing things such as his hair and clothing, resembling the original form of Darakushita Tenshi's bankai, where his body resembles Yoshiro's, but with more prominent, angel-like features. Other notes: Enishi Rank 11 Kai Bonus: +10% ban kai reiatsu.
|
|
|
Post by +Rinri+ on Nov 12, 2010 0:40:09 GMT -5
[glow=dimgray,2,300]Yoshiro Aiko Hitaki - Captain of the Eleventh[/glow]Reiatsu: 65,700 [6,570 x 10] [Rank 11] Darakushita Tenshi ~ 85,410Darakushita Tenshi, Zenchou no Zenkai ~ 111,690Tairyoku: 5,775 [Rank 11] Zanjutsu: 7,775 [Rank 12] Hakuda: 0 [Rank 0] Hohou: 7,897 [Rank 12] ~Shunpo - 120~ Kidou: 30,830 [96 slots] [Rank 16] [+3 Senmonka] [Rank 19] ~63,275 [192 slots] [154/192 slots] ~Hadou•Hadou #3, Myaku [Non/For/Lng] [1 slot] •Hadou #4, Byakurai [Ltg/Beam/Lng] [1 slot] •Hadou #4, Crimson Lightning [Ltg/Beam/Lng] [1 slot] •Hadou #20, Reaper [Non/Wave/Lng] [1 slot] •Hadou #20, Rip Fang [Non/Wave/Lng] [1 slot] •Hadou #24, Raigen [Ltg/Beam/Lng] [1 slot] •Hadou #26, Toutenya [Lgt/Sht/Lng] [1 slot] •Hadou #28, Aisu [Ice/Beam/Lng] [1 slot] •Hadou #28, Aisuhaaken [Ice/Sht/Lng] [1 slot] •Hadou #28, Aisudansu [Ice/Beam/Tar] [1 slot] •Hadou #37, Altar [Ear/Grd/Tar] [2 slots] •Hadou #37, Kancho [Ear/Grd/Tar] [2 slots] •Hadou #39, Wind Master [Wnd/Sky/Tar] [1 slot] •Hadou #39, Dead Air [Wnd/Sky/Tar] [1 slot] •Hadou #42, Raiden [Ltg/Beam/Lng] [2 slots] •Hadou #45, Kageryuu Ikari [Non/Grd/Tar] [2 slots] •Hadou #54, Haien [Fir/Exp/Srt] [3 slots] •Hadou #55, Ice Pike [Ice/Grd/Lng] [3 slots] •Hadou #63, Raikouhou [Ltg/Brt/Lng] [3 slots] •Hadou #63, Souren Soukatsui [3 slots] •Hadou #68, Blue Heaven [Lng/Ice/---] [3 slots] •Hadou #70, Shoshin [Lgt/Sht/Lng] [3 slots] •Hadou #71, Burst Geyser [Fir/Grd/Wide] [4 slots] •Hadou #84, Forgotten Punishment [Drk/Hom/Tar] [4 slots] •Hadou #86, Hadouken [Non/Beam/Lng] [4 slots] •Hadou #88, Hiryuu Gekizokushinten Raihou [Ltg/Beam/Lng] [4 slots] •Hadou #90, Kurohitsugi [Dark/Hom/Tar] [4 slots] •Hadou #94, Senken [Non/Hom/Tar] [4 slots]~Bakudou•Bakudou #5, Mummification [1 slot] •Bakudou #8, Sealing Rings [1 slot] •Bakudou #21, Clay [1 slot] •Bakudou #23, Seizing Vines (Shouaku Tsurukusa) [1 slot] •Bakudou #25, Razorwire Restraint [1 slot] •Bakudou #38, Raging Light Cage - [Lgt/Mid/Lng] [2 slots] •Bakudou #61, Rikujoukourou [3 slot] •Bakudou #77, Tenteikuura [4 slot] •Bakudou #78, 100 Knives Torture [4 slot]~Bougyoudou•Bougyoudou #1, Senkou [Lgt/Sht/Srt] [1 slot] •Bougyoudou #2, Hikari [Lgt/Area/Dome] [1 slot] •Bougyoudou #3, Blue Mist [Non/Area/Srt] [1 slot] •Bougyoudou #4, Cursed mark [Non/Beam/Lng] [1 slot] •Bougyoudou #5, Red Eye [Non/Men/Self] [1 slot] •Bougyoudou #6, Hasaki [Non/Con/Mid] [1 slot] •Bougyoudou #8, Spirit Blade [Non/Con/Self] [1 slot] •Bougyoudou #10, Talon [Non/Self/Srt] [1 slot] •Bougyoudou #11, Yobiyoseru [Non/For/Tar] [1 slot] •Bougyoudou #13, Unbolt [Non/Phy/Srt] [1 slot] •Bougyoudou #15, Shock [Ltg/For/Srt] [1 slot] •Bougyoudou #23, Bansoukou [Non/Con/Self] [1 slot] •Bougyoudo #24, Clearance [?/?/?] – 1.3x the Bougyoudo [1 slot] •Bougyoudou #25, Haneru [Non/Con/Self] [1 slot] •Bougyoudou #28, Banshiissei [Non/Cnt/Self] - 1.3 times the Bakudou used [1 slot] •Bougyoudou #30, Threshold [Non/Con/Self] [1 slot] •Bougyoudou #32, Infiltrator's Vision [Non/Men/Tar] [2 slots] •Bougyoudou #34, Meikyou [Non/Cnt/Tar] - 1.5-2x kidou used [2 slots] •Bougyoudou #40, Akekataki [Non/Phy/Self] [2 slots] •Bougyoudou #42, Control Doll [Non/Ill/Lng] [2 slots] •Bougyoudou #53, Shattered visage [Lgt/Wave/Lng] [3 slots] •Bougyoudou #55, Kageshyunpo [Non/Ill/Self] [3 slots] •Bougyoudou #58, Delirium [Non/Sht/Lng] [3 slots] •Bougyoudou #62, Glass Veil [Non/Con/Srt] [3 slots] •Bougyoudou #67, Step of Shadows [Non/Mov/Self] [3 slots] •Bougyoudou #72, Fallacy [Non/Ill/Area] [4 Slots] •Bougyoudou #83, Disintegration [Non/Self/Srt] [4 Slots] •Bougyoudou #93, Colossus [Non/Ill/Self] [5 Slots] ~Chiyudou•Chiyudou #1, Higashiyori [Lgt/Hea/Srt] [1 Slot] •Chiyudou #10, Healing Sight [Non/Phy/Self] [1 Slot] •Chiyudou #22, Flow Stop [Non/Bind/Srt] [1 Slot] •Chiyudou #51, Knight’s Honor [Non/Bar/Tar] [3 Slots] •Chiyudou #62, Vitre Patron [Self/Hea/Tar] [3 Slots] •Chiyudou #66, Ivory Flame [Fir/Hea/Srt] [3 Slots] •Chiyudou #73, Mirror [Wat/Dim/Frt] [4 Slots] •Chiyudou #80, Taisha Eda [Non/Hea/Srt] [4 Slots] ~Emblem Kidou~ •Hadou #2, Yakekoge [Fir/Con/Srt] •Hadou #11, Hoteruchion [Fir/Grd/Tar] •Hadou #11, Inflamari [Fir/Grd/Tar] •Hadou #11, Infurnus [Fir/Grd/Tar] •Hadou #17, Dragon's Breath [Fir/Beam/Lng] •Hadou #17, Dragon's Roar [Fir/Beam/Lng] •Hadou #31, Shakkahou [Fir/Sht/Lng] •Hadou #33, Soukatsui [Non/Brt/Wide] •Hadou #35, Cinder [Fir/Brt/Srt] •Hadou #35, Blaze [Fir/Brt/Srt] •Hadou #35, Sun Flare [Fir/Brt/Srt] ~Magicians Coin Kidou~ •Deadly Quill - Hadou #22, 175 Kidou •Bakudou #16, Encumber - 120 Kidou •Bougyoudou #19, Spectrum[-/-/-] – 120 Kidou Connection: 58,385 [Rank 11] Feat Pool: 5,000 Points Pool: 1,006 Total Points: 64,391 ~Feats~ [ Kidoushuu - Elemental Tower ] [ Yuuichi Senmonka ] [ Hayawakari ] [ Kage arts - Puppet Manipulation ] [ Kage arts - Kage Ishikiri ] ~Items~ Eternity Cube Energy Pill [8] Elixir of Regeneration [2] Fire Emblem Sword [Katana] Magicians Coin ~Specialty Techs~ •[Focus Cannon] •[Utsusemi] •[Reika] •[Eishouhaki] •[Berserker Overdrive] •[Toukakyori]
|
|
|
Post by +Rinri+ on Nov 12, 2010 0:42:53 GMT -5
~Normal Techniques~ T1. [ Chikaihou Shinou] – “ Earthly Law Mastership” Being dead is far different than living as anyone in Soul Society can attest to and one can sometimes bypass the physical laws of movement that one is normally accustomed to. However, the full extent to which laws can be bent or broken takes quite a bit of experience to fully realize, especially when returning to the world of the living. Examples of this phenomenon include walking on air, phasing through walls in the land of the living and other reality bending feats. True understanding as to what one can and cannot get away with is gained through experience. This allows Shinigami to act like 'ghosts' in the Real World or Human Realm only. Requirements: Enishi Rank 1 T2. [ Gigaihyou] – “ Righteous Corpse Possession” An important survival skill taught to all Shinigami, which entails the utilization, maintenance, and protocols concerning Gigai. This also includes the usage of all developed tools that accompany the use of a Gigai, such as the Gikongan. Gigai have been made for use in the following dimensions, Human, Shinigami, Hollow, and Animal. No others currently exist. Requirements: Enishi Rank 1 T3. [ Konsou] – “ Soul Burial” One of the Shinigami's inherent skills. Konsou entails the liberation of a Plus soul by stamping the kashira of the Zanpakutou upon his/her/its forehead, whereby the said Plus soul will be safely transported to Soul Society. Recently this can be used to send any soul back to its original dimension so long as it is willing to go. Dead souls of any kind are sent to Soul Society, any still living soul is sent to its appropriate dimension instead. Requirements: Enishi Rank 1 T4. [ Reiatsu Noukan] – “ Spiritual Pressure Perception” The heightened ability of a Shinigami to sense Reiatsu. Its potency and maximum range grows as the user’s Shinigami level rises, and may become advanced enough that he or she may be able to single out the signature of a single entity within range. A target may choose to mask their signature, making their exact location difficult to ascertain. However, the presence of a strong fighter in combat is unmistakable. Requirements: Reiatsu Rank 3 T5. [ Shunpo] – “ Instant Step” A commonly taught skill for the Shinigami. Though it may be learned at an early level, mastering the technique is another story entirely. As the Shinigami's Hohou grows, so does the maximum number of steps he or she is able to pull off per Shunpo execution. The speed of the actual Shunpo is dictated by one's Hohou stat. Normal Shunpo can not exceed 200 steps. Shunpoing just to get away holds no disadvantages. You gain a bonus to hohou rank when using shunpo to outright dodge (+1 per 50 steps). Using shunpo to close the distance or get behind your opponent does not give you any advantage bonuses pertaining to Tactics. Attacking after exiting shunpo results in a decrease in AP depending on the amount of steps used (-1 AP rank per 50 steps). Requirements: Hohou Rank 1 T6. [ Senkaimon Koshutsu] – “ World-piercing Gate Summoning” Once an ability that was restricted only to members of the Kidoushuu. However, in the wake of the Dimensional rifts and connections, it was necessary that all Shinigami eventually be taught the skill of opening, safely traversing through, and closing the Senkaimon. This entails drawing one's Zanpakutou, contracting it with an existing Senkaimon in Seireitei, and thrusting the weapon slowly through the air. A spatial distortion will appear where the Zanpakutou is "inserted," whereby the Shinigami will rotate the weapon like a key, hence opening up the Senkaimon. Note that in most circumstances, a personal Jigokuchou is required to safely travel through the Dangai. This technique can be used in any dimension that a user is within to return to Seireitei and only Seireitei. This technique can only be used outside of combat. Requirements: Enishi Rank 4 T7. [ Zanpakutou Genka] - " Soul-Cutting Sword Manifestation" The user has a superior connection with their zanpakutou, attained through extreme meditation and practice with their zanpakutou. Through this connection the user is capable of materializing their zanpakutou's spirit into the plane of existence the user is currently within. The zanpakutou is capable of touching the user and anything directly connected or possessing the user's reiatsu, or energy signature, however everything else acts as if the zanpakutou spirit is on another plane. The user must continually pay a cost in energy to keep the zanpakutou manifested into the current plane. This does not include any Inner Worlds. It costs the user 2% maximum reiatsu every round that passes per zanpakutou spirit they manifest with a starting cost of 5% reiatsu to be summoned. The zanpakutou spirit manifested, can utilize any abilities they possess from their shikai state abilities and can use any attack from their shikai state, but only on the owner. The user does not possess anything more than a shell of their zanpakutou while their zanpakutou spirit is manifested. The deep connection utilized by this manifestation also grants additional passive effects while the zanpakutou spirit is within the zanpakutou. The user's zanpakutou will no longer hurt the user without the user's and zanpakutou's spirit combined permission. Effects that activate due to the zanpakutou slicing or piercing the skin can activate by drawing the blade over the user's skin, but the blade will not actually cut the user. Furthermore, if someone else is holding/wielding the user's zanpakutou, the user always knows who they are and on what plane of existence they are and in what general direction they may be. Requirements: Enishi Rank 6 T8. [ Reiraku Takan] – “ Spiritual Thread, Deep Perception” A special sensory skill reserved only for Shinigami whose capabilities have matured markedly. Reiraku Takan allows the Shinigami to deeply focus upon the spiritual signatures of all surrounding entities within a certain area and manually compress them all into different-colored "threads." The maximum range of this ability is the same as the Shinigami's highest Reiatsu Noukan range. Colors are as follows: Requirements: Enishi Rank 4 T9. [ Shirei Hatsuri] - “ Command Bypass” After achieving Ban Kai, the release phrase for Shikai is no longer necessary. This Technique allows the user to simply release his or her Shikai instantaneously through a higher bond achieved with his/her Zanpakutou. Requirements: Enishi Rank 8 T10. [ Reiatsu Okonomiyaki] - " Spiritual Pressure Buffet" Killer instincts, massive spiritual pressure and the desire to force your opponent into submission without having to lift a finger. Those who have massive amounts of reiatsu to pour forth against the opponents have acquired the ability to buffet them with their Spiritual Pressure alone. Someone with these high levels of spiritual pressure can let it pour out of their body in form of an aura that surrounds a small radius around them. Anyone with half the reiatsu or less of the user's base reiatsu rank will be succumb to the heavy effects of the user's reiatsu. Those target find it becomes difficult to move and even attack around the person releasing such a level of spiritual pressure. As a result, those under the influence of the technique suffer a debuff of -1 rank to any action performed. Can only effect those half the user's strength in Reiatsu or lower. Requirements: Reiatsu Rank 10 T11. [ Bankaibeki] - " Release Power" A skill obtained with understanding at the bankai level, it is the ability to boost one’s zanpakutou’s output better compared to the average shinigami. By combining one’s own reiatsu with their zanpakutou, they are able to amplify one’s strength considerably. While Bankai is released the user of this technique gains an increase to their Kai Attack Rank (KAR) depending upon the Enishi Rank they already possess. Enishi Ranks 8-12 get a +1 KAR. Enishi Ranks 13-16 get a +2 KAR. Enishi Ranks 17-20 get a +3 KAR. Enishi Ranks 21-23 get a +4 KAR. Enishi Ranks 24-25 get a +5 KAR. Requirements: Enishi Rank 8 ~Speciality Techniques~ [ Eishouhaki] – “ Revocation of the Recited Poem” Allows the user to bypass of the chanting of a Kidou spell and simply state the name. However, this also results in a drop in the efficacy of the bypassed Kidou, based on its level as outlined below: Requirements: At least 7 Rank Kidou, Cannot Equip Kichouji to a Specialty Slot [ Utsusemi] - " Cicada" A playful technique taken from the concept of flash steps. Originally created by a old captain class shinigami. It is a simple principle, confuse the enemy by leaving a shadow or old skin behind. It involves at least a proficiency of flash steps to even consider learning, and even then it is hard to master. The user will coat their body in reiatsu during a shunpo, releasing it at one spot to form the mirror split of themselves where they choose. The afterimage is a near perfect copy, and lasts for the user's discretion up to ten seconds. The afterimage, is only an image. It cannot interact with the world at all, so it is merely just an illusion to distract an enemy from where the user will eventually land or strike. The user is permitted to create one afterimage per ten steps in a single bound of a shunpo movement. So, if a user were to use a two hundred step shunpo, they could technically perform twenty after images. During a flash step bound where any number of afterimages are created, the overall cost is 10% more than the normal cost of the shunpo. So, if a user were to use a ten step shunpo, it would cost one hundred ten reiatsu instead of one hundred if one after image was formed. Due to the amount of shunpo variations that exist, if a being were to use a variation, the 110% cost still applies. While using this technique the user is boosted with a tactics buff of +1AP and cannot be Flanked. Requirements: At least 7 Rank Hohou [ Reika] – " Spirit Cuffs" Through proper formation of reiatsu and kidou energy the user can create silver energy cuffs on a chosen target within twelve meters of the user. These cuffs snap together with a concentrated magnetic pull and can be used on the arms or legs of a target, along with any object with a circumference less than a human arm. The casting of these cuffs act like a kidou with the homing and target tag. While the silver cuffs are active; along with the natural cuffing ability they present they also reduce the power the target is capable of accessing while upon them. The cuffs shut off access to reiatsu energy for reiatsu consuming effects. The cuffs have a maximum duration in rounds of three. The target of these cuffs can break them if they exert 120% of the initial cost the user paid in reiatsu to break the cuffs off. When the target pays the reiatsu the cuffs will break when the turns ends that they paid the cost on. The only reiatsu that can be paid while the cuffs are active is to break the cuffs. Creation of the cuffs on a target consumes 2% of the User's maximum reiatsu. 1% of the user's maximum reiatsu is needed as payment each round to keep the cuffs in effect. Requirements: At least 11 Rank Kidou [ Toukakyori] – " Reduced Distance" The greatest enemy of a close combat fighter is distance. Even from ancient times great warriors have fallen not by swords or spears but by arrows. Long distance opponents have been a constant problem even now. By utilising spiriton manipulation and body movement, people managed to create a technique that closes the distance between two distant points in an instant, closing the gap faster than a normal shunpo can do. By letting their energy flow freely throughout their body, it allows the constant movement of it and in turn accelerates its circulation. By honing the energy that they have and synthesizing it with the energy that surrounds them, they are able to project themselves at the location that they want in an instant. The body of the user disappears in a blink of an eye and reappears in a different location instantaneously. Although the Toukakyori is extremely useful in fights, the user can only project himself within the area that he could see and must pay 1% of their maximum reiatsu with each use of this technique. When dodging with this technique the user's hohou rank is increased by +2. When coming out of this technique the user suffers no negative AP bonus like shunpo normally does. Requirements: At least 10 Rank Hohou [ Berserker Overdrive] In battle, it is critical for one to be flexible and adaptable to a fight, just as it is necessary to be able to completely and immediately tap into the primal strength afforded us all by nature. So, this technique was designed to allow it's users to quickly defeat an opponent by pushing the body to extremes, all in the blink of an eye. To activate the technique, the user concentrates for a moment, dispelling their reiatsu around their body and vibrating it to a low frequency to weaken the resolve and mind of their opponent. By doing so, the user's reiatsu becomes highly volatile, all attacks against that opponent have a +2 AP buff only when attacking the target. However, this comes at a cost, and acts as a double-edged sword. The volatile nature of the user's reiatsu may bring a boost to their attack power, yet it also means that the user will take more damage when hit. When this technique is activated, an opponent will also have a +2 AP buff only when attacking the user. The technique may last for as long as the user wishes, however the maximum number of rounds per usage is 3. The technique costs an initial 2% maximum reiatsu in cost to help dispel their reiatsu from around them. Requirements: At least 20,000 Reiatsu [ Focus Cannon] This technique was devised as a means to give kidou users an edge when it comes to fighting at low levels of reiatsu. One of the main weaknesses a kidou user has is that spells often take away much needed reiatsu which could have critically tip the scales in battle. Often a kidou user will find themselves in a very tough situation when they're unable to further cast any spells. By mentally realigning the nodes of reiatsu to consolidate in the limbs, a kidou user exponentially strengthens their body and mind for combat. This realignment of energy paths within the body requires a great deal of concentration and energy. As such, for as long as this technique is active they won't have the ability to cast kidou until the turn after this move is no longer used. Instead the ranks of kidou stat are added to one other stat. The user picks one ranked stat other than kidou and that stat now has a +rank bonus depending on the user's Kidou rank, this rank bonus does not count as a stat boost while active. 14 Kidou rank and below receive a +2 rank bonus, 17 to 15 Kidou rank receive a +3 rank bonus, 19 to 18 Kidou rank receives a +4 rank bonus, 20 Kidou rank and above receive a +5 rank bonus. Use duration of stat displacement lasts for 2 rounds at 14 Kidou rank or below, 3 rounds for 17 to 15 Kidou rank, and 4 rounds for 19 to 18 Kidou rank and 5 rounds for 20 Kidou rank and above. Kidou will only be castable the second turn after Focus Cannon has ceased being used. This technique can only be used once per battle. Requirements: At least A Rank Kidou ~PrC Techniques~ T1. [ Kanzanhaki] - Absolute BypassThe next step of kidou casting after Eishouhaki, Absolute Bypass is a symbolic feat of the Kidoushuu to have their skills at spellwork immediately augmented through a revelation of a relatively simple, yet highly secretive technique that only the most Kidou-capable of Shinigami had discovered and mastered. Shinigami are immediately able to cast Kidou without the use/direction of its somatic component when they have obtained this feat. Merely glancing at or knowing where your target is will guide the spell to activation. As their skills grow and the Shinigami are capable the Absolute Bypass reaches maturity and the Shinigami is now capable of casting the spell muted and blind if need be. In short, both somatic and verbal components of spells can be ignored at maturity. Can only be used on kidou which has been used at least 5 times. A usage chart must be kept and uses of kidou verified by the kidou staff. Requirements: Training collab by a senior member of the Kidoushuu to gain the technique. Kidou Rank 13 for maturity. T2. [ Kidou Affinity] Once initiated into the Kidoushuu, members are trained in ancient techniques that increase their natural affinity with kidou. Thus lowering the requirements of cost reductions. Requirements: Kidoushuu Membership T3. [ Kidou Specialization] As the elite users of kidou in Seireitei, members of the Kidoushuu hone their skills to a point where the usage of spells from the school they are most familiar with are by far more effective, desctructive, and powerful. Requirements: Kidoushuu Membership T4. [ Koujutsu Eishou] - " Delayed Incantation" A special technique passed down the generations of the Kidoushuu to improve the power of a spell having its incantation bypassed; the user first speaks the spell’s name as if they normally would when using Eishouhaki. The user then reinserts the incantation afterwards, thus increasing the power of the kidou by 20%. Requirement: Kidou Rank 9 T5. [ Multicast] For developing their Kidou prowess above all other Shinigami skills, Kidoushuu members are able to chain together various bypassed Kidou at a previously unheard of speed and also gain simultaneous casting: • Chained Doublecast (Earned at Kidou Rank 10) - Kidoushuu can now cast two bypassed Kidou together in succession by paying the full cost of the more expensive spell and 20% additional of the cheaper, casting at the speed of the slower spell. (Similar to Hachibantai’s Nihyuu Eishou, except Nihyuu Eishou requires the use of incantations) • Chained Triplecast/Simultaneous Doublecast (Earned at Kidou Rank 12) - Kidoushuu can now cast three bypassed Kidou together in succession by paying the full cost of the most expensive spell, 20% additional of the next cheapest, and 30% additional of the cheapest, as well as limiting bypassing to at most a single absolute bypass and two incantation bypasses. Also Kidoushuu can cast two bypassed Kidou simultaneously for same rule as chained. • Simultaneous Triplecast (Earned at Kidou Rank 14) - Kidoushuu can now cast three bypassed spells simultaneously for same rule as chained. If two spells cost exactly the same, order their costs in whatever manner to satisfy the new costs arrangements. Kidou cast can either be all different, repeat once or all the same. Requirements: Kidou Rank 10 T6. [ Nakamaken no Ouen] – " Support of the Partner Blade" Every kidouist makes the decision whether they will be balanced between their casting and direct battle skills as a combat mage or going all out in their casting ability and foregoing their other skills to be a heavy caster of kidou. And with this decisions comes the consequences either being unable to cast when in direct combat or being unable to defend while casting. It was for this reason, that the Kidoushuu developed a means of compensating for this dilemma via the link of the shinigami and his zanpakutou. Via the unique connect of an individual Kidoushuu operative and his zanpakutou, whether he or she wields a single weapon or two, the user is able to mentally summon his/her zanpakutou spirit(s) to manifest and assist the user by either defensive abilities to protect a caster while he/she casts kidou or offensively by casting kidou while the user is engaged in direct combat. This is of course unique and requires approval by zanpakutou staff/current approval method to use. Requirements: Kidou Rank 8 T10. [ Elemental Manipulation Mastery] Those in the Kidoushuu that reside in the Tower of Elemental Manipulation excel in the study of elemental restructuration. Upon learning the very rudimental basics of Elemental Manipulation, they gain access to the primary-level of the technique. Primary-Level Elemental Manipulation (Obtained at 8 kidou learned, half at least being low level) – An Elemental Manipulator is capable of changing the elemental property of kidou of 1-33 in a kidou school. This means that they can change a kidou for example from a fire spell to water, light to darkness, lightning to wind, etc. Advanced-Level Elemental Manipulation (Obtained at 16 kidou learned, at least 6 mid level) – An Elemental Manipulator is capable of changing the elemental property of kidou of 1-66 in a kidou school the same as primary-level elemental manipulation. Master-Level Elemental Manipulation (Obtained at 30 kidou learned, at least 8 low level, 10 mid level, and 6 high level) – An Elemental Manipulator is capable of changing the elemental property of all kidou in a kidou school (1-100) the same as primary-level elemental manipulation. Requirements: Kidou Rank 9, Elemental Tower Membership T11. [ Elemental Transformation] A special ability to change the element of a kidou cast around or at the user of the tech. General Mechanics: 2:1 cost to change the element of a given kidou. 3:1 cost to change the element of a kidou that has had its element already changed. Low Level Transformation: 70% cost of kidou Mid Level Transformation: 90% cost of kidou to change its element High Level Transformation: 110% cost of kidou to change its element Requirements: Kidou Rank 11, Elemental Tower Membership T12. [ Elemental Energy Strike] A special technique of the elemental manipulators, by utilizing the changing of the element type of kidouryoku they are able to do the same with the technique Zangeki or a ranged energy punch/kick for a hakuda specialist by adding in kidouryoku of the element of their choice. Requirements: Kidou Rank 12 and Zanjutsu or Hakuda Rank 11, Elemental Tower Membership
|
|
|
Post by +Rinri+ on Nov 12, 2010 0:44:58 GMT -5
Myaku - Hadou #3, 20 Kidou Effect: A 5cm Sphere of air exploding outward, often used to launch other objects. Can launch things at high velocity. It was little potential on its own. It activates on contact.
Incantation: Suprise the fool, capture him with defeat. Shock his as you are elite. Throw out... all the tricks! Hadou #03, Myaku!"
Byakurai - Hadou #4, 25 Kidou Description: A blasting spell, intended to pierce an opponent like a bullet. Though it is a simple Kidou for beginners, on higher levels the attack is extremely effective in melee situations of face offs.
Incantation: Converge light into spaces of darkness... Hadou #4, Byakurai
Reaper - Hadou #20, 150 Kidou Description: A simple and easy to use kidou. The user sends out a thin, sonic blade of kidou energy. The blade is only about 2-3 inches thick, and about 2-3 meters tall. Upon impact, the blade cuts rather than explodes. It is said that back in the older days, this spell was the basic moved used by shinigami to split hollow masks when zanpaku were not yet created.
Incantation: Grim Scythe, slice through the beast’s sin. Bleed the flesh and cleanse the soul. Hadou #20, Reaper
Rip Fang – Hadou #20, 1000 Kidou Description: A variation to Reaper, when the spell is activated the area around the user is engulfed in a quick flicker of light. Before the target is about to react, a large howl rings through the area and the earth can be heard breaking apart. Numerous Reaper-like waves will shoot out in every direction, plowing through the earth and tearing through the environment like a giant beast’s claw.
Incantation: Grim Scythe, Slice through the beast's sin. Bleed the flesh and cleanse the soul. Hadou #20, Rip Fang
Raigen - Hadou #24, 200 Kidou Description: Lightning based damage on opponent.
User gathers spiritual energy into the palm, until the energy forms around his/her forearm. He/she then releases a searing electric wave that travels over fifty feet and last for about five seconds.
Incantation: Thor’s pride springs forth from me. The power of the skies give me strength. The driving will cutting through my enemies. Hadou #24, Raigen
Toutenya (Strike Heaven Arrow) - Hadou #26, 240 Kidou Casting Info: The caster extends his/her fingertip outward, parellel to a side of their body (be it left or right). Channelling energy into the tip of their finger, he/she draws three lines into the air, the lines are jagged arrow shaped and may be launched in a straight line in a given direction; the arrows can be fired one by one, or in rapid succession the command differing.
Effects: The arrows' damage is miniscule, however when a target is struck, the area that was hit (i.e. arm, leg) becomes numb and unresponsive for twenty seconds. Much like getting hit with a taser. If shot in the chest or head unconsciousness usually follows, as having your chest or brain being unresponsive could...well, kill you.
Incantation: (single shot) Shooting across the heavens, strike my enemies. Shoot! Hadou #26, Toutenya! (rapid shot) Breaking through the heavens, mow down my enemies. Fire! Hadou #26, Toutenya!
Aisu - Hadou #28, 280 Kidou/Aisuhaaken (Ice Pick), 1000 Kidou/Aisudansu (Ice Dancing), 1200 Kidou Description: [Aisu] - The user gathers water spiritons in their hand, aiming then at the target. Once the energy is release, a thick powerful wave of water shoots out. The water freezes as soon as it flies out, forming a powerful Ice spear that can pierce through the enemy on contact. Aisu has a max reach of 50ft.
[Aisuhaaken] - A variation of Aisu, Aisuhaaken works by pelting the target with numerous spears of ice and numbing their bodies. Outside of the change in chant, Aisuhaaken also works by changing the casting motion. Instead of point the hand straight, the fingers are shot out. Because of this, the particles of water shoot out in multiple directions. The drops instantly change from droplets to foot long ice spears. The number of spears is always different, but it is usually about a hundred. The number can be increase however by putting more energy into it, since Aisuhaaken was basically made to take on large groups.
[Aisudansu] - The final and most powerful form of Aisu, Aisudansu works by barraging the target with numerous penetrating icicles. Aisudansu works by releasing a large icicle spear. The spear stops once it breaks the skin of the opponent or when it freezes onto the opponent. The icicle then explodes, numerous icicles exploding from it. The icicles shoot out from the base then all bend back in towards the target, impaling them brutally.
Incantation: (To change the variation all one has to do is change the name at the end of the chant. I.E. saying Aisudansu instead of Aisu) The Frozen hand breaks, melting away the sun. The frosty breath blows, relentlessly assaulting the wind. The binding ice collapses, nurturing the earth’s plants. Hadou #28, Aisu
Altar - Hadou #37, 475 Kidou Effect: The user presses their hands to the ground as they chant this spell. Stone javelins shoot forth from the ground, surrounding the opponent. They all come down on the person, shredding them. Altar begins with 4 javelins; however 2 javelins are added for every additional 200 in the kidou stat. However, after one is able to summon 20 spears by default, they must pay an extra 200 kidou for every 2 spears summoned.
Each javelin appears 10 ft from the target, they are all about one yard in length and 4 inches in thickness.
Incantation: Screaming earth rushes from the ground. Striking down all those who stand in its way, M0ther nature’s fury made real. The frightening power revealed. Hadou #37, Altar!
Kancho - Hadou #37, 420 Kidou The spell's high cost comes from its lack of gesture required to cast. At the end of the chant, a spire of earth shoots diagonally up from behind the opponent, impaling them from behind and down. This spire is infused with the kidou energy, and has a maximum extending range of 10 feet before the spell's effects stop. The caster can manipulate the length however they wish.
Incatation: "Adults cry as the children reap what they deem theirs. Crimson blood to tired reflexes, I summon thy infantilism. Hadou #37, Kancho."
Wind Master [Wnd/Sky/Tar] - Hadou # 39, 525 kidou Description: The user shows both palms out one hand by their waist, the other is outstretched with the Thumb, Index, and Middle finger pointing up. The ring and pinky are closed. When the spell incantation begins, four streams of wind rush in on the user from the North, South, East, and West. They begin to circle the user. Once the user has declared the target, the circling winds shoot upwards in an arc and crash down on the target in one surge of compressed air. The wind is infused with kidou energy, allowing it to hit much harder than normal air.
Incantation: Where the four winds meet, I stand to command them. Hadou #39. Wind Master
Dead Air - Hadou #39, 575 Kidou Effect: Large amounts of air are compressed to the size of a small ball in the palm of the user's hand. This heavily compressed air is thrown at the opponent. When the ball makes contact or when the user detonates the sphere, the released air acts like a vacuum blade.
Incantation: God of the wind, release your strength. Call forth the calm before the storm. Hadou #39, Dead Air.
Hadou #42, Raiden [Ltg/Beam/Lng] - 600 Kidou/S1 Description: Though created after such spells as Byakurai or Raigen, Raiden is considered to be the strongest of the beam lightning attacks. It works by sending after a heavy wave of energy, more condensed then the latter spells but still larger. The coursing spell is known to be about 10 inches in width and has a maximum reach of over 100 ft. Raiden is used not only to harass its lightning power, but to put heavy force behind the very attack, allowing it to break through stone on force alone. Like Raigen, the spell lasts for 5 seconds before vanishing. However, since it has so much force behind it, it is harder to control and harder to turn once activated. Also, one's fingers are not enough for this spell, the entire palm must be used to control it properly.
Incantation: The wave crashes down from the heavens, breaking apart the crags of restrain. The clouds split and rise and the skies turn as the heralding of doom begins. Hadou #42, Raiden
Kageryuu Ikari - Hadou #45, 675 Kidou Description: The user concentrates their energy into their palm then slam their palm to the ground. The energy then spreads and takes control of the shadows/darkness of the area which gathers under a single target of the user's choice.The shadows/darkness then form into spikes which attack the target.
Incantation: The Night beckons for help. The hoard has been taken. Revenge of the Shadowy King! Hadou #45, Kageryuu Ikari.
Hadou #54, Haien [Fir/Exp/Srt] - 1100 Kidou/S1 Description: A powerful spell, Haien allows the user to incinerate a part of their opponent's body. To tap into this power, the user chants the spell beforehand. Then, by throwing the flame from their hand(or by grabbing their opponent) they can burn a part of the target's body inside out. However, the damage done counts differences in reiatsu and at what range the attack is done.
Incantation: Unknown
Hadou #55, Ice Pike [Ice/Grd/Lng] - 1150 Kidou/S1 Description: The user reels back on arm then shoots it forward. The gather energy lashes out, splitting the earth apart as it charges towards the target. Large chunks of ice (about five feet on average with a total distance of about 10m and a width of 4 feet) shoot out, freezing and shredding anything that gets in their way. If something is directly caught in the path of the attack it can even before trapped in the ice itself.
Incantation: The ice age reawakening, all ice once fading into the frigid embrace. The witch’s kiss freezing the soul. Hadou #55, Ice Pike.
Hadou #63, Raikouhou [Ltg/Brt/Lng] - 1500 Kidou/S2 Description: A wide, long-range spell that beats down a target with massive electrical discharges.
Incantation: The scattered bones of beasts! Spiral Tower-Red Crystal-Steel Wheels. If it moves the wind, if it stops the sky. The sound of lances fills the Tiger Castle! Hadou #63, Raikouhou!!!
Hadou #63, Souren Soukatsui - 1,560 Kidou/S Description: This spell fires two shots of blue fire with greater potency than the single-shot variety. This spell is equally as difficult to cast and control as Raikouhou, therefore they both share the same number.
Incantation: Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens. Hadou #63, Souren Soukatsui!
Hadou #68, Blue Heaven [--/--/--] - 2000 Kidou/S? Description: A special kidou designed for those with an affiliation towards the moon. The user extends one palm out before them, and their other towards the source of light. When the incantation is called out, the light will gather and transfer to extended palm. Given a few seconds to charge, a sphere of light will burst forth to damage anything in its path.
Effect: The effect is triggered by snapping immediately after the sphere's initial burst. The snap triggers a massive explosion of light in all directions, damaging all foes and allies caught in its blast, and freezing over all surrounding terrain. Anyone caught in the blast radius will be hit with a thick layer of expanding ice. Anyone hit by the sphere directly may suffer from frozen limbs, rendering those limbs immobile until the effects of the kidou wear off some few minutes later (One cannot just break off ice as this may damage the limb(s) that is(are) frozen).
Range: 10 meter radius from the blast
Incantation: "Oh Goddess of the Moon, hear my prayers, and freeze the Earth as it is in Heaven. Light the way. Bring us the cold of Death. Hadou #68 Blue Heaven"
Hadou #70, Shoshin [Lgt/Sht/Lng] - 2200 Kidou/S2 Description: Ten shimmering spears surround the caster of this attack. The spears shoot out at the target, impaling said target. The impaling doesn’t hurt, however the spears instantly interweave with the target’s spiritual energy. Upon command they will then violently explode directly unto the person.
Incantation: Ten threads’ binding, final decision of the executioner. Lock and repel thy very being and from within create nothing. Hadou #70, Shoshin
Hadou #71, Burst Geyser [Fir/Grd/Wide] - 2300 Kidou/S1 Description: Four flaming geysers of lava and magma begin to shoot forth from the ground. The geysers start to twist and turn, creating four power whirlpools. The flaming whirlpools then start to converge, moving in on the target and trapping them in a single, gigantic whirlpool of fire.
Incantation: Raging demons of the flames scorch and char the land. Blister the earth and turn all life to ash. With your temporal pools of fire, melt away all that is righteous. Hadou #71, Burst Geyser
Hadou #86, Hadouken [Non/Beam/Lng] - 5200 Kidou/S2 Description: A legendary and forbidden Kidou, rumored to possess the destructive power to vaporize a city block in an instant. Upon charging up this powerful Kidou, the user uses both of their hands to form a large controlled sphere of Kidou energy at their side. After and only after the sphere is formed they start the incantation. Once it is complete, the user surges an excess amount of Kidou energy through their arms which violently opposes the sphere in their hands causing it to become unstable. Then by swinging their arms out in the targeted direction, the sphere launches forward in a wave of energy twice the size of the user. The user can break the wave of energy at any time by grasping their hands together, which will cause it to explode as if it had hit a target.
Incantation: Great King, ruler of the worlds, a guardian asks for your assistance. Lend me the strength to destroy the evils that plague society. Let my power rival the strength of the Titans themselves. Let this soul touch the legendary powers of old. Hadou #86, Hadouken!
Hadou #88, Hiryuu Gekizokushinten Raihou [Ltg/Beam/Lng] - 5,700 Reiatsu/S3 Description: The user supports their casting arm prior to the incantation. Then, when the incantation is finished, an enormous beam of lightning fires destroying all in its path. Also known as the Ultimate Lightning Beam, it was once forbidden to be used by anyone under a Fukutaichou or Kidoushuu officer.
Incantation: Darkness with no end. Blood of crimson deep. Slay this fool before me who opposes thine great name with the power which only Rairyuu and I possess. Hadou #88, Hiryuu Gekizokushiten Raihou.
Hadou #90, Kurohitsugi [Dark/Hom/Tar] - 6,000 Kidou/S1 Description: An extremely powerful Kidou used on a single opponent. The user erects two giant masses of kidou at the feet of their opponent. The energy slams into the opponent, crushing them.
Incantation: Hadou #94, Senken [Non/Hom/Tar] - 7500 Kidou Description: One of the least-known Eishouhaki, Senken has been lost to kidou users for many years. However, with the reviving of the Kidoushuu and investigation into old Central 46 records, this spell's basic layout has been discovered. Senken's first move is to create a sphere of pure kidou energy around the target. This happens instanteously, as the chant is versed. The kidou barrier gains strength as the verse completes, and when the icnantation is 3/4 done the kidou barrier is complete. When this is completed, the user expends the entire kidou cost to make a thousand swords of kidou energy around the sphere, holding their hand, palm-up, at waist level. An imitation of the spell is there, complete with images of the sphere and the thousand blades. The user can then choose to bring in finger by finger, which sends in 200 blades at a time, or crush the sphere in the hand, which brings all 1,000 blades in at once. These blades have adjustable aims, and can be made to simply pierce the enemy 1,000 times or to kill them through a thousand piercings. Note: This spell cannot be reflected back with Meikyou, and Eishoukai and Kichouji can only work on this kidou when the user has gained 3x the cost(22500 Kidou). Also, due to this spell's intense power, it only reaches full potential striking power at 1.5 the original cost (11250 kidou) Incantation: Seraphim and Cherubim bring me to the world. Now I bleed to make blades, focus all of everything into the bone of my sword. I am, so I strike back. Praying brings me to conviction, which to the cycle never ends. Fire, steel, anger, they are my eyes when I resist. Now, I strike! Hadou #94, Senken! Bakudou #5, Mummification - 40 Kidou/S2 Description: A weaker and much more simplified form a “Kin”, Mummification is made specifically for novices. Weak but easily constructed bandages of kidou shoot forth from the ground and quickly wrap around the target’s entire body. The bandages only last for a few seconds and can be easily broken by someone of equal or similar strength, but are great for catching someone off guard.
Incantation: Spring forth from the earth, oh graven dressings. Let the Pharoh’s burial commence. Bakudou #5, Mummification
Bakudou #8, Sealing Rings - 65 Kidou/S3 Description: Three yellow rings form around the target’s body. One around the upper body, one around the lower body, and one around the legs. The rings close in on the target, temporary binding them, and placing a hard squeeze on them at the same time.
Incantation: The first ring comes in the morn. The second ring seals in the afternoon. The final ring binds at the day’s dusk. Bakudou #8, Sealing Rings
Bakudou #21, Clay - 200 Kidou/S2 Description: The ground below the target grows soft, turning to mud. The mud crawls up the targets legs, binding them in place as if it were very thick glue. The mud continues to flow until it completely covers the legs (which takes about 20 seconds total), it then keeps the target locked in place until they break free. Anyone of over 1.25x the user’s SP can break out of the spell with ease. Someone of similar strength will need time to do it, and anyone of less than 1.4x the user strength will find it near impossible without outside help.
Incantation: Noble stone, unmovable force. Bend to my will and aid me. Take this stray lamb back under guidance and bestow upon them all truths. Bakudou #21, Clay
Bakudou #23, Seizing Vines (Shouaku Tsurukusa) - 230 Kidou/S3 Description: User draws energy into their chosen arm before whipping it towards the target. From within the sleeves of the shinigami uniform, four controllable vines emerge and rapidly burst out towards the opponent. The vines are each tipped with thick variants of the ‘Venus Fly Trap’ plant with teeth an inch long. The vines home in on the target specified by the user at an average speed and attempt to latch on with the heads rather than wrap around (though this will automatically take place if the head is destroyed). The heads send a minor poison into the opponent which runs through the bloodstream with the intent of creating impaired eyesight. Someone with a higher reiatsu than the user may notice slight blurring in their vision while those with lower reiatsu will have their vision strongly blurred. After successfully seizing the opponent with the Kidou, the user can draw in the target with a tug of their arm. The vines themselves are five metres in length and gain an additional three metres for every 1,000 Kidou achieved (i.e. at 2,000 Kidou, length would be 11 metres) to be a maximum of 35 metres.
Incantation: Mother of nature. Seize the desecrator of your land, show them the world through your tearful eyes and let them dwell upon it. Bakudou #23, Shouaku Tsurukusa.
Bakudou #25, Razorwire Restraint - 250 Kidou/S2 Description: Binds the target in sharp razorwire that shoots up from the ground. The more the victim struggles, the tighter the wire becomes.
Note: Originally created by some Onmitsu Kidou members of the Shinzui house for the express purpose of quickly eliminating Hollows, early abuses of the Kidou let to it being heavily regulated and monitored. Currently, use of the Kidou is permitted to Shinzui clan Shinigami only. - If the target's spiritual pressure is at least 1.25 times higher than the caster's spiritual pressure, the wire will not constrict if the target moves.
Incantation: Claws of steel, moving to eviscerate and make you sing a song of agony. Threaded along for miles to restrict and ensnare. I bindeth thee from moving. Be still my little lamb and submit to bleeding bliss lest the blade miss your neck. Be still now in my embrace, lest you fall to pieces. Bakudou #25, Razorwire Restraint!
Raging Light Cage - [Lgt/Mid/Lng] - Bakudou #38, 470 Kidou/S2 Description: By holding their hand just on the flat of their blade, the caster's hand is enveloped in an ivy green glow. The glow spreads around the sword, and by direction it towards a target, the caster releases 25 three inch bars from their hand/sword. The bars erupt from a circular portal that appears just as the words "Raging Light Cage" are said. The bars surround the target, acting as a strong kidou cage, primarily useful for holding an enemy in place while still allowing them movement, though minimal. The cage is capable of being teleported elsewhere at the cost of 500 more kidou/reiatsu. The teleportation has a maximum range of 100 feet.
Incantation: "Thou hast been judged by the light and have been found guilty; thou must be imprisoned for thy sins! Bakudou #38, Raging Light Cage!"
Bakudou #61, Rikujoukourou - 835 Kidou/S3 Description: A mere extension of the middle finger and this fearsome binding spell occurs. Dense, powerful sheets of spiritual pressure plunge into the target, immobilizing them completely.
Incantation: Carriage of Thunder. Gap of spinning wheel. Together with light, divided into six. Bakudou #61,Rikujoukourou
Bakudou #77, Tenteikuura - 2900 Kidou/S0 Description: Establishes a long-range link with previously identified spiritual pressures. Useful for immediate and confidential communication.
Incantation: The net of black and white. Kyouryou 22, kantai 66. Footprints, far lightning, sharp peak engulfing land. Dark night, cloudy seas, blue division. Form a circle and fly through the heavens! Bakudou #77, Tenteikuura!
Bakudou #78, 100 Knives Torture - 3000 Kidou/S2 Description: Heavy clothes of kidou wrap around the target, forming into an iron sarcophagus. The user then clenches their fist and one hundred long, knives of searing hot reiatsu start to levitate around the sarcophagus. Since this was used as an interrogation tactic in the old days, the user can control when the knives are plunged into the coffin. However, the longer they wait the easier it is for the person to break free.
Incantation: Send my opponent to an early grave. Make my hatred steel, strong enough to pierce the very soul of my nemesis. Bakudou #78, Hundred Knives Torture.Bougyoudou #1, Senkou [Lgt/Sht/Srt] - 15 Kidou Effect: blinds enemy for a few seconds
Attack: The user chants the incantation, points his finger, and a small ball of light flashes right in front of the enemy's eyes.
Incantation: The shadow swells, the night is dark! Bougyoudou #1, Senkou!
Hikari (Light) - [Lgt/Area/Dome] - Bougyoudou #2, 20 Kidou/S3 Description: Very basic light based kidou. The user forms a small glowing golden ball of light within the palm of their hand. The light it generates is on the same level of morning or evening sunlight(dumbed down sunlight) and the ball can be sustained from 15 seconds to 1 minute depending on the user's abilities in kidou. The ball may be tossed into the air much like lamps. The light can be used for any needed light based effects but otherwise it is completely harmless light on its own. This light will illuminate an area of about 15 meters in radius per ball produced.
Incantation: Light's Embrace. Cast away the darkness that consumes, and radiate with a starlit brightness. Bougyoudou #2, Hikari.
Bougyoudou #3, Blue Mist [Non/Area/Srt] - 25 Kidou Description: Covers a 10-foot area with a thick blanket of blue mist, which centers on the target, making it virtually impossible to see normally. The mist lasts for 10 seconds initally, but gains an additional ten seconds for every 100 the user has in kidou. The range of the move also triples when the user reaches 1000 in kidou.
Incantation: Remove me from sight, blind their eyes. Do not allow this foe to hit their mark. Bougyoudou #3, Blue Mist.
Bougyoudou #4, Cursed mark [Non/Beam/Lng] - 30 kidou Description: This spell sends a straight kidou blade at the target, a intricate “X” type mark appearing on the target. This target can stay on the effected target for about two minutes and is not affected by spiritual energy. This mark sends out a “homing” beacon to the caster’s kidou. The owner’s spells homing in on the target.
Range: It is a straight blue beam, it shoots out for about fifty feet
Incantation: Powers of clairvoyance. Guiding hand of the gods. Lead me to the true path, Bougyoudou #4, Cursed mark.
Bougyoudou #5, Red Eye [Non/Men/Self] - 35 Kidou Description: The user’s eyes start turn a bright red, distorting their vision. While in this mode, the eyes are tuned to track heat signatures, acting pretty much like night vision goggles. The spells disappears when the user cancels it.
Incantation: Give heat life, make its intangibles tangible. Bougyoudou #5, Red Eye
Bougyoudou #6, Hasaki [Non/Con/Mid] - 45 Kidou Description: The user gather energy in their left and/or right hand. The energy is weak, but constant. While this is in tack, this allows the user to form blades of knives from that energy. The knives do minimum damage but can be used to greatly annoy the opponent. The spells lasts for about 1-2 minutes depending on the user’s strength, and the person can throw from one to three knives. The greater the number, the lower the accuracy however.
Incantation: Sharpen my soul, and give my fury form. Cut through all deception and pin down all lies. Bougyoudou #6, Hasaki
Bougyoudou #8, Spirit Blade [Non/Con/Self] - 55 Kidou Description: Energy wraps around the user’s blade, thinning out until it’s about 3 inches on both sides and making it look like a broadsword. While the barrier is on the sword, it acts as an extension of sword. While it’s in play the barrier allows the user to block physical and spiritual attacks of opponent’s as if the barrier was a regular extension of the sword. The barrier lasts about 1-3 minutes depending on the kidou skill of the user, and the barrier don’t cut the opponent, phasing through them and allowing the real blade to slice when used.
Incantation: Imbue my blade with power. Let my spirit defend against the strongest of attacks. Bougyoudou #8, Spirit Blade
Bougyoudou #10, Talon [Non/Self/Srt] - 65 Kidou Description: Conjures Kidou energy around the user’s fingers, which extends into 20cm long, thin talons. They are glowing white and razor sharp, able to tear through flesh easily and vicious for stabbing. The talons last as long as the user wishes them to, or until they are broken. The talons themselves are strong enough to parry a unreleased Zanpakutou. This does however not prevent from losing your arm if you’re not careful…
Incantation: Birds of prey, a predator’s strike. Rip through flesh and tear off the bone. With a hawks precision and the greed of a vulture, Bougyoudou #10, Talon!
Bougyoudou #11, Yobiyoseru [Non/For/Tar] - 70 Kidou Description: Summons an object to the caller’s hand. The further away the object is the higher the kidou stat must be(needing an extra 80 points of skill in the stat for every 3 meters away the object is). The person will also have a greater time drawing in an object they have a spiritual affinity for than one they don't. So drawing in one's own zanpakutou will be easier than drawing in that of an enemy's(drawing in an enemie's weapon is pretty much impossible when they hve it held and if they grab the weapon or use a retrieval spell on it while you're trying to take it, they will probably pull their weapon back).
Incantation: Nymphs taking shade in the clouds on high, take flight! With prudent valiance, cross sage and brush, seek out my heart's desire and lay it in my hands! Bougyoudou #11, Yobiyoseru!
Bougyoudou #13, Unbolt [Non/Phy/Srt] - 80 Kidou Description: A special purpose kidou, Unbolt is used specifically for opening doors and breaking down walls. Unbolt works when the user presses their hand against a door or wall then it is broken down spiriton by spiriton and disintegrated completely. People with skill in this kidou can choose to disintegrate only certain sections of the doors, and people even more skilled can perfectly reform the door. This spell does not work on doors made of bloodstone, nor does it work against doors with barriers protecting them since barriers usually have extremely dense spiriton compositions (though it will weaken barriers with low to medium spiritual composition). The spell will however work on some doors that have seals placed on them, however that may take longer and it doesn’t work on all sealed doors.
Incantation: Thief’s hand, monkey’s tail. Dexterity, nimbleness and slight of hand. Break away the wall that stands before my goal. Bougyoudou #13, Unbolt
Bougyoudou #15, Shock [Ltg/For/Srt] - 90 Kidou Description: A spell usually used in the medical division as an emergency defibrillator, it can also double as an attack. Gathering a small mixture of spiritual energy and electric power in one’s hands, a small shockwave is formed. The user can adjust the power of the spell by applying more spiritual energy into it, but its base level is non-fatal. The user then presses the fist against the target, and the energy is released through the person’s body. The attack goes through like quick jolt of electricity. Against an opponent of adequate or greater strength, it can cause a temporary numbness that goes away after a few seconds. However, in severely weaker or injured people it can cause them to go into an unconscious state and if used again it can awaken them from that state.
Incantation: Raiden’s palm becomes mine. The beat of the mighty drum matching the beat of one’s heart. The divine breath healing and hurting those who it sees fit. Bougyoudou #15, Shock
Bougyoudo #24, Clearance [?/?/?] – 1.3x the Bougyoudo
Description: Clearance is one of the spells belonging to the counter-spelling class. Unlike Hadou or Bakudou, Bougyoudo typically retains a non-offensive purpose and generally affects either the user or the user’s surroundings rather than the opponent. Thus, a different sort of counter-spell is needed to dispose of them. One of the more flexible spells, Clearance can be used either at the time of the Bougyoudo’s casting or after it has already taken effect. Rather than reflecting the energy back, as in Meikyou, Clearance simply shatters the existing energy with a greater force and nullifies any lasting effects from the spell, positive or negative. When dealing with multiple Bougyoudou, Clearance requires separate castings and clears out the older spells before the newer ones.
Incantation: One hundred swords pointed, spring’s fresh dew, a new beginning, true path of the steadfast. Bougyoudo #24, Clearance!
Bougyoudou #25, Haneru [Non/Con/Self] - 170 Kidou Description: The user of this kidou gathers energy into their feet. The energy powers the legs double ones jumping power. The kidou also controls the spiritons around the person’s feet during falls, allowing them to slow their descent even in the spiritual world.
Incantation: Nimble sprite, jackrabbit’s spirit. Strength my legs and help me reach the sky. Bougyoudo #25, Haneru
Bougyoudou #28, Banshiissei [Non/Cnt/Self] - 1.3 times the Bakudou used. Description: A Bakudou removal spell. The user chants the spell and concentrates. This focuses a greater amount of energy out of the user to push away and nullify a Bakudou spell. Since there are many different types of bakudou, there is no set rate. It takes about 3-10 seconds depending on how much the spell has formed and how powerful it is (the more powerful bakudou taking at least 10 or more seconds to break). So, the effects are not instant and any damage that occurs from the spell itself stays. When the bakudou is released however, a bright flash is released, allowing the user to escape. However, the flash only lasts for a few seconds itself.
Incantation: The captured begs for freedom, selling their souls for a chance to escape. The cornered man forcing his last hand. Bougyoudou #28, Banshiissei.
Bougyoudou #30, Threshold [Non/Con/Self] - 290 kidou Description: Deadens the body making the user incabable of feeling pain for a limited amount of time. The user ignores cuts, bruises, and broken bones that they have. The side effect is that it is very possible to bleed to death, since while the kidou is in effect you feel like you're in perfect health. So it becomes near impossible to tell the extent of your injuries. Unfortunately, when the kidou wears off prepare yourself since with servere injuries you'll probably be overwhelmed with pain.
Incantation: Kill the senses, deadened this body! Restrain any pain that could be inflicted! Bougyoudou #30, Threshold!!!
Bougyoudou #32, Infiltrator's Vision [Non/Men/Tar] - 325 Kidou Description: The user of this kidou casts this kidou and names X number of people to receive the benefits of this spell. From the point after he names them and touches a specially made arcane symbol corresponding to the symbol on the receiver's forehead, the receiver can see what the caster sees as if they were witnessing it themselves. They can only see, they can not communicate in any way, nor do they gain any other benefits or side effects of the connection. The receivers can shut off the spell at any time, though they cannot start it back again after stopping it.
Incantation: Unseen friend, sight that transcends distance! Lend my eyes to those who hold no malice! Bougyoudou #32, Infiltrator's Vision!
Bougyoudou #34, Meikyou [Non/Cnt/Tar] - 1.5-2x kidou used Description: Meikyou uses and reverses the energy a kidou user will use in the moments before a kidou is cast. (In other words, it jams the outflowing energy someone uses when trying to cast a spell, and "punches back," or reverses the energy into an attack.) Once within 2 feet of the opponent, the caster either during the saying of the incantation or spell name (through Incant Bypass) will use Meikyou to manipulate the energy used in a Hadou or Bakudou to cause an internal "explosion" within the opponent, which radiates throughout the reiatsu veins of the opponent's body. This renders the opponent unable to cast kidou effectively, unable to rely heavily on reiatsu, and causes significant physical internal damage. The degree of damage of the explosion should be roughly proportional to the level of spell the opponent was attempting to be used. (If the caster is able to cast Meikyou before the incantation or name is said, the spell is more effective.) The cost of this spell is 1.5-2x the kidou the opponent was using--the range dependent on the caster's level of reiatsu in comparison to the opponent's. To cast this, the user manipulates the reiatsu of their opponent while within the two feet range by holding their palms toward the general center of the opponent's body. Only a faint white glow will indicate the spell is in progress.
Incantation: "In love, through hate... in black through white... in day, through night... reverse and mirror the energy of bad intent... Bougyoudou #34, Meikyou."
Bougyoudou #40, Akekataki [Non/Phy/Self] - 480 Kidou Description: "Scarlet Revenge" When the user is injured and bleeding, akekataki will temporarily charge the blood to have an acidic burning property to anything that touches it aside from themselves.
-The basic level of this kidou will last for 20 seconds with an intensity of 1, which will cause painful irritation. For every 100 points of kidou stat the user has, the effects will last 10 seconds longer and increase intensity by 1, causing more damage. Max Level: 6 Max Duration: 60 sec.
Incantation: Wounds that bleed for vengeance, burn! Bougyoudou #40, Akekataki!
Bougyoudou #42, Control Doll [Non/Ill/Lng] - 500 Kidou Description: A technique that includes two different variations that can be used at any time. The first ability is simple. Using their own energy, the wielder has the ability to form a doll that looks just like them. The doll can looks, talks, and even smells like the user of the spell. This makes it extremely hard to tell the difference between the user and the doll. The doll itself lasts for about 10 minutes and can be used for anything from a decoy to an espionage tool. However, the doll lacks zanpakutou and kidou abilities, so it cannot stand combat too long since it’s sp is only 10% that of the caster’s. One surprise the doll has is that it has a binding spell imprinted on its body. So, when it is destroyed, the energy put into the spell will displace and reform around the person who attacked it. Temporary binding them for about 15 seconds.
Incantation: Finesse of a God, Hand of a puppeteer. Give me power over all that lives and breathes. Grant me the will to make and break the dreams to which I see fit. Bougyoudou #42, Control Doll.
Bougyoudou #55, Kageshyunpo [Non/Ill/Self] - 775 Kidou Description: A shadow is left in the wake of a shyunpo, holding form for up to half a minute before dissipating, confusing the opponent. The Kageshyunpo is prefaced by a dark, purple outline forming around the body and clouding the user's features. This is the only hint the Kidou gives, however.
Incantation: ...
Bougyoudou #62, Glass Veil [Non/Con/Srt] - 995 Kidou Effect: An extremely difficult Bougyoudo to implement. Uses Kidou energy to bend light around the person. Also dampens the persons spirit pressure to hide their presence. Does not allow for quick movements, as the shimmers in the spell can be seen. Making this spell ideal for scouting, spying, hiding from pursuit, and laying an ambush.
Incantation: Blind them from what they think they see, hide me from they think they know. Make them ignorant of my presence. Bougyoudo #70, Glass Veil.
Bougyoudou #67, Step of Shadows [Non/Mov/Self] - 1350 Kidou Description: After chanting this kidou, the user steps into an area of shadows that is bigger than they are, and comes out of the shadows in a different area. The shadow must be of an object and not of a person, including their own shadow. If the person is unfamiliar with the area, they are limited to what they can see, either by their own sight or by the use of kidou. If they know the area well, they can travel up to 10x the distance of what they could normally shyunpo.
Incantation: Portals of the neutral world, lend your use to me! Allow me to step through your lands freely! Bougyoudo #67, Step of Shadows!
Bougyoudou #72, Fallacy [Non/Ill/Area] - 2000 Kidou Description: When activated, energy is formed in the user’s eye. The user then releases this out in a bright false of light. When the flash affects the sight of the target, an illusion is created. The illusion can be anything the user directs, and the target themselves will believe the illusion to be real. Any injuries from the illusion the target takes will feel real to them while they are under the effects, however, they will not be present when the illusion is over. A limitation of the spell, however, is that it cannot change the direct surroundings. It can add on to the surroundings, and if there is complete white or darkness it can change them, but if there is say a forest…the forest will still be present during the illusion. This effect lasts for ten turns and then is cancelled.
Incantation: The serpent spits its lies, stripping away what was once believed to be truth. Nothing lost, but even less gained…the pure mind dives into insanity. Bougyoudo #72, Fallacy
Bougyoudou #83, Disintegration [Non/Self/Srt] - 4000 Kidou Description: When activated, a black or dark green (depending on user’s spiritual energy) energy is formed around the left or right arm (depending on choice). A mass that forms into a clawed gauntlet around that part of the limb. This energy is thicker than most, and tends to fluctuate at times. If it were to be compared to something, it would be compared to goo, except it doesn’t have a weight or solid form. However, the Bougyoudo also serves as a protectant on the level of Sude, allowing once to uses the kidou more freely.
Disintegration works by breaking down any matter it comes into contact with. When it hits, it’ll slowly eat away at whatever it touched like an acid, weakening the physical construct of that object. Disintegration can be used in a multitude of ways. It can melt barriers down (kidou or solid), burn and eat way at an opponent, and so forth. The level of disintegration depends on the comparisons in spiritual pressure. Someone who is vastly weaker than the user will be easily overwhelmed, while someone on equal reiatsu footing as the person will be able to strive off the effects while still taking a good deal of damage.
Incantation: Degradation of mind and body. The smiling skull rots away sanity and melts away the flesh. Consuming all that is. Bougyoudo #83, Disintegration.
Bougyoudou #93, Colossus [Non/Ill/Self] - 7000 Kidou Description: One of the most, if not the most, powerful cloning kidou there is. Colossus works by creating a nigh indestructible clone of the user from a combination of the user’s reiatsu, blood, and the earth around them. The Golem has 25% of it’s user’s stats and is intelligent to the point where it will use the same combat tactics as its original (it can even use the same kidou and techniques as its master…how it’s perquisites have to be up to it. Meaning if it’s master has 10000 kidou and knows Kuro, since it would only have 2500 kidou…it would not be able to do it…same with techniques. The clone still cannot use zanpakutou moves either however), though it can be controlled mentally.
However, the Colossus does have one glaring weakness, if it uses all its reiatsu it will collapse. Meaning when it has used up the 25% of reiatsu it has been allotted (from use of draining techs and kidou or damage), it will fade away. When heavily damaged, the Colossus simply reforms, the time it takes to reform being in part to the amount of damage it takes (however, the creature also needs to pay a reiatsu cost to reform):
Puncture wounds: Won’t stop it. 1% reiatsu to repair. Severed limb: Won’t even stop it. 5% reiatsu to repair. Giant hole in body: Disabled for 1 round. 10% reiatsu to repair. Reduced to dust: Disabled for 2 rounds. 25% of reiatsu to repair.
After the recovery time is fulfilled, the clone will continue its assault.
Note: While the clone is in play, its controller suffers a 10% drop in reiatsu. Also, only one clone can be summoned at a time.
Incantation: From the ashes, a titan is born, the memories of cosmos flowing through it as if he has lived since the cosmos’s creation. From the ashes, a titan is born, and as I have given it life…it shall serve me ‘til death. Bougyoudo #93, ColossusChiyudou #1, Higasiyori [Lgt/Hea/Srt] - 5 Kidou Description: A flexible spell, able to heal extremely light wounds in the midst of battle, with limitations of three centimeters deep and six centimeters square in length. Flexibility comes in balancing the use of speed and of degree of healing. For example, this can be used to heal a light wound while moving (thus, high speed, low healing), or to heal a deeper wound while remaining still (thus, low speed, high healing.)
Incantation: From between the clouds above, to the branches below… from the buds of spring, to the trickles of early streams… remove pain with gentle speed… Chiyudo #1, Higashiyori.
Chiyudou #10, Healing Sight [Non/Phy/Self] - 35 Kidou Range: None (Of Spell)/ 5ft/150 max kidou (Sight)
Effect: Allows the user to have enlightened vision to literally see the vitality of another person. This includes broken bones, fractures, organ damage, viral invasion, bacteria, etc. This spell is mainly used in operations or medical purposes.
Incantation: Pure sight to aid the curing hand. Chiyudo #10, Healing Sight.
Chiyudou #22, Flow Stop [Non/Bind/Srt] - 85 Kidou Effect: Mainly used in operations and other high level procedures, this spell causes the patient to have all moving parts and liquids to temporary hold in position. This is to prevent messy operations. This prevents the flow of spiritrons, blood, and other liquids. Also safely stops organs from moving or functioning, this will not cause any damage to patients body. Also, the larger the subject, the shorter amount of time of blockage allowed. It is rumored that this spell has combat uses, often not recommended due the size of area affected. Also the fact if the enemy gathers enough spirit pressure into the area affected, the spell can be broken.
Range: None (Touch) Area: 5'' diameter of touch
Incantation: Stop the rivers of the soul and flesh to make way for life. Chiyudo #22, Flow Stop.
Chiyudou #51, Knight’s Honor [Non/Bar/Tar] - 550 kidou Description: The user of this spell wraps the energy around their left or right arm until it forms into a bowl-type shield. This still is used to protect the user and can also be used for striking attacks.
The shield can defend against attacks that are similar or lesser than the user’s own spiritual pressure without too much trouble. It can also block spiritual pressure up to almost two times the user’s spiritual pressure, however with that case the user will be tired out if they keep taking too many powered attacks from someone of 1.5x their own strength
As the shield weakens, its form starts to become harder to maintain.
Incantation: Fulfillment of the solemn swear, chivalry given form. The great battle of shield and sword starting anew. Chiyudo #51, Knight’s Honor.
Chiyudou #62, Vitre Patron [Self/Hea/Tar] - 960 Kidou Description: Conjures a glass cage with 2, 5m sides. Any living organism inside the walls will be subjected to it's field of healing. Requiring the object of healing to lie perfectly still, or else the efficacy will be reduced. Will during the course of five minutes heal the object(s) inside of all minor and moderate wounds, replenish blood loss and rid the object's body of toxic substances. Can be quite messy, as all impure liquids will escape the object's body.
Anyone who tries to approach the cage besides the caster him/herself will experience a tough repelling aura emitting from it, making it hard to come close to. The closer one gets the harder the counter-force is. Approaching the cage by normal means of movement unless one has more than 2x the caster's Reiatsu will be futile. This also applies to shyunpo. The cage is unfortunately brittle and won't withstand much. It's repellant aura protects it well against physical projectiles and attacks, but has no effect on long-range attacks such as for instance fire.
Incantation: "No prisoner, but a loved one of mine. Chain not, but purify and make whole. These walls not your coffin, but your shield. Repel and expell, crystal deity. Chiyudo #62, Vitre Patron!"
Chiyudou #66, Ivory Flame [Fir/Hea/Srt] - 2000 Kidou Description: Increases the body's base metabolism to cauterize, close, and heal all major wounds, purify the body of all infections, and remove all toxins from the body. However. due to the nature of this technique, it also inflames the pain centers of the brain. Anyone with less than 40% of their normal reiatsu is subject to fatal shock; anyone below 10% would die without other treatment.
Incantation: You cannot run from what is within, so use it to strengthen yourself. Bear the brunt of flames, and the heat of suns; renew as the world does beneath such light. Chiyudou #66; Ivory Flame
Chiyudou #73, Mirror [Wat/Dim/Frt] - 2100 Kidou Description: The user brings their hands to their front, a large liquid rectangle the size of the user’s body forms in front of them. The liquid instantly solidifies into a mirror like object and reflects everything it sees. When an attack is thrown through the mirror, it will be instantly reflected back in the direction it was shot and if a person charges through the mirror they will be spat right out in the opposite direction.
However, this cannot be used to block attacks of high spiritual mass(attacks way larger than the barrier, the barrier itself has a diameter of about 7ft) and it can be broken through by attack valved at higher than 2x the user's SP.
Incantation: Golden Shield of Perseus. Reflect the stone eye. Petrify the ghastly beast. Chiyudo #73, Mirror.
Chiyudou #80, Taisha Eda [Non/Hea/Srt] - 3000 Kidou Effect: Regrows a single limb, in 75% condition. Can be enhanced to 80% with the extended Incantation.
Incantation: That which is lost, should be found. That which is broken, Should be Repaired. That which is there, is to stay! Chiyudo #80, Taisha Eda
Extended: That, that is not, should be. The that is, always is. That Which is lost, should be found. That which is broken, should be rejouvenated, and repaired. That, that we have, we should always have. Chyudo #80, Limb Taishi Eda! Hadou #3, Myaku - 1 time Hadou #4, Byakurai - 23 times Hadou #20, Reaper - 12 times Hadou #20, Rip Fang - 11 times Hadou #24, Raigen - 6 times Hadou #26, Toutenya - 14 times Hadou #28, Aisu - 5 times Hadou #28, Aisuhaaken - 12 times Hadou #28, Aisudansu - 3 times Hadou #37, Altar - 4 times Hadou #37, Kancho - 10 times Hadou #39, Wind Master - 0 times Hadou #39, Dead Air - 0 times Hadou #42, Raiden - 2 times Hadou #45, Kageryuu Ikari - 9 times Hadou #54, Haien - 0 times Hadou #55, Ice Pike - 0 times Hadou #63, Raikouhou - 4 times Hadou #63, Souren Soukatsui - 1 time Hadou #68, Blue Heaven - 3 times Hadou #70, Shoshin - 6 times Hadou #71, Burst Geyser - 0 times Hadou #84, Forgotten Punishment - 1 time Hadou #86, Hadouken - 2 times Hadou #88, Hiryuu Gekizokushinten Raihou - 1 time Hadou #90, Kurohitsugi - 4 times times Hadou #94, Senken - 0 timesBakudou #5, Mummification - 0 times Bakudou #8, Sealing Rings - 4 times Bakudou #21, Clay - 0 times Bakudou #23, Seizing Vines - 12 times Bakudou #25, Razorwire Restraint - 3 times Bakudou #38, Raging Light Cage - 0 times Bakudou #61, Rikujoukurou - 7 times Bakudou #77, Tenteikuura - 6 times Bakudou #78, Hundred Knife Torture - 4 timesBougyoudou #1, Senkou - 1 time Bougyoudou #2, Hikari - 3 times Bougyoudou #3, Blue Mist Bougyoudou #4, Curse Mark - 3 times Bougyoudou #5, Red eye - 1 time Bougyoudou #6, Hasaki - 0 times Bougyoudou #8, Spirit Blade - 0 times Bougyoudou #10, Talon - 7 times Bougyoudou #11, Yobisoru - 0 times Bougyoudou #13, Unbolt - 0 times Bougyoudou #15, Shock - 5 times times Bougyoudou #24, Clearance - 0 times Bougyoudou #25, Haneru - 0 times Bougyoudou #28, Banshiisei - 5 times Bougyoudou #30, Threshold - 4 times Bougyoudou #34, Meikyou - 1 time Bougyoudou #40, Akekateki - 1 time Bougyoudou #42, Control Doll - 2 times Bougyoudou #55, Kageshunpo - 1 time Bougyoudou #58, Delirium - 1 time Bougyoudou #62, Glass Veil - 3 times Bougyoudou #67, Step of Shadows - 4 times Bougyoudou #72, Fallacy - 0 times Bougyoudou #83, Disintigration - 1 time Bougyoudou #92, Collosus - 0 timesChiyudou #1, Higashiyori - 6 times Chiyudou #10, Healing Sight - 0 times Chiyudou #22, Flow Stop - 0 times Chiyudou #51, Knight's honor - 0 times Chiyudou #62, Vitre Patron - 1 time Chiyudou #66, Ivory Flame - 3 times Chiyudou #77, Mirror - 2 times Chiyudou #80, Taisha Eda - 6 times
|
|