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Alicia Haiske WIP - Wed Mar 06, 2024 10:58 am



THE VIZARD APPLICATION
Name: Alicia Haiske
Age: 1917 (Looks 22)
Gender: Female
Personality:
Alicia has been drilled by order and discipline for as long as she can remember. It has been wired into her, and she upholds it with the greatest of honors. She has seen bloodshed of close ones, massacred units, wars, seemingly endless suffering has passed her by through her years that she has nothing left to surprise her. Even still, her will has remained still. She has looked past her days of bloodshed and suffering, focusing on the positives and assisting those who may need it. That means smiling everyday and having fun every chance you can, because life can be short so enjoy it while it lasts. She can break tension with a single splash, but also takes it very seriously when it is not all fun and games. Likewise, she takes her responsibilities and duties with the utmost diligence and efficiency.
  When lives are under her charge, she cannot sit idly by while their lives get thrown for slaughter. She will not retreat, ever, but if her comrades must risk their lives then her life will lay right beside theirs. She treats her companions with respect and kindness, tending to them if ever they needed and making sure to cover their slack at a moment's notice.
  Her enemies are no strangers to her life mission of saving every life that may be saved. She will not hesitate to undermine authority to help the suffering of an enemy, and you will never catch her attending an execution. She respects the value of authority, but she respects the value of a life a little more.


CHARACTER APPEARANCE
Height: 5’5”
Weight: 117lb
Physical Traits:
  Her uniform is standard shihakusho, accompanied by her standard aviator goggles and her yellow scarf.
  Her formal wear comprises any of the hundreds of dresses that she may own.
Casual:




BACK-DROP
History:
Human Life:

Death:

Time in Soul Society before the Academy:

Academy Student:

Shinigami Career:

Hollowfication:

Life as a Vizard:

Side Notes:


THE COMBAT INFORMATION
General Fighting Style:
There's too many people to help for her to be dying anytime soon, so where's the reason to ever try to pick a fight, but when she does have to, defense and support are her main priorities. However her offense does not leave much to desire. Her experience from the Kido Corps prompts her to be a dangerous weapon with the arts. Since her reposting to the Medical squad, she's devoted herself to helping those who cannot help themselves. Be it friend or foe, she will do everything in her power to save you. Even if that means obliteration, if it comes to it.
  Should she be fighting someone stronger than herself, she would see it best to retreat until reinforcements show, though should other lives be in danger she would put her life on the line to delay as much time as possible. And that would be her only goal.
Strengths: Agility, Reiastu Manipulation, Kidou, Reiryoku
Weaknesses: Strength, Durability, Stamina
kidou:

Splash
She can turn her reiatsu into a liquid state, with a similar but better function of water. If condensed, it can block up to a  Splish Splash! WARNING: Don’t drink the Reiatsu water, As it may cause, but is not limited to, the side effects of: Nausea, Vomiting, and/or Dizziness. Can block a cero's worth of damage. 1 post CD
Siren's Song: Any Ideas?


ZANPAKUTO
Sealed Appearance: Dual Wakizashis with a glossy purple tinted, silver blade, a purple rose guard and sparkling cyan diamond studded hilt, and a purple and black handle.
Rose:

Asouchi Personality: Rose is a sinister type. Showing herself to be a heartless unlovable mother type at face value, but deep down she just wants what’s best for Alicia. Even if she has a tough way of showing it.
Inner World: An open field far and wide of flowers at first, until deeper within tall rose bushes would mark the starts to  various labyrinthine paths.
Call Out Command: Drown


MASK
Appearance: When she puts the mask on, the rest forms around it.
Banshee:

Electrified water (Passive Offensive)
    Any water she has made from her reiatsu or blades instantly becomes electrified. Contact with it causes numbness, as well as 2nd degree electrical burns.
Hollow Powers: Cero


Shikai [Unlocked at 3-3]:



Bankai [Unlocked at 2-1]:



Full Hollow Form [Unlocked at 0-4]:


Search in: New Applications  Topic: Alicia Haiske WIP  Replies: 0  Views: 66





JOAQUÍN VELÁZQUEZ, QUINTO ESPADA

Name: Joaquín Velázquez

Apparent Age: Joaquín appears to be in his late 20’s or early 30’s, and most people would guess he is around the age of 32, which was the age at which he died.

True Age: 830 years. (born in 1190 AD)

Sex: Fully and entirely male.

Aspect of Death: Emptiness

Personality: Joaquín’s personality, like that of most if not all Arrancar, is influenced by his Aspect of Death. His is Emptiness, which is best described as an almost total lack of emotion or feeling of any sort except physical, combined with the feeling that nothing “matters” or is even necessarily real. As such, if Joaquín could be classified under the standard character alignment system, his alignment would be Neutral Evil.

The most obvious aspect of Joaquín’s personality is of course the very nearly complete and total lack of emotion that is a natural part of his Aspect of Death. It is not that, like many beings, he experiences emotion but does not display it outwardly. Instead, he truly experiences no emotion at all. Surprise, fear, sadness, happiness, excitement, and so on are all entirely alien words and sensations to him. To him, emotions are not only completely pointless wastes of time, energy, and brainpower, but also a sign of weakness, and have no place in the halls of Las Noches. In fact, Joaquín would go so far as to state that emotion was a barrier to survival out in the white sands of Hueco Mundo. For these reasons, the Quinto Espada is completely incapable of either feeling or understanding emotion. While this can be useful in the heat of battle and because it makes him extremely difficult to bribe or coerce, it also sets a significant obstacle in the way of social interactions and developing any interpersonal relationships

The main way in which this affects the way in which he is viewed by others is that he is usually seen as cold and uncaring. When speaking with anyone, he will not change the tone of his voice, nor will he use titles, honorifics, or any method of showing respect unless this is absolutely necessary. The only exception to this rule is any dealings with the Cero King, for whom he has the utmost respect. Also, Joaquín will not attempt to console someone going through a difficult time or reassure someone who is worried, instead preferring to give a more realistic outlook on the situation, if he speaks at all. He is a being of few words, speaking only when necessary, and he does not enjoy repeating himself. When he does speak, Joaquín is very blunt and brutally honest, calling situations exactly as he sees them, and is not afraid to speak his mind, even to those more powerful than him.

Stemming from Joaquín’s overall lack of emotion are two more traits: Lack of empathy and extremely high pain tolerance. The lack of empathy is quite simple given his lack of emotion. Being unable to process emotion in any way, Joaquín is unable to place himself in the shoes of others and imagine how a particular situation would make them feel, simply because he cannot understand what it is to “feel.” As such, he is incapable of any empathy or even sympathizing with others in emotional matters. Due to this, he often causes offense to many of those around him, usually unintentionally, as he cannot understand when he is being insensitive. For the same reason, he is often perceived as sadistic or cruel due to his treatment of enemies or actions in battle, when in reality, he is simply taking what he deems to be the most useful action for the situation.

Joaquín’s tolerance for fear, pain, and discomfort is extremely high. Of course, this can be expected to some degree from anyone who was a soldier as a human and then survived centuries as a Hollow in Hueco Mundo’s white deserts, thereby spending most of their existence in constant combat. Joaquín’s pain tolerance, however, goes beyond even this, boosted by his lack of emotion and inability to feel fear. Deep gashes, broken bones, even severed limbs are highly unlikely to elicit a response of any sort from him, and he has never been heard crying out in pain. Of course, the physical effects of said injuries will still hinder him, but the fear and pain usually associated with them will not register in his mind. Fear and pain, or the threat of these things, virtually do not phase Joaquín in any way.

Joaquín is fiercely loyal to Las Noches, and above all, to the Cero King. This is because, being a true realist, the one thing he respects and the one thing that will persuade him to obey anyone is power. The Cero King, of course, has a lot of it, and this is the only reason for Joaquín’s loyalty. As such, obedience and properly carrying out orders are very important to him, a standard to which he holds not only himself, but the other Espada and Fracción of Las Noches. He is not afraid to apprehend and punish those he sees as guilty of failure or insubordination, doing so by way of execution if possible.

This also means that Shinigami and the Gotei are his sworn enemies, with absolutely zero exceptions. Vizards, though he finds them to be repulsive failed attempts at Arrancar, are not his enemies, and he will leave them alone as long as they are not serving the Gotei or opposed to Las Noches. Should any serve Las Noches, he will grudgingly work together with them if he must. Similar logic applies to humans, as well as to Sinners, should he ever encounter any. He does not particularly like them, but in the absence of orders to the contrary, unless they attack him, he will leave them alone. When it comes to other Hollows and Arrancar, he views these as his allies if they serve Las Noches, and will work together with them even in the case of disagreements or open hostility with another member of these races.

Beyond personality elements related to his Aspect of Death and his loyalties, there are some minor aspects to cover. Generally, Joaquín is persistent, (but not to the point of stubbornness) a hard worker who values training and becoming stronger, almost constantly serious no matter the situation, and confident in his ability to handle most circumstances he finds himself in. His main goal is to one day become Primera Espada and thus better serve the King. He is not afraid to fight, and indeed views fighting as a necessary and even important part of life, though he derives no enjoyment from it. At the same time, he will never charge rashly into a fight or underestimate his opponent’s abilities. He is a nihilist in the traditional sense, holding the view that “nothing matters.” Finally, Joaquín is also highly intelligent and quick to figure out and solve the problems with which he is presented, and by human standards, would have an IQ of 250.





CHARACTER APPEARANCE

Height: Joaquín stands at 6 feet, 3 inches tall.

Weight: 200 pounds.

Physical Traits: Overall, while he is in a sealed state, Joaquín takes the form of a European man in his late 20’s to early 30’s. Were it not for the gaping Hollow hole in his chest and the Estigma obscuring his facial features, most beings with a humanoid thought process would likely say he is quite attractive.

He stands 6 feet and 3 inches above the ground at full height. While this is slightly above average for an adult human male and not particularly intimidating, it was quite impressive for one living in medieval Europe during the time of his human life due to the lack of proper nutrition or modern medicine. If it were possible for him to step on a modern scale, he would weigh in at almost exactly 200 pounds, though depending on the time of day, time elapsed since his last meal, and his level of hydration, this number can fluctuate between 200 and 210 pounds.

In any case, Joaquín’s weight consists mainly of muscle. There is very little body fat, meaning that this muscle is clearly defined. His biceps and triceps can both be seen clearly even if he is not flexing or straining his muscles, and veins are clearly visible running down his arms and hands. The state of his legs is similar, with his calf muscles being especially well-defined from years of running about on battlefields. On his stomach, his abdominal muscles form what humans refer to as a “six-pack,” and just below that, the feature usually described as “v-lines” is present. The muscles of his pectorals, shoulders, neck, and back are also easily visible, resulting in defined collarbones and a chiseled jawline. Were he visible to humans, Joaquín would easily be mistaken for an elite athlete.

The skin that covers these features is a very light brown, as expected in a person of European descent. He is noticeably tanned, however, as a result of many years spent outside in the bright southern European sun. Joaquín’s hair is a dark brown in color, though its ends are mildly bleached by excessive exposure to sunlight. He wears it slicked back, its ends barely reaching where the head and neck meet. His eyebrows are the same color and rather thin. Joaquín’s eyes are a very dark green-brown in color, though by firelight, they can appear to be a lighter green-gold hue. Around his pupils, there is a ring of very light gold-brown pigment, though this disappears when Joaquín becomes agitated. His Estigma, or Hollow mask fragment, is located on the bottom part of his face. This fragment takes the basic shape of a clam shell, and it covers all of his face from the nose down. There are three teardrop shaped-holes, with the two on the sides being smaller than the one in the middle. He can actually move this fragment to the side to reveal his mouth when necessary.

There are few major markings on Joaquin’s body. First, of course, is his Hollow hole, which can be seen directly above the anatomical location of the heart. Two noticeable scars mar his skin, along with many smaller, less serious ones. Each of these is covered by hard, thick, dark red-brown scar tissue. The first is the obvious result of a stabbing attack, a rectangular mark 3 inches long and half an inch across in the center of his throat, directly on his trachea. The other is a straight line 2 inches wide at its widest point atop his trapezius muscle on the left side, tapering off to less than half an inch wide at its narrowest, about 4 inches below his left pectoral muscle. It also stretches down his back to just above the seventh rib, the result of a failed attempt at removing his left arm at the shoulder. The only other scar of note is a thin, white line on the middle finger of his right hand, this being the designated location he cuts to draw blood to perform a Gran Rey Cero. Besides scars, Joaquín’s body is marked by one tattoo. Being the Quinto Espada, this is the number 5, and it can be found on his forehead immediately above his right eyebrow.

Finally, there is Joaquín’s clothing and Reiatsu. He wears the standard uniform of those who serve the Cero King. For him, this means a white, kimono-like overcoat, white hakama, black socks, and silver sandals. On Joaquín’s uniform, the kimono-like garment is long-sleeved with a sharply descending neckline, effectively open until it reaches the lower chest, and the borders of the fabric are black, including the cuffs. The lower section of this piece of clothing contains two front pockets, one on each side. The hakama is a pure white with no markings and ends just above Joaquín’s ankles. The uniform is held together by a black, obi-like sash that wraps around the entire body at the waist. This sash also secures Joaquín’s sheathed Zanpakuto at his side. The Quinto Espada keeps his uniform in immaculate condition, and it will almost never be seen with stains, tears, or even wrinkles. Joaquín’s Reiatsu is a dark burgundy in color. Like that of any Espada, it is usually perceived as being very heavy and thick. When it flares up, the burgundy energy flows around him in a way that brings to mind flowing streams of water, and beings nearby will often detect the scent of freshly spilled blood. In those weaker than Joaquín, his Reiatsu can bring on a feeling of intense sadness and emptiness.


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FIGHTING STYLE

General Fighting Style: Joaquín can be said to have three distinct fighting styles, as his physical form, weapon, and abilities vary depending on what release state he is in. In other words, he fights differently depending whether he is in a sealed state, Resurrección, or Segunda Etapa. Overall, however, his general approach to battle can be summarized by the phrase "the best defense is a good offense."

First, there is his style of fighting while in a sealed state. Depending on the strength of his opponent, he will rely on either Hakuda or his sword. Joaquín prefers to fight weaker opponents without drawing his blade, while for more powerful foes, he will draw and use the weapon due to its longer reach and higher destructive potential. As such, he is more of a medium to close range fighter while sealed. However, if facing a ranged fighter, he does still have Bala and Cero to compensate for this, though he prefers not to use these unless absolutely necessary, as they require more energy than simply striking with his limbs or sword. When necessary, he can use Sonído to rapidly close in on an opponent, forcing more of a close range fight if the foe is slower than him. As in all release states, he is a very offense-based fighter, choosing to go all-out from the beginning of the fight and relentlessly attacking until either he becomes exhausted or his enemy has been dispatched.

Second, there is Joaquín's style of fighting while he is in Resurrección. In this first stage of Zanpakuto release, he gains access to a wide range of abilities as well as more bodily appendages that can be useful in battle. In this form, not only does his weapon increase in size, granting him much more reach and a wider variety of possible uses, but he gains long tentacles which can reach far beyond his body. These tentacles all end in hardened, blade-like appendages which can be used to strike the opponent as well as block Hakuda or sword attacks. The tentacles themselves are protected by Hierro and can be used for the same purpose, as well as for grabbing or otherwise restraining foes. Finally, he gains access to more abilities, allowing him much greater range when in this released state. As such, Joaquín's fighting style in Resurrección is varied depending on what is necessary for the situation. Against melee-oriented foes or medium-range fighters, he will rely on his sword and tentacles, occasionally turning to Cero and Bala when necessary. Against ranged opponents, he will turn to the abilities gained by releasing his Zanpakuto, as well as Cero and Bala. Of course, there is also Sonído to close the distance between himself and his opponent when necessary. As always, his fighting style is entirely based on offense and dispatching the foe as quickly as possible.

Finally, we come to Joaquín's style of fighting in Segunda Etapa. As with all Arrancar who have achieved this advanced release, his speed, power, and the range of his attacks dramatically increase in this form, opening up even more possibilities for battle strategies. As his physical sword disappears in this form, using it is no longer an option. Instead, he chooses to rely mainly on the abilities granted by his Zanpakuto release, as well as Cero-based techniques. For the most part, Joaquín becomes more of a ranged fighter in his second release state. However, he is entirely capable of turning to Hakuda when necessary. In addition, the numerous tentacles he gains in this form behave similarly to those he gains in his first release state, though they can extend as far as 30 feet, allowing for greater reach. His Sonído is also useful in such situations. Therefore, it can be said that his fighting style is very adaptable in this state, though there is now a marked preference for ranged attacks. As always, his style of doing battle is entirely offense based, with the objective of dispatching the foe before they are able to land a hit, as his defenses are nowhere near his offensive capabilities.


Strengths:

1) Zanjutsu
2) Sonído (Speed)
3) Cero/Bala
4) Hakuda


Weaknesses:

1) Hierro
2) High-Speed Regeneration
3) Stamina
4) Taking Hits


Ability Name: Venganza del Mar

Ability Description: Joaquín's original form as a Hollow was that of a jellyfish, and this personal ability serves as a reminder of that, as well as a helpful tool in combat. It allows him to produce tentacle-like whips of burgundy Reiatsu that can be used to strike the foe. This whip is generated from his hands, meaning a maximum of 2 can be used at any one time. These whips measure 2 inches in diameter, tapering off to a point at their ends, and start at 10 feet in length, though they can extend toward foes further away. The whips lash out at the speed of a Bala, and upon contact, cause Bala-equivalent damage, along with a lasting sensation similar to that of a jellyfish sting. They remain in existence for 2 posts before dissipating, and have a 2 post cool down before they can be generated again.

Ability Name: Las Cuchillas

Ability Description: This ability allows Joaquín to produce triangular, blade-like projectiles 2 feet in length and around 8 inches wide with his Reiatsu and then fire them toward the opponent. Under normal circumstances, these travel at 75% the speed of a Bala and cause damage equivalent to a Hado in the mid-50's range, such as Haien. They can be fired one at a time and require a 2 post cool down between uses. However, Joaquín has developed two variations on this ability for other situations.

1) Los Dedos: In this variation on his Las Cuchillas ability, Joaquín is able to create several small triangular projectiles of burgundy Reiatsu rather than one large one. One forms on each finger except for the thumb, meaning that a maximum of 8 can be formed at any one time. Each of these measures 3 inches in length and 1 in diameter, tapering off toward the pointed tip. When fired at the opponent, each projectile travels at Bala-equivalent speed. They cause damage in the form of puncture wounds, and this damage is equivalent to that caused by Hado #4: Byakurai. This variation requires a 2-post cool down between uses if 4 or fewer projectiles were created and a 3-post cool down if 5 or more were used.

2) Las Tijeras: In this variation, Joaquín creates the projectile of burgundy Reiatsu as he normally would, but then divides it into two curved, crescent-shaped blades, each 3 feet in length and an average of 2 inches wide. These blades also have looped "handles," and when they are held together, appear vaguely similar to a pair of scissors. Rather than firing these toward the opponent, Joaquín can fight with them in lieu of his Zanpakuto. Strikes with these blades cause the same damage and effects a standard sword strike from him would cause. These can be maintained for a total of 3 posts and require another 3 posts of cool down before they can be used again.





ZANPAKUTO & CERO

Sealed Appearance: Like the overwhelming majority of the Zanpakuto wielded by Shinigami, Vizards, and Arrancar alike, El Triste takes the shape of a katana while in its sealed state. This weapon fits the usual dimensions of a Japanese sword, but with some minor differences. The overall length of the weapon, from the pommel to the tip of its blade, is 4 feet and 8 inches. The tsuka, or hilt, of the sword makes up 8 inches of this length, while the blade is exactly 4 feet long. The tsuka is constructed of what appears to be bamboo wood as in any katana, and is painted black. For better grip, the wooden hilt is wrapped in dark blue cloth, visible only through the small, diamond-shaped gaps in the cloth wrapping. This part of the Zanpakuto is exactly 2 inches in width and can be gripped with either one or both hands. The pommel of the weapon is made of black spiritual steel, and is engraved with an intricate design. Even Joaquín is not entirely certain what this engraving depicts, but it appears to show a sun rising over rolling hills or maybe sand dunes. Next, there is the tsuba, or cross-guard. On the sealed form of El Triste, this piece is made from black spiritual steel and takes the general shape of an equilateral hexagon. There are four evenly spaced notches in it, each one taking the shape of a triangle without a point. This also means that two arrow-shaped protrusions are formed at the top and bottom points of the hexagon. Finally, there are two crescent-shaped holes, one in each side, of the tsuba, each interrupted by a small triangular protrusion. The blade is very similar to that of a standard katana, being 4 feet in length, an inch and a half in width, and 1/8th of an inch thick, tapering off to a razor-sharp cutting edge. Interestingly, this spiritual steel blade is a dark blue color, fading to charcoal gray at its edges. When not in use, El Triste is kept in a dark blue sheath made of painted bamboo wood.

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Zanpakuto Name: El Triste

Zanpakuto Call Out: ”Drown them in tears, El Triste.”

Cero:

1) Bala: A standard Bala. Joaquín's is of a burgundy color, just like his Reiatsu.

2) Cero: A standard Cero. Joaquín's is burgundy in color.

3) Gran Rey Cero: A standard Gran Rey Cero. For Joaquín, this Cero variant takes on a bright, lime-green color.

4) Cero Oscuras: A standard Cero Oscuras, usable in Segunda Etapa state only. For Joaquín, this type of Cero is pitch-black, though it is surrounded by a burgundy afterglow-like outline around its edges.

5) Gran Rey Oscuras: This is the true ultimate Cero, the pinnacle of power when it comes to the use of this Hollow technique. It is, in essence, a combination of the two most powerful types of Cero available to any Arrancar. By cutting his hand and mixing his blood with a Cero Oscuras while in Segunda Etapa form, Joaquín can produce a strange, pure black Cero more powerful even than a Cero Oscuras. Its speed is equivalent to that of a standard Cero Oscuras, however. Its damage is equivalent to that of a Hado in the low to mid 90's. Of course, this means the technique is also extremely taxing to use. Accordingly, it may only be used once per thread. In addition, its use will drain Joaquín to the point that he will be unable to remain in Segunda Etapa state, forcing him to revert into either normal Resurrección (if he has been fighting for fewer than 5 posts up to that point) or his sealed state (if combat has lasted 5 or more posts) for the remainder of the thread. Along these lines, if combat has continued for 9 or more posts, he will not have enough energy to use this technique at all. Joaquín can teach other characters this technique, provided they are capable of using Segunda Etapa.

6) Cero de la Cuchilla: This Cero variant allows Joaquín to wrap his Cero around the blade of his Zanpakuto to enhance the power of his sword strikes. It can only be used with standard Cero, and not with anything more powerful. While this technique is active, a sword slash with Joaquín's Zanpakuto will cause the same amount of damage as a hit with a Cero. This can be maintained either for 2 posts, until Joaquín strikes the opponent, or until he has parried 3 sword strikes with his Zanpakuto. In any of these scenarios, the Cero will detonate as it normally would. Also, the Cero can be fired from the blade of the sword, in which case it will behave mechanically as a standard Cero. 3 post cool down.





RESURRECCIÓN

Appearance: In Resurrección state, Joaquín's appearance changes significantly. First, there is the most basic change: his clothing. The upper part of his uniform disappears entirely, fully exposing his upper body. The only part of the original uniform that remains is the white hakama, which is not altered in any way. The black socks and silver sandals disappear as well, leaving Joaquín barefoot.

The main changes to the Quinto Espada are to his body itself. His height increases slightly to 6 feet and 9 inches, and his muscle mass and definition both increase significantly, raising his weight to 275 pounds in this form. Veins now bulge outward all across his body, and all of his muscles are clearly defined and visible. The relatively unimposing Joaquín, in other words, becomes quite the intimidating figure in his released form. Besides the slight increase in size, the Quinto Espada's skin color changes, from a "normal" light brown to a pale, almost sickly ash-gray. Joaquín's hair changes drastically, darkening from brown to black but turning bright red at its tips, growing to shoulder length. He also gains tentacles, 10 of the appendages in total. 4 are attached to his right side at the waist, 4 in a similar configuration on the left side of his body, and one at each shoulder. These tentacles are a light purple in color, similar to those of a poisonous jellyfish. Each tentacle near the waist is 5 inches in diameter at its base, tapering off to 2 inches near its tip, and measures 10 feet in length. The two tentacles at his shoulders measure 15 feet in length but have the same diameter as those at his waist. The tip of each tentacle consists of a sharpened blade-like appendage made of hard, white material similar to that of a Hollow's mask but far more durable. Each of these is roughly diamond-shaped, a foot in length, and 5 inches across at its widest.

Significant changes to the Espada's face and weapon can also be seen. His Estigma remains unchanged, but everything else becomes radically different. Most notably, Joaquín's eyes increase in number from 2 to 6, with three eyes on each side of his face. The sclera, or "white" of his eyes becomes crimson in color, while the irises turn white and the pupils yellow. The upper right part of his forehead becomes marred by a jagged, crimson blotch. Finally, his number tattoo, a black number 5, relocates from just above his right eyebrow to the very center of his forehead, and increases in size to cover most of that part of his face. Unlike most Arrancar, Joaquín retains his sword in Resurrección state. The weapon, however, is quite changed. Though the tsuba and tsuka remain the same, the blade becomes almost unrecognizable, lengthening to 6 feet. The characteristic slight bend of a katana blade disappears, leaving the blade perfectly straight. It also changes color from dark blue and charcoal gray to a sinister red-gray similar to that of hot metal. Three new blades now branch off of the main one, two protruding from the inner edge and one from the cutting edge. The two on the inner edge are 8 inches and 1 foot in length, respectively, while the blade branching off from the cutting edge is 5 inches long. These "branches" are of the same length and thickness as the main blade. All parts of the sword are covered in evenly-spaced designs in the shape of eyes, as well as purple markings that appear suspiciously similar to veins.


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Abilities: The overall theme of Joaquín's Resurrección is the production and use of as much overwhelming destructive force as possible. This is done via the creation of powerful, blade-like Reiatsu-based projectiles.

1) Balístico: This ability involves the use of the aforementioned projectiles, which can be fired at the opponent. They can be fired either from his left hand or the blade of his weapon. These can be fired in bursts of 50 projectiles at a time. When fired, they travel in scattered swarms similar to shot from a shotgun at 90% Bala speed. A hit with 10 or fewer causes Bala-equivalent damage, while being struck with more than 10 but fewer than 45 causes Cero damage, and 45 or more will result in Gran Rey Cero damage. As such, this ability requires a 5 post cool down between uses.

2) La Cruz -- Primera: This technique allows Joaquín to generate a single burgundy-colored Reiatsu weapon. This weapon takes the form of a medieval European broadsword. It measures a total of 5 feet in length, with a "hilt" a foot long and a "blade" 4 feet in length and 3 inches wide at its base, slowly tapering off towards its point. This sword can be used for combat and while in Joaquín's hands, functions as a normal sword. It can also be thrown or fired at the enemy, in which case it will travel at Bala speed and inflict Bala-equivalent damage. This sword can be maintained for 4 posts at a time, after which it will dissipate and a cool down of 1 post will be required.





RESURRECIÓN SEGUNDA

Appearance: Resurrección: Segunda Etapa, the final and most powerful form of Zanpakuto release available to an Arrancar. As any Arrancar release would, this form results in a massive change to Joaquín's appearance. In fact, the only thing left unaltered is the position of his Hollow hole, which remains the same in both of his releases. Upon releasing his Segunda Etapa, Joaquín grows to 7 feet in height, but actually loses muscle mass and definition, dropping to 240 pounds. In this form, both his number tattoo and Estigma completely disappear. The material that previously made up the mask fragment moves to his head, becoming two downward-pointing, helix-shaped, black horns. Each horn is 7 inches long and an inch in diameter at its base. Halfway along each horn, there is a 5 inch long, jagged blade-like appendage, also black in color and pointing upward. Joaquín's hair becomes slightly shorter, now ending just above his shoulders, but remains black as in normal Resurrección state. His skin becomes a dark charcoal gray, and his eyes change to fully burgundy in color with no pupils or irises visible. Joaquín's entire body becomes covered in what outwardly appears to be a suit of armor made of thousands of overlapping strips and plates of black metal. This "armor" is in fact a part of his body, protected by Hierro and fused to his tissues. There is now no trace at all of his sealed state uniform. At his hands, these strips of black material fuse with his body to become cruel, sharp claws. Around Joaquín's waist, they form a total of 100 black tentacles of varying sizes. Each tentacle is tipped with a roughly triangular blade, glowing burgundy with Joaquín's Reiatsu. Similar tentacles extend from the armor plates at his shoulders, with 25 on each side for a total of 50.

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Abilities: In Segunda Etapa, Joaquín retains the ability to fire his projectile bursts from normal Resurrección. However, the ability becomes slightly more powerful, and he also gains the ability to use other techniques based on this overall ability. These are described in detail below.

1) Balístico Última: This is the Segunda Etapa version of Joaquín's "Balístico" technique from normal Resurrección. In this form, the projectiles remain the same size as before. However, bursts now consist of 100 of these, and they now travel at 120% the speed of a Bala. Damage calculations function the same as in normal Resurrección, however. A hit with 1-10 projectiles causes Bala damage, while 10-45 projectiles cause Cero damage, and 45-60 projectiles striking at once will cause Gran Rey Cero damage. Now, there are added damage categories: 60-85 projectiles will cause damage equivalent to a mid to high 70's level Hado, such as Soren Soukatsui, and 85-100 projectiles will result in Cero Oscuras-equivalent damage. Because of this technique's speed and power, it requires a cool down of 7 posts following its use.

2) La Cruz -- Segunda: This ability is a mildly enhanced version of Joaquín's La Cruz ability from normal Resurrección. As before, he can generate burgundy-colored Reiatsu weapons in the shape of medieval European broadswords. Their measurements are the same as in normal Resurrección. However, in this form, he can generate two at any given time instead of just one. While in his hands, they function as normal swords. However, they can also be thrown or fired at the opponent, in which case they travel at 1.5 times Cero speed and cause Cero-equivalent damage. Swords used for normal combat can be maintained for 4 posts at a time. In any case, once both swords have dissipated, this technique has a 2-post cool down time.

3) Anillo de Cuchillas: This is Joaquín's favorite (and arguably most useful) Segunda Etapa technique. When active, it creates a 20-foot-wide ring of burgundy-colored Reiatsu weapons in the shape of standard medieval European broadswords around Joaquín. Each sword has an overall length of 5 feet, with the "hilt" measuring a foot in length and the "blade" measuring 4 feet long and 3 inches wide at its base, tapering off toward the point. This ring consists of two layers, one on top of the other. The upper layer slowly rotates clockwise while the lower layer rotates counterclockwise at the same speed. Each layer contains 100 swords, for a grand total of 200 weapons. While in place, the ring has a passive defensive strength equal to that of Bakudo #81: Danku. This makes it the only ability across any of Joaquín's releases with any defensive applications. This being said, there are gaps of 8 inches between each sword, and a fast opponent can strike through these. Joaquín can manipulate these Reiatsu swords in any way he wishes, with the restriction that he can only control 3 weapons at any given time. Mainly, this means firing them at the opponent. When fired, each sword travels at 5 times Cero speed and inflicts Cero-equivalent damage. He can also grab one of these swords and use them to fight, should an opponent breach the ring, in which case they behave as normal swords. Swords fired or used cannot be replaced, widening the gaps in the ring. The ring itself remains active for 3 posts, after which it dissipates and requires a 10-post cool down.





BACK-DROP

History: Late in the night of February 13th of the year 1190 AD, the being now known as Joaquín Velázquez was born. He was born in the place now known as the city of Toledo, Spain. At the time of his birth, however, Spain did not exist, and the small nation he was born in was called the Kingdom of Castille. Medieval Europe was an extremely harsh place to live, and this was especially true in this particular part of the continent. In addition to the usual difficulties seen at the time, namely rampant disease and poverty, extreme inequality, oppression, lack of proper medicine, and widespread food insecurity, this part of Europe was in a perpetual state of conflict. This was the time period known as the Reconquista, during which Catholic kingdoms such as the one Joaquín was born in were conducting military operations to push the Muslim occupiers known as Moors out of what would later become Spain. Such was the world into which young Joaquín was born.

Joaquín did have some luck when it came to the circumstances of his birth, however. He was born into a mid-rank noble family, granting him access to sufficient food as well as health care that was, for the time, quite advanced. At the very least, he would be free from the concerns of the vast majority of people living in medieval Europe, and he would certainly not be doomed to the life of a peasant. Despite this, there was one drawback to being born male in a noble or high-class family during a time of conflict, and this was that all men born into such circumstances often become knights and must go to the battlefield to fight in the name of their King. This would be Joaquín’s destiny as well, for well-trained warriors were much needed by the kingdom’s military forces at the time. Thus, from nearly the time he was old enough to walk and speak, the young nobleman was training to become a warrior, practicing with wooden swords and exercising his body.

Living in the city of Toledo, which was only a few miles from the border between the Kingdom of Castille and the Muslim-controlled lands, Joaquín was exposed to the conflict raging around him from a very early age. He watched, day after day, as armor-clad knights and soldiers rode out from the city, and watched again as they returned, fewer in number, some beaten, bloodied, and even missing limbs. And of course, he saw the dead being carried behind the lines of warriors, armor caked with dried blood and with deep gashes and punctures in their bodies, some even missing their heads.

There was much more for Joaquín to learn than swordsmanship and physical exercise, however. The young man was not being trained to be a common foot soldier, but a knight. As such, he would need to be taught the rules of chivalry, the honor code followed by European knights. He was also raised to be a devout Roman Catholic, a religion he would follow until his death. As he grew older, Joaquín would have lessons in riding on horseback, as well as fighting from such a position. Though he had spent much time training in the use of the standard medieval European broadsword, the young knight-in-training also received instruction in the use of a spear, as well as archery. It would soon become clear that of all these weapons, the sword was the one he was most skilled with. As he grew older and stronger, Joaquín added another element to his training: fighting in the heavy plate armor he would be wearing on the battlefield. This proved quite difficult and tiring, but he eventually adapted, becoming even stronger.

After many years of training, both in the use of weapons and his knowledge of the laws of chivalry and his religion, Joaquín finally reached his fifteenth birthday. In medieval times, where life expectancy was quite short, this was the age at which one was considered a man. He had grown quite tall and strong, reaching a height of 6 feet and 3 inches, and weighing in at 200 pounds of pure muscle, very imposing for a time when malnutrition prevented most people from even reaching 6 feet. Thus, Joaquín received his first sword, set of armor, and the title of “knight” on that day. From now on, when the armies of the kingdom rode out to battle, he would be accompanying them, risking his life to reclaim what he believed to be the rightful lands of the kingdom in the name of God and the King.

As it happened, only two days passed before the army was mustered and ordered to move out on a mission past the kingdom’s southern frontier and into the lands of the enemy. It was the spring of 1205, and Joaquín had been ordered to join the kingdom’s forces in the upcoming campaign. A very nervous Joaquín readied his sword and armor, and joined the lines of knights and soldiers as they departed the city and set a course to the south. The young knight had been trained well, but no training could prepare him, or anyone, for the reality of war. The sensation of his blade sinking into the flesh and blood of a living human being was something he could never forget. Still, this was the will of the King, and more importantly, as he thought, the will of God. Countless times that day, his heavy sword flashed down, reflecting the light of the midday sun as it crushed and sliced the tissues of one enemy soldier after another. Warm blood flowed over his hands and splashed up onto his armor. This would be Joaquín’s reality for the remainder of his life.

Year after year, and battle after battle, went by. Somehow, Joaquín was incredibly lucky through all of these. Not only did he manage to stay alive through countless battles, but he avoided any serious injury, experiencing only one moderate sword wound across his left shoulder, which healed without incident. At the time, the knight attributed this luck to God and his prayers before and after each battle. Even so, for one reason or another, everyone’s luck runs out eventually, and this was what would happen to Joaquín. This would occur in the winter of 1222, when the now very well-respected knight reached the age of 32. Against all odds, he had survived over three decades in medieval Europe, avoiding both death in battle and death by disease. In the time since his first battle, he had also gotten married and had two children of his own, one son and one daughter. Life was going very well for him, especially considering that he was a thirteenth-century knight.

In late November of 1222, the King of Castille mustered a massive army, larger than any Joaquín had previously been a part of. The rumor was that it would number over 30,000 men. This turned out to be true, and Joaquín was to be just one small part of this gigantic host. The force set out from the gates of Toledo on a cool winter morning, making their way to the south as usual. A day later, they would pass the southern frontier of the kingdom and enter the lands of the Muslim caliphate. The goal of this invasion was to push all the way to the city of Seville, but they would never even make it halfway there. An enemy spy had learned of this plan long ago, and now a force of 70,000 enemy knights and soldiers waited in ambush. They sprang their trap just four days after Joaquín had set out with the army, and the entire host was forced into a full retreat, as they simply could not win.

As it happened, Joaquín was part of the group assigned to guard the retreat, meaning he would have to do battle with the full strength of the enemy forces until given the signal to retreat as well. The small rear guard charged into the enemy host, desperately trying to stem the tide of enemy troops just long enough for his countrymen to make it to safety. Joaquín’s blade rose and fell, and one enemy after another fell to the dirt, never to rise again. And then… something went wrong. Out of his peripheral vision, the knight noticed a flash of steel. A harsh cry in Arabic sounded as something slammed into Joaquín’s chest just below his neck, knocking the wind out of him and striking him off of his horse. A metallic taste crept up into his mouth, and a warm, wet sensation began to spread across his body. Moving his hand to his chest as he gasped for breath, he felt a deep gash in his armor. When he rose his gloved hand to his face, the knight was shocked to find it completely covered in his own blood. He barely had time to think ”It must be by time to meet the Lord,” before everything went black.

The next time the knight opened his eyes, he was laying upon a bed in his own home. His armor had been removed, leaving only the blue cloth tunic beneath it, which was of course almost completely saturated with blood. For at least four days, he had been dead to the world. By now, it was obvious what had happened. An enemy knight had caught him unaware and slashed him across the chest with his scimitar. Now, he would have to recover from the severe wound. Unfortunately for Joaquín, the blade that had cut him was not quite clean at the time. On his third day of being bedridden, the family’s physician noticed pus bubbling from the gash and dark red streaks spreading from the wound. Even in thirteenth-century Europe, doctors knew that this meant a patient’s demise was near. Over the next few days, Joaquín slipped deeper into fever and delirium. By the fifth day, he was barely aware of his surroundings. As he slept that night, the gravely wounded knight’s heart ceased beating.

When Joaquín next awoke, he was immediately aware of a burning pain in the center of his chest. Was it his wound? He put his hand to his chest to find the wound completely gone… but replaced by something else. A metal chain was fixed tightly to his chest, leading away from him. Following it with his eyes, he saw that it led to… his body? There was no mistaking it. The body upon the bed was his own. He could see his grieving family gathered around the bed, and could clearly hear the priest that had been summoned giving him his last rights. ”What is this…? Should I not be on my way to Heaven by now?” wondered Joaquín. For the next several days, he remained near his body, even attending his own funeral and watching as his body was buried. It was now below the surface of the earth and yet, he remained in the world still. Day by day, the now dead knight lost faith as he wandered. He slowly but surely began to come to the realization that everything he had been taught about his religion was false. A new thought started to dominate his mind: ”Nothing really matters.”

Joaquín soon became aware of a much more pressing problem: the chain attached to his chest was becoming shorter by the day. He had no way of knowing what would happen when it reached its end, but he had an overwhelming feeling that it was not anything good. He also noticed that the more he reflected on how meaningless everything was, how completely devoid of purpose, how empty the world was, the faster his chain destroyed itself. So it was that after several days, the chain had but three links remaining. All of a sudden, these links began destroying themselves at a faster rate than Joaquín had ever seen. A searing, all-consuming pain shot through his chest, radiating throughout his entire body. Gasping, he fell to his knees as white material began to pour from every opening on his face: his mouth, nose, eyes, and even ears. It hardened around his chest, forming a sort of mask as a hole opened in his chest and his human form dissolved away, beginning to restructure itself as Joaquín lost consciousness.

When he awoke, Joaquín’s body had taken a form similar to that of a gigantic jellyfish with many tentacles and a gaping hole in the center of its body. Now, he was not the well-respected knight he had been for the past three decades. In fact, he had no recollection or knowledge of any of this. The only things he could feel were a horrific pain in what used to be his chest, and a terrible, all-consuming hunger. ”Eat,” was the only thought his mind was capable of processing. Joaquín had become a Hollow, and now needed to consume the souls of others to survive. This being medieval Europe, death was all around, and the Hollow had no difficulty finding unfortunate recently-dead humans to prey upon. He ate hundreds, maybe even thousands of these humans, but the burning hunger and desire to consume more could not be alleviated. For the next century, he roamed the countryside, coming to large cities or the scenes of battles to feast upon human souls.

One day, something strange happened when Joaquín was hunting. As he wrapped one of his tentacles around a human and dragged the screaming spirit toward his mouth, another man appeared, wearing a strange black robe and carrying something that appeared to be a sword but took a form he had never seen before. The man slashed away at least half of the tentacle holding the human freeing him from Joaquín’s grasp. For just a moment, the pain from the sword wound surpassed the pain of his eternal hunger. Then, the tissues of the wounded tentacle began to bubble, quickly regenerating. The black-clad figure lifted its sword and leapt at Joaquín, who responded by slamming multiple tentacles into his enemy’s body, knocking him back. This new enemy, Joaquín would learn, was a Shinigami. Unfortunately for him, he was not a particularly powerful one, and Joaquín eventually defeated and consumed him. To his amazement, his hunger was momentarily satiated, though it would soon return. From that day forward, the Hollow would develop a taste for Shinigami.

Over the years, Joaquín consumed more souls, both human and Shinigami, steadily gaining power. Soon, he mastered his abilities and began to gain new ones, learning to use an attack that he would later learn went by the name of Cero. Shortly afterwards, he learned to travel between the world he had always known and another world, which he came to discover was called Hueco Mundo. Here, there was perpetual night with a crescent moon always in the sky. The gigantic form of the palace of Las Noches filled the horizon, and billions of Hollows like him called that world home. Now that he was powerful enough, Joaquín spent most of his time in the white deserts of Hueco Mundo, constantly fighting, killing, and eating other Hollows in an attempt to end the terrible, constant hunger. One day, after countless years of consuming other Hollows, something strange happened to Joaquín. In a massive burst of burgundy Reiatsu, his body increased in size massively, reaching nearly a kilometer in height. Huge and clad in black robes, Joaquín had become a Gillian, sometimes also known as a Menos Grande.

From here, the Hollow eventually found his way to the underground Forest of Menos, filled with millions of lesser Hollows, but also with Gillian like him. In time, Joaquín would come to learn that something even stronger lurked here: more evolved Hollows by the name of Adjuchas. Joaquín made an effort to avoid these, realizing they were too fast and strong for him to take on. He consumed lesser Hollows by the hundreds each day, as well as one or two other Gillian if he could. He quickly came to realize that for some reason, most fellow Gillian seemed to have no consciousness or individuality, and all of their masks appeared the same. While he could never figure out why this was, Joaquín was quite disturbed by it and resolved never to let one of these defeat him.

Uncounted time in the dark Forest of Menos passed. Had it been years? Decades? Centuries? Joaquín could not possibly know. All he knew was that it was a constant struggle for survival, never ending, only becoming more difficult by the day. One day, after finishing a grueling fight against a group of several Gillian and consuming the bodies of the defeated, Joaquín felt another change coming about him. This time, his body shrank, returning to the jellyfish-like form he had known before. But for some reason, the Hollow felt far stronger. Finally, he had evolved into an Adjuchas. After so many years fighting for his survival in the underground forest, Joaquín finally returned to the surface, laying eyes on the endless white sands of Hueco Mundo for the first time in centuries. Now began the truly challenging phase of the Hollow’s existence.

For years, Joaquín roamed the white desert alone, fighting, defeating, and consuming what must have been thousands of other Hollows. These were mainly lesser Hollows, though every now and then, an unfortunate Gillian became his prey as well. After some time, Joaquín came upon a Hollow stronger than any he had encountered before. The two did battle for hours on end, neither one able to find any advantage over the other. After what seemed like an eternity, the other Hollow finally made a mistake it its exhaustion, allowing Joaquín to immobilize it with his tentacles before ending its life with a burgundy Cero and of course consuming it. This, as it would happen, was a fellow Adjuchas.

As he finished eating the dead Hollow, a group of eight similarly-sized Hollows appeared over the edge of a nearby dune. Joaquín knew that he had no chance against these new potential foes, as they were all Adjuchas as well. Fortunately for him, however, they had been observing his fight from a distance and wished for him to join their group. Figuring there would be safety in numbers, and not having a real choice anyways, Joaquín accepted the offer.

For the next several centuries, the nine Adjuchas traveled together across the desert of Hueco Mundo, hunting and consuming Hollows and building their power. It was from these other Hollows that Joaquín finally learned about the workings of the spiritual world, of Shinigami and Reiatsu, and Cero, and so much more. He learned of the evolution stages of Hollows, including legendary beings called Arrancar, those who had broken their masks and survived, becoming something that transcended Shinigami and Hollow. He also learned the frightening reality of regression, and what would happen if he ceased consuming other Hollows or became severely injured in combat. Only then did the true gravity of Joaquín’s situation finally begin to sink in.

Uncounted centuries passed. One by one, the group of Hollows decreased in number, slowly being killed and consumed after being defeated in battles. Eventually, the group effectively ceased to exist, consisting of Joaquín and one other Hollow. As it would happen, only a couple of weeks later, the two Adjuchas strayed too near Las Noches and came upon an Arrancar. Unfortunately for them, this was a rather weak Arrancar, meaning that he was on the hunt. Drawing his Zanpakuto, the Arrancar attacked. For hours, the two Adjuchas fought, but despite their combined efforts, both were wounded again and again. Still, however, the Arrancar eventually became worn down. Unable to use Resurrección yet, the being had nothing to fall back on, and the two Adjuchas finally overpowered him.

The other Hollow suddenly lunged forward, intending to consume the dead Arrancar. A ravenously hungry Joaquín, however, was not having it. Using Sonído, he struck the other Adjuchas with all his might, knocking the Hollow away from what he saw as his prey. The other Adjuchas began charging a dark orange Cero, making it clear that a battle was about to commence. Tired though he was, Joaquín narrowly won, consuming the body of what had been the last remaining member of his group. Then, he turned to the real treat, which was of course the body of the dead Arrancar. Upon eating this, he felt a massive surge of power rush through him like nothing he had ever experienced. His body began to restructure itself, the jellyfish-like form narrowing into a humanoid torso, tentacles knitting together into arms and legs. Joaquín had reached the pinnacle of Hollow evolution and become a Vasto Lorde, the strongest possible class of Hollow. In doing so, he had regained a semi-humanoid form, though tentacles still sprouted from his back, reminding him of his past as a weaker Hollow.

”My hunger… it’s gone,” Joaquín realized upon the completion of his transformation. He recalled something a member of his old group had said: upon becoming a Vasto Lorde, one no longer had to consume more souls to prevent regression into a weaker state. However, doing so could still allow him to gain power. Every so often, he would come across other Hollows, which would of course attack him, and he would consume them after their death, viewing it as a waste to just leave them where they lay. For the most part, however, he did not hunt or consume other Hollows. For decades, the Vasto Lorde wandered the burning white sands alone. Day after day, he was left with only thoughts of the absolute pointlessness and uselessness of everything. The universe was empty, and nothing mattered as far as Joaquín was concerned. Slowly, any last remnants of his emotions faded away.

Finally, Joaquín had grown tired of his own existence. It now seemed, to him, entirely pointless. As the futility of continued life sank in, the Hollow made up his mind that the only escape from this situation was his own death. Realizing that finding an enemy who could kill him would be difficult at this point, Joaquín resolved to end his own life. He remembered that most Hollows died when their mask was destroyed, so he put both hands to his face, grabbed onto the white, hard mask as hard as he could, and pulled with all his might.

With a scream and a mighty tug, Joaquín heard a great cracking and shattering, and felt something come free. Pain shot through his face, down his spine, and across his entire body. ”Surely, this must be the end,” Joaquín thought. However, he was incorrect. Instead, another surge of energy rushed through him, and his body transformed yet again, becoming even more humanoid than it already was. When he regained his senses, Joaquín noticed that most of his mask was gone, save for a small fragment covering the bottom part of his face. Looking down, he could see that he was clad in white robes, and that a sheathed katana sword now rested at his side. He drew out the weapon and looked it over, noting that it had a strange, blue and grey blade. Instead of dying, Joaquín had turned himself into an Arrancar.

After some time, Joaquín found his way to Las Noches, where he entered the service of the Cero King. At the time, he had quite high Reiatsu, but was rather inexperienced in combat as an Arrancar, so while he could have become an Espada based on strength alone, he was designated as a Números and assigned the number 83. From then on, the Arrancar resolved to spend all of his free time training until he had mastered the combat techniques of an Arrancar. For two centuries, Joaquín trained. He mastered Resurrección, Cero, Bala, Sonído, and other necessary combat techniques. After 150 more years, the Arrancar learned to use Segunda Etapa as well. With his sharply honed skills, Joaquín returned to the halls of the Espada, where he was finally admitted among their ranks. Now, Joaquín is the Quinto Espada, or number 5. After centuries of constant struggle for survival, the Arrancar is ready to begin a new chapter of his existence.


Side Notes: I'm aware that characters usually aren't given the tiering for the position I'm applying for right off the bat. However, I did speak to Ika and other staff about this beforehand and got the green light to attempt it.

Roleplay Sample: It's me Smile
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Shuuhei Yamada [Vizard -- Finished] - Sat Jun 27, 2020 12:47 am




PART II



SHIKAI
Appearance: In Shikai, no changes to Shuuhei's figure occur. As it is for the vast majority of Shinigami, the only changes that are seen are to the blades of the Zanpakutō themselves. Interestingly, both blades become equal in size and dimensions even though in the sealed form, there was a significant difference in size. Both swords become weapons that are a total of 4 feet and 4 inches in length from the base of the tang to the tip of the blade. In this state, the tsuba and tsuka completely disappear, making these weapons somewhat more difficult to grip. In fact, Shuuhei required significant practice to master the use of these new weapons because they were so different from the katana he was used to, but he did manage to become just as proficient at their use as he was at wielding a normal katana. The only place to grip these weapons is the tang, which is wrapped in black cloth to aid in this. The tang is 4 inches in length and about 2 inches wide. In both swords, the blades themselves are mostly made of black metal. The only color difference between the two weapons can be found at the edges. The edges of each blade, along with the metal within an inch of said edges, takes on a specific color. For the sword that transformed from the wakizashi, this is a cold, icy blue color, and for the sword that was previously the katana, this color is gold. Both blades are exactly 4 feet in length. Their width varies along the length of the weapon between just over 2 inches at the narrowest point and 4 and a half inches at the widest point. The back edge of each blade is straight, but the forward edge curves in several places. Just above the tang, it curves sharply inward, forming a small crescent shape, before curving more gently inward immediately after this. Halfway along this lighter curve, the edge of the blade briefly becomes serrated before returning to its normal structure. After this light curve, the edge changes directions to curve gently outward and up towards the point, thereby forming the blade's widest point. Unlike a katana, both the front and back edges of these blades are sharpened.

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Spoiler:

Abilities: The overarching theme of Kogane Raikō is the control and manipulation of electrons, the subatomic particles whose movement from place to place constitutes electricity. When in this state of release, both blades are constantly charged with high-voltage electricity, eliminating the need to consciously charge them to perform an amplified attack. Slashes from these blades will cause electrocution and burns along with the normal cut damage. This presents an added danger to Shuuhei, as contact with his own swords will electrocute him. The cloth wrappings on the tang block electricity, and they are the only parts safe to touch. Two main techniques based on this ability are available to Shuuhei in Shikai.


  • Kogane Raikō Go no Teisai - Yoroi: Shuuhei has the ability to slightly alter the flow and intensity of the current in his left blade and cause it to spin rapidly above the outstretched palm of his left hand. Doing this results in the temporary formation of a sort of Reiatsu-infused field outwardly similar to a magnetic field but quite different around him with the ability to block and repulse attacks, which will cause the field to lose energy and eventually dissipate. At present, Shuuhei is limited to stopping 3 attacks similar in strength to a Bala, 2 at the level of a standard Cero, and reducing damage by 50% in the case of any attacks more powerful than this. Using this ability temporarily deprives him of the capability to use the sword generating the magnetic field or use his left arm while this is active. Without any interference, this can remain active for 2 posts. After dissipating, it has a required cool down of 4 more posts.

  • Kogane Raikō Roku no Teisai - Kaminari: This is Shuuhei's sole offensive capability in Shikai besides his swords' electric charge. In Shikai, he can use the right blade of Kogane Raikō, (the one that would have been the katana in the sealed state) to fire bursts of Reiatsu-infused electrical energy at the opponent. These bursts of energy take the form of lightning bolt-like masses of raw electrical current. They are usually gold in color, but if used while Shuuhei is wearing his mask, they will be black with a gold afterglow around the edges. These bursts can either be long, medium, or short. A long burst is a sustained and unbroken bolt of electricity fired from the blade that continues for up to 45 seconds. A medium-length burst lasts no longer than 15 seconds, and short bursts are generated and fired within a second. The longer a burst of electricity continues for, the more powerful and damaging it will be. Damage from these electrical bursts takes the form of burns and other expected effects of electrocution. A long burst does damage similar to a 70's level Hado, such as Soren Sokatsui, a medium burst does damage equal to that of a standard Cero, and the short bursts do damage similar to that of a standard Bala. Accordingly, the long burst has a cool down time of 3 posts, a medium burst has a cool down of 2 posts, and the short bursts have a cool down of 1 post. Actual pain caused by this attack is abnormally low, and the electricity does not cauterize wounds, allowing blood loss to occur.




BANKAI
New Name: Ten no Sabaku Kogane Raikō
Release Actions: Before releasing his Bankai, Shuuhei will hold both of his weapons out at arm's length. He will then point both blades directly downwards, gripping the hilts (or tangs depending on release state) as if he is about to stab downwards into something. Immediately following this, he will release his Bankai.
Appearance: When Shuuhei enters his Bankai state, both his appearance and his weapons are altered noticeably. Upon release, Shuuhei will become surrounded with an opaque column of thick, heavy, dark blue Reiatsu. Behind this curtain of energy, the changes to both his figure and Zanpakuto will occur. At the same time, anyone nearby will become aware of an intense sensation of static electricity in the air. Most likely, their hairs will stand on end and contact with metal surfaces could even result in a feeling similar to static shock, though no such phenomenon actually took place. A distinct and powerful scent of ozone will fill the air at that time, and both this and the static electricity sensation will remain for the duration of Shuuhei's Bankai release.

When the column of Reiatsu dissipates, Shuuhei's Bankai form will be visible. The first change anyone would notice is that he has developed two large wings. These wings appear to be made up of electrical energy or filaments of brightly glowing ionized plasma, but they are actually Reishi and Reiatsu combined to create something that takes on this appearance. These "filaments" take the shape of long feathers which come together to form the wings. There are about 100 of these "feathers" of varying sizes making up each wing. The wings themselves behave very similar to plasma or electricity for the most part, especially when it comes to the sounds they produce. If it is relatively quiet, they can be heard to hum, buzz, and sometimes crackle. If a human were to hear this, they would likely be reminded of the sound made by high voltage power lines on a rainy day. Both wings are 7 feet in length, giving Shuuhei a "wingspan" of 14 feet while in Bankai. They each have an average width of just over 3 feet. The left wing is a cold, icy blue in color, the same as the energy manipulated by Shiryu in Shuuhei's inner world, and the right wing glows a warm red-gold color, the exact same as the energy used by the spirit Jinryu. Strangely, if another being is able to get close to the wings, they will notice that the blue wing radiates a feeling of intense cold in the way a freezer does when the door is left open, while the red-gold wing feels as if it is radiating intense heat, like an electric stove set to high.

The other change is of course to the blades of Shuuhei's Zanpakutō. In Bankai, just as they did in Shikai, both swords take on the same general shape, with the only difference between the two being the color of the edges. In this state, the weapons return to a somewhat katana-like shape. As in Shikai, both of these blades are exactly 4 feet and 4 inches in length from the base of the tang to the tip of the blade. Each blade has no tsuba or tsuka, and again the only place to grip these weapons is the tang. This section is 4 inches in length and wrapped in black cloth for better grip. In a slight difference from the Shikai state, each weapon now has a small loop of black metal at the base of the tang. This is likely just an aesthetic feature as Shuuhei has never found any practical use for it. The blades themselves are each 4 feet in length, 2 inches in with, and 1/8th of an inch thick, slowly tapering off to their perfectly sharpened edges. Along the flat of each blade, there is a line of 14 diagonal, equally spaced, oval-shaped holes beginning 8 inches above the tang and ending exactly 18 inches up the blade. As previously mentioned, the weapons once again have katana-style blades, with the exception that the slight curve is gone and they are now entirely straight. This also means that only the cutting edge is sharpened, not both edges like in Shikai. The cutting edges of both weapons, along with the metal within an inch of these edges, are colored. On the blade that would have been the wakizashi in sealed form, this color is a cold, icy blue. On the other blade, it is a bright, shining gold color. The rest of the blade is composed of a deep black metal.

Swords:
Spoiler:

Wings:
Spoiler:

Abilities: Shuuhei's Bankai allows the full range of his electron manipulation abilities to be seen. As in his sealed and Shikai states, Shuuhei retains the ability to keep his swords electrically charged. He may also perform the basic electricity manipulation techniques available to him in Shikai, though these will be more powerful in Bankai state. As in that state, both of his swords are constantly charged, with the blades able to electrocute and burn upon contact. This comes with the expected drawback of being hazardous to Shuuhei should he accidentally come in contact with the blades.


  • Ten no Sabaku Kaminari: Shuuhei is able perform the basic electricity manipulation techniques available to him in Shikai, though these will be more powerful in Bankai state. Short bursts will now deal damage equal to that of a standard Cero, medium bursts will have around the power of a Gran Rey Cero, while the long bursts will have the power of a Cero Oscuras. As such, cool down times are 2, 3, and 5 posts respectively.

  • Shinten Tate: Shuuhei can manipulate electrons within 1 foot of him without any added requirements simply by using his Reiatsu and the power of his Zanpakuto. This allows the creation of fields outwardly similar to magnetic fields around him similar to those he could create in Shikai, but with the ability to deflect more attacks and without the drawback of losing the use of his left arm and sword. In Bankai, this magnetic field can take any shape, allowing it to be used as a sort of "armor," held out at a distance as a shield, or anything in between. In Bankai, these function as an equivalent to Bakudo #81: Danku. This means that they can stop any attacks as long as they do damage weaker than that of Cero Oscuras or equivalents. Accordingly, once the field dissipates, the cool down time is 4 posts. If it has not taken any hits, the field can be maintained for 2 posts before dissipating on its own, in which case the same cool down time will be required.

  • Ten no Jihi: Shuuhei is also capable of performing a ver basic healing ability. As alluded to previously, he can alter the positions of electrons within one of his blades to temporarily increase electrical resistance within the metal, causing it to heat up sue to the constant current flowing through it. Then, he can temporarily deactivate the current and use the hot blade to cauterize an ally's wound. (or, of course, a severely bleeding wound of his own.) This can be done 3 times in a row before needing a 1 post cool down.


MASK
Appearance: Shuuhei's mask takes a sort of "shield" shape overall, with two horn-like protrusions at its top and a vaguely triangular piece that extends below the chin and down to the neck and collarbones. At the very top of the mask, two horns of white Hollow mask material protrude from Shuuhei's head. Each one is three inches in length and half an inch in diameter at the base. The horns curve inward, so that each point is directly facing the point of the opposite horn. Of course, these are purely aesthetic features and have no use in combat. Below the horns, the top of the mask slants downwards, forming a depression in the shape of an inverted triangle directly in the center of the forehead. Just below this, on each side of the face, there is a dark blue marking in a sort of diagonally oriented distorted trident shape, with the bottom "prong" being twice as long as the other two. These "prongs" point downward and inward, facing the center of the mask. Down the center, there is another dark blue design in the general shape of an arrow, with the point of this arrow lying over where Shuuhei's nose would be. The two edges of the arrow's point stretch back along the line leading to it, tapering to their own narrow points about halfway along the center of the mask. The eye holes of this mask are diagonal ovals, slanted downward and inward, with some irregularities along their sides. With his mask in place, Shuuhei's eye color changes dramatically. The whites of his eyes become black, as in most transformations, but his irises do not become yellow, instead changing to an icy blue color in his left eye and a red-gold tone in his right eye. At the upper corners of the eye holes, there is a dark blue marking in the shape of a squared hook facing downward and inward along the upper edge of the hole. Below the eye holes, a dark blue stripe follows the edges of these holes downward. At Shuuhei's mouth, the mask forms the usual array of white Hollow teeth. The mask then tapers to a point at his chin, before spreading out again to cover his throat. Below that, the mask forms a triangular plate over his collarbones, ending just before his shoulders. On each side, four diamond-shaped dark blue protrusions extend just over the collarbones, ending half an inch below them.

Image:
Spoiler:

Abilities: When Shuuhei dons his mask and thereby enters his Hollowfied state, his Reiatsu changes in both appearance and feel. It becomes a deep black color with a surrounding dark blue afterglow, almost the same as that of his Inner Hollow. Those able to perceive Reiatsu would note that it now feels more like that of a Hollow or Arrancar, but somehow different. It also begins to feel heavier and more powerful, with much more of a sensation of menace and hostility than it would have had with Shuuhei in his normal Shinigami form. Along with this, the feeling of static electricity in the air remains, but the faint smell of rain sometimes associated with his Reiatsu is entirely gone in this state, replaced by a smell reminiscent of burning flesh.

As with most Vizards, the main benefits acquired by Shuuhei when donning his mask are related to a relatively sharp increase in Reiatsu, the accompanying increase in fighting power and ability, and the ability to use some powers generally reserved for Hollows and Arrancar. For Shuuhei, this jump in Reiatsu means a boost in the overall power of his attacks, as well as speed, stamina, and durability. This is useful on its own, and comes with the added advantage of surprising an opponent who was previously unaware that Shuuhei was a Vizard and could call on these powers.

Hollow Powers: With the use of his mask, Shuuhei gains the ability to call on some powers normally seen only in Hollows or Arrancar. For him, this really only means the ability to use Cero and Bala. Shuuhei's Cero is a dark blue in color, as this is the normal color of his Reiatsu. The same is true for any Bala he may use. Though the use of a mask could grant him other Hollow abilities in theory, Shuuhei chooses not to use or train to master these, so it is as if he does not have them at all. He mainly prefers to rely on his natural Shinigami powers, as he is much better trained and comfortable with these, having had them for longer.



FULL HOLLOW FORM
Appearance: [What does your Full Hollow Form look like?]
Abilities: [What new abilities does your character gain?]

NOTE: Shuuhei has not yet advanced to the point at which a Vizard would normally achieve the ability to call on their fully Hollowfied form at will. This form has only appeared once during his existence when he temporarily lost control of his Inner Hollow. As part of his preference to rely on his Shinigami powers and his choice to only use Cero and Bala out of the wide range of Hollow powers he could potentially have access to, it is highly likely that he will not even attempt to reach this state.



BACK-DROP
History: [Optional]
Side Notes: [Anything you didn't say up above that's relevant to your character goes here.]
Roleplay Sample: Fourteen miles out in the Pacific Ocean off the coast of Tijuana, Mexico, the red-orange disk of the dying sun was sinking into the steely gray-blue water once again. The warmth of the day was fading, giving way to the cool of night, which was already slowly creeping over the land, ready to reclaim it during the rapidly approaching twelve hours of darkness. The few remaining beachgoers were beginning to notice, exiting the sea and donning sweaters or towels. Some piled into SUV's and minivans for the drive back to the family home in one of the nearby upscale beach neighborhoods just across the international border, while others tried to start fires in the concrete fire enclosures built by the city and evenly spaced every hundred yards along the beach. One by one, red and yellow flames leapt up into the chilly evening air, warming the tired humans nearby and providing a place for them to cook their food. The air would soon be filled with the smell of carne asada and other grilled foods, and with the sounds of laughter and loud speech as the humans became more intoxicated. Drinking was technically illegal on Baja California beaches, but the law was only truly enforced in the daytime, and even then very rarely By night, it was as if the law had never been passed.

Unnoticed by the relaxing humans, the black-clad figure staring out at the sunset shivered as a gust of frigid wind rose up off the see, driving away any last remnants of the sun's life-giving, warm embrace. The man in the Shihakusho had little body fat to protect against the cold, and now he almost regretted it as another gust rose up, moving the loose fabric around him, rearranging his long, black hair, and chilling his pale skin. This was Shuuhei Yamada, once a proud member of the Gotei, now a disgraced Vizard in hiding, merely trying to survive. "It's getting cold again... maybe I should've come in Gigai with my jacket instead." he thought as yet another gust of chilled sea air raised goosebumps on his arms and chest. He looked up for a final time, just in time to see the last shimmering sliver of the setting sun slip below the waves as that hemisphere of the Earth rotated away from the yellow dwarf star at around a thousand miles per hour. Taking a final look at the vast expanse of sea before him, Shuuhei turned away and began walking north, towards the metal fence topped with razor wire half a mile away that the humans had put up to mark the boundary between two of their countries. Of course, he could use high-speed movement to arrive there much more quickly, but the ex-Shinigami was much more content to walk leisurely to his objective, as there was simply nothing else to do anyways.

After ten minutes of slogging through cold, wet sand in his bare feet, Shuuhei arrived at the foot of the massive iron fence. "Do humans truly still hate each other that much, that they find such a barrier necessary to keep their nations apart?" he wondered. It reminded him of the border fortifications sometimes built between the territory of two feuding daimyo during his human life. Unlike then, however, it would be simple to scale this dividing line. Shuuhei leapt into the air, quickly rising more than twice the height of the fence, before almost effortlessly gliding over it and landing on the side controlled by the humans who called themselves the government of the United States. Though the American side had its own beach, it was already entirely silent and deserted. In fact, it was almost eerily quiet. Shuuhei put his socks and sandals back on quickly, then turned to begin his walk up the beach and towards his place of relative safety. From here, it was meant to be only a ten-minute walk past graffiti-covered walls and barred windows to the apartment complex within which he currently resided.

Wait.

Was that... Reiatsu? It certainly was. Shuuhei would have recognized that familiar feeling of pressure anywhere, though it had been some time since he'd sensed such a thing. "Up" said a voice in his mind. That was Jinryu, one of the two spirits that made up his Zanpakuto and thus a source of his power. Shuuhei turned his head back and gazed into the night sky. There was the planet Venus and some of the brighter stars first beginning to show themselves, but where was... And that was when the Senkaimon appeared. Some two hundred feet above him, the unmistakable set of double Japanese-style wooden doors slid open revealing a figure dressed almost identical to Shuuhei, though his uniform was far cleaner and without a single tear or any other imperfection. Even from that height, Shuuhei could tell he also had immaculately groomed hair and was clean-shaven, as any member of a military organization was expected to be. This was a Shinigami, and by the looks of it, almost certainly a loyal member of the Gotei. Things had just gotten quite complicated for Shuuhei.

"You know you can't let him report back to Seiretei... he knows where you're hiding." said a nervous voice in Shuuhei's mind. That was Shiryu, the other half of his dual Zanpakuto. "I know... unfortunately he's going to have to be eliminated... the poor guy probably got sent to chase after a Hollow or something, too." replied Shuuhei mentally as he rested a hand on the hilt of his katana, the larger of the two swords that represented his Zanpakuto. Above him, the younger Shinigami descended, blade already drawn as his feet touched the cool sand. "Who are you? What division are you with?" asked the visibly startled Shinigami. "The name's Yamada... Shinigami-san. And I'm afraid I'm not a part of any Gotei division." responded Shuuhei. "A deserter, then!" said the other Shinigami. "You're coming with me." he said, pointing his Zanpakuto at Shuuhei's head. "I'm sorry, but... I'm afraid I can't do that today." said Shuuhei, gripping the hilts of both his swords.

The Shinigami from Soul Society replied by attempting something that vaguely resembled a Shunpo, though it wasn't quite fast enough to qualify as one in Shuuhei's opinion. He had time to draw both swords, quickly parrying his opponent's first stroke with his wakizashi before slashing at the enemy with his katana. The feeling of resistance told Shuuhei that he'd struck his target long before the man's exclamation of pain reached his ears. The younger Shinigami quickly pulled back, his blood dripping from the fresh wound and pooling in the sand. "Please. Just leave and forget you saw me. I would greatly appreciate not having to eliminate you." Shuuhei implored. This was entirely true. He'd seen enough death and destruction in his time and had zero interest in causing more. Still... his survival needed to be ensured. "Like hell!" yelled the other Shinigami, lifting his weapon. "Freeze over, Shirokaze!!" he exclaimed as a burst of purple Reiatsu flared around his katana, transforming it into what appeared to be a trident made from ice. This, of course, was his Shikai. "I'm sorry, then..." said Shuuhei quietly, lifting his right hand to his face as a ball of thick, black Reiatsu with a dark blue glow around its edges formed in his palm.

"Calling on me this time, huh?" asked a female voice deep within his mind. It was Shirokage, his Inner Hollow. "Yes..." replied Shuuhei almost reluctantly as he withdrew his hand from his face, revealing the newly formed mask. "What--" began his shocked opponent, but he never had time to finish his sentence. With his newfound speed, Shuuhei leapt forward, slamming the Shinigami against a nearby concrete wall with his right hand shortly before plunging his wakizashi through the unfortunate man's shoulder and into the wall, trapping him. Holding his outstretched left fist inches from the Shinigami's face, he said only two words. "I'm sorry..." Shuuhei sounded almost genuinely sad as the dark blue Cero formed on the knuckles of his left fist. He looked away as the burst of energy was released, instantly vaporizing the opponent's head, thereby ending his life. "Don't be born with spiritual power in your next life... save yourself the suffering." thought Shuuhei as his mask disappeared and he retrieved his wakizashi from what used to be a proud Shinigami. He cleaned the blades of his swords with a sense of regret, knowing that the crimson stains on the cloth represented yet another life senselessly taken. Looking around cautiously, he suppressed his Reiatsu before sheathing his two swords and making a beeline for the relative safety of his apartment.
Search in: Vizards  Topic: Shuuhei Yamada [Vizard -- Finished]  Replies: 4  Views: 354

[Spar] Cemetery Bloom - Wed Jun 03, 2020 3:49 am

It seemed only part of Vulcan's plan worked as the Vizard noticed the moment when his opponent would duck and refrained from letting his punch go through, probably aware what would happen if his fist connected with the protective aura of the young Seraphim. The Arrancar, having let go of the rope, would then Sonido behind Vulcan and launch two earth projectiles each the size of a ping-pong ball, followed by yet another blast. Using Bakudō #81 the Vizard protected himself from the incoming attacks, all the while keeping an eye on Thor. He barely had escaped the first attack or the next offensive had already begun.

Noticing two boulders coming his way, one to the left and the other to his right Vulcan used Hadō #57 as he would levitate and throw the boulders around before they could crush him. Unfortunately for Vulcan, although making it in time to avoid being crushed, he wouldn't be able to keep up with the Arrancar's speed when he once more Sonido'd to the Vizard's position before aiming a kick at his ribs. Using his Zanpakuto combined with Bakudō #39 to attempt and block the attack he was still unable to tank the kick as he was send flying through a couple of buildings. Feeling and hearing the cracking of his ribs Vulcan could barely stand up. 

Still holding his Zanpakuto, the Vizard would call out its name as he entered Shikai. "Blaze, Moeru Hanaken." Soon Vulcan's blade would separate into 1.000 flower petals all which would then fly away from the hilt. Surrounding himself with the petals both acting as defense as well as offense he would either launch the petals at Thor when he came into range, or simply wait and keep the Arrancar at a distance. 

Actions taken:
Search in: Europe  Topic: [Spar] Cemetery Bloom  Replies: 30  Views: 741

Alicia Haiske - Tue Jun 02, 2020 10:29 am




THE VISORED APPLICATION
Name: Alicia Haiske
Alias: The Siren
Real Age: 1917
Phys. Age: 22
Gender: Female
Personality:
 Alicia has been drilled by order and discipline for as long as she can remember. It has been wired into her, and she upholds it with the greatest of honors. She has seen bloodshed of close ones, massacred units, wars, seemingly endless suffering has passed her by through her years that she has nothing left to surprise her. Even still, her will has remained still. She has looked past her days of bloodshed and suffering, focusing on the positives and assisting those who may need it. That means smiling everyday and having fun every chance you can, because life can be short so enjoy it while it lasts. She can break tension with a single splash, but also takes it very serious when it is not all fun and games. Likewise, she takes her responsibilities and duties with the utmost diligence and efficiency.
  When lives are under her charge, she cannot sit idly by while their lives get thrown for slaughter. She will not retreat, ever, but if her comrades must risk their lives then her life will lay right beside theirs. She treats her companions with respect and kindness, tending to them if ever they needed and making sure to cover their slack at a moments notice.
  Her enemies are no strangers to her life mission of saving every life that may be saved. She will not hesitate to undermine authority to help the suffering of an enemy, and you will never catch her attending an execution. She respects the value of authority, but she respects the value of a life a little more.




CHARACTER APPEARANCE
Height: 5’5”  
Weight: 157lb
Physical Traits:
Her uniform is standard shihakusho, accompanied by her standard aviator goggles and her yellow scarf.
Her formal wear comprises any of the hundreds of dresses that she may own.
Casual:




THE COMBAT INFORMATION
General Fighting Style:  
 There's too many people to help for her to be dying anytime soon, so where's the reason to ever try to pick a fight, but when she does have to, defense and support are her main priorities. However her offense does not leave much to desire. Her experience from the Kido Corps prompts her a dangerous weapon with the arts. Since her reposting to the Medical squad, she's devoted herself to helping those who cannot help themselves. Be it friend or foe, she will do everything in her power to save you. Even if that means obliteration, if it comes to it.
  Should she be fighting someone stronger than herself, she would see it best to retreat until reinforcements show, though should other lives be in danger she would put her life on the line to delay as much time as possible. And that would be her only goal.
Strengths:[/b] Speed, Reiatsu manipulation, Kidou, Reiryoku
Weaknesses: Strength, Durability, Stamina
kidou:

Abilities:
Kiss Kiss
This allows the user to heal  someone through a kiss. They will heal, with their own life force in a sense, all their physical damage, but their stamina and Reiryoku will be drained by 20% for minor damage, 40% for moderate damage, 80% for major damage. If the damage was really really bad, you may become unconscious if very major damage is healed or if you already had too low of stamina and Reiryoku for it to be healed. Only heals damage, has no rejuvenating properties. She can't use this on herself. 1 post CD
Splash
She can turn her reiatsu into a liquid state, with similar but better function of water. If condensed, can block up to a  Splish Splash! WARNING: Don’t drink the Reiatsu water, As it may cause, but is not limited to, the side effects of: Nausea, Vomiting, and/or Dizziness. Can block a cero's worth of damage. 1 post CD



ZANPAKUTO
Sealed Appearance: Dual Wakizashis with a glossy purple tinted, silver blade, a purple rose guard and sparkling cyan diamond studded hilt, and a purple and black handle.
color=#99ccff]Rose
https://i.pinimg.com/originals/ba/d7/01/bad701e9e5763faddda1d258f859c161.png
Asouchi Personality: Rose is a synister type. Showing herself to be a heartless unlovable mother type at face value, but deep down she just wants what’s best for Alicia. Even if she has a tough way of showing it.
Inner World: An open field far and wide of flowers at first, until deeper within tall rose bushes would mark the starts to  various labyrinthine paths.

Call Out Command: Drown, Rose


SHIKAI
Appearance: The hilts for two dual Wakizashis with purple rose guards and sparkling cyan diamond studded hilts, and all black handles. The blades are condensed water reiatsu that she may use as she please. When detaching water reiatsu from the blades upon shikai activation, pedals from the hilt will begin to fall off as the blades lose water. If too many tomahawks thrown or raindrops shot, or too many bubbles made, and her blades will soon dwindle to nothing.
Abilities:
Hilt-It (Passive Offensive)
    IF IT HAS A HILT, IT CAN BE MADE HERE! The user may create any weapon that would have a handle, putting her hilts together for two-handed weapons. Yes, from dual wakizashis, to dual sais. Longsword, shortswards, warhammer.. If she knows the weapon she can make it with her water. Fine and sharp.
Shield(Passive Defensive)
    Should an attack Gran Rey or greater come into contact with this shield of water formed from both hilts’ sources, the attack would be absorbed into the blades. This energy will be shot back out in the next attack made with the blades. CD equal to the absorbed attack’s CD
Projectiles (Active Offensive)
    With two slashes of each sword, a total of 4 water reiatsu projectiles of different variants will home in on the target(s) at bala damage, per each tomahawk respectively. Tomahawks, shurikens, etc. If she knows the weapon she can make it with her water. CD 2 posts
Raindrops (Active Offensive)
    Her blades dissolve to the ground and spread quickly around the target. A volley large raindrops home in on the target from every direction dealing gran rey damage when they meet in the middle. CD 3 posts
Bubble (Active Defensive)
    By slashing with her blade sideways next to herself or another target, she is able to create a bubble around them. Each can take up to a gran rey cero of damage before breaking and can last as long as it isn’t popped by a powerful source or if her zanpakuto goes to its sealed form. 3 post cooldown.




BANKAI
New Name: Rose Diamond
Appearance: She spreads her arms out to the side, to touch the tips of both blades. Thrusting through each other till the roses touch. She pulls them apart and now has two hilts.
Abilities:
Preventatives (Passive Defensive)
    A dense fog will roam around her up to 25m whilst her bankai remains out, serving as reserves for her abilities. Her reiryoku pours into this fog as fast as she is able to use it, keeping it well dense to limit the visibility within, until she reaches her spiritual limit.
Tidal Wave (Active Defensive)
    She forces a wave of water to push whatever is in its path outward up to 50 meters; she may have the wave pull things back if she so chooses. . The force if hit by this could feel like a cero, if she didn’t cushion your impact personally, CD 1 post
Storm (Active Offensive)
    Dark clouds slowly grow outwards, with Alicia at the middle, reaching out 75 meters in each direction. With raindrops that pierce like bala. With 1 target getting struck by a long beam of green lightning taking gran rey damage. Storm takes 2 posts to reach max size, then lasts 3 posts. 5 post cooldown.




MASK

mask and hooded cloak:

Electrified water (Passive Offensive
    Any water she has made from her reiatsu or blades instantly becomes electrified. Contact with it causes numbness, as well as 2nd degree electrical burns.
   
Hollow Powers: Cero, Gran Rey Cero, Hierro, High Speed Regen



FULL HOLLOW FORM
Appearance:
Abilities:



BACK-DROP
History:

Human Life:

Death:

Time in Soul Society before the Academy:

Academy Student:

Shinigami Career:

[spoiler=Hollowfication]

[spoiler=Life as a Vizard]


Side Notes:
Roleplay Sample: I swear it was here just a second ago.

Search in: Inactive Applications  Topic: Alicia Haiske  Replies: 1  Views: 402

Wretched Automatons - Tue Nov 20, 2018 4:02 pm

He was behind her before she even had a chance to process what had happened. The suddent burst of reiatsu and reiryoku made her want to vomit and fall to her knees, but she fought through it, trying to turn around and face him head-on; she hadn't made it a quarter of the way around before her head was slammed into the ground.

The timbre of his voice had changed; while his voice itself had become Hollow, he was far more apathetic and solemn in his words now than he had been before, as though he assumed this fight was already over and was now just toying with her. The raven-haired girl pulled herself to her feeet, cracking her neck. A few cuts and bruises were apparent on her face now, and she cuold no longer see fully clearly out of her right eye. He was strong... but she couldn't give up.

"You... decide nothing..." Her body shaking as much as her voice as she continued working on steading herself, crouching down and manifesting two more swords in her hands, both of them having been discarded in the previous attack. "I... will not lose here!" With her own explosive wave of reiatsu being released, weapons that she'd previously discarded on the battlefield came flying towards Reno at Cero speeds from all around him, collapsing in on him all at once. She made each of these ten swords attack Reno quickly, in a way that would leave him little room for error, threw a Bakudo81:Danku far in front of her to block the orb he was charging from closing in on her, while also using Shunpo to close the distance and continue the assault in person.

She'd never used two quirks at the same time before... it was an interesting feeling. One she might grow addicted to.
TECHNIQUE LOG [click to open]
Ability Name: Zōkyō [Passive]
Ability Description: The true power of Kiyoshi's Zanpakutou, when released, this ability causes all of Kiyoshi's Kidou to be fired off a second time at half power for free. Kiyoshi can choose to combine these two into one attack (giving her Kidou 150% strength) or can fire it off with her other hand allowing her to change her tactics. This has no effect on Forbidden Kidou.

Ability Name: Chō-Zōkyō [Passive]
Ability Description: In it's Bankai state, Chō-Zōkyō enables Kiyoshi to cast two separate Kidou at exactly the same time, both benefitting from her Shikai's power (being cast at 150% strength). Both Kidou cast must be under number 81. Her latent Kidou abilities also improve, allowing her to cast all Kidou under 81 in number silently at full power.

Ability Name: Shin Chō-Zōkyō [Passive]
Ability Description: At it's most powerful stage, Shin Chō-Zōkyō allows Kiyoshi to cast all Kidou below number 91 silently at full power, while all Non-Forbidden Kidou are cast at 200% strength (overwriting her Shikai boost) and still enabling her to cast two simultaneously. Additionally, her non-forbidden Hado have their cooldowns reduced by 1 post.

Ability Name: Quirk
Ability Description: Kiyoshi's main ability is Quirk - This ability has several sub-abilities, listed both below and in her release stages as her Zanpakutou unlocks more of her own latent power. Quirk can be activated once every post, activating one quirk from her options. Kiyoshi can only have two quirks active at any time, as each quirk lasts only two posts. Kiyoshi cannot activate the same quirk twice in a row, or while that quirk is already activate.

Quirk: Creation
Ability Description: Kiyoshi can manipulate atmospheric reishi, creating any non-organic solid object. These constructs last the entire thread, or until destroyed. All constructs have the durability of Titanium, and can be a maximum size of 5ft by 5ft by 1ft.

Quirk: Soul Force
Ability Description: Kiyoshi coats up to ten weapons on the battlefield in her own reiatsu, allowing her to, for the duration of this quirk, control the weapons telepathically within 50ft of herself.

Spell Name: Dankū
Spell Type: Bakudō
Spell Number: #81
Spell Incantation: N/A
Spell Effect: The caster forms a translucent rectangular barrier in front of the caster. This kido can protect the user from kido based attacks up to #89 but only protects in front of the caster, so coming behind the caster or to the side can bypass the powerful protection of this kido.



COOLDOWNS
Search in: 2019 Bleach Archieve  Topic: Wretched Automatons  Replies: 19  Views: 846

Clara Von Brandt [Human | FIN] - Wed May 23, 2018 3:07 am

THE HUMAN APPLICATION

Name: Clara von Brandt
Birthdate: March 15th, 1991
Apparent Age: Early Twenties
True Age: 27
Astrological Sign: Pisces
Sexuality: Bisexual
Ethnicity: German
Alignment Chaotic Neutral
MBTI: ISTP -“The Virtuoso/Craftsman”


PERSONALITY
Positive Traits: Adventurous to a fault, more resourceful than a Swiss Army Knife, and as calm as can be in a crisis, Clara is a woman who thrives off of the moment, immersing herself in the physical realm as much as she can, whenever she can. With confidence enough to make a king blush, and the skill to back it up, she’s inviting (to a point), practical, and flexible. This comes from her previously mentioned “immersive” attitude, as she is constantly seeking to understand what’s around her, if only so she can pick it apart and put it back together just a little bit better.

Survivor - “I wanted to live the life, a different life. I didn't want to go to the same place every day and see the same people and do the same job. I wanted interesting challenges.” | Driven by instinct and impulse, Clara is a woman whose has lived, one way or another, “on the edge”. Whether through dangerous, oftentimes suicidal missions for the Saints or her own, sometimes reckless initiatives, the woman has found herself put into danger time and again- and has always come out ahead.

Flexible“We can shoot it, stab it, burn it, or blow it the fuck up. ” | Sometimes, the quickest solution really is the best. Driven by a lifetime of harsh living, Clara is a person who knows how to get things done in the quickest, most efficient way possible, and this near militaristic mindset carries over into everything she does; whether it be shopping for (or stealing) food, she is always on the lookout for how to rid herself of the flaws in her methods, without sacrificing their strengths.

Practical - “A bullet to the head is not, in fact, ‘too good’ for my enemies.” |Despite what most people might think, having access to a near limitless supply of magic does not make one invincible, a fact that Clara knows well- having slain more than her fair share of magic users without the stuff, the woman has come to accept that magic is not, in fact, the answer to everything, and does her best to focus all decisions through this mindset. Because sometimes, punching someone in the face really is the best option.

Confident - “I am the Child of the Grimoire. Fight me if you dare.” | Ever sure of herself, Clara’s natural tendency when faced with new situations or people is to put her best foot forwards, projecting an aura of assuredness that speaks through actions more often than words; even when her ideas and actions fail to achieve their intended effect, the witch simply shrugs it off and pushes forwards, remembering each failure and yet never letting them weigh her down (too much).

Charismatic - “Do it! Just do it! Don’t let your dreams be dreams!” | Always unwilling to sit still, Clara has lived her life decisively, choosing her path and sticking with it no matter what happens. Driven to act rather than think, the witch has always attracted those who do not (or will not) think for themselves, inspiring and motivating even the laziest of men into action with naught but a few words and a simple kick in the pants.

Cool-Headed - “Fear is not real. It is a product of thoughts you create. Do not misunderstand me. Danger is very real. But fear is a choice.” | Beneath the layers of confidence, charisma, and adventure, Clara is a woman who values the calm, logical approach before all others; rarely letting her emotions get the best of her, the witch always takes the time to analyze the situation before acting, choosing the best course of action for herself and anyone she happens to be with at the time (in that order)- the fact that she can do so with more speed and clarity than most is simply just an added bonus.

Hands On - “What you do has a far greater impact than what you say.” | Unwilling to simply sit back and watch as others act on her behalf, Clara almost always chooses to lead from the front, toiling side by side those who work under her (for everyone she works with is under her) in the mud without a care in the world- indeed, she is practically compelled to do so, as the very nature of her soul drives her to immerse herself into every facet of the world and the people around her, if only so she may pick it all part and put it back together just a little bit better than before.

Negative Traits: The flip side to her adventurous ways, Clara’s ingrained proclivity towards the more dangerous sides of life oftentimes push her to recklessness just to have some fun. Combined with her near unlimited (albeit well hidden) supply of arrogance and the cold, cynical heart that lies within, the witch is little more than an opportunist, taking whatever advantage she can get no matter what she has to do or who she has to hurt. It is this self-serving attitude that drives Clara at her most basic level, and is ultimately what has led the woman into every single problem she has ever encountered.

Cynical - “It’s just good business.” | Growing up amongst a cult bent on taking over the world rarely lends to a positive outlook on life, and Clara is no exception- indeed, the years have not been kind to the witch, and as such she has adopted a worldview that is more befitting of a war veteran than a young woman: Unwilling to believe anyone acts with kindness or charity for free, the woman has long since abandoned any hope of trusting another person in favor of a quiet, reserved cynicism that doubts everything and everyone she meets, no matter what.

Adrenaline-Junky - “Annnnnnd yeah, no. This is boring. I’m out of here.” | The negative half of her adventurous ways, Clara’s tendency to seek out thrills and excitement has left her with a flighty absent-mindedness during periods of calm and quiet that pushes her away from anything she deems “boring” or “stupid” in favor of the next thrill.

Arrogant - "Shut up filth. You aren’t even worthy of licking the shit from my boots.” |  A byproduct of the mental conditioning inflicted on her by the Saints (one that has only been reinforced by her continued ability to survive through anything), Clara’s belief in herself and her actions goes beyond mere self-assuredness. Every thought, word, and action she makes is made with the conviction that she is, without question, better than everyone else, to the point that she will recklessly ignore her own instincts just to prove it.

Stubborn - “Never stop. Never stumble. Never surrender.” | Unable to give in even in the most hopeless of situation, Clara’s refusal to accept defeat, or even a setback, is oftentimes a great asset in tough times, but when pushed to the utter brink she becomes more than just tenacious- stubborn as a mule and impossible to persuade. The witch plows through everything and everyone that gets in her way, regardless of how difficult things become or how easy it would be to simply take another path.

Self-Serving - “I do what I have to; my survival is more important than anything else.” | At the very core of her being, Clara’s interests lie with one person and one person alone; herself. Beneath her cynicism, beneath the arrogance, beneath even her parasitic nature, the witch is a woman who will always look out for her own needs before anything, or anyone, else, always choosing the path that will bring her the greatest gain no matter what it costs.


CHARACTER APPEARANCE
Height: 178 Cm (~5’10”)
Weight: 75 Kgs (~165 Lbs)
Hair: Waves of soft, cottony hair cascade down the woman’s crown and back, their lime-green lengths stopping just a hair's breadth away from her posterior; thin and easy to brush, more often than the sorceress leaves the locks to their own devices, allowing them to fall as they may in a mass of brilliant green. The only exception to this is her bangs, which she keeps immaculately curled over her forehead, obscuring it completely while still framing her eyes and face. Brow and eyelashes, shaded just a hair lighter than the rest, complete the look without detracting or enhancing her appearance, though noticing this slight detail is more difficult than one might expect.
Eyes: Hidden behind these medium length lashes are a pair of golden orbs, shaped and formed by the forges of love and loss into a set of mystic gems that glow with an ethereal light unlike any other before (or after) them. Capable of conveying even the most complex emotional states, and yet rarely ever showing anything but the blankest of stares, Clara’s eyes are true windows into her soul- or, at least, the walls she has put up around it. Unique in both coloring and content, the witch’s eye are shaped like a pair of gold beads the size of a small acorns rather the usual almonds or hazelnuts.
Build: Trained from almost the day she was birthed to be a living weapon, the woman’s body has long since passed the point of being “toned” or “athletic”, while years of harsh living have toughened her arms and legs, hardening them to the rigors of combat; and yet, through the magic of her bond, her skin still remains as soft to the touch as when she was first born. Boasting a generous bust and hips to match, the sorceress’ figure is that of a woman just entering into her prime, with the right sized curves in all the right places. Lean and efficient muscle coats her limbs, forming a taut layer of hardened whipcord beneath the woman’s smooth dermis that can deliver punishing punches and kicks on demand- or a soft, loving caress, should she be in the mood.

While the years have never been, nor will they ever be, kind to her, the witch takes great pride in maintaining a healthy form amidst a chaotic lifestyle, as her ability to maintain such an athletic form is the envy of her peers- if she had any, that is.
Clothing & Accessories: There is a certain freedom in living by oneself, out in the wilderness- a kind of forced acceptance of the inevitable that leads one to realize the innate insanity the world calls “Fashion” and “Style” until, at last, you a freed from it to wear whatever you wish, regardless of what others think. It is this open defiance of what society considers a “normal” wardrobe that defines Clara’s choice of attire, allowing her to wear whatever feels most comfortable to her, regardless of what others think or feel on the subject.

Spoiler:

“I wear what I wish in public. And if you find that attractive? Good on you.”
When going out in public, Clara often chooses clothing of the simplest form- a plain, sleeveless shirt of comfortable cotton-blend or silk (if she is feeling adventurous) and matching skirt, usually a dark brown or similar color, makes up the bulk of the outfit, though this is not always the case, as weather and desire can alter her preferences with ease. Accented with a worn leather belt and silver buckle, the woman cuts an attractive figure most days- particularly when she is choses to don her favorite ensemble, a tank made of rich indigo, laced with red silk on the bottom and a skirt of matching color and fabric, but with a layer of lighter, more transparent cloth just above her knees.

Spoiler:

”To be comfortable in my own home- that is all I want.”
When safe within the relative seclusion of her (current) woodland camp, the witch prefers to wear something even more casual than when she is out in public; preferring to “let it all hang out” when at home, her usual outfit consists of little more than a thin white tank top and matching white shorts which leave little to the imagination as to what is truly there. However, anything she deems “comfortable enough to sleep in” can (and will) be worn when she is lounging in her tent, and she has often gone completely nude at times, wishing nothing more than to feel the soft kiss of a warm summer’s breeze on her skin.

Indeed, even when faced with the possibility of entertaining guests, Clara still chooses to walk around half-naked (though she does have enough sense to at least cover up the “naughty” bits), donning little more than a jacket or robe in the cold as, in her word, “so long as my feet are safe, I really don’t care.”

Spoiler:

“I am a Witch. Deal with it.”
Least seen of her small collective of clothes is the sorceress’ “official” uniform, worn only during “formal” occasions, when performing dangerous magic , or when the witch knows she will be heading into battle- a modified version of the Saint’s traditional garb uniquely tailored to her personal needs and stylistic desires. Made of a nylon and cotton blend, the outfit consists of a sleeveless rich black and gold qipao variant with hip high (rather than thigh high) splits on all sides and long, thigh length heeled boots of white and gold. Stylized silver “V” is emblazoned upon the front of the dress, pushed into the air by the woman’s bust, while her arms are covered by a pair of fingerless black gloves, trimmed with gold like the rest of the piece. Three red sashes adorn her waist, completing the outfit with just the right touch of vibrancy need to make it stand out from the crowd.

These alterations allow for an increased mobility while sacrificing none of the uniforms intended purpose to protect and declare the identity of the wearer to all who lay eyes on her- that of a sorceress of the highest caliber, yet one who has not lost sight of what makes her so dangerous, or so alluring.
Body Language & Posture: There are some things a woman can never quite get away from, and somewhere close to the top amongst them is their body. Regardless of form, shape, or size, women over the centuries have obsessed over their physical form, going to great (and often times insane) lengths to improve their looks just that tiny bit more, hoping beyond hope that this time it will be enough, that this one final alteration will somehow make them feel as beautiful as people say they are. This frenzied desire for beauty is something Clara has done her best to avoid and, ironically, the very disinterest with what others think of her is what grants the woman the appeal so many of her sex wish to attain; that of being comfortable in one’s own skin, no matter what anyone else says or thinks.

It is this comfortability with herself that defines all of the witch’s actions; whether walking down the street, dancing in a club, or beating down a Hollow with her bare hands, the woman always appears as if she is in control of herself, leading many to think that she has control of the world around her as well.

Though more than capable of expressing herself verbally should the need arise, much of what people notice about the sorceress comes from visual cues; the way she sits, the forceful (yet never forced) grace and fluidity of her stride, the ever present sense that, no matter where you are or what you are doing, she can see you, even through the back of her head.

Always looking towards the present, her gaze is often set less on the distant horizon than it is on what’s right in front of her; the people, the things, the sights, sounds, smells of her environment all filter into the woman’s mind, each sense painting a part of a larger picture than anyone could ever hope to make alone. Often mistaken for someone of high status or acclaim, the witch’s attitude almost never reflects her misconstrued social standing, as an open, inviting smile is her default expression, though only the most observant of people will notice that this smile is rarely reflected in her eyes.

One of the key aspects of her behavior is the distance she keeps between herself and others- even when in a crowd of bustling tourists, the woman still manages to keep everyone at least an arm’s length away, engaging those around her without ever letting them draw close. This distance is mirrored in both her speech and facial expressions, as those who attempt to draw closer without her approval are met with disapproval and scorn; or worse, anger and rejection.
Speech Patterns: Flirtatious and playful, Clara’s tone can range from that of an amused acquaintance to one of a jilted lover at a moment’s notice; though quiet when not aroused, her voice can take on a surprising enthusiasm when a topic peaks her interest, particularly when it has to do with magic or the spiritual world. Because of her innate distrust of authority, the woman’s temperament and speech rarely changes, regardless of where, when, or who she is speaking with. Few have ever heard the soft, quiet fury of her rage, slipping in between the cracks of a person’s defenses to hit their sore spots like a knife in the back. Even less have even seen the pain and fear the lies behind her hard, calloused eyes.
Aroma: Soft wafts of sweat mixed with the scents of the earth float around the woman, mixed with the smell of pine needles and wet moss. Distinctly earthen, and yet lacking any of the aroma’s that would turn one off, the witch’s distinct nasal signature is one that follows her everywhere, regardless of how long it has been since she was last at her woodland home- as if the very forest itself has seeped into her pores.
Reiatsu: Clara’s Reiatsu is somewhat of an unrestrained creature; flowing this way and that, most who sense its golden depths feel as it were lighter than a feather, dancing in the wind before their eyes one moment only to be gone in the next. It is only when she is truly angered, or driven to a point beyond desperation, that the witch’s Pressure takes on a more sinister feel- that of a crushing wave, suffocating all those who are too weak to resist beneath its horrifying pressure.


FIGHTING STYLE

General Fighting Style: Clarai’s fighting style is one that is simple, yet effective; having received almost two-decades of hands-on-experience with hand-to-hand combat, the the witch’s use of both her fists and her spells is codified by controlling an opponent’s centerline in order to land hard, fast strikes against critical weak points, accentuated by unfathomably precise usage of magic in order to land the most effective blow in the weakest point possible.
Strengths: Strength, Reflexes, Reiryoku Control, Hakuda, Endurance, Spiritual Power (Reiryoku)
Weaknesses: Speed, Zanjutsu, Sensing, Spiritual Power, Agility,


PRIMARY STAGE
Ability Name: The Grimoire of Babel
Description: A book of unnatural, but immense, power, the Grimoire is more than just a set of letters pressed onto paper and bound up in leather; it is a living being, or at least something close to it, with a mind and soul all its own, though, thanks to their bond, its soul and Clara’s have become indistinguishable from one another to all but the greatest of sensors. It is this bond that allows Clara to access not only the knowledge contained within the tome itself, but the very essence of what makes it so powerful; the voracious, never ending hunger for knowledge, glory, and (above all) power that lies within its depths.

By channeling her Reiryoku into and through the very heart of the book, Clara is able to unlock its power not only for herself, but the tome as well, as it, through her energy, gains a limited form of sentience, able to move, speak, and even fight with its user for a time, all the while chipping away at the very fabric of whatever is close at hand, breaking them down and weakening them until, at last, they are fully and completely subsumed into the depths of Grimoire.

This living form grants “Grimm”, as Clara calls it, has all the Spiritual power and abilities of its user, allowing to roam about the battlefield, assisting its master and/or wreaking havoc amongst any enemies that may be attempting to overwhelm its host.

Ability Name: Spell Craft
Ability Description: Being connected to an ancient, parasite Spell Book has its ups and downs; on the one hand, Clara has access to a powerful ally, but on the other, she is forever bound to an entity that continuously sucks the life from her very soul. However, because of their bond, Clara has a unique insight into the inner workings of the Grimoire which has allowed her to, over the course of many years, adapt and repurpose bits and pieces of the magic that makes up the tome in order to create her own spells.

These spells, though powerful, each carry an aspect of the Grimoire and, thusly, have a negative effect on whoever casts them, usually taking the form of a powerful (but temporary) psychological effect, a physical symptom, or a mixture of both, depending on the spell in question. However, these effect are not applied to the Grimoire when it casts a spell, as the imperfections in the adapted spell does not exist within its pages. Continued and repeated use of the Spells  can and will lead to crippling psychological and physiological ailments, requiring large gaps of time to recover from if used improperly.

Below is a list of all Clara’s Known Spells, along with their effects, side effects, and Incantations.

Known Spells:
Spoiler:


Boosts: 2x Spiritual power (Reiryoku), Strength


SECONDARY STAGE
Ability Name: Magical Overdrive
Description: A skill developed through countless years of practice, Magical Overdrive is based around the idea that a fire, when given the proper fuel (such as gasoline) can burn brighter, hotter, and for longer than it would without it; by taking this principle and applying it to the souls of her familiars, Clara is able to, to with a bit of effort, synchronize her own soul with theirs, increasing her own power at the cost of destroying the familiar.

Once activated (this takes one action), Magical Overdrive enhances the users spells in a manner similar to the way a Shinigami’s Shunko enhances their physical strikes, but with one added benefit; due to the massive torrent of power flowing through the user while is active, any negative side effects connected to their spells are negated for as long as Magical Overdrive is active.
Boosts: 3x Spiritual Power (Reiryoku), Strength


BACK-DROP

History: The story of Clara von Brandt begins, like all stories, with a birth.

Born in a small hospital outside of Berlin on March 15th, 1991, the girl’s birth was a normal one, with her mother going into labor nine months after she became pregnant. In fact, everything about her seemed to be normal; she cried when she was born, peed on the doctor as he took her away, ate her formula, and slept just any other baby. Even her golden eyes were normal, as both her parents carried the same color orbs.

But unlike the dozens of other babies that had been born on that day, Clara had something special inside of her. For you see, hidden in in her soul was something no one in the hospital had; an over-abundance of Reiryoku which allowed her to see the Spiritual Realm from the very day she was born.

Although her parents had no way of knowing the girl would grow up seeing and believing that monsters walked the Earth, they treated her as if she was a precious piece of glass, handling her with utmost care and love, never once doing anything that might put her in harm’s way. And that was how she lived. At home with her mother day and night, the young girl grew and grew, taking her first steps at only five months old, and was speaking only three months after that. By the time Clara had turned one, she had already begun to show signs of her intelligence and natural ability; she could walk, talk, climb up chairs and sofas, say her own name, and even eat without getting food everywhere.

A bonafide savant in her parents eyes, the girl proved herself worthy of entering into a local day care agency , allowing her parents to return to their jobs, fully confident that their daughter would be well taken care of.

They had no idea how wrong they were.

Her first day at the new daycare started out just as any other day would have; she woke up to her smiling mother and was given a bath plus a fresh, new diaper. She ate breakfast, a simple bowl of instant oatmeal and, after spending nearly half an hour trying to stop her mother from putting her into a “pretty little girl dress”, the girl was taken to her daycare, crying once she realized she would be without her beloved parents who left for work, assuring their darling child that she would see them again in the afternoon.

They were wrong.

Ten minutes into her first day at daycare, the toddler was approached by one of the volunteers that frequented the daycare, a middle-aged man who, apart from his age, looked utterly unremarkable to the young girl. This man, known only to his fellow volunteers as “Carl”, was not at the daycare to take care of the children; no, his mission, such as it was, was to look for Spiritually gifted children and acquire them for his masters.

And so, the moment Carl set his gaze on the small, golden eyed child, the girls fate was sealed.

He could sense the power within her, and, with utmost speed, he picked her up on the pretext of “changing her diaper”. No one even noticed that she had disappeared until it was too late. Clara had been taken.

After lying low for a few days in order to evade the police, “Carl” immediately took Clara to the headquarters of his organization, known only as “The Saints of the Grimoire”, a secret society of Spiritually aware men and women who worshipped an ancient tome, rumored to have been written during the construction of the Tower of Babel. “Carl” had been sent out by the cult in order to find and kidnap Spiritually aware children, so that their souls might be sacrificed to the book in order to restore it to its former glory. And Clara was to be their latest sacrifice. Upon reaching the sacrificial chamber, “Carl” brought Clara to the leader of the cult, a woman by the name of Charlene. Charlene deemed Clara to be an extremely worthy sacrifice, and, after summoning the members necessary to perform the ritual, the cult began what they hoped would just another routine sacrifice. What actually happened, however, would alter the course of the lives of everyone involved forever.

The ritual began, much like the dozens of ones before it, with the drawing of a the incantation circle. Using the blood of a virgin lamb, Charlene and the highest members of the cult drew the incantation circle from memory, placing within and around it the items necessary to perform the sacrifice. Charlene began the ritual by cutting open the throat of a male chicken that had never given birth to any offspring, and begun the chant that would rip Clara’s soul out of her body, placing it within the Grimoire and strengthening its power. Or, at least, that is what they thought the ritual did. What it did in actuality, however, was far different. The ritual that the cult had performed time and again was not, as they had thought, a ritual that sacrificed the soul of a baby to empower the Grimoire. It was instead a ritual which BOUND the soul of whatever child was within the center of the circle, so long as said child had enough Spiritual power to compensate for the feedback of energy created by the bond.

In all previous attempts, the children that had been chosen weren’t powerful enough to handle the power feedback created by the bond, and were therefore fried from the inside out by their own overflowing Reiryoku. But for Clara It was different. Her spiritual power was greater than the other sacrifices; powerful enough that, when the Grimoire reached out to try and bond with her, the feedback created by the action did not burn her body into a crisp, but instead expanded her power beyond what it could have possibly been on her own. The effects of the newly created bond knocked Clara unconscious, her mind overflowing with new sensations as the Grimoire flared to life once again. The ritual would have ended there, had the cultists known of what had truly occurred. But they did not. So they continued, performing one depraved act after another, slaughtering female horses after taking their virginity, sodomizing Clara with the hilt of an ancient sword covered in goats blood, and so many more things.

Hours had passed since the ritual had begun, and Charlene’s cult of book worshippers had finally reached the final part of the ritual. Drawing forth a rust covered blade, Charlene approached the still unconscious Clara, bringing the weapon down as if to stab the poor girl in the skull. It was then that the Grimoire reacted. Blowing itself open, the Grimoire flung through pages of indecipherable script, calling forth it’s eldritch power by forcing Clara to utter a single word in a tongue so ancient that all who heard it knew what it meant, even they knew not how they knew. And so Clara spoke, drawing upon her newly enhanced powers to form a shield of pure Spiritual Energy that stopped Charlene’s blade just inches before it struck.

The ritual had ended. And Clara was still alive. Alive, awake, in pain, and terrified of the blade hanging just inches from her skull. The events that immediately followed the failed Ritual have largely been forgotten by all of those involved (mainly because the few that are still alive refuse to talk about it out of fear and/or regret), however, from what little information COULD be scraped together from the various eyewitness accounts and secondhand tales, the events that took place over the course of the next several months of Clara’s life are as follows:

Charlene, the leader of the Saints of the Grimoire, took Clara and the Grimoire away from the Ritual Chamber, her beliefs in scrambles as she felt the child's power grow and link itself to the book she had worshipped for two decades. Locking herself, the book, and Clara into a hidden chamber, Charlene sat inside the small room for hours on end, trying to decipher what had happened, while Clara, still terrified and in pain, cried her eyes out. Upset and confused, Charlene lashed out at the baby, her hand once more being blocked by a shield of magical energy that sent a jolt through Charlene’s arm. It was in that moment that she understood what she had done, what she had BEEN doing for the past thirty years. And so she wept. Wept for the children she had murdered, wept for the depraved things she had her colleagues had done. But most of all, she wept for the Grimoire. Not out of fear or sadness, but out of joy. For it had finally become whole again. It has finally found it’s host. Her cult had finally accomplished what it had set out to do nearly two hundred years ago.

Not soon after this, Charlene emerged from the chamber, Clara and Grimoire in hand. She and her cult had a new mission now. To raise the girl they had captured, raise her to become a weapon capable of bringing back the days of old, the days when the Spiritually Powerful ruled over the masses with an iron fist. When Charlene relayed the news to her fellow Saints, many of the rejoiced, celebrating their triumph over the world and the child that would herald their coming power. However, not everyone was pleased at this new revelation. Charlene’s husband, a man by the name of Albert, grew jealous of the young Clara, having long lusted after the power of the Grimoire. Unable to bear the thought of another wielding such power, Albert rose up against his wife, and, in a pitched battle, was defeated by the slimmest of margins. Albert escaped with his life, vowing to return for the Grimoire one day, and lay waste to the child that had stolen it from him.

After the battle, Charlene and what remained of her cult shored up their defenses, drawing all of their resources to themselves as they began to raise the young child, filling her mind with their beliefs and ideals until she became old enough to properly wield the magic that she had access to. And so, for the next eleven years, Charlene and her cultists raised Clara in this way, until the day she turned twelve. On that day, Charlene, who had taken over as Clara’s “Mother”, handed Clara the Grimoire, and, in a stunning move, took her out of the castle and into the wilderness that surrounded the castle. She left Clara there, forcing the young girl to learn how to survive and fight in a harsh and unforgiving environment for six entire months.

By the time Clara made it make to the cultists castle, she had gone from a curious, tough young tomboy into a battle hardened warrior capable of taking down an entire pack of wolves with her bare hands. Charlene, impressed with how Clara had grown, began sending the young spell caster out on Missions that furthered the cult’s goals, all the while making sure the young sorceress practiced learning and mastering the spells she had at her command, particularly those that revolved around offense.

And that was life for Clara. For eighteen months, she trained and practiced, occasionally venturing outside of the castle to steal from banks or kill people who opposed the cult’s power and got in their way. It seemed as if Charlene’s mental brainwashing had taken full effect; Clara was a loyal, powerful soldier willing to do everything and anything for the cult. Or at least, she would have been, had Charlene not missed a single, solitary detail in her brainwashing. She had forgotten to erase the memories of Clara’s parents, buried deep within her psyche. Normally, it wouldn't have mattered if Clara remembered them or not, as it was highly unlikely she would ever encounter them again. But the Grimoire had plans for Clara, plans that didn't involve her being a puppet to the Saints. And so it used its influence to make Charlene forget about the girl’s parents, causing the cult leader to send Clara on one last mission before she turned fourteen.

It was an assassination mission, one that was of the utmost importance to the Saints. Two members of the elected government of Germany, a husband and wife duo that had stormed the polls in a landslide victory, had slowly but surely opposed the Saints agenda, working behind the scenes to take down the cult and strip it of any power that it had. They had become a major thorn in the cults side, and had managed to survive multiple assassination attempts. But Charlene had never sent Clara to kill them. And now she was. Travelling out from the castle, Clara followed her two targets for over a week, determining the absolute perfect time to strike would be in the middle of the night on Thursday, as it was a day when both the husband and the wife returned late enough to be unaware of any danger.

Thursday night came, and, like the perfect soldier she was, Clara struck just as the couple was at their most vulnerable; the pair were crying over what appeared to be a portrait of a young, green haired baby. Clara killed the husband and wife with ease, setting the crime scene up to look like a murder-suicide that occurred over a fight about the family’s baby. However, before Clara could leave the scene of the crime and inform Charlene of her success, something odd happened. The wife, whom should have been dead, had crawled up to Clara’s legs, grasping her ankle and choking out a single sentence before she bleed out onto the carpet. “Clara” She said, “Clara, why did you do this... to us..”. Those words, coupled with the picture clasped within her other hand, unleashed a flood of memories that shattered Clara’s mind, and washed away nearly all of the brainwashing that had been done to her over the years.

She had killed her parents. The parents had searched for her everyday since she had disappeared, the parents that had run for office and won in order to make sure no one else would experience the pain and loss of having their child taken. The parents that had stood against the Saints, knowing them to be evil and corrupt to the bone. The parents that hadn’t fought back, even as their beloved daughter had killed them without thought or remorse. The parents that had died because Charlene and her cult had ordered her to kill them. Clara didn't know what she was going to do, but, as she sat on the blood soaked carpet of her childhood home, Clara did know one thing. She was in pain. And so she cried. For the first time in nearly a decade, Clara cried, screaming and flailing as she let loose the pain and suffering of nearly thirteen years of abuse, torture, and mental conditioning. She cried for hours, until, finally, they simply stopped. She cried herself out. there was nothing left in her but emptiness now.

Emptiness, and a desire to become the child that her parents had never had.

But first, she needed to escape the Saints. Clara knew she couldn't just run from them; not with the influence they had throughout Germany. No, she would have to find a way to kill them, or, barring that, trick them into believing she had died, and taken the Grimoire with her. However, as Clara returned to the Saints’s castle, she caught sight of something that would change her life forever. A man, hooded and cloaked, was approaching the castle, chanting a spell in a language she did not recognize. But she recognized the spells effect. A massive ball of fire plowed into the castle, killing dozens of people, even as Clara rushed inside, knowing she would have to grab whatever clothes, money, and weapons she could find before the hooded man with a Crow tattooed on his tongue and his group of sword wielding men killed everyone in the Castle. And of course, she needed to take the Grimoire away from Charlene.

Clara gathered her belongings, stuffing them and anything else found useful into a brown burlap sack, including a pair of knives, modified so that they had brass knuckles attached to the grips, an extra set of clothes, and nearly twelve thousand american dollars. With these things in hand, Clara headed deep into the Castle, knowing she would find Charlene and whoever else was still alive within the Grimoire’s chambers, defending the book with their last breath. Clara reached the chamber swiftly, finding Charlene and one of the strange man's companions locked in a desperate struggle that Charlene seemed close to winning. Clara, knowing that this would be her one and only chance to free herself from Charlene, threw herself into the fight, pushing the sword wielder away as she fought against her adopted mother. Charlene, however, was still too much for Clara to handle on her own, and, would have lost to Charlene had it not been for some timely intervention from the sword wielding man.

Working together (despite Clara’s protests), the pair managed to overwhelm Charlene, and, as Clara landed the final, killing blow on her captor, she felt the last of Charlene’s influence leave her mind. Without even thanking her ally for the assist, Clara left, taking the Grimoire with her as she wandered away from the burning castle with only the few things she could carry inside her brown burlap sack. Now, she had no one. Clara was on her own, running through the countryside of Germany and living off the land.

Nearly a week after she had escaped from the clutches of the Saints, Clara “met” the same man who had helped her fight off Charlene in the Saints’ Castle. He was badly wounded, and although Clara had little supplies, she took him in anyway, doing her best to heal him with her magical abilities. During this time, Clara got to know the man, who was apparently barely older than her, and quickly grew to like him, even if he was utterly infuriating (what kind of person berates someone for stealing after said person saves their life anyway). She asked his name, and, saying he didn't have one anymore, Clara dubbed him “Charlie”. Thus began would Clara believes to be a healthy, stable relationship. However, what Clara didn't realize is that, despite Charlie being completely real to her, he was in fact just an illusion, a manifestation of her childhood innocence that she had only just recently rediscovered. It was bloody, wounded, distorted and utterly weak, and so her mind had responded by projecting it outwards, in the form of the man that had saved her from Charlene and the Saints.

So, for the next eight years, Clara and her friend Charlie travelled the countryside of Europe and Asia, scrounging off the land and doing what they could to stay healthy, and meeting many Spiritually aware men and women along the way. Clara, of course, studied the Grimoire as much as possible, gleaning little more about offensive magic than what she already had from it’s eldritch spells and incantations (although her skills with Defensive and Healing spells increased greatly during this time). Eventually, Clara and Charlie made their way off of the mainland of Asia, landing on the coast of Japan, and travelling through the mountains until she reached a small forested area in the middle of the country, where she encountered a powerful Plus Soul that attacked her for no apparent reason. He was quickly defeated, and, just as she was about to purify his soul and send him to the next life, he disappeared, and Clara, not knowing what to do, simply carried on, travelling to the Spiritual hotbed of Tokyo, for reasons unknown...

Roleplay Sample: It was a cold, wintry morning that greeted the still waking woman; her chocolate gaze, blurred from a hard night’s sleep, drifted lazily about the dim cave, settling on the form of her companion only after she had given their current abode a quick visual search. Charlie would have called it paranoia, but she knew better. Even with Drakey and Grimm out on night patrol, it paid to make certain that the Saints didn’t get the drop on the in the middle of the night. Especially now that they were back in Germany.

Rubbing the weariness out of her eyes as best she could, Clara let loose a long, relaxing yawn, the muscles in her back and neck protesting at the movement despite the bulky sleeping bag that had been between them and the hard cave floor throughout most of the night. The woman felt her cheeks grow hot at the thought of what had transpired before she had gone to bed – even after four years together, she still couldn’t quite get over how embarrassing it was to be with him like that.

It was just so… weird. But in a good way. He made her feel happy, made her feel safe even when they slept together in a dark cave in the middle of nowhere. She could be vulnerable with him. Could trust him. She did trust him. She loved him, in a way she hadn’t loved anyone else in her entire life. He made her whole. Like a soul mate, as cliché as that sounded.

Shifting her gaze towards the front of the cave, the sorceress stared out into the pre-dawn morning, her ears picking up nothing but the faint crackling of what remained of last night’s campfire. Off in the distance, she could feel Grimm and Drakey (who was, despite being summoned by the book, still connected to her tangentially) stalking through opposite ends of the forest. For a creature the size of a small building, it could be surprisingly stealthy when it wanted to be- the green-haired woman hadn’t heard a single tree fall, bend, or creak the entire night.

With the way your companion was making you scream, it is a miracle you managed to get any rest at all last night child. The Grimoire’s cold, metallic voice rattled through her head as she looked out into the forest, her cheeks growing hotter and more luminescent as she scrambled to unzip her sleeping bag. Did he always have to bring up her night time proclivities the moment she woke up?

Shut UP Grimm! Honestly! She did not need this right now- it wasn’t even dawn yet and he was already acting like his usual, saucy asshole self. There was too much at stake today for her to have to put up with his stress inducing barbs and the weight of what she had planned. I don’t need any of your shit today! I’ve got too much stress as is and-

I know, child. The words came at her soft, their simulated concern almost convincing enough to be considered the real thing, had they not bled through her mind like some kind of poisonous ooze. I only wished for you to know that you were indeed quite loud the previous night, and that you ought to take the time between now and when your lover awakens to sleep a little longer. Today will be a difficult day.

A sigh escaped the witch’s lips at that, and with it went the anger that had begun to bubble up to the surface. It was too early in the morning for her to get angry at the damn floating menace, even if he did deserve it. Whatever Grimm. Whatever. The woman didn’t bother addressing his other point about sleeping in; once she was awake, she was awake, not matter how poorly she’d slept the night before. It was a habit she’d picked up during her thirteen years under the Saints’ thumb, one that she’d kept in spite of how bad it might seem to others. You never knew when being able to wake up whenever you wanted and stay up for as long as you needed to would come in handy.

Anything happen while we were asleep?

No, no. Nothing out of the ordinary. The tome’s response was immediate, but swimming with artificial mirth. Something had happened, but nothing that would have caused her any concern; he’d have told her if it was important (probably). Which left only one alternatively.

A moment of silence passed as Clara finally managed to undo her sleeping bag’s zipper, but she broke it the second her feet were free of the nylon contraptions web. God but it felt good to get some fresh air on her toes, even if it was cold. What did you do Grimm? The question had to be asked, even if she had a pretty good general idea of what had happened. Paranoia didn’t exist when it came to the Saints.

There was an audible pause in the back of the woman’s mind, almost as if the book was contemplating telling her at all, but it didn’t last long, a few seconds at most, and before she could push the issue, Grimm had responded. Your pet stumbled upon a group of campers two-thousands and sixteen cubits inside the perimeter- rather than have it kill them, I decided to have it instill a measure of fear in their mortals hearts. It was quite amusing to watch them give into their primal instincts and turn on one another.

Tch. Typical Grimm. It was a wonder she’d even asked- the witch knew his tendency for cruelty all too well, having been on the receiving end of his biting wit and sarcasm for as long as she could remember. Lately she’d been giving almost as much as she got, but still. She ought to have left the matter well enough alone, especially since she’d known his answer was going to be along those lines. As long as none of them died, I really don’t care what you did to them. He had his orders, but that meant little to the floating bastard. In the heat of the moment, he was liable to do what he pleased rather than do what she had told him to.

That was why she had given him free reign to do what he wanted to any of the Saints they came across, so long as he told her he’d found one of them first. Torture could bring out such useful information form even the toughest of people…

“Clara…?” The voice hit her ears like a feather against a still pond, its groggy intonations sending ripples of emotion through the woman’s mind. “You ‘wake?”

“Yeah.” She chuckled back, her gaze shifting back to her companion’s bare form as he slithered out of his sleeping bag. Every morning for the past four years had gone by in the same manner- she would rise first, sometimes starting a new fire for them, sometimes not, then Charlie would get up and get dressed, peppering her with questions about the day ahead while he did so. She would answer sarcastically, then in truth, and then proceed to make breakfast while he drew water from whatever source was nearby.

Then they’d eat, pack up the camp, and go about their day. That was how it had gone ever since she had confessed and, if she had it her way, it would keep going on like that for a long while. Forever. If we can manage it.

They rose as one, greeting each other with a tender kiss before splitting up to their normal tasks- she to the (now dead) fire, he to the other half of the cave to change. All was as it should have been and, though the weight of the day was already heavy upon the green-haired woman’s shoulders, she knew that once the deed had been done, that too would return to normal.

I have never understood why you insist on risking everything to visit a pair of decaying bodies. The Fools have been waiting for you there every year. You will not be able to escape their traps forever. They will catch you one day, child, if you are not careful.

Even Grimm’s speech was routine. He had given her the same one, almost verbatim, last year. I’ve told you this a thousand time already- they aren’t just “decaying bodies”, they’re my parents. The least I can do is visit their graves once a year. Clara didn’t have to mention why her progenitors were taking the colloquial dirt nap; he had been there with her when they died, when the Saints assassin had cut them down in cold blood without a second thought. When she had staged her crime to look like a lovers quarrel gone horribly wrong, forever staining the reputation of two good people who had never deserved death. They had never given up on her, never stopped looking, never stopped searching even after thirteen years. It was the least she could do just to visit their graves on her birthday. The least I can do indeed.
Search in: Inactive Applications  Topic: Clara Von Brandt [Human | FIN]  Replies: 1  Views: 474

Kidou List (UPDATED) - Thu Mar 23, 2017 1:32 am

Canon Kidou List

Hadō (Way of Destruction):


  • Spell Name: Shō
    Spell Type: Hadō
    Spell Number: #1
    Spell Incantation: N/A
    Spell Effect: the caster extends his index finger before firing a concentrated blast of high knetic energy that will push most people or objects a few meters away from the caster but they take no damage from the kido, only if they hit or crash into something after getting knocked back by the kido.

  • Spell Name: Usuinageha (Pale throwing blade)
    Spell Type: Hadō
    Spell Number: #3
    Spell Incantation: "Mask of flesh and blood, birds that soar the heavens, rain upon thy foe and deliver him a finishing blow!"
    Spell Effect: By charging up spirit energy in his arm with his palm flat out before making a arc with the arm, The caster can fire a small curved energy blade, able to cut through most things it comes into contact to. it can also be fired in rapid succession.

  • Spell Name: Byakurai
    Spell Type: Hadō
    Spell Number: #4
    Spell Incantation: N/A
    Spell Effect: the caster extends his index finger and gathers spirit energy at the tip of his extended finger before firing a concentrated beam of cobalt colored lightning at the target, addition lightning is wrapped around the beam, adding to the effect of the lightning as it travels.

    Spell Name:Jūgeki Byakurai (重撃白雷, Heavy-Strike Pale Lightning )
    Spell Type: Hado (Modified Kido)
    Spell Number: 4
    Incantation: Unknown
    Spell Effect: A modified version of Hadō #4. Byakurai. Unlike its unmodified counterpart, this spell takes the appearance of a red beam powerful enough to pierce through a durable foe, such as Sōsuke Aizen, from a considerable distance.

  • Spell Name: Tsuzuri Raiden
    Spell Type: Hadō
    Spell Number: #11
    Spell Incantation: N/A
    Spell Effect: The caster, either using their zanpakuto or the palm of their hands against a object or target, generates a current of yellow lightning through the hand/zanpakuto into the object/target, causing electrical damage to anyone in range of the current.

  • Spell Name: Fushibi
    Spell Type: Hadō
    Spell Number: #12
    Spell Incantation: N/A
    Spell Effect: This kido doesn't require a noticeable gesture as it can be activated by only speaking the incantation and/or name of kido. A bright orange kido net forms around one side of the caster, which appears only when its spell is cast, catching anyone within the net will temporarily stop them in their tracks. Although the Fushibi net is highly unstable and when hit by kido, it explodes violently, causing some amounts of explosive damage to anyone caught within the net. This spell can also be used in conjunction with other kido and zanpakuto techniques for a variety of alternate effects.

  • Spell Name: Shakkahō
    Spell Type: Hadō
    Spell Number: #31
    Spell Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"
    Spell Effect: fires an orb of red energy that can vary in size, depending on the practitioner, the technique creates a small explosion and causes some burn damage as well, results vary from person to person.

  • Spell Name: Ōkasen
    Spell Type: Hadō
    Spell Number: #32
    Spell Incantation: N/A
    Spell Effect: The caster holds their zanpakuto horizontally and in front of them before charging a small yellow orb within the center of the zanpakuto's blade before it fires out as a long range, wide yet thin yellow beam once fully charged up. The caster can also use a hand for a quicker charge but the beam will be a smaller circluar beam about the size of your palm instead of the wider range when using the zanpakuto to fire it.

  • Spell Name: Sōkatsui
    Spell Type: Hadō
    Spell Number: #33
    Spell Incantation: "All things in the universe that fly, that which names all, in the name of truth and temperance, dig your claws into the wall of sinless dreams!
    Spell Effect: the caster extends his whole palm with his fingers extended forwards but only slightly apart before blue flame-like spirit energy flows into the center of the extended palm before firing a large wave of blue flames towards a target, without the incantation, it appears more as a blue fireball that rockets towards a target instead of a wave. causes a explosion on impact plus burn damage depending on tier of the target.


  • Spell Name: Haien
    Spell Type: Hadō
    Spell Number: #54
    Spell Incantation: N/A
    Spell Effect: the caster gathers purple energy into their hand before throwing it, once thrown, it forms into a boomerang shaped projectile that disintegrates a singular target part (a arm, leg, rock, etc) only, it cannot do this against a full body of spiritual energy as it's beyond the kido's ability to do so.

  • Spell Name: Daichi Tenyō
    Spell Type: Hadō
    Spell Number: #57
    Spell Incantation: None
    Spell Effect: This uses the caster's hands to levitate objects and/or people and throws them around towards a target (mostly objects in this regard) with people, this would be either pushing them out of harms way or throwing a alley forward to increase their speed towards a target or can be used on allies PCs (with permission of course) or NPCs of lower or equal tier.

  • Spell Name: Tenran
    Spell Type: Hadō
    Spell Number: #58
    Spell Incantation: None
    Spell Effect: the caster draws his zanpakuto and Levitates it in front of him before touching the handle gently to send it spinning around in mid air, getting rapidly faster and faster until the caster grabs the handle with the blade facing towards the ground before it fires a tornado from around the zanpakuto from the handle to the tip of the blade outwards towards the target and anything within the area of the tornado's effective radius which is four meters. can also be used with a hand supported by the other hand if the zanpakuto isn't available or for speed

  • Spell Name: Raikōhō
    Spell Type: Hadō
    Spell Number: #63
    Spell Incantation: "Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"
    Spell Effect: The caster uses this spell by raising the hand facing towards what he his going to be firing at and opening his hand to his palm, gathering yellow energy, similar to #32, but forming in front of the palm and with lightning covering the orb before, at the caster's command, it fires as a stream of lightning energy, shaped to look like a lightning strike towards the target which explodes violently in a destructive cloud of lightning, causing both explosive damage and electrical damage at once, results vary from person to person.

  • Spell Name: Sōren Sōkatsui
    Spell Type: Hadō
    Spell Number: #73
    Spell Incantation: "Mask of flesh and blood, universe soar, the one crowned with man's name, twin lotuses into the wall of blue flames, wait for the edge of the great fire in the heavens!"
    Spell Effect: the enhanced version of Sōkatsui; the caster gathers the same blue flame-like energy but into both palms instead of one and then thrusts both his palms together at the target, causing a much larger explosion and increased damaged to the target or object hit plus extra flame damage, depending on tier. Appears as a stream of blue flames, similar to a flame thrower only if the flames were blue.

  • Spell Name: Zangerin
    Spell Type: Hadō
    Spell Number: #78
    Spell Incantation: N/A
    Spell Effect: The Caster produces a wide ring of spiritual energy that is formed from the tip/s of the caster's zanpakuto, done within a circle and forming small spines around it. The caster then blasts the ring outwards, causing a large scale explosion around the surrounding area. Effective radius depends on tier, but maximum is about ten meters.

  • Spell Name: Hiryū Gekizoku Shinten Raihō
    Spell Type: Hadō
    Spell Number: #88
    Spell Incantation: N/A
    Spell Effect: The caster grips his firing arm to support it before channeling large amounts of lightning-based energy and the wielder's own spiritual energy, fused together in the palm of the outstreched hand before firing, expanding into a massive beam of electrical and spiritual energies combined. On impact with the target, it explodes violently, covering a area of fifteen meters within a blaze of plasma fire, consuming anything in its way.

  • Spell Name: Kurohitsugi
    Spell Type: Hadō
    Spell Number: #90
    Spell Incantation: "Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!"
    Spell Effect: The caster points his middle finger and index finger upwards as a spark of dark purple energy forms at the tip before expanding out around the target, normally someone within arms reach of the caster, the energy forms a coffin composed of the dark purple energy that quickly seals the target inside, keeping them inside with high amounts of gravitation pressure before several spears with crosses at the ends appear within the box before striking the target inside like a kido equivalent to a iron maiden before releasing them, causing heavy cuts to the target's body and leaving them weakened from the sudden return of regular gravity, causing most targets to collapse afterwords.

  • Spell Name: Senjū Kōten Taihō
    Spell Type: Hadō
    Spell Number: #91
    Spell Incantation: "Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired"
    Spell Effect: The caster takes a guard stance and extands either his zanpakuto or hand forward, as the spell or incantation is spoken, ten pink comet like projectiles form around the caster. Once the incantation and/the name of the spell is spoken, the projectiles fire rapidly into their target and explode violently with a large pink explosion that covers a twenty-five meter radius.

  • Spell Name: Ittō Kasō
    Spell Type: Gisei Hadō (Sacrificial Way of Destruction)
    Spell Number: #96
    Spell Incantation: N/A
    Spell Effect: This kido requires the use of the caster's arm as the catalyst for this spell, this kido is used when close to the target, grabbing onto them before speaking the spell. Once done, cracks appear within the caster's arm, glowing red before exploding violently around the target in the shape of the top end of a katana's blade, cause massive burn damage to any inside.

    Spell Name: Goryūtenmetsu (五龍転滅, Five Swirling Dragons of Destruction)
    Spell Type: Hadō
    Spell Number: #99
    Incantation: Unknown
    Spell Effect: Upon activation, energy ruptures a large area around the user, causing the ground to rise up in pillars, before rising into the air to for five enormous dragons above the user. This energy is then directed to a target in where is smashes into them releasing a larger explosion.

    Spell Name: Gaki Rekkō (牙気裂光, Raging Light Fang)
    Spell Type: Hadō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: Creates a circle of energy before firing multiple blasts of green light from its center in a cage-like formation. This attack appears as several blasts of in the shape of beams fired in a similar manor to Bakudo #62 Hyapporankan.

    Spell Name: Hyōga Seiran (氷河晴嵐, Glacier Vapor Storm)
    Spell Type: Hadō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: The practitioner fires a massive wave of ice which freezes its targets and the surrounding area. It is strong enough to destroy a group of Menos Grande with its sheer power and break through Bakudō #81. Dankū, which can block any destructive spell numbered 89 or less, though it took around fifteen seconds to do so.

    Spell Name: Sannodō — Teppūsatsu ( 三の道 — 鉄風殺, Third Path — Iron Wind Murder )
    Spell Type: Ura Hadō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: The practitioner makes a chopping motion with their hand, creating an aura shaped like the head of a large dragon that blows a powerful wind from its mouth at the enemy. This technique is strong enough to shatter protective Hado of strength 95 or lower.




Bakudō (Way of Binding):


  • Spell Name: Sai
    Spell Type: Bakudō
    Spell Number: #1
    Spell Incantation: N/A
    Spell Effect: the caster extends his middle and index finger towards a target, sending energy that locks their hands behind their backs, similar to handcuffs. can be used on multiple targets at once.

  • Spell Name: Hainawa
    Spell Type: Bakudō
    Spell Number: #4
    Spell Incantation: N/A
    Spell Effect: the caster gathers yellow spirit energy into either a single hand or both before sending out a crackling yellow energy rope that wraps around the target's body and arms, restricting their movements. this kido can be used in conjunction with Rikujōkōrō by using the rope to create the rods from the light it creates.

  • Spell Name: Seki
    Spell Type: Bakudō
    Spell Number: #8
    Spell Incantation: N/A
    Spell Effect: the caster forms a small orb of blue energy, normally around the top of the hand while the hand is in a fist. When a attack comes into contact with it, usually a melee attack like a sword or physically attacks like kicks or punches, breaks and repulses the attack back, forcing the attack back.

  • Spell Name: Geki
    Spell Type: Bakudō
    Spell Number: #9
    Spell Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
    Spell Effect: The caster either casts their hand at their target or spells out the kanji of the spell's name before the target is surrounded with a red aura, causes complete paralysis to the target, freezing them in the position they are in when the spell hit them.

  • Spell Name: Hōrin
    Spell Type: Bakudō
    Spell Number: #9
    Spell Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
    Spell Effect: The caster creates a ball of orange energy before releasing it by extending their index and middle fingers of the casting hand, firing a orange tendril with yellow spirals twisting around it. The kido is designed to ensnare and immobilizes the target, although the caster keeps a hold of the kido, meaning the caster can control where the tendril goes, unlike Hainawa which doesn't stay with the caster normally. the caster can also fire a second one if needed with the other hand and the tendrils can connect so if two targets were captured, they could be bound together.

  • Spell Name: Sekienton
    Spell Type: Bakudō
    Spell Number: #21
    Spell Incantation: N/A
    Spell Effect: the caster places his hands on the ground or below him if he is standing in the air before generating a red circle underneath him, creating a large cloud of light red smoke that obscures the movements of the caster, allowing to either get away or attack while his opponent can't see him coming, although the smoke doesn't hide the caster's spiritual pressure unless he hides that after performing the kido.

  • Spell Name: Kyokkō
    Spell Type: Bakudō
    Spell Number: #26
    Spell Incantation: N/A
    Spell Effect: This kido is performed by casting a bright light around the caster from a extended hand, surrounding the caster before bending the light around the caster, rendering their physical presence invisible as well as hiding their spiritual pressure from the outside view. Although while active, the caster cannot attack in anyway unless the kido is broken first and someone of a higher tier can break it or still detect the kido's energy.

  • Spell Name: Shitotsu Sansen
    Spell Type: Bakudō
    Spell Number: #30
    Spell Incantation: N/A
    Spell Effect: The caster, using a single hand, draws out a inverted yellow triangle before three, claw-like shapes generate from the three points on the triangle he just made with his hand, these claw triangle fire out rapidly, pinning the target's upper arms and the middle of the target's chest, this however doesn't paralyze the target but keeps them restrained to a surface.

  • Spell Name: Tsuriboshi
    Spell Type: Bakudō
    Spell Number: #37
    Spell Incantation: N/A
    Spell Effect: The caster extends his hand, forming a blue ball of energy normally underneath a falling object where six ropes shoot out and attach to nearby surfaces, taking on a elastic-like quality that can take a large amount of impact forces when something lands on it before coming up slowly with a bounce.

  • Spell Name: Enkōsen
    Spell Type: Bakudō
    Spell Number: #39
    Spell Incantation: N/A
    Spell Effect: The caster, either using their hands or their zanpakuto in a blocking motion, form a large rotating round shield, made of a dull yellow spiritual energy in front of themselves, general in front of their zanpakuto or hands. Designed to block a single attack.

  • Spell Name: Kakushitsuijaku
    Spell Type: Bakudō
    Spell Number: #58
    Spell Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain."
    Spell Effect: The caster draws a circle with a cross with black powder before drawing four, different symbols in their correct places in the cross sections before the caster places his hands just under the circle to activate the spell, which causes the inside of the circle to glow blue with various number kanji appearing rapidly within the circle, this kido increases the caster's ability to sense spiritual pressure and their basic senses in general to seek a target, the numbers will keep rotating rapidly until the correct set is found, relating to the target's longitude and latitude.

  • Spell Name: Rikujōkōrō
    Spell Type: Bakudō
    Spell Number: #61
    Spell Incantation: "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
    Spell Effect: The caster points his middle and index finger towards the target before a spark of light emits from the tips of his extended fingers, forming six long but thin rods of light that shoot rapidly towards a target, slamming into their midsection and keeping the arms to the sides, this also paralyzes anything not connected by the rods, parlaying the entire body in the process.

  • Spell Name: Hyapporankan
    Spell Type: Bakudō
    Spell Number: #62
    Spell Incantation: N/A
    Spell Effect: The caster generates a large purple tinted rod made of condense spiritual energy by pressing their palms together before spreading them out to make the rod. Alternatively, the caster can perform this one handed by generating the rod directly into their free hand. The cast then throws the rod towards its intended target before the rod instantaneously splits into a hundred rods of equal size and length, which if enough hit can pin a opponent against a surface, immobilizing them, although important to note that this kido doesn't paralyze the target, meaning the target can still move anything not pin downed by the rods.

  • Spell Name: Sajō Sabaku
    Spell Type: Bakudō
    Spell Number: #63
    Spell Incantation: N/A
    Spell effect: The caster raises their hand into the air before closing their hand into a fist, directed at the intended target where yellow energy forms either from the air above the target, from around the arm of the caster or it comes from behind the caster's shoulder, where it forms into thick chain-like ropes, which swirl around the target, wrapping around the torso area, binding the arms behind them before tightening around them, immobilizing them. Normally this kido can't be broken by physical strength by those of equal tier and below, someone two tiers and above can break out of it by physical strength, especially those enhanced in either a hollow mask or forced into a hollow form.

  • Spell Name: Tozanshō
    Spell Type: Bakudō
    Spell Number: #73
    Spell Incantation: N/A
    Spell effect: The caster forms a blue ball of energy, which forms beneath either the caster or a intended target. The ball then breaks off into four beams of blue energy that extend upwards from the center point. Once in the correct positions, they travel across, forming the sides of the barrier, forming a inverted pyramid barrier around the caster or target plus anyone within the range of the barrier. The kido can also be used around other kido like Tsuriboshi.

  • Spell Name: Gochūtekkan
    Spell Type: Bakudō
    Spell Number: #75
    Spell Incantation: "Wall of iron sand, tower of the shaman priests, glow incandescent iron, tranquil and soundless!"
    Spell Effect: the caster places his hands together, as the incantation is spoken, five small yellow orbs with little tails float upwards above the caster's head until he raises his hands in a combined fist as they become flat circles rotating around his hands until finishing the kido and then the caster rapid sends his hands towards the ground, sending the orbs crashing into the ground and disappearing into it, then a bright light will appear above the target before five tall, thick steel pillars connected with thin chains that descends down rapidly to pin the target down with the weight, with the one at the top pressing on the back or chest, depending on which way the pillars fell on them but the other four will always press down on the arms and legs.

  • Spell Name: Tenteikūra
    Spell Type: Bakudō
    Spell Number: #77
    Spell Incantation: "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."
    Spell Effect: The caster first draws kanji on the palms of his hands and a circuit-like pattern going up the arms in a zig-zag way with black powder or their own blood before placing his palms in front of him, creating a glowing blue square, as he recites the incantation, roots will form from the square, creating a network. the primary power of this kido is communication and can be used to talk to anyone mentally in the area of the caster's using, this kido also works cross dimension as well and can be used to talk to multiple people at once or one but also anyone within the close vicinity of the caster can also talk to whoever is connected by the kido.

  • Spell Name: Kuyō Shibari
    Spell Type: Bakudō
    Spell Number: #79
    Spell Incantation: N/A
    Spell Effect: The caster twists their hand in front of their face, forming eight black holes with a purple outline that emit spiritual energy out around the target, the ninth black hole forming at the center of the target's chest, once all nine are formed, they immobilize the target's ability to move similar to how spiritual pressure can immobilize a target by focusing spiritual pressure against them.

  • Spell Name: Dankū
    Spell Type: Bakudō
    Spell Number: #81
    Spell Incantation: N/A
    Spell Effect: The caster forms a translucent rectangular barrier in front of the caster. This kido can protect the user from kido based attacks up to #89 but only protects in front of the caster, so coming behind the caster or to the side can bypass the powerful protection of this kido.

  • Spell Name: Restrict
    Spell Type: Bakudō
    Spell Number: #99 (Part 1)
    Spell Incantation: N/A
    Spell Effect: The caster holds their palms away from themselves, with their arms extended out to the sides, before clasping their hands together, with the fingers intertwined intricately. When First learning this kido, the caster is restricted to binding the target's arms with spiritualized black fabric and iron shafts rammed into the very flesh of the target. Once perfected, the caster can not only bind the arms but the entire body as they are pinned to the ground with the frabric spreading out in a X formation before being kept in place by additional iron shafts. X extends about seven meters from the target.

  • Spell Name: Bankin
    Spell Type: Bakudō
    Spell Number: #99 (Part 2)
    Spell Incantation: "First Incantation - Bandage! Second Incantation - A thousand Dead Bolts! Final Incantation - Fatal Shaft!"
    Spell Effect: The caster starts by saying the spell type, number and name of the kido before slamming the index and middle fingers of both hands into the ground as it causes a dust cloud to vent out the ground. The caster then says the first incantation, causing white spiritual energy forms out from where their fingers are, forming around the target and solidifying into tightly wrapped bandages around the target. On the second incantation while keeping the same position with their fingers in the ground, summon a thousand steel bolts with twisted ends to piece the flesh of the target, keeping the bandages and the target additionally pinned down. On the final incantation, the caster brings their fingers out the ground puts both palms together before a giant metal cube, covered in circuit-like patterns that slams into the target, leaving no change to move at all or (in death enabled threads and with the other RPer's permission) possible kill the target.

    Spell Name: Kyōmon (鏡門, Mirror Door; Viz "Mirror Gate")
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: This technique erects a transparent barrier that extends from one side of an opening to the other. It is used to protect the target by preventing intruders from passing through it. It is usually used to cover the entrance of a room with the target inside it. However, this barrier is much more easily broken from the inside if the target chooses to leave confinement.

    Spell Name: Hachigyō Sōgai (八爻双崖, Eight Joined Twin Cliffs)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect:

    Spell Name: Ryūbi no Jōmon (竜尾の城門, The Gate of Dragon Tail)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: "Brethren-in-arms withdrawing for the distance of 8 sun and standing still; blue bolt, white bolt, black bolt, red bolt; sinking into the ocean together seeking redemption."
    Spell Effect: Creates over a dozen pillars, which are arranged by hand gestures, making them form a gigantic shield or door-like barrier between the caster and the opponent. It can be used together with Kokō no Jōmon, Kigai no Jōmon, and Hōyoku no Jōmon to form Shijū no Saimon. This barrier is capable of withstanding that of two Gran Rey Cero.

    Spell Name: Kokō no Jōmon (虎咬の城門, The Gate of Tiger Fang)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: A barrier appears and takes the shape of a watermill. Its inner section can be opened up like a set of fangs, allowing one to attack through the barrier. It can be used together with Ryūbi no Jōmon, Kigai no Jōmon, and Hōyoku no Jōmon to form Shijū no Saimon. This is capable of handling an attack equal to that of three Cero.

    Spell Name: Hōyoku no Jōmon (鳳翼の城門, The Gate of Phoenix Wings)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: This barrier is created from an obelisk and many planks combining to form a sort of lampshade, resembling folding wings and a crude bird's head/body. It can be used together with Ryūbi no Jōmon, Kigai no Jōmon, and Kokō no Jōmon to form Shijū no Saimon. It is capable of withstanding an attack as powerful as one Gran Rey Cero.

    Spell Name: Shijū no Saimon (四獣の塞門, The Gate of Four Beasts
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: This barrier is formed by combining Ryūbi no Jōmon, Kokō no Jōmon, Kigai no Jōmon, and Hōyoku no Jōmon. When the four barriers come together, they create a rectangular prison-like barrier around the opponent. It is able to contain the attack from a full powered Toukai attack.


    Spell Name: Millón Escudo (ミジョン・エスクド,Spanish for "Million Shield")
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: A light green hexagonal barrier which is normally fixed to one central area and, when inactive, remains invisible. Upon contact with an outside force, the barrier enlarges to fully protect whatever it is affixed to. The barrier keeps the attack away from the target, gathers the energy in one area, and momentarily absorbs the energy from the attack before forcing the attack outward and away from the shield, dispersing the attack altogether. It is capable of stopping and dispersing an attack as strong as a Gran Rey Cero.

    Spell Name: El Escudo (エル・エスクド, Spanish for "The Shield")
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: As the practitioner raises their arm, a light green barrier is summoned to block an incoming attack. This is capable of stopping the swing of a sword from an opponent at the strength of a seasoned captain.

    Spell Name: Hako Okuri (匣遺, Farewell Box)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: Sealing an object inside of a box-shaped orange barrier(even something like a users limb or body part), the practitioner teleports the box wherever he/she wishes it to go. It can even transport the object within another object, although whatever the user teleports can not be sent into or put inside someone else without permission.

    Spell Name:  Hanki (反鬼, Reverse Demon)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: A fighting technique that combats an opponent's Kidō by hitting it with a Kidō of the same quality and quantity spinning in the opposite direction.[1] The ability can even neutralize an opponent's movements.

    Spell Name: Kigai no Jōmon (亀鎧の城門, The Gate of Turtle Shell)
    Spell Type: Bakudō
    Spell Number: Unnumbered
    Incantation: Unknown
    Spell Effect: Creates a barrier by combining many small hexagons to form a honeycomb-like structure. It can be used in conjunction with Ryūbi no Jōmon, Kokō no Jōmon, and Hōyoku no Jōmon to form Shijū no Saimon. It is capable of withstanding attacks as powerful as four cero.



Search in: Vizard Information  Topic: Kidou List (UPDATED)  Replies: 0  Views: 2776

Kido Update [WIP] - Tue Jan 19, 2016 7:10 pm


[Only admins are allowed to see this image]



KIDŌ - GUIDE TO DEMON ARTS




This is the official guide to using Kidō (鬼道, Demon's Arts) in roleplay. It contains critical information of the mysterious magic, that shinigami are known to utilize in their campaign against their enemies, as well as a complete list of all Kidō spells, both canon and those original to our players. We have our own unique mechanics for using the spells, and there's a slight taste of originality to it, so you should definitely read this if your character's skills rely on Kidō.

The mechanics and Kidō list will be updated by the staff from time to time.



KIDO MECHANICS



RESERVED FOR DESCRIPTION




HADŌ - WAY OF DESTRUCTION



RESERVED FOR DESCRIPTION

Kidō Name: Hadō [Only admins are allowed to see this link]. Shō (衝, Thrust)
Kidō Effect: Hardly harmful to the target. The practitioner extends their index finger and points towards a person or an object, as they release a small, but concentrated blast of kinetic energy at their target. The energy, which is dispelled from the spell, will thrust the target with force, that is dependent on the weight and strength of practitioner. Thus, the strength of force cannot exceed what one is physically capable of: for example, small object might get thrown across a room with great force, while a heavier object might not move at all. While a person will not suffer damage from the spell, injuries can be received, if the target hits an obstacle as they are pushed back. The distance, that a living target will be pushed back, is determined by tier difference between individuals.

Kidō Chart:

Opponent is 2+ Tiers Below: 8 to 12 meters
Opponent is One Tier Below: 6 to 10 meters
Opponent is On Equal Level: 4 to 8 meters
Opponent is One Tier Above: 2 to 6 meters
Opponent is 2+ Tiers Above: 0 to 2 meters

Incantation: N/A

Kidō Name: Hadō [Only admins are allowed to see this link]. Byakurai (白雷, Pale Lightning)
Kidō Effect: Despite it's low number, this spell can prove lethal in the hands of a skilled practitioner. To begin, one must extend their both hands, or alternatively one's index finger, and aim towards the target, that they want to unleash this spell on. Then, a concentrated, cobalt-colored lightning will emerge from the hands, and travels in rapid speed towards the target, until it strikes. The energy of bolt is extremely sharp, and will cut cleanly through most matter, whenever inanimate or organic, and thus, it could be compared to a spear impaling the target's body. Generally, a stronger being is usually capable of negating this effect, and the bolt will have little to no effect on them. There is a modified version to this spell, Jūgeki Byakurai, which will have greater effect, but is only available to players as a high-numbered Kidō ([Only admins are allowed to see this link]). However, we have decided to use the same box for these two spells, due to being akin to each other. The set range of the lightning bolt, after which it will disintegrate into the air, which is up to 50 meters with regular spell, and up to 150 meters with it's modified version.

The regular version of the spell can be fired three times in a row, under a single post and in rapid pace. However, Jūgeki Byakurai can only used once per post.

Kidō Chart: [Regular Byakurai]

Opponent is 2+ Tiers Below: Cuts cleanly through
Opponent is One Tiers Below: Cuts cleanly through
Opponent is On Equal Level: Negated completely
Opponent is One Tier Above: Negated completely
Opponent is 2+ Tiers Above: Negated completely

Kidō Chart: [Jūgeki Byakurai]

Opponent is 2+ Tiers Below: Cuts cleanly through
Opponent is One Tiers Below: Cuts cleanly through
Opponent is On Equal Level: Cuts cleanly through
Opponent is One Tier Above: Cuts cleanly through
Opponent is 2+ Tiers Above: Negated completely

Incantation: N/A

Kidō Name: Hadō [Only admins are allowed to see this link]. Tsuzuri Raiden (綴雷電, Bound Lightning)
Kidō Effect: Hazardous spell, that is potentially harmful to the practitioner. By either the palm of a practitioner, or one's zanpakuto, a burst of lightning can be released at one's will. This burst can be comprise of a single, concentrated arc or a wave of lightning, depending on the proficiency of a caster, but nonetheless, will cause great damage to an opponent by electrocuting them, despite having a low number. It's equally dangerous for the practitioner to utilize this spell, because it grants it's caster no greater defense against it's user than it does to a foe, due to the wild, damaging nature of lightning - thus, should the practitioner be in contact with the electricity, they will suffer same damage as an equal tier would. In addition, it's granted a +1 AR effectiveness, when there is water, surface of metal or another material, that is conductive to such an effect. It's a linear attack, so the current will move forward, rather than electrifying both individuals at the same time, so the trick is to stay out of it's way.
Kidō Chart:

Opponent is 2+ Tiers Below: 4th degree burns, paralysis of 2 posts
Opponent is One Tier Below: 3th degree burns, paralysis of 1 post
Opponent is On Equal Level: 2nd degree burns, no paralysis
Opponent is One Tier Above: 1st degree burns, no paralysis
Opponent is 2+ Tiers Above: Hardly any effect, clothes burnt off

Incantation: N/A

Kidō Name: Hadō [Only admins are allowed to see this link]. Fushibi (伏火, Ambush Flare)
Kidō Effect: A very intriguing spell.
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Kidō Name: Hadō [Only admins are allowed to see this link]. Shakkahō (赤火砲, Red Fire Cannon)
Kidō Effect: A very common spell which is about mid-range in terms of the level of difficulty, it is taught as a general offensive spell in the Shin'ō Academy, it can by fired from one or both hands and it is initiated firstly by creating an fiery orb of crimson energy on their palm or finger, the orb can vary in size from small, medium and large with the destructive power being different for each one and it can be used in either a pillar of energy or a simple explosion inducing both concussive damage and burn damage, it is quite versatile hence why it is commonly taught to students as a general offensive spell, it can also be used for multiple purposes such as illumination and simple heat generation to keep warm when it is cold.
Kidō Chart:

Opponent is 2+ Tiers Below: 4th degree burns, thrown back 10-20 meters
Opponent is One Tier Below: 3rd degree burns, thrown back 8-19 meters
Opponent is On Equal Level: 2nd degree burns, thrown back 6-12 meters
Opponent is One Tier Above: 1st degree burns, thrown back 3-6 meters
Opponent is 2+ Tiers Above: 1st degree burns, thrown back 1-3 meters

Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"

Kidō Name: Hadō [Only admins are allowed to see this link]. Ōkasen (黄火閃, Yellow Fire Flash)
Kidō Effect: A rarer spell to witness, it is similar to Hado [Only admins are allowed to see this link]. Shakkahō although instead of a single shot of fire, Ōkasen instead is used to cover more distance in the form of an arc, it starts by the user firstly holding their zanpakutō out horizontally and creating an orb of yellow energy which then widens itself along the length of the sword although a the user can easily use their hand to do this they will cover a much smaller arc. Once it is fully charged, it fires a wide, horizontal arc of yellow energy at the target which inflicts burn wounds and concussive damage.

The modified version of this spell works much the same way although once it is fully charged, a single wide beam fires from the front accompanied by four other beams streaming off in other directions. The beams swiftly redirect before closing in on their intended target to attack from multiple directions at once. The attack can be used whilst unarmed, fired from either the hands or feet, though the initial beam has a shorter arc and the number of accompanying beams are reduced to two, producing a three-pronged strike instead. In contrast to the yellow light of its normal form, the modified version is an auburn colour.

Kidō Chart: [Regular Ōkasen]

Opponent is 2+ Tiers Below: 4th degree burns, thrown back 10-20 meters
Opponent is One Tier Below: 3rd degree burns, thrown back 8-19 meters
Opponent is On Equal Level: 2nd degree burns, thrown back 6-12 meters
Opponent is One Tier Above: 1st degree burns, thrown back 3-6 meters
Opponent is 2+ Tiers Above: 1st degree burns, thrown back 1-3 meters

Kidō Chart: [Gotokki Ōkasen]

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Hadō [Only admins are allowed to see this link]. Sōkatsui (蒼火墜, Blue Fire, Crash Down)
Kidō Effect: By facing their palm towards the target the practitioner generates a blue energy before firing it at their target which takes the appearance of a torrent of blue flames. The energy fired can move as a direct blast or a wave of energy depending on the amount of power in it, with less power making a direct blast and more power making a large wave. People with considerable skill in this spell can use it to devastating effects.
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws."

Kidō Name: Hadō [Only admins are allowed to see this link]. Haien (廃炎, Abolishing Flames)
Kidō Effect: A very powerful fire-type spell, the user quickly generates and fires purple flames in varying shapes and forms towards the target from their hand. The fire is so strong it can incinerate most things and can be used quite devastating to its targets.
Kidō Chart:

Opponent is 2+ Tiers Below: Instant incineration of hit area.
Opponent is One Tier Below: Instant incineration of hit area.
Opponent is On Equal Level: 3rd Degree Burns.
Opponent is One Tier Above: 2nd Degree Burns.
Opponent is 2+ Tiers Above: 1st Degree Burns and some 2nd Degree Burns.

Incantation:

Kidō Name: Hadō [Only admins are allowed to see this link]. Daichi Tenyō (大地転踊, Upturned Earth Dance)
Kidō Effect: By thrusting their hands outward the practitioner causes objects around them to levitate in a similar fashion to telekinesis before throwing them towards the destination the user thrust their hands, this spell can be used for a variety of purposes such as simple attacking or countering attacks.
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:

Kidō Name: Hadō [Only admins are allowed to see this link]. Tenran (闐嵐, Orchid Sky)
Kidō Effect: The spell is initially started by using their hand or sheathed zanpakuto as a catalyst for the spell to work. When using the a sheathed zanpakuto the user levitates the weapon in front of them and lightly taps the floating sword to make it spin like a fan, the weapon will slowly build up more and more speed before the user finally stops the spinning zanpakuto. This releases thee spell as a widening tornado blast which shoots in front of the user, upon hitting the opponent they will be hit with incredible force which is comparable to the force of a large truck going at high speeds. When used with their hand(s) the user does not need to spin or move their hands. The spell can only be used twice per post.
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:

Kidō Name: Hadō [Only admins are allowed to see this link]. Raikōhō (雷吼炮, Thunder Roar Sear)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"

Kidō Name: Hadō [Only admins are allowed to see this link]. Sōren Sōkatsui (双漣蒼火墜, Twin Lotus Blue Fire, Crash Down)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Ye lord! 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."

Kidō Name: Hadō [Only admins are allowed to see this link]. Zangerin (斬華輪, Cutting Flower Ring)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:

Kidō Name: Hadō [Only admins are allowed to see this link]. Hiryū Gekizoku Shinten Raihō (飛竜撃賊震天雷炮, Flying Dragon-Striking Heaven-Shaking Thunder Cannon)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:

Kidō Name: Hadō [Only admins are allowed to see this link]. Kurohitsugi (黒棺, Black Coffin)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!"

Kidō Name: Hadō [Only admins are allowed to see this link]. Senjū Kōten Taihō (千手皎天汰炮, Thousand-Hand Bright Heaven Culling-Sear)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired"

Kidō Name: Gisei Hadō [Only admins are allowed to see this link]. Ittō Kasō (一刀火葬, Single Blade Cremation)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A




BAKUDŌ - WAY OF BINDING




RESERVED FOR DESCRIPTION

Kidō Name: Bakudō # 1. Sai (塞, Restrain)
Kidō Effect:

Kidō Chart: [Regular Sai]

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Kidō Chart: [Inochigami Sai]

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Hainawa (這縄, Crawling Rope)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Seki (斥, Repulse)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Geki (撃, Strike)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"

Kidō Name: Bakudō [Only admins are allowed to see this link]. Hōrin (崩輪, Disintegrating Circle)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"

Kidō Name: Bakudō [Only admins are allowed to see this link]. Sekienton (赤煙遁, Red Smoke Escape)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudo [Only admins are allowed to see this link]. Kyokkō (曲光, Bent Light)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudo [Only admins are allowed to see this link]. Noren Mekuri (暖簾捲り, Curtain Stripping)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Tsuriboshi (吊星, Suspending Star)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Enkōsen (円閘扇, Round Lock Fan)
Kidō Effect:

Kidō Chart: [Enkōsen]

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Kidō Chart: [Chōsoku Enkōsen]

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Keikaigi (繫界儀, World-Tying Rite)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "My right hand is the stone that bridges worlds. My left hand is the blade that binds reality. The black-haired shepherd is hung from a chair. Stratus clouds come, and I strike down the ibis."

Kidō Name: Bakudō [Only admins are allowed to see this link]. Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain."

Kidō Name: Bakudō [Only admins are allowed to see this link]. Rikujōkōrō (六杖光牢, Six Rods Prison of Light)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"

Kidō Name: Bakudō [Only admins are allowed to see this link]. Hyapporankan (百歩欄干, Hundred Steps Fence)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. (しびれ指, Numbing Finger)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Sajō Sabaku (鎖条鎖縛, Locking Bondage Stripes)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Tanma Otoshi (タンマ落とし, Time-Out Drop)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Inemuri (威眠, Forced Slumber)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Tozanshō (倒山晶, Inverse Mountain Crystal)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Hakufuku (白伏, White Crawl)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Gochūtekkan (五柱鉄貫, Five-Pillared Iron Weights)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Walls of iron sand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end."

Kidō Name: Bakudō [Only admins are allowed to see this link]. Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."

Kidō Name: Bakudō [Only admins are allowed to see this link]. Kuyō Shibari (九曜縛, Nine Sunlight Traps)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Dankū (斷空, Splitting Void)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link]. Sentan Hakuja (千反白蛇, Thousand-Coil White Snake)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link], Part 1. Kin (禁, Prohibition)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Bakudō [Only admins are allowed to see this link], Part 2. Bankin (卍禁, Full Prohibition)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:
"Prologue - Halting Wraps"
"Refrain - Serial Hundred Bolts"
"Finale - Fully Prohibited Great Seal"

Kidō Name: Bakudō [Only admins are allowed to see this link], Part 3. Shikakuchūjin (四角柱陣, Quadrangular Prism Method)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: "Black rods, red fire. The god of this world binds us in crimson blood and the sun forbears to show its light."




KAIDŌ - TURNING WAY




RESERVED FOR DESCRIPTION

Kidō Name:
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:

Kidō Name:
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:

Kidō Name:
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
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Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:




ŌUDŌ - CLOSING WAY




RESERVED FOR DESCRIPTION




KINDŌ - FORBIDDEN WAY




RESERVED FOR DESCRIPTION

Kidō Name: Jikanteishi (時間停止, Temporal Stasis)
Kidō Effect: This spell was forbidden immediately after its effects were witnessed, the spell explores the effects of a temporal stasis or "chronolock", it works by the user cutting out a portion of space-time and halting all time within that space, using this spell can allow the user to stop and lock events in place as well as make everything stop. The spell is considered incredibly powerful for the reasons that it could simply st
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name: Kūkanten'i (空間転位, Spatial Displacement)
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation: N/A

Kidō Name:
Kidō Effect:
Kidō Chart:

Opponent is 2+ Tiers Below:
Opponent is One Tier Below:
Opponent is On Equal Level:
Opponent is One Tier Above:
Opponent is 2+ Tiers Above:

Incantation:




KIDŌ TECHNIQUES




RESERVED FOR DESCRIPTION

Name of Technique: Eishōhaki (詠唱破棄, Incantation Abandonment)
Technique Description: [What does this technique do, be sure to include charge times and cool downs.]

Name of Technique: Nijū Eishō (二重詠唱, Twofold Incantation)
Technique Description: [What does this technique do, be sure to include charge times and cool downs.]

Name of Technique: Kōjutsu Eishō (後述詠唱, Spoken-After Incantation)
Technique Description: [What does this technique do, be sure to include charge times and cool downs.]

Name of Technique: Hanki (反鬼, Reverse Demon)
Technique Description: [What does this technique do, be sure to include charge times and cool downs.]



Search in: Staff Coffee Room  Topic: Kido Update [WIP]  Replies: 3  Views: 611

Offical Site Kido List - Tue Aug 11, 2015 12:16 am

Guest

This is the Official Bleach Story kido list; these kido will be listed down below, what they do and what tiers can use them to what effectiveness, these you may use on your apps or you may expand upon what is written here within your app or if you see a gap in the list, make your own kido, have it approved and make it part of the official site kido list *^w^*

Hadō (Way of Destruction):


  • Spell Name: Shō
    Spell Type: Hadō
    Spell Number: {#}1{/#}
    Spell Incantation: N/A
    Spell Effect: the caster extends his index finger before firing a concentrated blast of high knetic energy that will push most people or objects a few meters away from the caster but they take no damage from the kido, only if they hit or crash into something after getting knocked back by the kido.

  • Spell Name: Usuinageha (Pale throwing blade)
    Spell Type: Hadō
    Spell Number: {#}3{/#}
    Spell Incantation: "Mask of flesh and blood, birds that soar the heavens, rain upon thy foe and deliver him a finishing blow!"
    Spell Effect: By charging up spirit energy in his arm with his palm flat out before making a arc with the arm, The caster can fire a small curved energy blade, able to cut through most things it comes into contact to. it can also be fired in rapid succession.

  • Spell Name: Byakurai
    Spell Type: Hadō
    Spell Number: {#}4{/#}
    Spell Incantation: N/A
    Spell Effect: the caster extends his index finger and gathers spirit energy at the tip of his extended finger before firing a concentrated beam of cobalt colored lightning at the target, addition lightning is wrapped around the beam, adding to the effect of the lightning as it travels.

  • Spell Name: Tsuzuri Raiden
    Spell Type: Hadō
    Spell Number: {#}11{/#}
    Spell Incantation: N/A
    Spell Effect: The caster, either using their zanpakuto or the palm of their hands against a object or target, generates a current of yellow lightning through the hand/zanpakuto into the object/target, causing electrical damage to anyone in range of the current.

  • Spell Name: Fushibi
    Spell Type: Hadō
    Spell Number: {#}12{/#}
    Spell Incantation: N/A
    Spell Effect: This kido doesn't require a noticeable gesture as it can be activated by only speaking the incantation and/or name of kido. A bright orange kido net forms around one side of the caster, which appears only when its spell is cast, catching anyone within the net will temporarily stop them in their tracks. Although the Fushibi net is highly unstable and when hit by kido, it explodes violently, causing some amounts of explosive damage to anyone caught within the net. This spell can also be used in conjunction with other kido and zanpakuto techniques for a variety of alternate effects.

  • Spell Name: Shakkahō
    Spell Type: Hadō
    Spell Number: {#}31{/#}
    Spell Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"
    Spell Effect: fires an orb of red energy that can vary in size, depending on the practitioner, the technique creates a small explosion and causes some burn damage as well, results vary from person to person.

  • Spell Name: Ōkasen
    Spell Type: Hadō
    Spell Number: {#}32{/#}
    Spell Incantation: N/A
    Spell Effect: The caster holds their zanpakuto horizontally and in front of them before charging a small yellow orb within the center of the zanpakuto's blade before it fires out as a long range, wide yet thin yellow beam once fully charged up. The caster can also use a hand for a quicker charge but the beam will be a smaller circluar beam about the size of your palm instead of the wider range when using the zanpakuto to fire it.

  • Spell Name: Sōkatsui
    Spell Type: Hadō
    Spell Number: {#}33{/#}
    Spell Incantation: "All things in the universe that fly, that which names all, in the name of truth and temperance, dig your claws into the wall of sinless dreams!
    Spell Effect: the caster extends his whole palm with his fingers extended forwards but only slightly apart before blue flame-like spirit energy flows into the center of the extended palm before firing a large wave of blue flames towards a target, without the incantation, it appears more as a blue fireball that rockets towards a target instead of a wave. causes a explosion on impact plus burn damage depending on tier of the target.


  • Spell Name: Haien
    Spell Type: Hadō
    Spell Number: {#}54{/#}
    Spell Incantation: N/A
    Spell Effect: the caster gathers purple energy into their hand before throwing it, once thrown, it forms into a boomerang shaped projectile that disintegrates a singular target part (a arm, leg, rock, etc) only, it cannot do this against a full body of spiritual energy as it's beyond the kido's ability to do so.

  • Spell Name: Daichi Tenyō
    Spell Type: Hadō
    Spell Number: {#}57{/#}
    Spell Incantation: None
    Spell Effect: This uses the caster's hands to levitate objects and/or people and throws them around towards a target (mostly objects in this regard) with people, this would be either pushing them out of harms way or throwing a alley forward to increase their speed towards a target or can be used on allies PCs (with permission of course) or NPCs of lower or equal tier.

  • Spell Name: Tenran
    Spell Type: Hadō
    Spell Number: {#}58{/#}
    Spell Incantation: None
    Spell Effect: the caster draws his zanpakuto and Levitates it in front of him before touching the handle gently to send it spinning around in mid air, getting rapidly faster and faster until the caster grabs the handle with the blade facing towards the ground before it fires a tornado from around the zanpakuto from the handle to the tip of the blade outwards towards the target and anything within the area of the tornado's effective radius which is four meters. can also be used with a hand supported by the other hand if the zanpakuto isn't available or for speed

  • Spell Name: Raikōhō
    Spell Type: Hadō
    Spell Number: {#}63{/#}
    Spell Incantation: "Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"
    Spell Effect: The caster uses this spell by raising the hand facing towards what he his going to be firing at and opening his hand to his palm, gathering yellow energy, similar to {#}32{/#}, but forming in front of the palm and with lightning covering the orb before, at the caster's command, it fires as a stream of lightning energy, shaped to look like a lightning strike towards the target which explodes violently in a destructive cloud of lightning, causing both explosive damage and electrical damage at once, results vary from person to person.

  • Spell Name: Sōren Sōkatsui
    Spell Type: Hadō
    Spell Number: {#}73{/#}
    Spell Incantation: "Mask of flesh and blood, universe soar, the one crowned with man's name, twin lotuses into the wall of blue flames, wait for the edge of the great fire in the heavens!"
    Spell Effect: the enhanced version of Sōkatsui; the caster gathers the same blue flame-like energy but into both palms instead of one and then thrusts both his palms together at the target, causing a much larger explosion and increased damaged to the target or object hit plus extra flame damage, depending on tier. Appears as a stream of blue flames, similar to a flame thrower only if the flames were blue.

  • Spell Name: Zangerin
    Spell Type: Hadō
    Spell Number: {#}78{/#}
    Spell Incantation: N/A
    Spell Effect: The Caster produces a wide ring of spiritual energy that is formed from the tip/s of the caster's zanpakuto, done within a circle and forming small spines around it. The caster then blasts the ring outwards, causing a large scale explosion around the surrounding area. Effective radius depends on tier, but maximum is about ten meters.

  • Spell Name: Hiryū Gekizoku Shinten Raihō
    Spell Type: Hadō
    Spell Number: {#}88{/#}
    Spell Incantation: N/A
    Spell Effect: The caster grips his firing arm to support it before channeling large amounts of lightning-based energy and the wielder's own spiritual energy, fused together in the palm of the outstreched hand before firing, expanding into a massive beam of electrical and spiritual energies combined. On impact with the target, it explodes violently, covering a area of fifteen meters within a blaze of plasma fire, consuming anything in its way.

  • Spell Name: Kurohitsugi
    Spell Type: Hadō
    Spell Number: {#}90{/#}
    Spell Incantation: "Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!"
    Spell Effect: The caster points his middle finger and index finger upwards as a spark of dark purple energy forms at the tip before expanding out around the target, normally someone within arms reach of the caster, the energy forms a coffin composed of the dark purple energy that quickly seals the target inside, keeping them inside with high amounts of gravitation pressure before several spears with crosses at the ends appear within the box before striking the target inside like a kido equivalent to a iron maiden before releasing them, causing heavy cuts to the target's body and leaving them weakened from the sudden return of regular gravity, causing most targets to collapse afterwords.

  • Spell Name: Senjū Kōten Taihō
    Spell Type: Hadō
    Spell Number: {#}91{/#}
    Spell Incantation: "Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired"
    Spell Effect: The caster takes a guard stance and extands either his zanpakuto or hand forward, as the spell or incantation is spoken, ten pink comet like projectiles form around the caster. Once the incantation and/the name of the spell is spoken, the projectiles fire rapidly into their target and explode violently with a large pink explosion that covers a twenty-five meter radius.

  • Spell Name: Ittō Kasō
    Spell Type: Gisei Hadō (Sacrificial Way of Destruction)
    Spell Number: {#}96{/#}
    Spell Incantation: N/A
    Spell Effect: This kido requires the use of the caster's arm as the catalyst for this spell, this kido is used when close to the target, grabbing onto them before speaking the spell. Once done, cracks appear within the caster's arm, glowing red before exploding violently around the target in the shape of the top end of a katana's blade, cause massive burn damage to any inside.


Bakudō (Way of Binding):


  • Spell Name: Sai
    Spell Type: Bakudō
    Spell Number: {#}1{/#}
    Spell Incantation: N/A
    Spell Effect: the caster extends his middle and index finger towards a target, sending energy that locks their hands behind their backs, similar to handcuffs. can be used on multiple targets at once.

  • Spell Name: Hainawa
    Spell Type: Bakudō
    Spell Number: {#}4{/#}
    Spell Incantation: N/A
    Spell Effect: the caster gathers yellow spirit energy into either a single hand or both before sending out a crackling yellow energy rope that wraps around the target's body and arms, restricting their movements. this kido can be used in conjunction with Rikujōkōrō by using the rope to create the rods from the light it creates.

  • Spell Name: Seki
    Spell Type: Bakudō
    Spell Number: {#}8{/#}
    Spell Incantation: N/A
    Spell Effect: the caster forms a small orb of blue energy, normally around the top of the hand while the hand is in a fist. When a attack comes into contact with it, usually a melee attack like a sword or physically attacks like kicks or punches, breaks and repulses the attack back, forcing the attack back.

  • Spell Name: Geki
    Spell Type: Bakudō
    Spell Number: {#}9{/#}
    Spell Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
    Spell Effect: The caster either casts their hand at their target or spells out the kanji of the spell's name before the target is surrounded with a red aura, causes complete paralysis to the target, freezing them in the position they are in when the spell hit them.

  • Spell Name: Hōrin
    Spell Type: Bakudō
    Spell Number: {#}9{/#}
    Spell Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
    Spell Effect: The caster creates a ball of orange energy before releasing it by extending their index and middle fingers of the casting hand, firing a orange tendril with yellow spirals twisting around it. The kido is designed to ensnare and immobilizes the target, although the caster keeps a hold of the kido, meaning the caster can control where the tendril goes, unlike Hainawa which doesn't stay with the caster normally. the caster can also fire a second one if needed with the other hand and the tendrils can connect so if two targets were captured, they could be bound together.

  • Spell Name: Sekienton
    Spell Type: Bakudō
    Spell Number: {#}21{/#}
    Spell Incantation: N/A
    Spell Effect: the caster places his hands on the ground or below him if he is standing in the air before generating a red circle underneath him, creating a large cloud of light red smoke that obscures the movements of the caster, allowing to either get away or attack while his opponent can't see him coming, although the smoke doesn't hide the caster's spiritual pressure unless he hides that after performing the kido.

  • Spell Name: Kyokkō
    Spell Type: Bakudō
    Spell Number: {#}26{/#}
    Spell Incantation: N/A
    Spell Effect: This kido is performed by casting a bright light around the caster from a extended hand, surrounding the caster before bending the light around the caster, rendering their physical presence invisible as well as hiding their spiritual pressure from the outside view. Although while active, the caster cannot attack in anyway unless the kido is broken first and someone of a higher tier can break it or still detect the kido's energy.

  • Spell Name: Shitotsu Sansen
    Spell Type: Bakudō
    Spell Number: {#}30{/#}
    Spell Incantation: N/A
    Spell Effect: The caster, using a single hand, draws out a inverted yellow triangle before three, claw-like shapes generate from the three points on the triangle he just made with his hand, these claw triangle fire out rapidly, pinning the target's upper arms and the middle of the target's chest, this however doesn't paralyze the target but keeps them restrained to a surface.

  • Spell Name: Tsuriboshi
    Spell Type: Bakudō
    Spell Number: {#}37{/#}
    Spell Incantation: N/A
    Spell Effect: The caster extends his hand, forming a blue ball of energy normally underneath a falling object where six ropes shoot out and attach to nearby surfaces, taking on a elastic-like quality that can take a large amount of impact forces when something lands on it before coming up slowly with a bounce.

  • Spell Name: Enkōsen
    Spell Type: Bakudō
    Spell Number: {#}39{/#}
    Spell Incantation: N/A
    Spell Effect: The caster, either using their hands or their zanpakuto in a blocking motion, form a large rotating round shield, made of a dull yellow spiritual energy in front of themselves, general in front of their zanpakuto or hands. Designed to block a single attack.

  • Spell Name: Kakushitsuijaku
    Spell Type: Bakudō
    Spell Number: {#}58{/#}
    Spell Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain."
    Spell Effect: The caster draws a circle with a cross with black powder before drawing four, different symbols in their correct places in the cross sections before the caster places his hands just under the circle to activate the spell, which causes the inside of the circle to glow blue with various number kanji appearing rapidly within the circle, this kido increases the caster's ability to sense spiritual pressure and their basic senses in general to seek a target, the numbers will keep rotating rapidly until the correct set is found, relating to the target's longitude and latitude.

  • Spell Name: Rikujōkōrō
    Spell Type: Bakudō
    Spell Number: {#}61{/#}
    Spell Incantation: "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
    Spell Effect: The caster points his middle and index finger towards the target before a spark of light emits from the tips of his extended fingers, forming six long but thin rods of light that shoot rapidly towards a target, slamming into their midsection and keeping the arms to the sides, this also paralyzes anything not connected by the rods, parlaying the entire body in the process.

  • Spell Name: Hyapporankan
    Spell Type: Bakudō
    Spell Number: {#}62{/#}
    Spell Incantation: N/A
    Spell Effect: The caster generates a large purple tinted rod made of condense spiritual energy by pressing their palms together before spreading them out to make the rod. Alternatively, the caster can perform this one handed by generating the rod directly into their free hand. The cast then throws the rod towards its intended target before the rod instantaneously splits into a hundred rods of equal size and length, which if enough hit can pin a opponent against a surface, immobilizing them, although important to note that this kido doesn't paralyze the target, meaning the target can still move anything not pin downed by the rods.

  • Spell Name: Sajō Sabaku
    Spell Type: Bakudō
    Spell Number: {#}63{/#}
    Spell Incantation: N/A
    Spell effect: The caster raises their hand into the air before closing their hand into a fist, directed at the intended target where yellow energy forms either from the air above the target, from around the arm of the caster or it comes from behind the caster's shoulder, where it forms into thick chain-like ropes, which swirl around the target, wrapping around the torso area, binding the arms behind them before tightening around them, immobilizing them. Normally this kido can't be broken by physical strength by those of equal tier and below, someone two tiers and above can break out of it by physical strength, especially those enhanced in either a hollow mask or forced into a hollow form.

  • Spell Name: Tozanshō
    Spell Type: Bakudō
    Spell Number: {#}73{/#}
    Spell Incantation: N/A
    Spell effect: The caster forms a blue ball of energy, which forms beneath either the caster or a intended target. The ball then breaks off into four beams of blue energy that extend upwards from the center point. Once in the correct positions, they travel across, forming the sides of the barrier, forming a inverted pyramid barrier around the caster or target plus anyone within the range of the barrier. The kido can also be used around other kido like Tsuriboshi.

  • Spell Name: Gochūtekkan
    Spell Type: Bakudō
    Spell Number: {#}75{/#}
    Spell Incantation: "Wall of iron sand, tower of the shaman priests, glow incandescent iron, tranquil and soundless!"
    Spell Effect: the caster places his hands together, as the incantation is spoken, five small yellow orbs with little tails float upwards above the caster's head until he raises his hands in a combined fist as they become flat circles rotating around his hands until finishing the kido and then the caster rapid sends his hands towards the ground, sending the orbs crashing into the ground and disappearing into it, then a bright light will appear above the target before five tall, thick steel pillars connected with thin chains that descends down rapidly to pin the target down with the weight, with the one at the top pressing on the back or chest, depending on which way the pillars fell on them but the other four will always press down on the arms and legs.

  • Spell Name: Tenteikūra
    Spell Type: Bakudō
    Spell Number: {#}77{/#}
    Spell Incantation: "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."
    Spell Effect: The caster first draws kanji on the palms of his hands and a circuit-like pattern going up the arms in a zig-zag way with black powder or their own blood before placing his palms in front of him, creating a glowing blue square, as he recites the incantation, roots will form from the square, creating a network. the primary power of this kido is communication and can be used to talk to anyone mentally in the area of the caster's using, this kido also works cross dimension as well and can be used to talk to multiple people at once or one but also anyone within the close vicinity of the caster can also talk to whoever is connected by the kido.

  • Spell Name: Kuyō Shibari
    Spell Type: Bakudō
    Spell Number: {#}79{/#}
    Spell Incantation: N/A
    Spell Effect: The caster twists their hand in front of their face, forming eight black holes with a purple outline that emit spiritual energy out around the target, the ninth black hole forming at the center of the target's chest, once all nine are formed, they immobilize the target's ability to move similar to how spiritual pressure can immobilize a target by focusing spiritual pressure against them.

  • Spell Name: Dankū
    Spell Type: Bakudō
    Spell Number: {#}81{/#}
    Spell Incantation: N/A
    Spell Effect: The caster forms a translucent rectangular barrier in front of the caster. This kido can protect the user from kido based attacks up to {#}89{/#} but only protects in front of the caster, so coming behind the caster or to the side can bypass the powerful protection of this kido.

  • Spell Name: Restrict
    Spell Type: Bakudō
    Spell Number: {#}99{/#} (Part 1)
    Spell Incantation: N/A
    Spell Effect: The caster holds their palms away from themselves, with their arms extended out to the sides, before clasping their hands together, with the fingers intertwined intricately. When First learning this kido, the caster is restricted to binding the target's arms with spiritualized black fabric and iron shafts rammed into the very flesh of the target. Once perfected, the caster can not only bind the arms but the entire body as they are pinned to the ground with the frabric spreading out in a X formation before being kept in place by additional iron shafts. X extends about seven meters from the target.

  • Spell Name: Bankin
    Spell Type: Bakudō
    Spell Number: {#}99{/#} (Part 2)
    Spell Incantation: "First Incantation - Bandage! Second Incantation - A thousand Dead Bolts! Final Incantation - Fatal Shaft!"
    Spell Effect: The caster starts by saying the spell type, number and name of the kido before slamming the index and middle fingers of both hands into the ground as it causes a dust cloud to vent out the ground. The caster then says the first incantation, causing white spiritual energy forms out from where their fingers are, forming around the target and solidifying into tightly wrapped bandages around the target. On the second incantation while keeping the same position with their fingers in the ground, summon a thousand steel bolts with twisted ends to piece the flesh of the target, keeping the bandages and the target additionally pinned down. On the final incantation, the caster brings their fingers out the ground puts both palms together before a giant metal cube, covered in circuit-like patterns that slams into the target, leaving no change to move at all or (in death enabled threads and with the other RPer's permission) possible kill the target.




Hadō:


Code:
[b][i]Spell Name:[/i][/b] Shō
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #1
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster extends his index finger before firing a concentrated blast of high knetic energy that will push most people or objects a few meters away from the caster but they take no damage from the kido, only if they hit or crash into something after getting knocked back by the kido.

[b][i]Spell Name:[/i][/b] Usuinageha (Pale throwing blade)
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #3
[b][i]Spell Incantation:[/i][/b] "Mask of flesh and blood, birds that soar the heavens, rain upon thy foe and deliver him a finishing blow!"
[b][i]Spell Effect:[/i][/b] By charging up spirit energy in his arm with his his palm flat out before making a arc with the arm, The caster can fire a small curved energy blade, able to cut through most things it comes into contact to. it can also be fired in rapid succession.

[b][i]Spell Name:[/i][/b] Byakurai
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #4
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster extends his index finger and gathers spirit energy at the tip of his extended finger before firing a concentrated beam of cobalt colored lightning at the target, addition lightning is wrapped around the beam, adding to the effect of the lightning as it travels.

[b][i]Spell Name:[/i][/b] Tsuzuri Raiden
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #11
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster, either using their zanpakuto or the palm of their hands against a object or target, generates a current of yellow lightning through the hand/zanpakuto into the object/target, causing electrical damage to anyone in range of the current.

[b][i]Spell Name:[/i][/b] Fushibi
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #12
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] This kido doesn't require a noticeable gesture as it can be activated by only speaking the incantation and/or name of kido. A bright orange kido net forms around one side of the caster, which appears only when its spell is cast, catching anyone within the net will temporarily stop them in their tracks. Although the Fushibi net is highly unstable and when hit by kido, it explodes violently, causing some amounts of explosive damage to anyone caught within the net. This spell can also be used in conjunction with other kido and zanpakuto techniques for a variety of alternate effects.

[b][i]Spell Name:[/i][/b] Shakkahō
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #31
[b][i]Spell Incantation:[/i][/b] "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"
[b][i]Spell Effect:[/i][/b] fires an orb of red energy that can vary in size, depending on the practitioner, the technique creates a small explosion and causes some burn damage as well, results vary from person to person.

[b][i]Spell Name:[/i][/b] Ōkasen
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #32
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster holds their zanpakuto horizontally and in front of them before charging a small yellow orb within the center of the zanpakuto's blade before it fires out as a long range, wide yet thin yellow beam once fully charged up. The caster can also use a hand for a quicker charge but the beam will be a smaller circluar beam about the size of your palm instead of the wider range when using the zanpakuto to fire it.

[b][i]Spell Name:[/i][/b] Sōkatsui
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #33
[b][i]Spell Incantation:[/i][/b] "All things in the universe that fly, that which names all, in the name of truth and temperance, dig your claws into the wall of sinless dreams!
[b][i]Spell Effect:[/i][/b] the caster extends his whole palm with his fingers extended forwards but only slightly apart before blue flame-like spirit energy flows into the center of the extended palm before firing a large wave of blue flames towards a target, without the incantation, it appears more as a blue fireball that rockets towards a target instead of a wave. causes a explosion on impact plus burn damage depending on tier of the target.


[b][i]Spell Name:[/i][/b] Haien
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #54
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster gathers purple energy into their hand before throwing it, once thrown, it forms into a boomerang shaped projectile that disintegrates a singular target part (a arm, leg, rock, etc) only, it cannot do this against a full body of spiritual energy as it's beyond the kido's ability to do so.

[b][i]Spell Name:[/i][/b] Daichi Tenyō
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #57
[b][i]Spell Incantation:[/i][/b] None
[b][i]Spell Effect:[/i][/b] This uses the caster's hands to levitate objects and/or people and throws them around towards a target (mostly objects in this regard) with people, this would be either pushing them out of harms way or throwing a alley forward to increase their speed towards a target or can be used on allies PCs (with permission of course) or NPCs of lower or equal tier.

[b][i]Spell Name:[/i][/b] Tenran
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #58
[b][i]Spell Incantation:[/i][/b] None
[b][i]Spell Effect:[/i][/b] the caster draws his zanpakuto and Levitates it in front of him before touching the handle gently to send it spinning around in mid air, getting rapidly faster and faster until the caster grabs the handle with the blade facing towards the ground before it fires a tornado from around the zanpakuto from the handle to the tip of the blade outwards towards the target and anything within the area of the tornado's effective radius which is four meters. can also be used with a hand supported by the other hand if the zanpakuto isn't available or for speed

[b][i]Spell Name:[/i][/b] Raikōhō
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #63
[b][i]Spell Incantation:[/i][/b] "Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"
[b][i]Spell Effect:[/i][/b] The caster uses this spell by raising the hand facing towards what he his going to be firing at and opening his hand to his palm, gathering yellow energy, similar to #32, but forming in front of the palm and with lightning covering the orb before, at the caster's command, it fires as a stream of lightning energy, shaped to look like a lightning strike towards the target which explodes violently in a destructive cloud of lightning, causing both explosive damage and electrical damage at once, results vary from person to person.

[b][i]Spell Name:[/i][/b] Sōren Sōkatsui
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #73
[b][i]Spell Incantation:[/i][/b] "Mask of flesh and blood, universe soar, the one crowned with man's name, twin lotuses into the wall of blue flames, wait for the edge of the great fire in the heavens!"
[b][i]Spell Effect:[/i][/b] the enhanced version of Sōkatsui; the caster gathers the same blue flame-like energy but into both palms instead of one and then thrusts both his palms together at the target, causing a much larger explosion and increased damaged to the target or object hit plus extra flame damage, depending on tier. Appears as a stream of blue flames, similar to a flame thrower only if the flames were blue.

[b][i]Spell Name:[/i][/b] Zangerin
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #78
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The Caster produces a wide ring of spiritual energy that is formed from the tip/s of the caster's zanpakuto, done within a circle and forming small spines around it. The caster then blasts the ring outwards, causing a large scale explosion around the surrounding area. Effective radius depends on tier, but maximum is about ten meters.

[b][i]Spell Name:[/i][/b] Hiryū Gekizoku Shinten Raihō
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #88
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster grips his firing arm to support it before channeling large amounts of lightning-based energy and the wielder's own spiritual energy, fused together in the palm of the outstretched hand before firing, expanding into a massive beam of electrical and spiritual energies combined. On impact with the target, it explodes violently, covering a area of fifteen meters within a blaze of plasma fire, consuming anything in its way.

[b][i]Spell Name:[/i][/b] Kurohitsugi
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #90
[b][i]Spell Incantation:[/i][/b] "Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!"
[b][i]Spell Effect:[/i][/b] The caster points his middle finger and index finger upwards as a spark of dark purple energy forms at the tip before expanding out around the target, normally someone within arms reach of the caster, the energy forms a coffin composed of the dark purple energy that quickly seals the target inside, keeping them inside with high amounts of gravitation pressure before several spears with crosses at the ends appear within the box before striking the target inside like a kido equivalent to a iron maiden before releasing them, causing heavy cuts to the target's body and leaving them weakened from the sudden return of regular gravity, causing most targets to collapse afterwords.

[b][i]Spell Name:[/i][/b] Senjū Kōten Taihō
[b][i]Spell Type:[/i][/b] Hadō
[b][i]Spell Number:[/i][/b] #91
[b][i]Spell Incantation:[/i][/b] "Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired"
[b][i]Spell Effect:[/i][/b] The caster takes a guard stance and extands either his zanpakuto or hand forward, as the spell or incantation is spoken, ten pink comet like projectiles form around the caster. Once the incantation and/the name of the spell is spoken, the projectiles fire rapidly into their target and explode violently with a large pink explosion that covers a twenty-five meter radius.

[b][i]Spell Name:[/i][/b] Ittō Kasō
[b][i]Spell Type:[/i][/b] Gisei Hadō (Sacrificial Way of Destruction)
[b][i]Spell Number:[/i][/b] #96
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] This kido requires the use of the caster's arm as the catalyst for this spell, this kido is used when close to the target, grabbing onto them before speaking the spell. Once done, cracks appear within the caster's arm, glowing red before exploding violently around the target in the shape of the top end of a katana's blade, cause massive burn damage to any inside.

[*]


Bakudō:

Code:
[b][i]Spell Name:[/i][/b] Sai
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #1
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster extends his middle and index finger towards a target, sending energy that locks their hands behind their backs, similar to handcuffs. can be used on multiple targets at once.

[b][i]Spell Name:[/i][/b] Hainawa
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #4
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster gathers yellow spirit energy into either a single hand or both before sending out a crackling yellow energy rope that wraps around the target's body and arms, restricting their movements. this kido can be used in conjunction with Rikujōkōrō by using the rope to create the rods from the light it creates.

[b][i]Spell Name:[/i][/b] Seki
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #8
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster forms a small orb of blue energy, normally around the top of the hand while the hand is in a fist. When a attack comes into contact with it, usually a melee attack like a sword or physically attacks like kicks or punches, breaks and repulses the attack back, forcing the attack back.

[b][i]Spell Name:[/i][/b] Geki
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #9
[b][i]Spell Incantation:[/i][/b] "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
[b][i]Spell Effect:[/i][/b] The caster either casts their hand at their target or spells out the kanji of the spell's name before the target is surrounded with a red aura, causes complete paralysis to the target, freezing them in the position they are in when the spell hit them.

[b][i]Spell Name:[/i][/b] Hōrin
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #9
[b][i]Spell Incantation:[/i][/b] "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
[b][i]Spell Effect:[/i][/b] The caster creates a ball of orange energy before releasing it by extending their index and middle fingers of the casting hand, firing a orange tendril with yellow spirals twisting around it. The kido is designed to ensnare and immobilizes the target, although the caster keeps a hold of the kido, meaning the caster can control where the tendril goes, unlike Hainawa which doesn't stay with the caster normally. the caster can also fire a second one if needed with the other hand and the tendrils can connect so if two targets were captured, they could be bound together.

[b][i]Spell Name:[/i][/b] Sekienton
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #21
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] the caster places his hands on the ground or below him if he is standing in the air before generating a red circle underneath him, creating a large cloud of light red smoke that obscures the movements of the caster, allowing to either get away or attack while his opponent can't see him coming, although the smoke doesn't hide the caster's spiritual pressure unless he hides that after performing the kido.

[b][i]Spell Name:[/i][/b] Kyokkō
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #26
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] This kido is performed by casting a bright light around the caster from a extended hand, surrounding the caster before bending the light around the caster, rendering their physical presence invisible as well as hiding their spiritual pressure from the outside view. Although while active, the caster cannot attack in anyway unless the kido is broken first and someone of a higher tier can break it or still detect the kido's energy.

[b][i]Spell Name:[/i][/b] Shitotsu Sansen
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #30
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster, using a single hand, draws out a inverted yellow triangle before three, claw-like shapes generate from the three points on the triangle he just made with his hand, these claw triangle fire out rapidly, pinning the target's upper arms and the middle of the target's chest, this however doesn't paralyze the target but keeps them restrained to a surface.

[b][i]Spell Name:[/i][/b] Tsuriboshi
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #37
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster extends his hand, forming a blue ball of energy normally underneath a falling object where six ropes shoot out and attach to nearby surfaces, taking on a elastic-like quality that can take a large amount of impact forces when something lands on it before coming up slowly with a bounce.

[b][i]Spell Name:[/i][/b] Enkōsen
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #39
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster, either using their hands or their zanpakuto in a blocking motion, form a large rotating round shield, made of a dull yellow spiritual energy in front of themselves, general in front of their zanpakuto or hands. Designed to block a single attack.

[b][i]Spell Name:[/i][/b] Kakushitsuijaku
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #58
[b][i]Spell Incantation:[/i][/b] "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain."
[b][i]Spell Effect:[/i][/b] The caster draws a circle with a cross with black powder before drawing four, different symbols in their correct places in the cross sections before the caster places his hands just under the circle to activate the spell, which causes the inside of the circle to glow blue with various number kanji appearing rapidly within the circle, this kido increases the caster's ability to sense spiritual pressure and their basic senses in general to seek a target, the numbers will keep rotating rapidly until the correct set is found, relating to the target's longitude and latitude.

[b][i]Spell Name:[/i][/b] Rikujōkōrō
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #61
[b][i]Spell Incantation:[/i][/b] "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
[b][i]Spell Effect:[/i][/b] The caster points his middle and index finger towards the target before a spark of light emits from the tips of his extended fingers, forming six long but thin rods of light that shoot rapidly towards a target, slamming into their midsection and keeping the arms to the sides, this also paralyzes anything not connected by the rods, parlaying the entire body in the process.

[b][i]Spell Name:[/i][/b] Hyapporankan
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #62
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster generates a large purple tinted rod made of condense spiritual energy by pressing their palms together before spreading them out to make the rod. Alternatively, the caster can perform this one handed by generating the rod directly into their free hand. The cast then throws the rod towards its intended target before the rod instantaneously splits into a hundred rods of equal size and length, which if enough hit can pin a opponent against a surface, immobilizing them, although important to note that this kido doesn't paralyze the target, meaning the target can still move anything not pin downed by the rods.

[b][i]Spell Name:[/i][/b] Sajō Sabaku
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #63
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell effect:[/i][/b] The caster raises their hand into the air before closing their hand into a fist, directed at the intended target where yellow energy forms either from the air above the target, from around the arm of the caster or it comes from behind the caster's shoulder, where it forms into thick chain-like ropes, which swirl around the target, wrapping around the torso area, binding the arms behind them before tightening around them, immobilizing them. Normally this kido can't be broken by physical strength by those of equal tier and below, someone two tiers and above can break out of it by physical strength, especially those enhanced in either a hollow mask or forced into a hollow form.

[b][i]Spell Name:[/i][/b] Tozanshō
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #73
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell effect:[/i][/b] The caster forms a blue ball of energy, which forms beneath either the caster or a intended target. The ball then breaks off into four beams of blue energy that extend upwards from the center point. Once in the correct positions, they travel across, forming the sides of the barrier, forming a inverted pyramid barrier around the caster or target plus anyone within the range of the barrier. The kido can also be used around other kido like Tsuriboshi.

[b][i]Spell Name:[/i][/b] Gochūtekkan
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #75
[b][i]Spell Incantation:[/i][/b] "Wall of iron sand, tower of the shaman priests, glow incandescent iron, tranquil and soundless!"
[b][i]Spell Effect:[/i][/b] the caster places his hands together, as the incantation is spoken, five small yellow orbs with little tails float upwards above the caster's head until he raises his hands in a combined fist as they become flat circles rotating around his hands until finishing the kido and then the caster rapid sends his hands towards the ground, sending the orbs crashing into the ground and disappearing into it, then a bright light will appear above the target before five tall, thick steel pillars connected with thin chains that descends down rapidly to pin the target down with the weight, with the one at the top pressing on the back or chest, depending on which way the pillars fell on them but the other four will always press down on the arms and legs.

[b][i]Spell Name:[/i][/b] Tenteikūra
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #77
[b][i]Spell Incantation:[/i][/b] "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."
[b][i]Spell Effect:[/i][/b] The caster first draws kanji on the palms of his hands and a circuit-like pattern going up the arms in a zig-zag way with black powder or their own blood before placing his palms in front of him, creating a glowing blue square, as he recites the incantation, roots will form from the square, creating a network. the primary power of this kido is communication and can be used to talk to anyone mentally in the area of the caster's using, this kido also works cross dimension as well and can be used to talk to multiple people at once or one but also anyone within the close vicinity of the caster can also talk to whoever is connected by the kido.

[b][i]Spell Name:[/i][/b] Kuyō Shibari
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #79
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster twists their hand in front of their face, forming eight black holes with a purple outline that emit spiritual energy out around the target, the ninth black hole forming at the center of the target's chest, once all nine are formed, they immobilize the target's ability to move similar to how spiritual pressure can immobilize a target by focusing spiritual pressure against them.

[b][i]Spell Name:[/i][/b] Dankū
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #81
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster forms a translucent rectangular barrier in front of the caster. This kido can protect the user from kido based attacks up to #89 but only protects in front of the caster, so coming behind the caster or to the side can bypass the powerful protection of this kido.

[b][i]Spell Name:[/i][/b] Restrict
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #99 (Part 1)
[b][i]Spell Incantation:[/i][/b] N/A
[b][i]Spell Effect:[/i][/b] The caster holds their palms away from themselves, with their arms extended out to the sides, before clasping their hands together, with the fingers intertwined intricately. When First learning this kido, the caster is restricted to binding the target's arms with spiritualized black fabric and iron shafts rammed into the very flesh of the target. Once perfected, the caster can not only bind the arms but the entire body as they are pinned to the ground with the frabric spreading out in a X formation before being kept in place by additional iron shafts. X extends about seven meters from the target.

[b][i]Spell Name:[/i][/b] Bankin
[b][i]Spell Type:[/i][/b] Bakudō
[b][i]Spell Number:[/i][/b] #99 (Part 2)
[b][i]Spell Incantation:[/i][/b] "First Incantation - Bandage! Second Incantation - A thousand Dead Bolts! Final Incantation - Fatal Shaft!"
[b][i]Spell Effect:[/i][/b] The caster starts by saying the spell type, number and name of the kido before slamming the index and middle fingers of both hands into the ground as it causes a dust cloud to vent out the ground. The caster then says the first incantation, causing white spiritual energy forms out from where their fingers are, forming around the target and solidifying into tightly wrapped bandages around the target. On the second incantation while keeping the same position with their fingers in the ground, summon a thousand steel bolts with twisted ends to piece the flesh of the target, keeping the bandages and the target additionally pinned down. On the final incantation, the caster brings their fingers out the ground puts both palms together before a giant metal cube, covered in circuit-like patterns that slams into the target, leaving no change to move at all or (in death enabled threads and with the other RPer's permission) possible kill the target.


Kido Tier Chart:

The chart will show by which tier can use what kido or at what time certain kido can be trained as well as the strain on the user (please note this has possibility to change):

Tier 5:

-Kido up to {#}10s{/#} and below: Easiest to use and requires little to no effort from the caster.
-Kido from {#}20s{/#} range: Medium, can be used with some effectiveness but not as well versed in their use as others, some effort is required to use them, less if full incantation is used.
-Kido from {#}30s{/#} range: Hardest to use, full incantation must be used to even be able to fire the kido effectively. The caster becomes visibly exhausted after a single use.

Tier 4:

-Kido up to {#}30s{/#} and below: Easiest to use and requires little to no effort from the caster.
-Kido from {#}40s{/#} range: Medium, can be used with some effectiveness but not as well versed in their use as others, some effort is required to use them, less if full incantation is used.
-Kido from {#}50s{/#}: Hardest to use, full incantation must be used to even be able to fire the kido effectively. The caster becomes visibly exhausted after a single use.

Tier 3:

-Kido up to {#}50s{/#} range: Easiest to use and requires little to no effort from the caster.
-Kido from {#}60s{/#} to {#}70s{/#} range: Medium, can be used with some effectiveness but not as well versed in their use as others, some effort is required to use them, less if full incantation is used.
-Kido from {#}80s{/#} to {#}90s{/#} range: Hardest to use, full incantation must be used to even be able to fire the kido effectively. The caster becomes visibly exhausted after a single use.

Tier 2:

-Kido up to {#}70s{/#} range and below: Easiest to use and requires little to no effort from the caster.
-Kido from {#}80s{/#} to {#}90s{/#} range: Medium, can be used with some effectiveness but not as well versed in their use as others, some effort is required to use them, less if full incantation is used.

Tier 1:

-Kido up to {#}80s{/#} to {#}90s{/#} range: Easiest to use and require
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