Search found 20 matches for 11
- on Fri Dec 30, 2022 5:39 pm
- Search in: Japan
- Topic: Crikey! [Open]
- Replies: 17
- Views: 940
Crikey! [Open]
MORIKAWA MIZU
Unsure of how the Hollow managed to track her through the camouflaging effect of Sekienton spell, Mizu remained focused on the enemy before her nonetheless. One thing she had become better at since her time in the academy was using multiple spells simultaneously, a fact which would aid her response to the Hollow's sudden blitz attack against her.
Between Canguro's tail and her arm a barrier of translucent energy would form without warning as Mizu dipped into her knowledge of Barrier Kidō to protect herself from it's harmful heat and attack. Due to it's hasty creation it wouldn't protect from much, and upon successfully guarding the Hollow's attack it would shatter and vanish, having done it's job. Despite knowing Canguro's proximity to herself may cause her to also sustain injuries from Ōkasen, Mizu did not stop the spell from firing; in fact, this had become somewhat of a signature move of hers. The yellow energy would explode and envelop the both of them in it's wrath.
With the sleeves of her Shihakushō burnt through, a recurring problem for the young Shinigami, and both her arms damaged from her own spell Mizu swiftly Flash Stepped away from Canguro. She hoped her Ōkasen had caused enough harm to make the Hollow second guess assaulting her again, or at least give her enough time to prepare her next offensive against it. Figuring either way she would end up in close quarters whether she liked it or not, her next spell would aid in such a scenario. "Hadō #11: Tsuzuri Raiden!" she said, which caused her Zanpakuto to swiftly be enveloped in yellow electrical energy.
TAKING IT SERIOUS | END POST
- on Sat Nov 26, 2022 12:20 am
- Search in: The Living Realm
- Topic: Only Other Thing We Need is a Wardrobe [Mizu, Amaranta]
- Replies: 29
- Views: 2195
Only Other Thing We Need is a Wardrobe [Mizu, Amaranta]
MORIKAWA MIZU
Typical of an Arrancar, Mizu thought, as the woman taunted her. Many Hollows and Arrancar she had come across would often resort to taunts and egging her on in some way, often immediately, as that simply seemed to be their nature. Aggressive. Hateful. Egoistic. For what their kind had done to other Shinigami, Mizu sometimes found herself falling prey to those first two emotions when dealing with them. Still, she could not allow herself to be manipulated by an enemy and influenced into doing as they say.
Mizu decided to operate on the idea this woman could be far more dangerous than she was letting on, after all for an Arrancar to just complain mildly when captured seemed suspicious to her. The fact she hadn't already been forced to end this woman due to wrathful struggling was enough to make Mizu step back when Amaranta feigned her own step forward. Opting for a less direct approach Mizu gripped her Kidō chains tight as she touched her Zanpakuto to it and said "Hadō #11: Tsuzuri Raiden!", causing an electric current to run from her weapon, through the chains, to the Arrancar's body where it would shock her repeatedly if she remained in place.
TAKING IT SERIOUS | END POST
- on Mon Nov 14, 2022 9:17 pm
- Search in: Approved Vizards
- Topic: [Spirit Class 6 | Hazard C] Tentō Zefā
- Replies: 12
- Views: 3597
[Spirit Class 6 | Hazard C] Tentō Zefā
Cannon Kido from ShowHadō:
#1 Sho
#4 Byakurai
#11 Tsuzuri_Raiden
#12 Fushibi
#27 Kongōbaku
#31 Shakkahō
#32 Ōkasen
#33 Sōkatsui
#43 Gaki Rekkō "Rain from above. Corner and smite them. The lord of my spirit, shepard tho I am sheep,
#57 Daichi Ten'yō
#58. Tenran
#63. Raikōhō
#73. Sōren Sōkatsui "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."
#78. Zangerin
#86 Hyōga Seiran
Bakudo:
#1 Sai -
#2 Shibireyubi
#4 Hainawa
#8 Seki
#9 Geki -
#10 Hōrin
#14 Noren_Mekuri
#21 Sekienton
#26 Kyokkō
#30 Shitotsu_Sansen
#37 Tsuriboshi
#39 https://bleach.fandom.com/wiki/Enk%C5%8Dsen
#59 Inemuri
#61. Rikujōkōrō "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
#62. Hyapporankan
#63. Sajō Sabaku
#64 Hakufuku
#66 Tanma Otoshi
#73. Tozanshō
#75. Gochūtekkan
#79. Kuyō Shibari
#81. Dankū
Barriers and Seal:
Uncatergoized:
- on Wed Feb 02, 2022 4:48 am
- Search in: China
- Topic: Test the Limits [Laskt/Sol/Dragon]
- Replies: 14
- Views: 1033
Test the Limits [Laskt/Sol/Dragon]
Solhammond Palliser | GROWTH
When Sol landed his strike, it was true. However despite it being a clean empowered strike, he found the scales of this dragon to be hardened to a level he would need repeated strikes. Furthermore, it seemed she had some weird offensive-defensive measures which might prove difficult to overcome. As the acidic substance sprayed into the air, it forced Sol to close his eyes and grimace. As it touched his skin, it felt as if he was submerged in the hottest bath he had ever taken.
But surprisingly, he was no chump. His high grade durability was enough to allow him to sustain some contact, but being in it for any long amount of time would begin to do some serious damage to him. He would perhaps have the time to do one more action before he had to move away. So he reacted only way one he could: with audacity and creativity.
As began to push off of her neck, he utilized this time to cast a single minor kido spell. Bakudo #4. Hainawa. A golden tendril of energy would form from his hand, wrapping around the dragon’s neck with no real effect. The reason being this spell was usually utilized to bind an opponent, and clearly this might at most provide a minor discomfort around their throat as they roared and spoke.
As Sol was falling backwards, propelled by kicking her neck, he would close his eyes briefly. His focus on casting this next spell would mean a lot, least he fuck it up. Yes, he could feel it. He could see it, as his grey irises opened while falling downward.
“Great Raijin, travel the current of this body and express your will unto this meek form! Hadō #11. Tsuzuri Raiden!”
It was a well known fact that any Kido that was spoken with the full incantation was casted at it’s full, tremendous power. This particular kido spell sent a current of raw electricity through a connection to electrocute someone. A rather useful, and powerful spell for this moment. But it was not without it’s straining effects, as Sol poured a substantial amount of his focus and energy into it. His hand searing itself as he held onto the energy rope which was now growing unstable.
But as he fell downward, it might provide Laskt a true opening.
END POST | WHITE KNUCKLE BRAWLER
- on Tue Dec 31, 2019 8:17 pm
- Search in: Old Events
- Topic: New Years Nightburst !!!! [2019/12/31 - 2020/01/01]
- Replies: 7
- Views: 1743
New Years Nightburst !!!! [2019/12/31 - 2020/01/01]
Imagine not getting twenty posts because I have a life and new year's plans. Oh wait, I can't. Let's go bois.
Post #1:New Captain's Summons | Yugiri
Post #2:To Cross A Cat's Path | Yugiri
Post #3: Tea for Two | Shirohime
Post #4: Organic Insemination | Chifuyu
Post #5: Three Easy Steps That Will Always Land You A Job | Nora
Post #6: Tea for Two | Shirohime
Post #7: Organic Insemination | Chifuyu
Post #8: To Cross A Cat's Path | Yugiri
Post #9: Organic Insemination | Chifuyu
Post #10: Tea for Two | Shirohime
Post #11: Three Easy Steps That Will Always Land You A Job | Nora
Post #12: Organic Insemination | Chifuyu
Post #13: To Cross A Cat's Path | Yugiri
Post #14: To Cross A Cat's Path | Yugiri
Post #15: To Cross A Cat's Path | Yugiri
Post #16: Family Reunion | Yugiri
Post #17: To Cross A Cat's Path | Yugiri
Post #18: To Cross A Cat's Path | Yugiri
Post #19: To Cross A Cat's Path | Yugiri
Post #20: To Cross A Cat's Path | Yugiri
Post #1:New Captain's Summons | Yugiri
Post #2:To Cross A Cat's Path | Yugiri
Post #3: Tea for Two | Shirohime
Post #4: Organic Insemination | Chifuyu
Post #5: Three Easy Steps That Will Always Land You A Job | Nora
Post #6: Tea for Two | Shirohime
Post #7: Organic Insemination | Chifuyu
Post #8: To Cross A Cat's Path | Yugiri
Post #9: Organic Insemination | Chifuyu
Post #10: Tea for Two | Shirohime
Post #11: Three Easy Steps That Will Always Land You A Job | Nora
Post #12: Organic Insemination | Chifuyu
Post #13: To Cross A Cat's Path | Yugiri
Post #14: To Cross A Cat's Path | Yugiri
Post #15: To Cross A Cat's Path | Yugiri
Post #16: Family Reunion | Yugiri
Post #17: To Cross A Cat's Path | Yugiri
Post #18: To Cross A Cat's Path | Yugiri
Post #19: To Cross A Cat's Path | Yugiri
Post #20: To Cross A Cat's Path | Yugiri
- on Wed Feb 06, 2019 9:43 am
- Search in: Tracker Board
- Topic: Feb Anyburst Tracker: Cookies Edition
- Replies: 0
- Views: 2301
Feb Anyburst Tracker: Cookies Edition
Post #1: https://www.platinumhearts.net/t20035-longing-for-home-private-wan#128320Post #2: https://www.platinumhearts.net/t20035-longing-for-home-private-wan#128323
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Post #4: https://www.platinumhearts.net/t20037-play-your-cards-right-private-jj#128330
Post #5: https://www.platinumhearts.net/t20038-coincidence-i-think-not-private-shizuo#128333
Post #6: https://www.platinumhearts.net/t20035-longing-for-home-private-wan#128334
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Post #20: https://www.platinumhearts.net/t20035p20-longing-for-home-private-wan#128410
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Post #27: https://www.platinumhearts.net/t20098-i-m-out-open#128874
Post #28: https://www.platinumhearts.net/t20098-i-m-out-open#128885
Post #29: https://www.platinumhearts.net/t20098-i-m-out-open#128901
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Post #31: https://www.platinumhearts.net/t20098p10-i-m-out-open#128961
- on Mon Jul 09, 2018 8:50 pm
- Search in: 2016-2020 Applications
- Topic: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]
- Replies: 13
- Views: 4790
[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]
NATURAL/RACIALS ABILITIES
Natural Talent: One of the most important parts of Kitarune's skill set is her natural talent, particularly in swordsmanship in her human life, and, during the afterlife, Kido. During her time as a human, Kitarune always had a natural affinity towards the art of the sword, capable of wielding it without much issue and understanding most of the basic martial arts revolving around the blade, taking her little time to learn them on a very base level. Over time she was able to continue advancing her skill with swords, a skill that wasn't entirely lost after death. Though nowhere near the same level that it was before, Kitarune is still very capable with a sword.
During her time with Katsuhiko in the Rukongai and his dojo, the basic movements of Kendo came as second nature to her, allowing her to remember the martial art and master it once again. Furthermore, another aspect she showed innate talent in would be energy control, something she picked up much later after she had become a Plus and, by extension nowadays, Shinigami. With this, Kitarune was able to get a grasp on the concept of energy control much faster than other Shinigami, and, as a result, was able to use the knowledge of the different terminology of energy from Katsuhiko to accelerate her learning. As time went on and as she was on her own in the Wastelands, she honed this skill to manifest into the Kido skill that she has today.
Speed: Speed is one of the more important skills that Kitarune possesses, arguably one of her most important general skills. Due to her low durability, this is both a given and a necessity. As a result of her Avian Physiology like Henrex, her bone structure is much lighter to compensate for it and allows her to reach higher speeds easier and with much less effort. This can be supplemented with energy to go even higher, but, at her base, movement is one of the key points of her speed. It allows her to maneuver the battlefield and keep at a range where her spells would be the most effective and allows her to move out of the way whenever needed.
The second application of this would be her focus on reaction speed. While not nearly as talented as she is in movement speed, Kitarune is still very capable of processing events in front of her. For her, this became an important skill to hone as she learned more about the potential of her Zanpakuto and where her main talents, skills, and proficients lie. It works well with her abilities and allows her to use this processing to discern what her next move should be; whether it be what spell to weave or what her next literal move is.
Strength: With most of her proficiency laying in the realm of energy usage and control, Strength is another area that is, at most, average. While she is capable of reaching moderate levels of power, her main skill is, again, with energy. At the base level, her strength isn't anything particularly amazing. But, she is capable of using her immense energy control to boost her strength beyond this, but at the cost of her not being able to handle the backlash of such power, a very short time limit of how long this kind of enhanced strength can last, as well as a much higher energy cost as a result.
Durability: Generally speaking, Kitarune isn't the most durable girl. In addition to the trade-off of being able to handle and reach higher levels of speeds and process events in front of her faster, this left her with a very lackluster defense. While she can cast barriers and shields to bolster her defense or prevent attacks from reaching her, at her core, she isn't sturdy by a long shot. So, it can be rather easy to break her bones and damage her overall. However, this also has caused her to think of additional ways to circumvent this, with the use of her demonic spirit and her skill in magic.
Martial/Weapon Skill: When it comes to the use of weapons, Kitarune isn't the best. While she has had experience with different weapons in the past and has been able to grow experienced and accustomed to them, certain ones shine above the rest. Firstly, it should be noted that staff-type weapons are Kitarune's bread and butter. Polearms and other melee weapons with long-range are the ones that Kitarune have noted to have exceptional proficiency, as it is the closest resemblance to her Zanpakuto, and so, it is something that could be considered muscle memory, as the similarity between the two is something that allowed her to pick up the weapon and wield it with ease. But, at its base, Kitarune's skill in most weapons can be boiled down to average.
Kido: The magic of the Shinigami is likely Kitarune's strongest and most refined skill. Upon entering into Shin'o Academy, it was evident that this was her strongest suit. To put things simply, it comes as second nature to control her energy and exert it in the form of Kido. As a result of this, it became something that she was able to refine and progress and allow her to reach new heights. This has allowed her to cast spells without incantations, infuse more energy into her Kido to boost the power, as well as being able to cast multiple Bakudo and Hadō spells in quick succession. As a result of this, the concept of magic was something that became rather heavily emphasized on for her Zanpakuto -- adding even more for her to learn, and more limits to breakthrough.
Zanjutsu: In likeness to her Kido skill, Kitarune's natural talent and practice in the art of the sword has made this one of her greatest skills alongside the art of magic. Before unlocking her Shikai and discovering the true nature of her Zanpakuto, Kitarune wielded it as a basic katana for the longest time during her time in the Rukongai and while honing that base skill in Katsuhiko's dojo. As a result of this, it wasn't hard for Kitarune to adapt and understand the mechanisms of the Shinigami's way of the sword, allowing her to master the basics of Zanjutsu within a short time. Additionally, the true nature of her Zanpakuto allowed her to reach new heights with the skill and merge the principles of her various styles into her new style of fighting.
Hakuda: Her weakest skill, without question. While she can defend herself against opponents equally lacking in skill in this area, one of the main weaknesses of Kitarune when it comes to this is her lack of a formal style and her very "roughhouse" style of fighting that she normally uses, due to her time in the Rukongai, teaching herself how to fight to properly defend herself. Extremely unpolished stances, terrible footwork, with predictable and unrefined movements. With all of this and a very reckless abandon when it comes to hand-to-hand combat, it isn't hard for someone to best Kitarune in this area.
Hoho: While she does have a basis in speed, Kitarune's main forte comes from her general speed. As a result of this, her Flash Step is rather average. She's capable of using it multiple times in succession before having to rest and can leap rather high distances without many steps. However, something that is somewhat unique about her Flash Step would be the near-instant nature. With her level of energy control, it's easy for Kitarune to be able to summon the energy to perform the technique in rapid succession between two steps, ask well as easy for her to be able to use it without much if any delay and without any initial movement.
UNIQUE ABILITIES
Avian Physiology: Excerpt from Henrex's App: As a man who has wings, it should not come as a surprise that the rest of his body would be that of an avian. However, this has noted to provide a bit more of a downside, rather than having positives. To begin things, this is something that heavily affects Henrex's skeletal system. For one, it makes his bones fairly hollow. This means that Henrex's skeleton is a lot weaker than normal, which causes his bones to be injured a lot easier. This is something that does not affect his skill sheets, but rather, just makes him a bit more susceptible to damage. While he makes up for this with the Cybermind plating that his skeletal system is surrounded with -- along with other protections -- this also has a slight upside. This also allows Henrex to move a lot faster, as his weight is slightly decreased from this.
Furthermore, Henrex's body receives several natural boosts as a result of this. The first thing that is boosted would be Henrex's senses. While this mainly excludes touch and taste, Henrex's hearing, sight, and sense of smell are increased to exponential levels, with him being able to hear and smell things from miles away, while his sight is only enhanced by being completely 20/20. So, while his senses are not extremely boosted, they most certainly are not normal. Another thing that would be his increased lung capacity. This is something that grants Henrex a much larger range of how long he can hold his breath, or even going as far as to keep his lungs constantly filled with air.
Stillness in Motion: As a way to make literal meaning of the Chinese proverb, this ability is, simply put, regaining energy. By drawing from the spiritual energy and particles in the area, she can fill her energy capacity. Through this, Kitarune can rapidly increase the rate at which her energy is refilled, allowing her to have a seemingly “unlimited” pool of energy for her to tap into. However, this is simply not the case. Kitarune can regenerate energy from this, but this by no means makes it unlimited in any way. This does have its limits -- being that Kitarune cannot move at all while she is doing this. Even if so much as a single finger were to twitch, the concentration would be broken, and she would have to wait for a post before being able to perform this again, and it would take her three full posts to get to the maximum capacity of energy.
The Sibling's Bond: This is a passive ability that Kitarune possesses, and directly connects to her brother, Henrex. This, in essence, is what binds the two together as siblings, and what truly defines their connection together. Upon activation (something that will need IC progression to occur, as it's currently inactive), Henrex and Kitarune will be able to connect, mentally. As a result of this, they will be able to transmit thoughts to each other, and they can detect and read each other's emotions, no matter the distance. Even if they were entire dimensions apart, they would still be able to create this connection. Furthermore, this allows them to have the innate knowledge of where the other one is, and -- if the other permits -- they can use this to "picture" the environment around them, allowing them to gain a semblance of where they are, and what it looks like. This can also occur when it comes to sharing memories, as the events will be projected into the other's mindscape. As children, they often used this skill to pass secrets to one another, or just to tell the other what they were thinking. However, now that they have both matured immensely, this is capable of so, so much more.
ZANPAKUTO
Zanpakutô Name: Jugenro (呪源路, "The Way of Magic's Source")
Inner World:
Zanpakutô Spirit Appearance:
- Zan Spirit Image 1
- Zan Spirit Image 2
- Zan Spirit Image 3
- Zan Spirit Image 4
- Zan Spirit Image 5
- Zan Spirit Image 6
- Zan Spirit Image 7
- Zan Spirit Image 8
- Zan Spirit Image 9
- Zan Spirit Image 10
Sealed Zanpakutô Appearance:
Sealed Zanpakutô Power
Zanpakuto Manipulation: One of the applications that Kitarune's energy control and manipulation of said energy is the control that this gives her over the shape and size of her Zanpakuto. It's a very small, basic power, retained in every form that she mainly uses for either small adjustments to her Zanpakuto, or to change its form entirely, with a single post in between changes, whether full-form or small adjustments.
SHIKAI
Shikai Release Phrase: "Enchant, Jugenro!"
Rawk wrote:Meaning: This name is actually fairly difficult to translate neatly into English, but I think it comes across very well in Japanese. Speaking literally, the kanji together would be "spell source path," but the choice of kanji and their order play into the thematic, particularly when taken alongside the Bankai name (which we will get to). "呪源," the "jugen" here, is a play on the phrase "水源," pronounced "suigen" and referring to a fountainhead, the source of a river. The kanji 水, for water, has been replaced with 呪, the kanji for a spell (or curse). The imagery evoked in this particular wordplay, then, would be a source of magic or spellcraft that was akin to a river's source. 路, pronounced "ro," is an antiquated method of referring to a path or road. While one can take this word to mean a very literal road, it can also be taken as a belief, practice, or set of principles. Therefore, all together as 呪源路, "Jugenro," the meaning implied is more akin to "The Way of Magic's Source."
Shikai Appearance:
Shikai Abilities
- Will of the Magus: One of the first abilities that Kitarune learned about her Zanpakuto Spirit, especially when it came to honing the powers, was learning more about the spirit within the sword and how to manifest it into the real world. With her unwavering will and dedication, Kitarune can summon her Zanpakuto Spirit to the physical world. However, while in Shikai, she is only capable of summoning them for about 2-3 turns and having to wait for six posts afterward.
Arm of the Magus: The core of her Zanpakuto, put simply is magic itself. This ability is meant to show her creativity, utilizing her natural talent for Kido and Zanjutsu in a manner that allows her to create different forms of magic with her Zanpakuto's powers. A prime example of this would be Elemental Magic, the bread and butter of her list of magics. For her, this type of magic deals with the basic elements of the world: fire, water, wind, earth, and even stretching out to some of the concepts of the environment and the world, light, and darkness.
All of these are exceedingly versatile, allowing for Kitarune to create a variety of different forms of this power, such as using this to send a fireball towards an enemy, create a veil of shadow in a select area, or create a flash of light to blind an enemy. All of these stem from an additive power to this, Kido Manipulation. Due to her extensive research and eventual knowledge in Kido, it wasn't hard for Kitarune to learn about the potential modifications to a spell and develop it as an ability.
With this, she takes the base form of a spell, for example, #54, Haien, and alters the form and shape of it to create a massive fireball or create a set of fiery eruptions from the ground. Or, taking something like Hadō #11, Tsuzuri Raiden, and increasing the power of it to cause more damage and be more on par with the more powerful Hadō spells such as Soren Sokatsui. This knowledge and ability in Kido allow her to have a lot of creative freedom to make spells both as potent, or as weak as she needs them to be.
Abilities
Magic Circles: Above everything else, this is the main technique of Kitarune's Zanpakuto. By compressing her spiritual energy into a single area of focus, she can create a purple circle in any location within two miles of her, of which she can control all properties of it -- an example being the size. This allows her to focus her magic into this specific area and allowing it to be much more powerful than it would have been on its own. Furthermore, as stated before, these act as enhancements to her magic. While she can cast spells without the use of circles, the added refinement of her energy alongside the circles naturally makes her magic slightly more powerful, as well as her Kido. Were she to not use these, her spells would be about 5% weaker.
Additionally, it should be noted that these are very easy to create, as they require little to no energy to form, along with the fact that they can also be stacked on top of one another to create vastly more powerful spells (though this would cause them to cost more energy). Another application of these would be summoning them around her hands to enhance her strength and serve as made-due weapons. During this, they would boost her strength at a single level, halting at Elite. Any attempt above that would give a 30% boost. So, it should be obvious that these are a very common form of combat with Kitarune, as they are one of the most versatile techniques that she has.
Techniques
Spell Link: One of the many tricks that Kitarune learned to perform during her time in the Wastelands and learning Kido was the ability to link her spells with one another. Similarly to "Nijū Eishō", or Twofold Incantation, this is performed with two spells, though this is notably different due to it not only being able to utilize two separate spells, even without incantation but also two of the same spell to save time. There are notable strengths and weaknesses of this technique, the first being that this allows the second spell release to be cast for only half the energy cost, but also reducing its overall power to around 60-70%. Furthermore, this can only be used twice before having to wait for three posts to perform this again.
Conduit: As a Zanpakuto is an extension of the Shinigami's power, Kitarune can use the weapon as a catalyst for her base powers. While she is capable of utilizing Kido with her hands and without her Zanpakuto, utilizing her Zanpakuto as a conduit has a unique effect on her spells. By channeling the energy through her staff instead of her body, Kitarune can cause her the Kido generated from the staff to have a small increase in power -- around 5-10% -- to make them slightly stronger and hit harder, at the cost of control and energy of a spell ten levels higher, capping off at Kido spells of #80 and below. Furthermore, one of the key effects of this technique is that it also bolsters the general effects of the spell in question.
If it were a fire spell, it would burn hotter. An electric-based spell, it would have a higher voltage and give a much more powerful shock. This also is true for spells that are based around the forces of the world, such as impact spells hitting with more kinetic force and sharp, piercing spells and attacks being able to deal more damage to defenses and being able to pierce through targets better. However, while these are what amounts to a direct upgrade to her regular spells, channeling them through her Zanpakuto like this can cause a much higher energy cost and causes a longer cooldown both in between spells and in terms of downtime, making the recommended amount of times she uses this be around 2-3 times before waiting for 3-4 posts to conserve energy.
Furthermore, something else that should be noted about this is that it doesn't absorb the energy of incoming magic, or negate the attacks by nature, it simply dulls the potency of energy when it comes in contact with the barrier, causing the overall attack to be weakened. Additionally, this does have some level of influence over basic energy and energy attacks, although much less powerful, only able to negate up to 10-20% while in Shikai. Finally, this effect is bolstered when she enters Bankai, allowing her to weaken the effects of magic up to 50-55%, with basic energy attacks up to 25% at max.
Mist of the Lethe: Likely one of the most standout spells that Kitarune has in her arsenal. By generating a thin, sweet-smelling purple mist in a half-mile radius, Kitarune can cause two set effects in the immediate area: drowsiness and forgetfulness. Most NPCs in the area will feel these effects almost immediately and begin to have their actions slowed, whereas other characters will have significantly more resistance, depending on their Willpower and Focus. Adept and lower will begin to feel the effects of sluggishness within the span of the first post, with the second or third post being long enough for them to fall asleep and be out of commission for the rest of the thread.
Advanced would take much longer to feel the direct effects, though the initial dizziness and sluggishness would still be in effect. It would take around three to four posts for them to begin to feel the drowsiness in full effect, and another post after that for them to fall asleep. Elite and higher would be able to resist the effect completely, [strike]but, in exchange, would feel the sluggish and dizziness effects much more than others
The Warp spell being used
Warp: Warp is one of the most simple spells that Kitarune possesses. A personal variation of the Shinigami's Senkaimon, Kitarune uses this to travel anywhere in the multiple, more specifically and commonly used to travel between dimensions. No matter if it's Hueco Mundo, Soul Society, or the Demon World, the Warp spell allows her to transport herself or others into any dimension of her choosing, at her own risk. Furthermore, it should also be noted that this does include being able to transport anywhere in that dimension that isn't directly and explicitly stated to prevent teleportation such as this. But, as a final note, it should be noted that this has almost zero applications in combat, outside of transporting people in and out of the battlefield. This is due to the portals and the general time it takes for the portals to form and teleport people being far too long to be practical in combat. Therefore, this does not have a direct cooldown or limitation for that reason.[/strike]
The first thing to be noted about Hundred-Layer Magic Circles would be the very broad nature of the ability itself. While the limits in this form are quite apparent at 100, it is by no means the only way that she can utilize this stacking. The Hundred-Layers act as a limiter of how far she can bolster her magical spells from both her Zanpakuto and her Kido spells. The next thing that should be noted is the scaling energy cost and the time needed to form them. While all of her spells can be launched within a post, the more circles that she ends up stacking increases the amount of time that she will need before actually firing the spell before her turn is over.
The next point, energy cost, is that the more magic circles that Kitarune stacks on a single spell, the bigger the energy cost. Ergo, should she use a consistent amount of full-power, Hundred-Layer Magic Circle spells, it would cause her energy reserves to be quickly tired out. So, she makes certain not to use the full-powered spells constantly, as she's well aware of this limitation and uses the flexibility of the ability to get around it, while still making sure that she is capable without those "trump cards."
- Hundred-Layer Magic Circle - Kido Empowerment: With most of her skill and finesse coming from her skill in manipulating Kido, this "sub-spell" for her layered magic circles is focused on making even some of the weakest spells in her arsenal applicable in any situation and powerful in their own right. As said in the base power, this allows her to stack up to one-hundred magic circles to empower any Kido spell she chooses to cast, drastically increasing the amount of power that it contains, and allowing certain Kido to become deadly and fatal in their own right.
For example, she could cause a spell as weak as Hadō #1, Sho, to turn into a powerful blast of kinetic force capable of leveling a building. However, this does share the drawbacks that the base power has. Firstly, the energy cost. The energy cost has a lot of variables, such as the amount of power put into it, the number of the spell, and how many circles that she uses to empower it. The higher the spell, the higher the amount of energy that she uses, on-top of the energy that she uses to both create and stack the magic circles. This, in turn, causes her to increase the cooldown time, scaling from something as small as a single post, all the way up to a five to six post cooldown. - Hundred-Layer Magic Circle - Bound Discharge: As her main form of magic is elemental, one of the elements that she can put into overdrive with the use of magic circles is lightning. By layering up to one-hundred magic circles, Kitarune can create an electrical spell that allows her to potentially reach levels of destruction that only some of the highest levels of Kido could cause before. By pointing her staff forward, she can unleash a powerful blast of lightning capable of equaling Kido levels 70 at maximum magic circles and maximum output.
After unleashing this blast, a series of magic circles will appear in a line in front of her in an attempt to track her opponent as a series of lightning bolts strike the magic circles in sequence. Each circle reaches around ten to twenty feet in length, totaling the amount of distance covered by this line of attack to around half a mile. However, the more power she can put into these attacks, the more range she can cover, at the cost of more energy being used, giving her a pretty heavy drawback when it comes to this. - Hundred-Layer Magic Circle - Abolition Phoenix: Using Hadō #54, Haien, as a base, Kitarune casts Haien through a purple magic circle in front of her, unleashing the spell in the form of a large phoenix-shaped blast of energy. As it travels, the blast ignites and melts away, turning the blast of energy into a colossal, burning phoenix that singes the ground, causing a small explosion of fire upon contact. Like the previous spells, this is also modifiable in how many magic circles are used to give a full range of how many levels of influence and power this, with the maximum power of this being able to be around the level of Hadō #70. Due to the massive drain that this can create for Kitarune, this is restricted to two to three uses in a turn, before being restricted for six turns afterward.
- Hundred-Layer Magic Circle - Orchid Wind: Named after the Kido it's based on, Orchid Wind is, for the most part, an augmented and modified version of Hadō #58, Tenran. By creating a magic circle and causing it to spin at rapid speeds, Kitarune can use this time to layer the magic circles on the spell to increase the power during the casting time. Whenever she decides to stop the spinning, Kitarune can unleash a powerful funnel of spiritual energy and air at an opponent, generating from her staff and traveling in a straight line. This can also be modified, using multiple magic circles in tandem to create multiple smaller whirlwinds, with a more wide-spread effect, rather than everything being focused in a single circle. Like the other spells, this is also restricted to 2-3 posts, before going on a six post cooldown.
BANKAI
Bankai Name: Jugenro - Hakkakusu (呪源路 八角州, The Way of Magic's Source - Eight Angle Sandbar)
Rawk wrote:Meaning: ...Now, onto the Bankai. Continuing with the thematic of a river, 八角州, "Hakkakusu," is a play on the phrase 三角州, which refers to a river delta. The literal translation of the term would roughly be "three angle sandbar," but in changing the first kanji to 八, it becomes "eight angle sandbar." Eight is something of an important number in subjects of wisdom, seen most prominently in the Noble Eightfold Path in Buddhism. By adding this number to the many branching paths of a river delta, there is the implication of a more enlightened design to said branches.
Bankai Release Phrase: “Cast a spell unto the heavens, Jugenro - Hakkakusu!”
Bankai Appearance:
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Bankai Abilities
This allows her a great deal of magical resistance to this who might end up using Kido, or other forms of wizardry against her, but, like Reflective Ward, this shares many of its downsides. While it is capable of weakening any magic that impacts this shield, it is by no means a permanent effect. Like before, three high-powered spells (i.e, an all-out attack from someone of a similar tier, or something akin to two spells of #80 and below) can break this shield and leave her open, but the shield will automatically restore itself within a five post period, while also being limited to three uses and a max duration of eight posts.
Temporal Magic: The first form of new magic that Kitarune gains while in Bankai, this allows her to manipulate the concept of time in her way. Unlike Reality Magic, this -- along with Spatial Magic -- allows her to directly affect another person. Using this, Kitarune can freeze the flow of "time" in another person or object, freezing the energy in said person/object. In a person, this would cause the flow of energy to slow down, making energy-based attacks be slow and difficult to unleash (20%). On the other hand, however, Kitarune can apply the reverse, affecting allies and speeding up the flow of time in their bodies (also 20%). During this period, allies would be able to perform energy-based attacks much easier and faster. These effects begin to fade in two posts, fully dissipating by the third post and going on a five post cooldown.
Spatial Magic: The second magic that Kitarune attains in Bankai, spatial manipulation. As the name entails, this allows her to briefly alter the properties of space around her to a maximum of three miles. At its core, this allows her to briefly disturb the space of something, either physical or spiritual to achieve a variety of effects. This can go as far as to swap the locations of two things occupying a different space. One of the main uses for this would be the ability to "prevent" regeneration, in a sense. By tapping into this power, Kitarune can use this to cut through the body and disrupt the space between the body and the limb, moving it to a separate space. With this, regeneration can't activate normally, as the limb technically isn't "removed", it merely occupies is in a different space, and can still move and function normally. However, this requires Kitarune to actually "cut" someone with this. Furthermore, this can only be done once before going on a five post cooldown.
Spatial Magic Scale (Kido)
Beginner: Half-mile
Adept: One mile
Advanced: Mile and a half
Elite: Two miles
Master: Two and a half
Grand Master: Three miles
Solar Magic - Sunbreaker: Solar Magic isn't as much of a new form of magic as it is a highly advanced form of her original fire magic. As per the name, this allows her fire magic to reach new and higher levels of heat (15% fire-based spell damage increase while decreasing Bakudo proficiency by 40%), enough so that it could be considered to be drawing energy and heat from the sun itself. To do this, Kitarune must gather energy from the world, heating it and combining it with a fire-based Kido as a base, such as Shakkaho, Sokatsui, or Soren Sokatsui to create a physical form for the spell. This advanced form of magic is the basis for the penultimate spell of Kitarune's fire-based magic: Apocalyptic Blaze.
Thousand-Layer Magic Circles: The ultimate form of Kitarune's magic circles, only accessible while in Bankai. As it is an augmented form of the previous two incarnations of the ability, there is little that has changed. With her now being able to layer up to a thousand magic circles on top of one another to achieve even greater levels of power to modify and augment her Kido spells with, her magic becomes incredibly powerful, costly, and dangerous. The power of her spells has increased to titanic proportions, with her spells reaching only singular usage limits before going on cooldown as a drawback to this, as well as a massively increased energy cost.
- Thousand-Layer Magic Circle - Apocalyptic Blaze: The strongest of Kitarune's fire magic, and the signature of her Thousand-Layer Magic Circles. By creating hundreds of magic circles in the air her opponent -- all of which are already layered to further increase its power to absurd proportions -- Kitarune can use two spells as a base for this spell. The first being Shakkaho, causing a large ball of red energy forms above the circles, before crashing to the ground, passing through the circles as it goes, empowering the spell as it falls. When it reaches the ground, it sets off a tremendous explosion in a three-mile radius around it.
Immediately afterward, Kitarune can utilize the second Kido spell used as a base, Haien, to manipulate the flames in the ensuing explosion, altering them to both start spreading at an incredibly fast rate, as well as taking on the properties of the spell they are based on. By doing this, anyone caught up in the flames will find their regeneration taking more energy to utilize to their fullest potential, as well as said regeneration being much slower than normal. However, due to the immense power of this spell, it is only able to be used once, and after that, it will be unusable for the rest of the thread due to the immense energy costs. - Thousand-Layer Magic Circle - God Thrust: While this spell does not have nearly the amount of area-of-effect that her other spells have, Kitarune is still able to use the compressed form of the spell to cause a great deal of damage. By using the first Hadō spell as a base, Sho, Kitarune can channel this into either her staff, her hand, or another magic circle as she layers the others on top of it. By pointing a finger, thrusting her staff or sword forward, or by using some other means of casting, Kitarune mixes in Byakurai in order to increase the damage, and add to the effects.
Both of these spells combined create a spell of kinetic force and electricity, capable of piercing most kinds of defense -- albeit over a small area -- and push an opponent backward with the force of an F1 tornado. However, what makes this spell different than most others is that due to the negligible energy costs of the two spells used for this, God Thrust is one of the very few spells that can be used in rapid succession, though to do so, Kitarune needs to lower the power of the spell. Furthermore, even without using it in rapid succession, this spell is still capable of being used multiple times before going on cooldown, totaling around three times, before going on a four-post cooldown. - Thousand-Layer Magic Circle - Arc Ring: Arc Ring is one of the simplest spells in her Bankai's arsenal, as it isn't modifying the existing spell as much as the others. By gathering and channeling energy into her staff, Kitarune can utilize Zangerin as the base spell, augmenting it with her base powers in order to unleash a slash of energy from the weapon within the immediate vicinity with enough power to level multiple buildings. However, the very nature of this spell is a weakness. By gathering energy and concentrating it into her staff, as well as using Zangerin as a base, this gives the two heavy restrictions of energy consumption, as well as being able to only use this within a very short range, being around three feet.
- Thousand-Layer Magic Circle - Drums of Raijin: The strongest of Kitarune's electric magic, and one of the most taxing. By using Hadō #88, Hiryū Gekizoku Shinten Raihō as the core for this spell, Kitarune layers all of the magic circles at the end of her staff, empowering the already present energy and modifying the effects of the spell. Instead of firing a single large beam of spiritual and electrical energy, Kitarune is able to take a post to compress the beam into three large orbs of energy that she can release from her staff, one per post. Each of them is able to create a dome-shaped explosion (something that can be turned on her by attacking the orb), expanding outward with electrical and spiritual energy at around fifty feet in size, each. This can only be used twice in a thread, with a six post cooldown in between.
- Thousand-Layer Magic Circle - Magus Infinite: When it comes to many release forms, there is always a technique or power that is meant to show the absolute pinnacle of their power. For Kitarune, this is Magus Infinite. To begin this spell, Kitarune needs to channel a large amount of energy into her magic circles, something that takes a post to fully charge, creating one for each type of magic as she layers other circles on top of another to give it even further power, before creating a singular one over the rest, larger than the others, stretching out at around three and a half miles in total.
After the circles have finished forming, almost immediately after, a massive eruption of elemental, conceptual, and spiritual energy occurs, capable of causing a variety of effects within; electrocution, burning, slowing down the flow of energy within the body through the added effects of her temporal magic, and tampering with healing powers through her spatial magic's natural disruption capabilities. However, due to the power of this spell with how many forms of magic it combines together, it comes as no surprise that the energy drain for this spell is absurd, capable of draining Kitarune's energy supply almost entirely if not used properly, leaving it with only a single use per thread.
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