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Search found 13 matches for 90

Miyuki Misako - The Sakura Kitsune - Thu Oct 15, 2020 10:17 am




THE SHINIGAMI APPLICATION
Name: Miyuki Misako
Alias: Sakura Trickster
Real Age:1,220
Phys. Age: early to mid 20s
Gender: Female
Personality:
Personality:



CHARACTER APPEARANCE
Height: 5,5
Weight:  110
Physical Traits: Miyuki Does have 1 tail and her ears and whisker markings
Appereance:


BACK-DROP
History:
Life in the world of the Living:


The State of Death:


Living in the World of the dead:


Life of the shinigami:

Exposition:
Side Notes:


THE COMBAT INFORMATION
General Fighting Style: Miyuki loves using her body and good old mind tricks on her opponents to get in close to either end them or continue playing with them till she grows bored then it's just the choice of ending them or allowing them to live to have more fun later
Strengths: Agility, Zanjutsu, Reistu control
Weaknesses: Strength, Kido

Constant Passive Ability Name: Sakura form
Constant Passive Ability Description:
Miyuki has an unnatural control over Cherry Blossoms allowing her to create them from nothing or from her tails. She can create anything and everything she could want from her cherry with a single thought. any damage inflicted from them can cause up to second degree burns on beings with spiritual pressure. The highest damage attacks created with this can do is equal to that of a Hado 20. Any Items she makes to block can last up to a bala and takes a post to cooldown if the structure is hit



ZANPAKUTO
Sealed Appearance:
Appereance:

Zanpakutou Name: Kitsune
Call Out Command:
Thousands of cherry blossoms, Dwindling in the light, once your song can be heard, we'll dance with all our might, Kitsune


Shikai [Unlocked at 3-2]:



Bankai [Unlocked at 2-1]:



Toukai [Unlocked at 0-5]:



Search in: Inactive Applications  Topic: Miyuki Misako - The Sakura Kitsune  Replies: 1  Views: 304

[Open] Au Revoir Paris - Thu May 21, 2020 5:35 pm

Well... this was new. With what this man has done so far though it wasn't outside the realm of possibility. She knew she could deal with this, but the problem became what was she to do to stop him making hammers?

Quickest way would be to knock the fool out. This here was getting... way too frustrating. Enough time for thought. She couldn't keep up defense forever. She'd get whittled down until nothing was left to bring back. So she chooses to take the offensive. "Hado Fifty Eight, Tenran!" She breaks invisibility, firing off the powerful high-pressure gust to push a hole through, a hole that Stevonnie rushed through. Her armor was still shining, like the drive she had to win in this moment. While moving in closer she has only to gesture with her hand to make chains of dense yellow energy form in the air above Wayland and attempt to wrap tightly around him. He didn't have enough hammers to fully overwhelm her armor by this point, but he was welcome to try. She had the speed advantage, and she would use it. Bound or not, he was about to feel something that his hammers weren't going to blow away.

"Hado number ninety, Kurohitsugi!" Already the gravitational box would be putting a heavy weight on the arrancar. If he had somehow evaded that binding, he was in for something even harder to escape. As the black box closes she speeds it up and strengthens it with it's incantation after the fact, so he couldn't see this Kido coming. "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!" This was bound to be painful, even for an Arrancar that had such advanced healing. Hopefully, this was enough to end the fight, because she was too drained to continue. She had just enough to lower herself to the ground before she kneels down, panting. Her now sealed Zanpakuto was in it's sheath. Her eyes narrow in frustrated anticipation to see the outcome of her final attempt.

Abilities Used:
Search in: Paris  Topic: [Open] Au Revoir Paris  Replies: 15  Views: 520

Helena Menelau [1-3] - Thu May 21, 2020 2:23 am


Image credit to ""Raikoart" on DeviantArt




THE ARRANCAR APPLICATION

Name: Helena Menelau
Apparent Age: Mid-20's
True Age: 2204
Sex: Female
Personality: Everything about Helena's actions is considered first for efficiency. The way she walks, the way she talks, the way she moves, and even the way she thinks. Stalking about the room with long strides and her head on a swivel, Helena looks and acts something like a caged tiger more than anything human. There is a tension to her walk, almost like a coiled spring ready to unleash its energy. Yet in spite of this, her movements are deliberate and careful with no overt action wasted on either nervousness or excessive energy. Her hands remain calmly at her sides, or clasped together in front of her. She turns her body only to address others directly, preferring to otherwise turn only her eyes when speaking casually.

Linguistically, she speaks with a neutral accent, more formal sounding than natural as if she spent many months or years practicing just so. When using Japanese, she prefers the aristocratic Tokyo-ben, but occasionally slides into Kansai-ben when she loses her manners or lets her guard down. She also speaks a very clean Oxford English bereft of the same 'faults' that her Japanese might betray. In addition to these languages, she also reads, writes, and speaks several dialects of Greek, and is conversationally fluent in all the Romance languages. When you're this old, you pick up a few things.

In light of how she carries herself the best way to describe the way this creature when under duress, or when needing to strike, would be fluid. Rather than simply unsheathing her sword and attacking there is an impeccable flow and balance to her motion which lends a sophistication well in excess of the actual savagery that underscores her actions. Like ocean waves, she can be calming, soothing, and steady. But never forget that those same waves are also relentless, unforgiving, and deceptively powerful.

When in conversation, Helena's warmth comes to the surface. She is congenial towards those she considers to be friends, or at least entertains as her social equals, often asking at length about how they are, how they have been, how their life is going, and all the other sorts of things that friends talk about. Sometimes, she almost asks too many questions as if she might be taking stock of the person she is talking to rather than asking from a genuine place. Regardless of the truth, she is well-practiced at making it appear to her benefit.

Although young and without children of her own, Helena has a natural matronly instinct that she is compelled to act upon. She cares for those in her charge and those she feels close to in a way that goes beyond wanting or needing to be their friends or companions--she wants the best for them in all the forms that takes. Sometimes she has to be stern and tell people what they need to hear rather than what they want to be comforted by. Sometimes she must show her 'family' that she is willing to do whatever it takes to protect them from threats, whether that be through simple intimidation or something more severe. Beneath her formality there is both a mother's love and a mother's wrath.

Perhaps cliche to say, Helena is a very strong-willed woman but this runs much deeper than simply refusing to give up in the face of adversity. She believes, not uncommonly, that the universe responds to the weight of a person's will. Reality is a consensus that cares for the strength of your voice, not for the equal counting of votes. Acting against this is simply not in her character. If there is an issue she cares about, or a problem where she believes her reality is invested in the outcome, she will not stand idly by and let the future be determined by her inaction. She must will her future to exist. No exceptions.

Due to her exceedingly venerable age and the amount of time she has spent roaming the world of the living, Helena reinvents herself consistently and frequently. She adopts new personas, lives new lives, moves around 'frequently' and has see much of the world and all that it might offer. To this end she is a bit jaded if not tired of the pettiness that can come from the short-sighted. There was a time when she fought to change the nature of the beast but that has long since passed. She is content to protect her own.




CHARACTER APPEARANCE

Height: 5'10 or 178cm
Weight: 150lbs or 68kg
Physical Traits: Upon first glance, Helena's lustrous red hair can be very hard to ignore. It hangs to just below her shoulder blades, thick, voluminous, and just a bit curly, and it frames her face with a fire fit to contrast the gentle porcelain tone of her skin. Her eyes, amber and cold, often give the impression of a sullen woman who is weary beyond the years her physical appearance would suggest but the truth of the matter is that she just doesn't sleep very much. What little sleep she does get is often restless and fitful.

Tall by most people's standards at 5'10" / 178cm, Helena's build is more or less what you would expect from a born predator like an Arrancar. Light, feminine, and lithe, her physique is an almost stereotypical depiction of a naturally gifted swimmer with lean, powerful musculature, in a slim and graceful package.

A byproduct of her athletic lifestyle and generous height, Helena is always conscious of her posture and keeps to a rigid stance, particularly on her shoulders. A moderate bust is more than a little temptation but she actively fights against it and the way she ever-so-slightly inclines her head backward might also give the impression that she's looking down on you. Perhaps intentionally.

Despite the athletic appearance and cold distance of her eyes, Helena loves to present herself in warm and feminine ways. Often outfitted in dark colors she accentuates and punctuates her appearance with vibrant, colorful accents and accessories. Her style is consistent with what many Western cultures would expect of a 20-something woman, although she takes special care to wear versatile clothing that she could sprint in or perhaps even fight in if in a pinch.

Although she prefers consistency and a 'signature style' in her every day there is one trend in fashion she allows herself to make an exception for: chokers. Her favorite piece is a thin black band of silk clasped together around the silver outline of a heart. Her fingers and wrists are otherwise free from jewelry or adornment, but she does sport multiple modest ear piercings.

Topics tagged under 90 on Bleach Story RPG LcIKWgF
image credits to "HoumeiKin" on deviantart




FIGHTING STYLE

General Fighting Style: Helena is a close-quarters master of combat as well as hanging onto a number of options that remain available at short-to-mid range. With the general utility of her Zanpakuto, she can do a tremendous amount of damage to an area or a large number of targets through simple collateral or indirect contact.  When her tolerance is tested, pushed to its limits, and she normally very composed edge sharpens she drops the civility and becomes a truly brutal beast that enthusiastically applies violence and rage wherever it is needed. She is the tiger in the brush, waiting for her chance to strike and taking it with full fury and abandon.

STRENGTHS
Reiryoku Reserves: Helena has a deep but modest pool of Reiryoku to draw from in order to power her myriad abilities. Thanks to the additional synergy with her Zanpakuto, she is able to replenish this pool quite literally and keep going well in excess of her basic limitations. She is able to outlast virtually anyone in terms of ability to keep slinging techniques.

Agility: Generally preferring to avoid techniques like Sonido, Helena is instead just plain old fast and must rely on this relentless speed to keep up her non-stop offense.

Strength: All that speed would be useful if there were nothing to back it up with. Many centuries ago when she dwelt in Hueco Mundo she was feared for her strength and, although largely forgotten, the truth of the matter remains unchanged.

Stamina: With age comes wisdom and Helena has mastered pacing herself. She knows precisely how hard she can push and for how long, as well as how much she has left in the tank at any time.


WEAKNESSES
Sensing: As a cost for remaining such a small and imperceptible target, Helena must avoid actively sensing for threats or interesting things beyond her immediate area. Strong enough sources overcome this drawback by virtue of being so obvious, however. Even when 'trying' to sense, the lack of practice limits her range.

Hand-to-Hand Combat: Naturally abhorring physical contact with strangers, this extends to combat. She feels much better with a sword's length between herself and the other party.

Hierro: Finding armor beyond the minimal to be bulky and limiting, her body inherently reflects this philosophy. She makes up for it with her regeneration which is good, because she's not much more difficult to cut than the average Shinigami would be for her 'strength'.

Ability Name: High-Speed Regeneration
Ability Description: Foregoing bulkier defenses like Hierro and a thicker frame, she instead is able to regenerate through tremendous amounts of damage, including the loss of limbs, at a high rate of speed.

Ability Name: Blade Kinesis
Ability Description: Helena's reiatsu is reflective of her killing intent and gropes for any and all nearby blades or instruments of death. Although aspects of this are passive she can also actively stoke her energy to grab these weapons and fling them at targets. This control is not precise enough so as to fight with multiple telekinetic weapons but it is enough to fling whatever sharp or bladed things may be nearby from unconventional angles. In places where no blades are available, such as the hot dry sands of Hueco Mundo, her reiatsu itself can even form a limited number of these blades although their insubstantial nature makes them easily swatted away by the quick-witted.

Yagyu Shinkage-ryu: Her preferred sword style, this is a descendant of Battojutsu and is mixed with elements of aikido. Collectively, this style emphasizes fluid movements, subtle techniques, and use of a long, thin blade in order to disarm or incapacitate an opponent (rather than outright killing them). While any true student would admit they have much to learn, Helena is exceptionally gifted in this regard, even if she sometimes abandons the finer points in the pursuit of cruelty.




Topics tagged under 90 on Bleach Story RPG UH2q6Ba
Image credits to CGLAS at Deviantart

ZANPAKUTO & CERO

Sealed Appearance: A modest 32" ninjoto, Yatagarasu is quite simple in its design. A straight, slender blade is accentuated by a black, circular handguard and a simple, black grip. There are no interesting features or quirks of the blade itself aside from a shobu-hi (a type of blood groove) that runs the length of the blade. The saya, although principally black, is decorated with small white and pink cherry blossoms.
Zanpakuto Name: Yatagarasu (八咫烏, "eight-span crow")
Zanpakuto Call Out: "Exalt, Yatagarasu"
Cero: In addition to the standard Cero and Bala up to Gran Ray, Helena has developed Cero Nami which is fired by the sweep of as word, and which behaves like a wave rather than a ray or beam like traditional Cero. It is equivalent in strength to a standard Cero however it covers a much wider area effectively washing over a 'cone' until it has spent its energy or traveled too far.




Topics tagged under 90 on Bleach Story RPG 7DjvYzy
Image credits to NikuSenpai on Deviantart

RESURRECION

Appearance: Indicative of her the lengths she goes to stay away from people and connections, and literally fly away from her problems, Yatagarasu blooms from its sealed state most obviously by sprouting three massive sets of wings, each wider than the one below it. The mask fragment running along her hairline like a tiara expands and curls upward into a facsimile of a Valkyrie helmet, and other elements of her hollow bone mask take on the shape of elongated feathers as they cover her body in their makeshift armor. In this form, Helena is considerably taller at nearly 8 feet, her reach now also vastly improved. Although Yatagarasu is a single blade when sealed, it has now split into two matching longswords.

Ability Name: Arashi Karasu (嵐カラス 'Storm Crow')
Ability Description: Helena's reiatsu soars skyward and expands into billowing, thick, dark rain and storm clouds with immediate results. Within moments, a rumbling and roiling thunder herald a downpour of ice-cold oily rain centered on her. This rain powers many of her other abilities although on its own it is a complication to say the least. The water is cold. So cold that muscles freeze up and lock, clothing soaks becoming heavy and uncomfortable, and visibility drops to, at best, the immediate area. Thick sheets of rain simply do not stop unless Helena wills it to be. This is more of a storytelling effect than any sort of a penalty applied to her opponents but can certainly have a number of dramatic and narrative consequences. Mechanically, this rain assists Helena in gathering more reiryoku and reishi by precipitating it out of the very air, allowing her deep reserves to continue almost indefinitely.  This effect can continue into Segunda Etapa where it upgrades from simple rain to a deluge or downpour.

Ability Name: Akui no nami (悪意の波 'Malice Wave')
Ability Description: Calling upon the water accumulating around her and her opponent, Helena controls a large volume to rise up and strike a target. Because this involves a volume of water this effect is capable of covering an area many meters across, although the devastation drops off with distance from the center. This is equivalent to a Gran Ray Cero and has a 3 post cooldown.

Ability Name: Hikōsen (飛行船 "Shipbreaker")
Ability Description: A massive spear of water and raw spiritual energy pierces the heavens and shoots down onto a target. This is the equivalent to a Forbidden level Kido and can be fired by calling out its name. Five post cooldown. In addition to the 'damage' of this ability, it also floods the surrounding area in a tremendous amount of water. Depending on where this is used, the battlefield could become considerably more complicated.

Ability Name: Shōmetsu no Roku hōen (消滅の六方円 'Six-Point Ring Of Annihilation')
Ability Description: Helena deploys all six of her telekinetically controlled blades into a full offensive assault. The swords encircle the target and converge, striking from six different directions at once and bring along whatever other stray blades, spears, arrows, et cetera they happen to pass by on the way.

Ability Name: Ken-seki (剣関 'Sword Barrier')
Ability Description: Anywhere from 3 to 6 of the swords converge in order to block a spiritual attack up to 80th level Kido or equivalent. This has a three post cooldown.

Ability Name: Hyōmen o yaburu (表面を破る 'Breach the Surface')
Ability Description: Helena points one of her swords and fires a Bala from the tip. While this is a standard Bala it is fired with virtually no warning at all and no visible build-up of energy. It is difficult to see even by the standards of the most observant.




SEGUNDA ETAPA

Appearance: Growing taller still, Henela's limbs elongate and her features become more sharp, gnarled, and hawk-like reflecting the distant memory of her original hollow state. Her Valkyrie helmet crown sprouts two twisted, infernal horns. Her skin, previously fair and porcelain, lightens to a near-ghostly white. The hollow hole present in her lower abdomen widens and weeps a viscous black fluid, as do her eyes which are now glowing with an icy, iridescent blue. Although she previously had three sets of large wings, they have condensed and fused down into one enormous set nearly 30 feet long, with impossibly sharp feathers and blades. Her hands and fingers, stretched long and clawed, are blackened in a manner similar to her horns. Gone from her grip is Yatagarasu and instead are eight exalted, black blades float above and behind her.

Ability Name: Yae no kohai (八重の荒廃 eightfold devastation)
Ability Description: The full fury of all the blades at her command. This technique abandons all defense for the sole purpose of killing her enemy in the most intimate and brutal she can physically muster. This ability grants an x6 boost to strength and is on a three post cooldown.

Ability Name: Hyōmen o yaburu (表面を破る 'Breach the Surface')
Ability Description: This is the same ability as described in her Resurrection except, without a sword in her hand to shoot from, the Bala now comes eight at a time, one for each exalted blade behind her. These Bala may be thematically 'rapid fired' almost as if shot from a Gatling gun at the unfortunate target.

Ability Name: Shōhi-ha (消費波 'Consumption of the Waves')
Ability Description: Helena commands countless amorphous drops and blobs of water to hurl themselves toward the target, pelting and surrounding the unfortunate soul until they are caught up in a massive sphere of water, every inch of their body submerged within a growing, crushing mass of her hatred and malice. The constituent water, infused with her reiatsu, responds to her will and begins to press and crush tighter on anyone or anything caught inside. This is a 'binding' that holds a target in place, slowly choking the life out of them until she grows tired of them or their struggle ceases and they just another one of the drowned. This is equivalent to Bakudo #90 and has a 5 post cooldown.

Ability Name: Ushinawareta sen'in no kōshin (失われた船員の行進 'March of the Lost Mariner')
Ability Description: This is a thematic ability. Representative of Helena's truest fears and deepest regrets from a life so long ago lost, she calls upon the souls of all the faces lost to the water and beckons them to do her bidding. Bloated, water-logged corpses of those claimed by the sea and the waters of her Yatagarasu rise up out of the murk and converge on her target. For any combatant worthy of seeing this power be used, the dead do not present a challenge but rather the terror of the moment is more than enough to break the concentration of all but the most haughty and resilient. This effect takes 1 additional post to fully manifest and then lasts for 5 rounds or until the dead have been thematically dealt with. May be used once per thread barring narrative agreement.





BACK DROP

History: Helena died during the Punic Wars in approximately 200 BC. Unable to form lasting relationships in Hueco Mundo she returned to the World of the Living and has spent the majority of her long, long existence hiding in the Mediterranean among mortals. She has seen much, done much, and has much to tell.
Search in: Arrancar  Topic: Helena Menelau [1-3]  Replies: 4  Views: 275

Saki Masamune - Sun Mar 31, 2019 7:02 pm



Vollstanding not avaliable till 0-3





VOLLSTANDIG

Appereance:
Saki's own appearance won't change much other then gaining pink wingd her eyes will turn a glowing pure white. Her bow will shatter before the Sakura blossoms fly up abd around her before forming a sakura made 9 tail kitsune 4 times the size of Saki. This Kitsune is her weapon thst can change parts into any weapon of her choosing along with blocking attacks if needed.

Stage gained abilities:

New Quincy powers:
Ability Name:Sakura's domain
Ability Description: in this form her dome will grow 3 times the radius it was previously. Upon this form being made it holds the same detection passive of Sakura's Grove but with an added twist

Added active: once every four posts you can create a cherry tree that will grow around an enemy attempting to capture them holding to equal of a bakudou #80 for a post and tree will remain active till form ends.

Ability Name:Saki's Arsenal
Ability Description:from the Kitsune's 1 to 9 tails will form several things.

The first tail will form 10 floating daggers that follows her left hand movement granting a bala of damage from each blade strike equaling 10. 1 post cooldown.

The Second will form 15 floating orbs that on contact will grant bala damage and 2nd degree burns from each explousion 2 post cooldown.

The third creates two massive cannons firing 3 Cero damage attack in sucession each. 2 post cooldown.

The 4th will form a massive spear that she can fire at her opponent granting a cero of damage. 1 post cd

Her 5th and 6th will form a literal clone of herself that will change and try attaching to the opponent granting -2 speed debuff for a post. 3 post cd

Her 7th will fire into the air before showing a volley of thousands of needle like arrows granting up to Cero damage for every hundred hit. 2 post cd

Her 8th will pull all the blossoms in the area forming a huge ice berge like attack in the air before coming down granting gran rey damage. 3 post cd.

Her 9th will pull all the blossoms back to her tails granting bala damage for every hundred pedals that hit the opponent on the way back.1 cd

Ability Name: Death Blossom
Ability Description:Saki's Kitsune will take in all the Cherry blossoms into itself growing massive in size before coming down on the opponent grant Cero Oscara damage at Cero speed before it will spiral around the opponent again landing a damage equal to a Hadou #90 (has a 7 post cd if it doesnt kill her opponent)
Boosts: 4x Reiryoku absorbtion, Reiryoku Manipulation, Speed, Detection


BACK-DROP

History:
1. She is a Echt. Royal or noble blood that can be traced to the first quincy ruler.
2. Only kid and lived her life for the the tradition of Quincy culture to learn to rule over the final Quincies.
Side Notes:Her mother assisted in killing willow's family
Roleplay Sample:Meh.
Search in: Quincy  Topic: Saki Masamune  Replies: 2  Views: 688

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.
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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: 2775

Kitsune Shiba Historical Application - Thu Mar 09, 2017 9:39 pm





THE HISTORIC SHINIGAMI APPLICATION



Name: Kitsune Shiba
Age: 1,200~ (at time of death)
Sex: Female
Personality: Kitsune was a fiery girl with a heart of gold. As a member of the Gotei 13, she valued action over words, and certainly cared for her subordinates. It was often assumed that there was a relationship between her and Akira Tanaka, the first Captain-Commander, as she had served under him with more fervor than any of her other commanding officers. In fact, considering the normal term length for pregnancies among stronger Shinigami, and the addition of Binding Kidou to hide and prolong one (confirmed to have been used on her), there is an extremely high chance that Captain-Commander Tanaka may have been the father of her only child, Okami. Then again, only she knew, and the secret lies in a journal hidden away somewhere in the First Division barracks.



CHARACTER APPEARANCE



Height: 5' 3"
Weight: 120 Lbs
Physical Traits:
Appearance:





FIGHTING STYLE



General Fighting Style: Kitsune's fighting style consisted of swordplay and Kidou, but she also relied heavily upon her Zanpakuto's unique abilities, augmented by a heightened level of reiatsu and reiryoku that fueled the flames of her Shikai and Bankai.
Strengths:

Reiatsu: Kitsune's reiatsu was quite a bit stronger than completely necessary or expected, even for a Captain-Class combatant.

Reiryoku: The First Lieutenant of Squad One was quite distinguishable in the fact that her reserves of reiryoku were vast, enough to drive the point home that she was definitely not one to mess with.

Zanpakuto: Her Zanpakuto, much like her successor's, is one of her greatest strengths. It was far stronger than those of her peers, and was capable of destabilizing non-living reishi in an area about the size of the Seireitei in around 6 posts while in Bankai, slightly slower than her son's.

Weaknesses:

Speed: Kitsune's fighting style revolved more around crushing blows and overwhelming force, which left her physical speed a bit lacking. Even while using Shunpo, she would find it difficult to keep up with others of her caliber.

Pregnancy: For a fairly long period of time, between 2,251 years ago and 1,570 years ago, Kitsune was pregnant, and thus restricted herself from strenuous combat. She refused to stay in her Bankai for more than 3 posts, and refused to use Kidou higher than #75.



ZANPAKUTO



Sealed Appearance: Kitsune's Zanpakuto had a plain grey wrapping while sealed, and was the length of an average katana. The tsuba had several cutouts in the shape of the sun's rays, and was round in shape.

Fiery Reiatsu: Kitsune's reiatsu was elemental, and set fire to an area twenty feet in diameter around her, making close quarters combat nearly unbearable. For every two posts spent within this area, the affected combatant will suffer an additional degree of burning (maxes out at third).



SHIKAI



Call Out Command: Ignite, Hiyakeshita Shojo! (Sunburnt Virgin)
Appearance:
Shikai and Spirit Appearance:

Abilities:

Fire Manipulation: While in Shikai, Kitsune is capable of generating and manipulating fire, whether that generated by her reiatsu or that generated by her sword, These flames burn upwards of 3,000 degrees Fahrenheit, the same as magnesium. She is completely immune to her own fire.

Napalm Strike: Building up flames in her sword, Kitsune slashes at her opponent to unleash a torrent of fire similar in size and damage to a Getsuga Tensho, but it doesn't end there. The flames then stick to any and every surface they contact, burning for an additional three posts. One post charge, 4 post cooldown upon end of effects.



BANKAI



New Name: Hiyakeshita Ondori (Sunburnt Roc)
Appearance:
Bankai Appearance:

Abilities:

Sunfire Manipulation: The massive phoenix, approximately fifty feet long with a wingspan of 80 feet, that makes up the body of Hiyakeshita Ondori is made up of fire that was drawn straight from the sun itself. The only person unaffected by direct contact with the bird is Kitsune herself. The bird is controlled by the tail connected to the small of her back, and can be controlled like another limb. The core of the bird, a five foot orb located where it's heart would be, is approximately the temperature of the sun's corona and it's convective zone at around 3.5 million degrees Fahrenheit, while the rest of the phoenix's main body and head is the temperature of the photoshpere at around 10,000 degrees. It's wings burn at 7,800 degrees, something more comparable to the chromosphere. Any flames caused by contact with the bird itself will burn at 6,000 degrees.

Bankai Regeneration: Kitsune's Bankai, as it is made up of pure fire, is capable of regenerating itself if damaged by building upon her reiatsu at a speed comparable to an Arrancar or Hollow's High-Speed Regeneration. That is, of course, as long as it's core remains undamaged. The core itself is amorphous, but can be damaged by direct contact with an attack equivalent to Hado #90 or higher. Damage to the core takes approximately one page to repair, at which point further regeneration can occur.





BACK-DROP



Background: Kitsune Shiba participated in every major and minor squabble in the Gotei 13 up to her death in the last throws of the Second Great War a bit over 1,500 years ago.

In her official capacity, she was Lieutenant of the First Division under Akira Tanaka, Jensen Reinhart, and Grainne Xios. This was her choice, as she did not wish to be a Captain at any point in time during her tenure. Of course, her position was initially due to her being the second-strongest Shinigami of the age, after the Captain-Commander himself, and she took pride in that fact and never wished to let it go. (Tier 0-5)

As Okami's mother, she was only able to spend a few years with him, proportionately, before her death, but it was always something that he treasured. She ended up sealing a portion of her flames within her son as a countermeasure, which were released and saved his life in his Academy days due to a vicious encounter with an instructor. Despite her untimely demise, she could definitely have earned Mother of the Century, hands-down.

Also, it'll be a hilarious endeavor to figure out who Okami's father is, given her shenanigans in an attempt to keep her pregnancy under wraps as long as possible. A journal hidden in the First Division offices confirms her relationship with Akira Tanaka and his status as Okami's father, but it hasn't been found yet. DAMMIT RENA, CLEAN OUT YOUR OFFICE!





Search in: Creation Archives  Topic: Kitsune Shiba Historical Application  Replies: 0  Views: 473

Kido Update [WIP] - Sun Apr 10, 2016 6:57 pm

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: Hadō [Only admins are allowed to see this link]. Būdoha (湯水波, Scalding Water Wave)
Kidō Effect: Raising a hand in front of themselves, the practitioner then passes their index and middle fingers from the opposite hand over them, generating a blue mass of light in the process, which grows to cover the entire hand. Once fully covered, the user strikes out with their hand in a sweeping motion which causes a large wave of water to spur forth from nothing to engulf a foe. The water is boiling and possesses such heat that it can melt through the body of a Hollow, making it more akin to acid than water. Users of this spell may substitute a Zanpakutō as the catalyst instead of their hand, allowing them to generate a wider swathe of water in the process.

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]. Donryoku (鈍力, Blunt Force)
Kidō Effect: The practitioner focuses a large amount of spiritual energy through their Zanpakutō, utilizing any possible reflections on the blade to generate beams of light that are fired with each swing of the weapon. Each individual beam packs a powerful amount of concussive force and can be fired indefinitely as long as a certain amount of light continues to reflect from the Zanpakutō in use. In addition to being deadly, they can also hone in on targets at the user's discretion.

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: "Brethren-in-arms marching for the distance of twelve sun and standing still; Blue shot, gold shot, black shot, red shot; Rising together on the path to victory."

Kidō Name: Hadō [Only admins are allowed to see this link]. Danganjun (弾丸純, Bullet Net)
Kidō Effect: Pulling their arm back and then jutting it forth a large ring of purple light filled with a pattern akin to dreamcatchers emerges. Every hole in the circle produces a small thin bullet of spiritual energy that collectively bombard a target, it is primarily used for distraction as the blasts do very little damage, instead hitting their intended target with an intense stinging sensation.

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: "Gifted on the valley of need! Serrated tracks, iron flesh, oil blood. Move and incite conflict, stop and herald peace. The cry of engines demand the end of war!"


Kidō Name: Hadō [Only admins are allowed to see this link], Dandōdan (弾道弾, Ballistic Missile)
Kidō Effect: The practitioner generates lightning in a compressed form and, at either the slash of the blade or aim of their palm, fires numerous spear-shaped projectiles in the general direction of their desired target. This spell focuses less on accuracy and more on damage over a large radius.

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: "Cry of the heavens! Beacon of the Almighty's wrath! Illuminate the blade and the stricken earth! Fly far and wide! Spread the retribution!"


Kidō Name: Bakudō [Only admins are allowed to see this link]. Butakawa Kōyaku (豚皮絞扼, Pigskin Entrapment)
Kidō Effect: Reciting the incantation, the user generates an oval shaped orb of spiritual energy in their palm before launching it at a target. When it reaches the target, the orb expands rapidly to cover the target within a similarly oval shaped prison of purple energy. The barrier is very powerful and reacts as if almost elastic, bouncing most attacks straight back at the attackers.

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: "O' Lord! The light pierces an ever present darkness, flames blaze, water rages, earth crumbles and the wind heralds a tide of change!"

Kidō Name: Chōsoku Enkōsen (超速円閘扇, Hyperspeed Round Lock Fan) (Kaizō Kidō)
Kidō Effect: A modified version of the thirty-ninth Bakudō spell, Enkōsen. The user places either both hand or their Zanpakutō in front of them in a blocking motion where upon the spell generates a large spinning disk of condensed reiatsu in order to block an opponent's attack. Unlike the unmodified version, Chōsoku Enkōsen takes on a vibrant green colouration and spins at such a rate as to act like a saw; ripping apart whatever comes into contact with it at a considerable pace. This allows the spell to not only be used for defense but offense as well.

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: Bakudō [Only admins are allowed to see this link]. Goshō Heitan Miryū Kakusui (五鐘平淡水流角錐, Five-Bell Still Water-Flowing Pyramid)
Kidō Effect: An extremely powerful Kidō barrier that takes the form of several ceremonial spear heads. The user weaves their hands through several motions, radiating out an aura of Reiatsu that suffuses through the earth and causes clumps of dirt to form together and shift into the forms of several white spear heads with chimes attached to them. These spear heads rest at five different points below and around the user, and three above. Once complete, it creates an extremely powerful pyramid-like barrier around the practitioner, preventing anyone from entering. It is a spell designed for protection of the "self" but can be cast on others with enough skill and focus. The barrier is extremely resistant to outside interference as it prevented Muramasa from invading Genryūsai Shigekuni Yamamoto's Inner World, it can also negate a great deal of damage, requiring the combined power of Muramasa and Ichigo Kurosaki's Bankai-Getsuga Tenshō as well as the power boost provided by his Hollowfication to break through it.

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

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:
Opponent is One Tier Below:
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

Shana Hirai - Mon Oct 05, 2015 7:24 am




Who are you?




Name:Shana Hirai
Alias:Enpatsu Shakugan no Uchite
Age: 75
Age of Appearance: 13
Gender: Female
Race/Species:Shinigami/Vizard
Character Alignment:Neutral Good

Appearance:
Spoiler:

Shana has silky smooth fiery red hair stretches down to about mid-calf on her with one stubborn section that sticks up towards the back of her head making it appear as though she has a single crimson antennae sticking out of her head. She normally leaves it loose flowing around her, more a distraction to her enemies than to herself. Though when she is cooking she tends to put it up in buns on both sides of her head, to keep it out of the way, and when she dresses formally she will occasionally take the time to braid into a pony tail, or drape it over one shoulder.

Shana's most striking feature would probably have to be the scarlet irises of her eyes. While she may appear young her eyes convey her age, and the pain of her experiences rather well. Though when she is happy or eating sweets they light up and all signs of the pain and sorrow that she has experienced in her life seem to melt right out of them. Just like when she is eating sweets while she is combat, the pain in her eyes seem to melt out of her, though rather than lighting up and becoming filled with joy, the take on a stern focused appearance while she watches her opponents every move. When enraged Shana's eyes seem to literally ignite, glowing with an intensity that is only matched by the flames that is produced form her zanpakuto.

The rest of Shana's face seems rather plain in comparison to the appearance of her eyes and hair, though it is considered by some to be rather pretty and definitely of asian descent it doesn't have any other remarkable features. Her nose is small with a slight point, and her lips are thin, and almost always in an almost arrogant looking smirk. Though she rarely smiles when she does it is from the heart, and can be rather infectious. When flustered or angry the smirk quickly turns into a frown.

Shana herself is rather diminutive in height standing only a measly 141cm tall (approx 4' 8") and weighing in at an astonishing 35kg (approximately 77lbs). Underneath her lightly sun-kissed skin exists layers of thin wiry muscles tightly bound together giving her a rather slight build with thin, well toned limbs, that can naturally lift more than they can appear to.

Style/Clothing:

The Pendant: This is the one thing that all of her outfits had in common, no matter while in the Gotei 13, or while in the real world. It it is a pitch black gem with what appears to be an explosion of fire in its core, with a silver setting with what appears to be two gold rings wrapping around from the back to hold it in place. The pendant itself is attached via a steel chain around her neck.
The Pendants Image:


While with the Gotei 13 Shana wears a standard Shinigami uniform with her hair hanging loose, and her zanpakuto at her waist, The only deviation from her and the next individual who has just left the Shinigami Academy was the pendant that she always wore around her neck.

While in the human world (post Vizard Banishment), Shana tends to wear two main outfits, depending on where she is. Both of these she will wear with a long black trench coat that goes down to her ankles.

The first is a standard girls high school uniform, With a white button up blouse, dark green collar and skirt and a beige bow, worn while she is at or traveling to or from school, in an attempt to fit in and learn more about the world in which she was now living. She also wears long black stockings that go up to mid thigh, disappearing under her skirt in still weather, and brown loafer style shoes.

The second outfit is by far her preferred, worn whenever she gets the chance to involves a black form fitting vest like shirt with a silver zipper that comes up to her collar bone. A black pair of relax-fit jeans held on by a black belt with crescent moon shaped buckle, adorn the lower half of her body. Her feet are covered by a pair of black combat boots.

The Black Outfit:


Tattoo's/Scars/Etc: She has one scar just below her heart on the front from where the claw of a Hollow pierced her, while ripping her soul from her body.

Personality:
If one was to try and some up Shana in one word, well there truly is only one word that would fit her personality, and that word is complicated. She is normally a calm and analytical individual with a gentle heart, and a strong desire to protect those around her. However due to her innocent nature in some matters she can be quite easily embarrassed or flustered, causing her to tell whoever was causing the discomfort to 'Shut Up! Shut Up! Shut Up!'. She is also quite driven, pursuing her goals with great zeal.

Though when she is eating sweets she seems like an almost different person than the flame-wielding warrior that she is. In fact to any onlookers she would appear to be nothing more than a little kid enjoying her treat, with a innocent smile on her face. When around people, both those she knows and those she doesn't she tends to remain quiet, keeping idle chatter to a minimum, and answering any question she is asked as succinctly as possible.

In battle her personality changes depending on her opponent. For most hollows, she is silent aiming to quickly and quietly dispatch her foe. Against a more troublesome opponent if the attempt to quickly finish the fight failed she tends to taunt her opponent trying to make them make a mistake that she can capitalize on. In both of these situations however, it does not stop her from analyzing how her opponent is fighting, just in case they get away and she has to face them again in the future. However when those she cares about, or have sworn to protect are in danger, Shana loses it, becoming reckless, and aggressively attacking and leaving gaps in her defenses.

(For Likes, Dislikes, Ambitions, etc, go for 1-3 sentences per point, more if you wish.)

Likes and Strengths:

• Melon Bread: Shana loves melon bread, the sweet flavor, the crispy texture of the outer crust, the soft spongy texture of the bread. She enjoys taking a small bite of the crispy crust, and then a bite of the spongy inner.
• Sweets: While Melon bread is her favorite, Shana enjoys all things sweet.
• Rain: Contrary towards her abilities and strengths with fire, she enjoyes the rain and how it seems to wash the world clean with its presence.
• Sunrises: Shana enjoyes watching the
• Analytical: Shana's has a habit of analyzing the world around her. This can be both a strength and a weakness due to her occasionally over analyzing. This also allows her to fight hollows without anger or hatred clouding her judgement, because she knows no matter how vile their actions may seem they are only following their nature and their desire to fill the void in their existence.

Dislikes, Fears, and Weaknesses:
• Bitter things: Shana dislikes anything bitter, especially beverages. She will either pour them out or load them with a bunch of sugar.
• Being Weak: Shana is both afraid of and dislikes being weak. In her past she was too weak to save her family, and is worried that she will be too weak to protect those who have taken her in, and given her a new home.
• Cold: Shana strongly dislikes the cold, and has even shown to have a reduced capacity to fight in lower temperatures weakening her abilities and even slowing her moves.
• Bullies: Shana absolutely abhors bullies and anyone who would use their strength/position to pick on those under them. She has strong beliefs that the strong should protect the weak and will violently object to those who bully the weak.
• Fish, and other seafood: Shana finds fish absolutely disgusting, the way they stink, their cold lifeless eyes, just about everything about fish disturbs her. While she may occasionally admire the scales or patterns of them she still won't reach out and touch them.
• Temper: Shana has a temper that is as fiery as her hair, and potentially even more volatile than her Zanpakuto. While over her life she has learned to keep it in check when it flares it tends to be bad. First burning away her logic and reason, and then followed quickly by whomever caused it to flare.

Ambitions/Dreams/Goals:
• Becoming Stronger: One of Shana's greatest goals in her life, well her after life is to become stronger, not for selfish reasons, but so that she can protect those around her and so that she will never have to suffer the feeling of losing those close to her again.
• Finding her Sister: Shana's Twin sister, Yukari had gone missing while Shana was still alive. Though she knows Yukari is no longer among the living she continues to search the soul society hoping to one day reunite with her.
• Learn More about Alastor: Alastor is the spirit of her Zanpakuto and as such it is only natural for Shana to desire to learn more about him, and through doing so learn more about herself.




Battle Specs





List of 'Known' Skills:


Fighting Style:
While Shana did not have any actual combat training prior to joining the Shin'ō Academy she had found she had a knack for both Hakuda and Zanjutsu, leading her to prefer a more close-range combat over a longer range. Though that is merely her preference, not a limitation to her abilities. Her actual fighting style fluidly combines the use of Zanjutsu and hakudo, using each as if they were complementary tools of one another rather than as separate techniques. Even when focusing on using her zanpakuto, she will use her whole body in combination with her swings, such as striking the back of her blade with her foot to increase its cutting power. In order to provide an essence of unpredictability, create openings, or even to just break deadlocks Shana will use either Eishōhaki or in some rare circumstances fully encanted kido.

In training Shana is just as aggressive as in a real fight, though she tends to start slower, and will even go as far as to let her opponent set the pace. However if she feels that the sparring session isn't progressing fast enough she will attempt to take control of the fight and increase the pace of it herself, and when this happens, she will relentlessly attack her opponent forcing them to play defense.  However no matter how the match turns she will intently watch her opponents move looking for openings and tells to take advantage of. If and when she finds any she will intentionally strike at them with all of her strength, and if using her zanpakuto she will turn the blade mid swing striking with either the flat or mune (back) of the blade. As long as the opening didn't turn out to be a trap, then Shana will talk to her opponent after the fight and give some pointers, hoping that the combination of the pain and lecture will at least breed awareness in them and in turn maybe save their lives some day.

Shana takes all real fight seriously right off the bat, trying to end it quickly, with as little energy expended and damage received as possible. This is especially evident when her opponents are the underdog in the fight. Against opponents that are closer to being at the same level as her, she tends to take a bit more caution, though not much. If she senses that her opponent is definitely stronger than her, her choice of actions will depend on the situation that she is in.

If She is trying to protect someone or something, she will attack head on to try and draw her opponents attention away from what she is protecting, or if possible to buy enough time for what she is protecting to get away. If she can successfully get their attention and start leading them away she will try to force them into traps to wear them down, and restrict their mobility before either turning to deliver a finishing blow, or making an earnest attempt at escaping with her life. If there is no one or anything to protect in the area, she will just follow the latter half, of that, using hit and run tactics, all the while trying to stay one step ahead of her opponent.

Shana will also use similar hit and run tactics when she is outnumbered trying to force the fights to be one on one either through the use of the terrain to restrict the directions that they can come from, or by using the natural difference in speed that her enemies will have with one another to put space between them, and thus force a one on one confrontation for a little while, at least.

Personal Abilities:

(Shinigami may not start with more than ONE personal ability. Personal abilities are special powers unique to your character. They are obtained at birth or through freak occurrences. These cannot be things you would able to teach others or simply obtain through hard work along.)

Name: Kanetsu sa Reiatsu
Effect: Shana's Reiatsu is unique in that it is heavily aligned with fire. So much so that the effect of releasing it will cause a noticeable increase in temperature, which will continue to rise, and can even cause certain objects to spontaneously combustion. This unique trait also increases the offensive capabilities, of fire based abilities by 1, though it also decreases her defense against cold based abilities.

Name: Hohō Mastery
Effect: Shana is considered to be a prodigy in the art of Hohō, and is capable of maintaining high speed movements for extended periods of time while using the least amount of steps to achieve those movements. Masters are capable of using advanced steps, which are considerably harder to initiate. A master can possibly create new techniques but it is most likely a rare occurrence.

General Techniques:

(Shinigami may NOT start with more than four general techniques. Techniques are not extra abilities, but rather, skills which use your abilities in more extreme forms beyond their basic use. For example... let's say I can shoot fire from my fingers. A technique might be gathering a whole bunch of fire for a few minutes and then shooting a fire-laser from my fingers, doing much more damage than what my ability normally would on it's own. Other special or basic techniques using your normal control over your spiritual energy can also be added here, like adding reiatsu to your punches to inflict more damage, and things like that. Think of abilities as special powers - and think of techniques as moves which use the powers you already have. These are moves your character was taught or trained and developed on their own. They are things anyone would be able to learn and perform unless they are dependent on your unique race or abilities. Examples are custom shunpo variations, hakuda/zanjutsu techniques, and using your reiatsu on an object to simulate telekinesis.)
These are not used for extra shikai or bankai techniques, elemental techniques, extra abilities and powers.
Limit 4.


Technique Name: Hosoku sa reta Utsusemi
Technique Description: 2 Post Cooldown - The Hosoku sa reta Utsusemi is an advanced Utsusemi where Shana can leave behind a kido spell inside of the after image that will dissipate if ignored, but should the after image be struck she the spell itself will be released towards the nearest source of spiritual pressure. Any kido stored in the after image itself has its power cut in half.
Technique Effect Chart:
[The Technique Effect on various opponents will depend on the Kido stored within the after image.]

Technique Name: Utsusemi
Technique Description: 4 post cooldown - Utsusemi is an advanced Shunpo art where the user moves so quickly that they leave behind an image of themselves. The user can then add extra realism to the image by leaving behind some of their reiatsu allowing the image to appear to have taken physical damage.

Technique Name: Hakuda Expert
Technique Description: Experts of this art can take on average armed opponents and those many times their size easily. They are well versed in hand-to-hand combat in instances where they are lacking in a weapon or need the use of the skill to give them an edge in battle. While not masters, an expert is more than capable of handling themselves in a physical altercation.




Shinigami's Partner




Zanpakuto Name: Alastor
Zanpakuto Element: Fire, Rebirth
Sealed Weapon Appearance: While in its sealed state Alastor looks like a regular katana, with no noticeable adornments on it. Its over all length is 101.6 cm (40 in), it's steel blade's length is 69.85 cm (27.5 in). The light wood of its handle is wrapped in a black cord.

Spirit Appearance: Alastor appears in one of two ways, depending on what Shana's need is.
Spoiler:


The first appearance is that of a large crimson and gold bird of prey, with the two outermost, and most central of his tail feathers being more than twice as long as the rest of his body. The two on the outermost are shaped more like the tails of a cat with a flat spade on the end. while the one in the center looks like links of a chain fused together with a Ruby embedded in in the center of each link. the Total length of Alastor in this form from the tip of his razor sharp beak to the tip of his central tail feather is more than 610 cm (approx 20 ft) and a massive wingspan of 457cm (approx 15 ft). His talon's have four 'fingers' on them, each ending in a claw sharp enough to slice through stone as if it was no more than a warm hunk of cheese.

The second appearance that Alastor takes, and the one that he would appear as if he was ever manifested in the real world is that of a young man, who appears to be in his late teens or early twenties. In this form Alastor stands just under 183cm (approx 6 ft) has short spiky crimson hair, and eyes like liquid gold. His muscular tan torso is covered with only a blood red sash running from his left shoulder to his right hip, with a pair of red and gold wings sprouting from his back giving him an almost angel like appearance. His arms while muscular are not bulging in any way, by choice Alastor tends to keep them bare, minus a Gold flame shaped bracelet on each wrist. From the waist down Alastor is dressed in a pair of long black pants with two red stripes about mid thigh, and red and gold design that starts on each knee and wraps around his leg meeting back up mid shin. On his feet he wears a simple black pair of slippers with black socks.

Spirit Personality:
If one was to try and sum up Alastor in a single word that word would be Regal. He is strict, yet gentle and caring. Whenever Shana visits him to train, he will scold and discipline her for her mistakes, though he will also pay attention to her well being, making sure that she doesn't push herself so far beyond her limits that she may not recover properly, or isn't hurt beyond repair. While in combat, Alastor has a calm, and confident air about him that doesn't break and makes him come off as some what arrogant whenever he and Shana spar.

On their more social visits Alastor will patiently listen to and answer any questions that he has the knowledge to answer, as well as calmly give Shana advice.

Inner World:
Spoiler:


Shana's inner world would be most comparable to that of Laputa (the castle in the sky), though rather than just a single castle floating up there among the clouds it is an island the size of Kahoʻolawe 116 km2 (44.6 square miles). With a palace towards the northern part of the island. There are also 3 separate bodies of water, one the size of a lake and the other two appear to be that of ponds. There are also patches of forests and large walls interconnected walls that surround the palace area.

Shikai Release Phrase: Rise from the Ashes and Blaze with the Flames of Heaven, Alastor!

Shikai Appearance:
Spoiler:


Alastor's shikai appearance isn't much different from that of his sealed appearance. The only real differences are to the tsuba, and the pommel of the sword. The pommel changes from, bland and undecorated to having a phoenix stamped into it, and the Tsuba goes from a basic round one to something slightly fancier, with a design etched into it.

Shikai Abilities:

(Shinigami may start with ONE shikai ability; you may have two shikai abilities only if you can get the tier of 3-3 or stronger. If you have two anyway and fail to get that tier, you will simply have to lock one of the abilities so you can't use them until you hit the appropriate rank. Shikai abilities are only usable in Shikai - they do not apply in bankai or your sealed form.)

Name: Guren no Oodachi - Great Blade of Crimson
Effect: It coats Shana's zapakuto with a flame which she can use to increase the destructive powers of her Shikai abilities. This ability doesn't have to be active in order to use any of her Zanpakuto techniques, and if it is used to enhance one of her techniques it can not be reactivated for 2 posts, otherwise it doesn't expire.

Shikai Techniques: (Shinigami are allowed to start with no more than SIX shikai techniques)

Technique Name: Shinku
Technique Description: 3 post cooldown - Shana swings her zanpakuto releasing a ball of fire that changes into the the shape of an four foot wide open hand that will try to grab her target. If it successfully does it will either hold them till for upwards of a post before detonating surrounding the captured opponent in a fiery explosion, unless broken at which point it explodes instantly dealing damage equal to approximately that of a rank 30 hado. Shana can also instantly detonate the hand if that is her desire. if Guren no Oodachi is used to enhance this ability, the explosion is slightly stronger equating to approximately a rank 45 hado.

Technique Name: Hien
Technique Description: 2 post cooldown - Shana swings her zanpakuto creating a wave of flame, that expands outward in a circle like pattern, however it does not form a full circle, and leaving the area behind the Shana's back untouched. The wave itself has the same cutting power as her own zanpakuto, though the flames will prevent the wound from bleeding, by instantly cauterizing it dealing up to second degree burns in the process and doing damage equal to about a rank 20 hado. If this attack is empowered the cut depth will double.

Technique Name: Danzai
Technique Description: 3 post cooldown - Shana will either swing or thrust her zanpakuto into a stance where she is holding the blade straight out pointing towards her opponent, her arm fully extended. Alastor lets loos a spiraling torrent of fire that is approximately half a meter in diameter, starting from the Tsuba of the blade and continuing on to a maximum of distance of 10 meters from the Alastor's tip. The tip of the attack while dull in appearance can pierce through flesh and bone working almost like a drill of fire inflicting up to second degree burns on its way through, The damage of the attack is equal to that of a rank 40 Hado. The enhancement for this technique rather than increasing the damage it deals, it increases its size by 50%;

Technique Name: Hantei
Technique Description: Cooldown Varies - By far one of the most basic abilities that Alastor possesses being just a simple fireball fired from the blade of the zanpakuto that explodes on contact. The only variation of this technique is that Shana can fire off fireballs of variable sizes. The sizes in feet are as follows:

Fireball Chart:
1x1x1 : deals about half the damage of a Bala and cause first degree burns on impact, though Shana can fire five of these in a single post. Firing three or more in a single post will cause the ability to have a one post cooldown.
4x4x4: Deals the same amount of damage as a Bala causing first degree burns on impact. Shana can fire up to 5 of these in one post. Firing 2 or fewer only has a 1 post cool down, though firing 3 or more will cause the cooldown to rise to 2
8x8x8: Deals the same damage as a Cero causing up to second degree burns on impact. Shana can only fire one of these per post with a 2 post cool down.
12x12x12: These are the most powerful of the fireballs that this technique can generate, dealing damage equal to 150% that of a normal Cero, causing second degree burns on impact, and first degree to anything in the blast radius. Shana can only fire one of these per post an the ability goes on a 3 post cooldown afterwards.





Bankai!



Bankai Name: Tenbatsushin Alastor
Bankai Release Phrase: Ignite your heavenly fire to punish the wicked! Tenbatsushin Alastor!
Bankai Appearance: The Zanpakuto itself does not undergo any changes between shikai and bankai, Though Shana herself grows a pair of angel like wings made out of Crimson and gold flames. While they appear to be sprouting out of her back her clothes do not receive any damage from them at all, as if they phase right through them. Her eyes and hair also undergo changes while in her bankai, making her seem almost like a living embodiment of her zanpakuto as they take on a more flame like appearance, with her eyes flickering as if flames literally were dancing in them, and golden embers start falling from her glowing red hair.

Bankai Ability: (Limit of 1)

Ability Name: Jisshi keitai o moyashi (Burning Embodiment)
Ability Description: Shana no longer needs to be holding her zanpakuto to use any of her Shikai or Bankai abilities. In fact she can now launch any of her shikai or bankai techniques from any part of her body, even if she is disarmed.

Bankai Techniques: Limit 6

Technique Name: Shakunetsu no hane
Technique Description: Shana flaps her wings and a dozen feathers dislodge and launch themselves at her target. The feathers pierce their targets becoming lodged in whatever they strike. The feathers burn as if they were red hot daggers dealing damage similar to that of Byakurai, and inflicting second degree burns to the flesh it gets caught in, and Shana can cause them to explode dealing damage equal to that of a #50 Hado in a one foot radius around the feather, also inflicting first degree burns to anything caught in the blast radius, if not the feathers vanish after two posts.

Technique Name: Umarekawaru
Technique Description: Cooldown: 15 of Shana's posts.. Shana engulfs herself completely in white hot flames, normally through some theatrics that makes it seem like her power got away from her and back fired or if one of her attacks are redirected. The flames will consume her completely leaving nothing behind but a pile of ash in its wake. Over the next period of time (1-2 posts), Shana reforms herself out of the ash without so much as as a scratch on her. While this technique will not restore her energy to its full levels, it will heal her of all injuries that she has sustained.

Kidou

Hado:



Bakudo:


Are you a Visored?


Inner Hollow Appearance: Shana's inner hollow looks exactly like her twin sister Yukari, and as such Shana refers to her as such. Yukari and Shana are identical in all things except in the hair and eyes, Where Shana's are both Red Yukari's are both a dark color. Her hair is pitch black, so much so that light seems to be sucked into it. Her eyes while darker than Shana's red, are merely brown like that of a cup of hot chocolate.
Mask Appearance:
Mask Image:


Mask Ability:
Ability Name: Sisterly Bond
Ability Description: Due to Shana's inner hollow being caused by the assimilation of a piece of her hollowfied twin sister, causing her to hold the appearance and personalty of Yukari leading shana to have an abnormal bond to her hollow self. This bond leads to Shana being able to easily control her hollow form and even keep the mask on for an abnormally long duration without any negative side effects.

Mask Duration: 8 Posts, with an 8 post cooldown.
Mask Techniques:

Technique Name: Cero
Technique Description: No cooldown - Can be used Once per post - Shana charges her reiatsu into a concentrated beam that she fires from the palm of her hand, sole of her feet, or even out of her mask. The damage of the beam is that of about a rank 60 hado.

Technique Name: Bala
Technique Description: No Cooldown - Can be used up to five times per post - This technique is similar to cero in that it is a concentrated beam of pure reiatsu, but it trades off power for speed being only approximately the strength of a rank 30 kido.

Technique Name: Fenix destello Cero
Technique Description:x post cool down where x = posts charged This is a variation of Cero that only those with a unique Reiatsu similar to shana can perform. The beam of the attack is super heated and will melt that which it comes in contact with similar to that of a gundam heat sword. This attack can either be fired up five times in a post similar to that of a Bala, or can be charged to a stronger attack. After one post of charging this attack becomes equivalent to that of a Cero, after charging for three posts the damage that this attack can do is equivalent of a Gran Rey Cero. This technique can be charged for a maximum of 10 posts Each post after the third will increase the power of the technique by 50%. However After the third post of charging Shana can no longer move while charging, basically becoming a high power Artillery piece.

Technique Effect Chart:
Posts Charged:
0 Posts Charged: Basically a heated Bala.
1 Posts Charged: Basically a heated Cero.
2 Posts Charged: A stronger Cero than normal, though not quite as strong as a gran ray cero. This one has the destructive power equivalent to that of a rank 75 kido.
3 Posts Charged: The technique has become equal to that of a Gran Ray Cero and will do damage equal to that of a rank 90+ hado.
4+ Posts Charged: For each post past the third charged, the power of the technique is increased by an additional 50%. so after charging for 5 posts the ability would be twice as powerful as it was at three posts.
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