Bleach Platinum Hearts RP [Active Since June 3rd, 2010]
Welcome to Bleach Platinum Hearts RP! This is a Bleach Role Playing Forum set in the year 2416, over 400 years away from the Original Bleach's timeline. It has elements of both canon and custom for a unique mixture of role playing never seen before on Bleach. To get started, please sign up and read our starter guide:

http://www.platinumhearts.net/t13634-bleach-platinum-hearts-starter-s-guide

And again, welcome to our Bleach RP.

Bleach Platinum Hearts RP [Active Since June 3rd, 2010]

This is a Bleach Role Playing Forum set in the year 2417, over 400 years after the original Bleach Storyline. Join our Bleach RP today
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in
'Yo, Welcome to The Platinum Hearts Scroller. Here you can find an assortment of Site News. Happy Roleplaying! --- Member Of The Year: Henrex --- Character Of The Year: Arianda Vael & Mana Asthavon & Niflheim P.--- Fight Thread Of The Year: Sector J [OPERATION MOON MASSACRE] & Divine Punishment [OPERATION MOON MASSACRE] --- Most Inventive Character Of The Year: Liu Xinshen & Kamui Cruor --- Most Helpful Character Of The Year: Cirno Iramasha & Azure Iramasha --- Most Proactive Member Of The Year: Morph --- Most Influential Character Of The Year: Mana Asthavon --- Most Creative Power Of The Year: Liu Xinshen [App Powers] --- Most Improved Character Of The Year: Ibiki Suika/Kenpachi & Desmond Hayden & Henrex Astillon --- Most Pivotal Thread Of The Year: Divine Punishment [OPERATION MOON MASSACRE] & Formation Of The Iron Banner & An End To The Madness
STAFF
Photobucket


Photobucket


Photobucket


Photobucket


Photobucket


The Rules

Help Center

Quick-Links

Race Specs

Templates

Organizations

Latest topics
» Should The Xat Stay Or Not? [Poll Closes Monday]
Today at 5:29 am by [THEFROST]

» Prototype Life Experiment Number Twelve
Today at 3:38 am by Ple Twelve

» SE's FC's
Yesterday at 11:17 pm by desu

» Lets try to Learn Something new! [Private/Mirja]
Yesterday at 9:33 pm by Mirja Eeola

» Micah Henry Grimm [Shinigami] [Finished]
Yesterday at 7:51 pm by desu

» The Crow Claims
Yesterday at 4:23 pm by Forsaken Crow

» The BIT System [Henrex's PhantomTech/Cyberbrain Expansion]
Yesterday at 2:52 pm by Henrex

» Kadaj Asthavon [NPC] Finished
Yesterday at 1:23 pm by Henrex

» Mind Over Matter[Complete]
Yesterday at 1:21 pm by Henrex

» The New Blood (New Training)
Yesterday at 11:31 am by Kade

Top posters
[THEFROST]
 
JJ
 
Hydræ
 
Chao
 
Pockeh
 
Tsubine
 
Forsaken Crow
 
Kade
 
Sᵃ ᶥ ᶦ ˣ ♚
 
M A G I
 
Statistics
We have 2431 registered users
The newest registered user is Vishnu God of Creation

Our users have posted a total of 111278 messages in 16853 subjects
Top posting users this week
Mirja Eeola
 
Forsaken Crow
 
Henrex
 
[THEFROST]
 
tina
 
Ludalfa
 
Teitoku
 
Kade
 
That Guy...
 
NeoGenerator
 
Word Counter

Discord App
Share | 
 

 Kamui Cruor [APPROVED, 0-2]

View previous topic View next topic Go down 
AuthorMessage
Imakuran
Senior Member
avatar

Joined : 2012-10-02
¥ Yen : 321407935
Posts : 915
Karma : 36
Age : 76

Member Info
Awesome Bar:
227620/999999  (227620/999999)
Tiers:

Subject Post 1PostSubject: Kamui Cruor [APPROVED, 0-2]   Sun Aug 02, 2015 7:36 pm






» Name: Kamui Cruor
» Titles: Crown Prince of the North, αποστροφή/Apostrofí̱


» Biological Age: 17
» Chronological Age: 9 Months Human World/ 17 years Sugiura World
» Gender: Male
» Affiliation/Rank: Sugiura Realm/Vanguard Liaison
» Origin: Deceit



» Appearance:





_____________________________





» Personality:


Kamui, very much like his father, is an excitable young man to put it mildly. He is constantly moving and constantly smiling in the sort of angry way that only he can quite pull off. He will joyously jump around at the slight provocation and enjoys occasionally having conversations upside down. Unlike his father however, who thoroughly enjoys coming off as more of a buffoon than anything else, Kamui’s “Sagumi-esque” habits tends to be far more pointed and far more severe, no one would mistake the young Cruor to be an idiot.

Behind the excitable man is an incredibly acute and analytical mind. You don’t get very far in the Warrior world by being an idiot. He has very developed problem solving skills and is capable of quite a bit intellectually. His mind is capable of calculating numerous mathematical scenarios in extraordinarily short fashion and can often apply this to a fight.

Despite his exuberant and frequently rather childish behavior, beneath it the man is rather collected and calm. He is hard-working and studious, these traits forming his mind into the picture perfect example of an intelligent individual. This intelligence blesses him with rational thought, understanding, and combat intelligence and ability and while he frequently plays the role of a buffoon, there is always a sort of dignified and intellectual air about him that, while perhaps not immediately evident

With that intelligence, Kamui has a tendency to use excessively complicated words, words many people shouldn’t comprehend, and even fewer that would utilize them fluently in passing speech. Whether it is to make him feel superior to others or simply because an asset that goes unused is worthless, even he does not know. Most likely it is a bit of both. This also leads to a terrible amount of sarcasm and condescension. For lack of a better word, Kamui is quite the jerk. He’s not the best party guest sufficed to say.

That remarkable intelligence has allowed him to fully master the enormous repertoire of jutsu that he has at his command, but it also has given him an ugly chip on his shoulder. In a lot of ways, Kamui feels he’s unstoppable and he is really only truly afraid of one being in our universe. The arrogance is a weakness that will most likely eventually be his undoing.

Stoic is the best word to describe the Crown Prince of the Cruor. The man has what seems to be a permanently bored yet excited look glued to his face. Very rarely does anyone witness emotion past this from the man. Even when fighting, a perpetually simplistically amused mask is donned. Gleaning any form of intent or emotion from Kamui is terribly difficult because of this demeanor.

The man’s voice is heard as often as varied expression is seen upon his face. The few times he does actually speak with any amount of sincerity and not just sardonic whining, and those really are few and far between, he limits himself to a few short words or sentences. He gets straight to the point of the matter. His voice is always terribly calmed, almost comforting.

In cavalier combat, Kamui is again very much his father’s son. He plays with his food, he pokes at his opponents rather than seriously giving them the time of day, and he will usually employ perverted tactics instead of serious warfare. In serious combat, the man is quite cold and calculating and has his strange half smile half scowl constantly etched on his face. It takes an extreme amount of shock to shake that mask. He prefers to handle situations up close and personal and in a relatively quick fashion, usually not wishing to overstay his welcome in any scenario. This leads him to occasionally rush things or not be fully prepared before entering a conflict. Usually, this is balanced out by an immense ability to adapt and evolve mid-conflict, but it has gotten him into trouble many times before.

Kamui also possess an intense sense of determination and perseverance. He is one of the few cases where “give up” does not reside in his repertoire. Even retreats are not truly admittances of defeat.Kamui is the kind of person that cannot stand to leave a job unfinished and will always, always come back to finish the job. It might not be right away, it might not being for a long time. The only certain thing is that as long as there is breath in his body, he will continue to pursue his objective.

Being capable has not gone without leaving its negative marks however. Kamui is good and he knows it, this gives him a chip on his shoulder that is far too big for his own good. He isn’t a terribly arrogant person. Kamui neither boasts his own accolades and abilities neither does he make a habit of demeaning the accomplishments of others, but Kamui often falls victim to overconfidence in both his family and his own abilities. This has also often landed him in troubling spots.

Kamui is also very loyal to and very proud of his family. Being one of very few who have extraordinary powers of his environment, Kamui has developed a strong sense of identity as a Cruor and will quickly respond with violence, threatened or otherwise, if his family name is brought under scrutiny or insult. Often times, among his peers, this turns out to be more comical than menacing, but enemies aren’t privy to the same leniency. With this, Kamui is relatively easy to goad if the buttons to push are known.

With his pride and loyalty to his family(sans Sagumi) comes his natural affinity for his home. The terrain and environment of his home is what he became particularly attached to and, like a fish when it is removed from water, the man's usual happy disposition turns to a miserable mass of anxiety and restlessness. Kamui has matured as he's grown and he is no longer a complete mess once removed from the snowy environment he loves, but the man is visibly unhappy about the situation to the trained eye.


The above, while not necessarily a lie, is most definitely not the whole truth. Every good lie maintains a kernel of truth and Kamui is no exception. The boy’s true origin, that of deception, shines through in this facet greatly. Kamui willingly adopted many of his father’s mannerisms and techniques, but it was a means to an end, not his genuine disposition. In reality he hates everything that his father stands for. He hates the humans, he hates the Earth, he wholeheartedly believes in militant subjugation or, ideally, eradication of the species in which he shares their blood. His objectives are far different than the man’s who sired him and, to an extent, even the rest of his family.

Kamui is a very cunning individual and it was something he did inherit from his father, unlike his father however he uses this cunning for considerably more nefarious purposes. Kamui seeks destruction, he seeks deception, and he is no stranger to using every weapon at his disposal to reach his objectives. He is familiar with how to sway the opposite sex(another trick he picked up from his father) and how to play upon people’s desires with relative ease, even going so far as to fashion himself as a sort of modern day criminal mastermind, able to handle complex and wide reaching plans and conspiracies to further his agenda of destabilizing the powers on Earth.

There is also an underlying sadism to the boy. He thoroughly enjoys inflicting pain and distress on to others and with the abilities passed down by his mother, he has both the perfect fuel and justification to feed his perverse and twisted impulses. Having inherited, in some small part, his mother’s hunger, Kamui in part sees himself as a parasite upon society and unlike the stigma, does not see this as a reprehensible thing. He intends to suck the world dry to sate his own whims and approaches everything like a game, never truly understanding the impact of his choices or developing the empathy to understand the impact it must have on the world around him. In that light, despite his incredibly body and mental capacity, he is still very much a child.



_____________________________





» Background:

Kamui was born in to prestige. There were very few births of more exalt than the child of Aceldama, Crown Princess of the Cruor and the Northern Kingdom and Sagumi Sumashuu, the Martial Arts Nigga. However, the circumstances of his birth were...unusual. While the boy was gestating inside Aceldama's womb. His mother went through a change. The dark world energies corrupted her body, fusing her with her Saca Dila and while, on the surface, that seemed all well and good for the Princess, the impact it had upon her son was not. Pregnancy is a tumultuous time period normally, even the slightest variation could impact the child. The woman completely changing while pregnant completely impacted young Kamui. His mind, any semblance of sanity he might have had, was gone from him. His mind fractured, his cognitive functions changed, the boy, already genetically endangered from a hereditary stand point, was now even further morphed. He was born physically healthy and every indication was that Kamui was born fully healthy, fully normal given the circumstances and as such, the Crown Prince of the Cruor came to be.

From an early age, perhaps from the circumstances of his birth and more likely because of his heritage, Kamui was a prodigy. By the age of five his father had begun extensively training him in his family's techniques. Kamui had quickly grasped the fundamentals of Fuuinjutsu, developing his father's Chi control and his martial abilities and by the age of eleven, Kamui had completely grasped the style of Wing Chun and his father's aptitude with Weapons. That was when his father left. Kamui was never really told why it happened. He didn't understand and his mother, loving as she was, did not exactly do a good job explaining it. As much as she missed his father however, this was the best time to raise him as "her" son. Sagumi wasn't exactly fond of Aceldama's predatory proclivities, but with him out of the picture, Acel could fully immerse her son in to her world.


The two made their first foray in to the human world, hunting. Kamui by this point was already considerably stronger than not only children his age, but the majority of the adult world as well. Stalking a helpless human and incapacitating him as his mother directed was not difficult. It was a girl, barely at maturity, that Kamui had isolated from the world and pinned to the wall, stuck there with his Fuuinjutsu. His mother, doting as always, showered him with praise. It didn't make sense to him, it was like stepping on an ant, but he wasn't going to turn away his mother's attention. That was when she took a bite out of the girl. He'd known how to eat of course, he'd made it to the age of eleven, but he never really considered the idea before. Was this girl food? His mother seemed to think so and the look on her face was strangely content, as if she hadn't been able to relax for months. She didn't go for a vital area, it wasn't to kill the girl. The boy's soft, bright eyes flickered back and forth between his mother and the girl. What had captured his attention most however was not the idea of eating someone, it was the screaming. The unearthly wail that escaped the young girl was intense. It was music that he had never heard before...and he was entranced. When she stepped aside to offer him access, motioning him to do as she did, Kamui jumped forward. He was eager not to sink his teeth in to anywhere necessary to the girl's survival. Not because he particularly cared about her life, but because he did not want that sweet, sweet music to end. Bite after bite, Kamui tore in to the young girl, ripping chunks of flesh off her arms and legs with a fervor that could only be equated to a wild animal, but with a tact that befitted only the cruelest of monsters. As soon as she managed to catch her breath from the prior unearthly scream, and had been given a chance to process the pain, Kamui struck again, ripping another flank off in his teeth each time.

Kamui had made it last an hour. He wasn't sure if his mother was concerned by the pace at which he went or if she wrote it off as him being new to it and taking it slow, but either way nothing came of it that day. His mother had completely consumed what was left of the girl, leaving no trace of their activity, and the two quickly retreated back to the Sugiura realm. Their feedings grew fewer and fewer, Kamui not fully embracing his mother's predatory proclivities, but they did not end altogether. They kept to human prisoners however, for the longest time, so as not to risk drawing the ire from his father, a fact that the boy was quickly growing to resent. It was around this time that Kamui was put in to the Magus Program for the Suigiura. To keep things succinct, he obviously excelled. Kamui was the single greatest Magus to be born in to this generation. He hit the ground running with his studies, going through lessons and techniques that would take even the most venerated master decades to grasp as if he were learning simple addition. Kamui was heralded quite early as the most remarkable magus prospect of his generation and possibly that the world had ever seen. The boy had mastered the greater bulk of all Sugiura magic by the age of fourteen and had begun delving in to his own particular brand of magical ability. Weaving and crafting an intricate array of abilities and developing his own form of Magecraft, the Cantus, at around this time. The boy's prodigal abilities were beginning to gain more and more traction and he had quickly become something of a celebrity across the Sugiura Realm. All were oblivious to his more predatory and nefarious tendencies as his mother and he continued to consume trespassers and the condemned from the human realm.

It was also during this time that Kamui began taking an overprotective, somewhat obsessive approach to dealing with his younger siblings. Particularly his youngest sister. Incest was not exactly uncommon amongst Sugiura, but Kamui's affections for his sister tended to take it to a whole other level. While he couldn't outwardly portray his psychosis to the world, needing to maintain his persona as the Saintly Prince of the North, Kamui did use his private time to psychologically and sexually abuse his younger sister. While sparing details, the majority of her trauma and crying behaviors find their roots in her brother's abusive tendencies as he used his youngest sister for many of his "experiments" They were all fruitful, of course, his magical abilities progressed leaps and bounds based on what he did to his sister. However, the behavior was to be exclusively his right. Any outward threats to his family, especially the aforementioned sister, were met with swift reprisal. Not in the way you might expect from the progeny of Sagumi however. He beat them down of course, ended the conflict with Martial Might like his father would. However afterward, his assailants would all mysteriously disappear to places unknown, murdered and tormented for Kamui's sick delight.


Then Sagumi returned. Something that brought his mother and his siblings far more joy than he. He had grown to detest his father, feeling like he abandoned them and his mother. He knew, objectively, that time passed differently in the human world. To his father had been gone but a year, to Kamui however he'd been gone nearly a lifetime. It was such that when the Vanguard rose to prominence, he stepped forward to be the North and by proxy the whole of Sugiura's liason to the Vanguard. They were the protectors of the humans his father loved so much, immersing himself in their world seemed like the wisest way to seek revenge on his father, to break what he loved at the root. It was also the field test for Kamui. Could he infiltrate the human world as its friend and bring it to heel. He had a dangerous game to play and he was excited. That was where his story in this world begins, on his way to make contact with the Vanguard, to assimilate himself in to their ranks, and to see what fun he coul use them for in this new, human, realm.

__________________


Last edited by Imakuran on Thu Aug 04, 2016 8:19 pm; edited 14 times in total
Back to top Go down
View user profile
Imakuran
Senior Member
avatar

Joined : 2012-10-02
¥ Yen : 321407935
Posts : 915
Karma : 36
Age : 76

Member Info
Awesome Bar:
227620/999999  (227620/999999)
Tiers:

Subject Post 2PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Sun Aug 02, 2015 7:37 pm




» Natural Attributes:




  • Origin: Deceit - Kamui's origin is that of deceit, which in and of itself can occasionally be a difficult feat in a world full of spiritual beings. However, Kamui is uniquely capable of dealing with these situations. Provided there are no debilitating influences on his Willpower or Mental Deduction, any attempt to read his mind or in any way ferret out some inner truth will inherently fail when used on Kamui. In the case of simple mechanics involving detecting a lie, any supernatural attempt to read Kamui's actions will show as true. Any attempt to read his mind or his memories/personal traits will alert Kamui and allow him to filter and alter what the adversary sees when he attempts to read Kamui's mind and/or future, letting this ability completely and entirely obstruct his intentions and future from all forms of supernatural divination.

    Now, this in and of itself does not stop people from discovering that Kamui is lying using more conventional methods like facts, logic, and reasoning nor does it in any way influence how a person hearing something he says will feel about the words. The ability does nothing to convince someone of the lies he is speaking, it merely blocks off or manipulates any attempt to supernaturallyferret out one of Kamui's deceptions.

  • Cunning: Kamui's greatest weapon, before his talent with weapons, before his ridiculous energy potential, before his knowledge of the Sugiuran and Human arcane, before any of the myriad of of martial art prowess and learned abilities even become an inkling in the eyes of god, Kamui was blessed to be a master of misdirection and deceit. The point where Kamui differs most from his father, outside of the obvious personality quirks, is that he does not fight directly and fairly. Sagumi was all about matching his abilities against his opponent. He was very directly, very proud, very strong. Kamui does not share that, in his opinion, weakness. Kamui's objective is to win and he is very, very good at it. The boy is a master of battlefield strategy, a master at setting traps, and an equally terrifying master at seeing through his opponent's plans and strategies.

    Consequently, tricking Kamui is an incredibly difficult affair and the boy, in general, is very very convincing in terms of feints and misdirects. There is always some greater plan, some ulterior motive behind every action he takes, both in battle and outside of it. This immense cunning manifests in so many ways it is difficult to document every possible instance in a multiple paragraph entry, but interacting with Kamui must always be done carefully. What he says is rarely, rarely, what he actually means.

  • Abundant Energy Reserves: Kamui, though the prospect bothers him, is very much his father's son. He inherited the massive, massive energy reserves that epitomize his father, THE Chi Human. However, unlike his father, Kamui is not only a being of Chi. While Kamui is predominantly a Human, his Chi is not identical to his fathers or, for that matter, any other Chi Human's. His very essence is interlaced with his father's being and his mother's. While he is definitely a wielder of Chi, his Chi in and of itself is laced with Psionic Energy, making him the perfect fusion of mind and body. The easiest way to represent this concept is that Kamui's chi is heavier than others of his species. For every metaphorical unit of Chi, Kamui has an additional half a unit of Psionic Energy. While this leads to a certain tumultuous nature within himself, it does afford him an absolutely ridiculous amount of energy and, by extension, potential. As such, when he reveals himself, Kamui's natural presence is completely and utterly overwhelming. Even the most potent beings in the universe would be taken aback by his existence at first glance.

  • Master of Combat and Weapons: Kamui is, for all intents and purposes, one of the most prolific Sugiura in existence today. While his true strengths are heavily geared toward his magical pursuits and in the use of Seals, Kamui is one of the most renowned weapon masters in the Northern Kingdom at such a young age in no small part due to his heritage. Sagumi was one of, if not the most, foremost physical combatants this world had ever seen and he had gone through great lengths to impart that on to his son. While he had never been able to make Kamui his true heir in terms of physical ability, partially due to lack of time and partially due to lack of aspiration on the part of his son, Kamui is still more than a match for most enemies in terms of weaponry and martial arts.

    With weapons in particular however, he strayed away from his father's typical style and focused more on the abilities more akin to the world he came from. Kamui has a wide array of tricks and secret weapons at his disposal and he is incredibly talented at using them. While he does not necessarily share his father's raw talent and ability with martial arts and weapons in general, Kamui's disposition and cunning might make him an even more terrifying opponent than his revered parentage.

  • Extensive Knowledge of Seals: The one area where Kamui has truly bypassed and excelled beyond his father. Kamui's knowledge and abilities with Fuuinjutsu far, far outstrip his father's comparatively rudimentary knowledge of the subject. Kamui knows a wide array of more potent techniques utilizing seals and his abilities in the field are far more powerful and last far longer than his father's. In addition, instead of needed to recant the phrases to utilize the Sugiuran Magic, Kamui can instead use the seals of his forebearers as a catalyst, allowing Kamui to "store" magic and use it at a later time, instantly.

  • Incredible Agility: Kamui is not quite capable of rivaling his father in terms of raw physical speed and ability, Sagumi being one of the fastest creatures in existence. However, Kamui still maintains the family legacy of being a complete monster in terms of raw speed. There are very few creatures in this universe that could begin to rival Kamui, much less surpass him. As such, he is very talented at handling high speed combat and even abusing the speed advantages he naturally has against slower opponents. This, combined with his intellect and general disposition to manipulative combat, make him a genuinely terrifying opponent.




» Racial Powers:

  • Magus Supreme: Kamui’s true strength, outside of his intellect and cunning, is that he is, first and foremost, the most terrifying Magus Sugiura to come into existence in the last millenia. While still unrefined, the boy’s raw magical potential is above and beyond what any Sugiura before, and most likely after, will ever possess. At a young age, Kamui had mastered the fundamentals and even the intricacies of all forms of Sugiura magic, having picked up both offensive and defensive forms in mere months. As such, despite his relatively very young age, Kamui has had a long time to develop his own form of magic. In addition, he has displayed the most thorough understanding of the ancient Sugiuran magicks of the boundary and has even gone out of his way to, not especially legally, learn even their most forbidden arts, making Kamui the first Sugiuran since Shimura to develop such powers. As such, the prodigal magus has nearly complete control over his magical abilities and is renowned throughout the Sugiura lands and beyond not for his martial abilities he inherited from his father(whose existence is not a well known fact) but as the most devastatingly powerful magic entity coming from the realms of the Sugiura.

  • Bateria Szemek: Kamui's Master Mystic Eyes, the Bateria Szemek is an impressively powerful ability. In addition to Kamui's own Causality Perception, the Bateria Szemek allows Kamui to "see" magic and energy in its own spectrum overlaid a top his own vision, but it's a little more intense than that simple description.

    Every action involves energy, whether it be kinetic, potential, heat, spiritual, psionic, et al, and whenever those actions take place they perform an inevitable action upon everything around them, causing new points of information to arise with each action. Kamui can see these points of information with his Bateria Szemek and expand them to extrapolate and understand the full breadth of an action as it happens. Consequently, the very nature of this ability allows Kamui to process and understand the full details of every action that comes under his sight in a fraction of a second. While this doesn't actually increase Kamui's reaction time in any way, having the entire array of information about the causality and nature of an action most definitely aids him in the information war.

    It is, as the name would imply, limited to Kamui's field of vision. Anything that he cannot see(granted, what he can "see" is considerably more than conventional light) is not subjected to this heavy analysis.






_____________________________





 photo Fuuinjutsu_zps8d703b42.png

Fuuinjutsu, literally translated as Sealing Technique, is the art of using a myriad of symbols that, when activated and laden with Chi, will perform a variety of different effects. Kamui, learned this ancestral ability from his father and adapted it heavily to suit his needs and talents, taking his abilities with the typical Fuuinjutsu and using them with Sugiuran magic, creating an absolutely terrifying combination.

The seals, or symbols, themselves vary depending on the specific technique that Kamui wishes to employ and these effects vary rather widely but a constant they share is that they each need to be marked upon a solid object. There are currently three ways for Kamui to apply a seal to an object. The first and probably most obvious is drawing the seal itself, either in ink, in pencil, in blood, carving it with a knife, the method does not especially matter but Kamui is capable of drawing the appropriate symbols and triggering the fuuinjutsu technique through them.

The other two options are a little more flexible and less time consuming, but carry their own problems. Kamui is capable of mentally creating a seal on whatever object he can place his palm against. The Sumashuu will visualize the seal he wishes to employ and upon placing his palm upon an object, that symbol will be etched into the object. Seals applied in this fashion will last for five posts. The final method allows Kamui to etch one of the symbols into an object he is looking at by visualising the seal and forcibly imposing it upon the object. This requires the man’s Chi, or at least the residual left behind from his chi, to be inside the object. Consequently he can only apply a seal through line of sight if his Chi had coursed through the object at some time three posts or less prior to the application. These seals themselves are impossible to remove without either cancelling the Chi used in their creation or physically destroying the object they are placed upon, unfortunately they will only last two posts before dissipating of their own accord.


Soaring Divine Bellow:

One of Kamui’s more potent Fuuinjutsu and quite handily his favorite, the Soaring Divine Bellow allows Kamui to instantly transport himself to one of the seals depicted above. Once Kamui has marked an object with the Soaring seal, he is capable of utilizing the technique to instantly teleport to the target location provided there is enough open space for his body to materialize. This technique is not movement in the sense that Kamui travels from point A to point B however and is instead a manipulation of space and time to forcibly insert himself in to existence at point B. Consequently this technique cannot be tracked by things that track movement or even really track energy in general. Of course, Kamui is only capable of materializing at the location of the seals, making this technique somewhat obvious and slightly predictable if it is effectively analyzed. The technique is not only applicable to Kamui however as the man is capable of extending the teleportation effect unto others as well. Kamui can utilize the Soaring Diving Bellow to transport an object marked with the Soaring Seal to another object marked with the Soaring Seal. He is also capable of transporting anything touching a Soaring Seal to another Soaring Seal as well.


Contract Seal:

While oddly named, this seal is one of Kamui’s more potent abilities. When placed upon a person or object, it will immediately neutralize any supernatural powers that said object or person can produce, manipulate, or in anyway utilize for as long as the seal is etched upon them. The seal will revert released Zanpakutos in to their original state, it will shut off a Shinigami’s ability to use Kido, it will completely neutralize any and all powers whatsoever and will reject any and all transformations back to their unreleased states until the seal is either forcibly removed or dissipates on its own(article of clothing the seal was placed on is removed, skin it is etched into is cut, etc). This version of the seal may not be applied through sight and will only last three posts. However, Kamui has also created a variation of the Contract Seal that, with a minor alteration in the Fuuinjutsu formula, allows Kamui to reject the supernatural energy of anything coming in to contact with the Contract Seal. The most common practices involving this is to apply the seal to his own palm or to a trigger shield and allow it to completely cut through all form of shields or powers or anything of the sort. Unfortunately, the alteration in the seal requires a considerable amount of Chi to maintain and as such it cannot be used for more than one post before the strain is simply too much for Kamui to handle and may not be used again for five posts to allow his body to rest from the strain.


Explosive Seal:

Unlike its predecessor on this list, the Explosive Seal is very, very aptly named. After marking an object, the Explosive seal, through use of Kamui’s chi, will detonate and the explosion actually has two phases. The Chi will initially expand at about 26,400 feet per second (8,050 meters per second), applying a huge amount of force to everything in the surrounding area(30 meters). The initial expansion inflicts most of the damage. It also creates a very low-pressure area around the explosion's origin -- the gases are moving outward so rapidly that they suck most of the gas out from the "middle" of the explosion. After the outward blast, chi and gases rush back into the partial vacuum, creating a second, less-destructive inward energy wave. In addition to this, Kamui is capable of layering multiple explosive seals on top of one another which, instead of generating a new explosion, allows him to exponentially increase the force and blast radius of the Explosive Seal. Weaving another seal into an existing seal is a taxing effort however and consequently makes it difficult to layer too many on top of one another and it takes time, each layer taking one post to form. At the present time, Kamui can only layer the seal three times before his Chi reserves are too taxed to continue.


Evil Restraining Seal:

Kamui developed this technique, initially, to have a defense mechanism in place in the event his wife, a Jinchuuriki, were to succumb to the monster’s influence and the thing’s power needed to be further sealed away. While this was a weapon against others like his wife in the old world, it never saw much use. Nozomi maintained control over Xaser and he never had any serious altercations with others of her kind. In this world however, many people with situations similar to his wife exist, the word “Ziamichi” being prescribed to them. The Evil Restraining Seal is capable of completely shutting off the host body’s connection to their inhabiting spirit and completely severing the connection for as long as the seal is in place. This can also be used to block out all forms of possessions and other spiritual or otherwise bodies inhabiting another. Unlike his other seals, all methods of the Evil Restraining Seal are permanent unless physically destroyed.

Replacement Seal:

Following similar principles to the Soaring Divine Bellow, this technique takes it one step further and allowed Kamui to instantly switch the position of himself and the marked object. Once the technique is utilized, time will seem to stand still for a moment, if an attack were to hit him it would seem as if it had connected for a few moments before the reality that he had never actually been struck at all sets in. In a puff of smoke, Kamui's body will have completely replaced its position with the position of the marked object. There are some restrictions however. In order to utilize the technique, the object must be of similar mass to Kamui and must be within two hundred meters of his position in order to properly switch places with it.

Suspension Seal:

One of the more basic Fuuinjutsu, once applied the object will elevate itself up to fifteen feet in to the air and will remain there until the seal is removed or broken through physical strength. Breaking it, while requiring conscious effort, is relatively simple for any being over the 4-3 threshold simply by surging their energy through their body and overpowering the seal. Consequently, its only real application in battle is a misdirection and a distraction. Usually, it is simply used to manipulate a weapon remotely, as the seal user can manipulate it to his whim, and to in general hold things aloft that the user doesn't especially feel like carrying.


Juin:

Kamui’s first original Fuuinjutsu and probably his most disturbing. While, for the most part, Kamui tends to restrict himself, outwardly, to the techniques passed down by his father, this technique is personally his favorite application of Fuuinjutsu and is, in essence, his most terrifying. Juin, literally translated, means “Cursed Seal.” The inspiration from it came from his mother’s own ability that allows her to, almost literally, impregnate her energy into another person. However, unlike his mother, Kamui was not very interested in using this parasitic interaction on himself. Instead, he developed it outwardly, focusing on what he could do TO someone with this energy. As such, Kamui has developed a way to directly implant his Psion Laced Chi into someone with some rather devastating results.

In a non-spiritually developed or better yet, aware, human being, the seal is rather disturbing. When the Juin is implanted, the being begins to feel all the typical symptoms of the flu. At first, there’s nothing more than muscle weakness, nausea, soreness and the like to indicate that anything is wrong outside of the markings present on the victim from the Fuuinjutsu. However, after a few weeks, the symptoms begin becoming genuinely terrifying. Brain function slows, aggression levels spike, and the creatures, for lack of a better term, begin the transition into a “zombie.” The behavior of these rank and file humans is very akin to the aforementioned horror trope. They will be meander around and attack other living organisms. It is then that the true gestation period of the Juin will truly begin. Should the “zombie” survive(killing one is pretty similar to killing a particularly sturdy human being) for twenty four hours, it will spawn a creature that has been coined a “Juin Beast” by Kamui. These creatures are constructed of solid Psions and human tissue and nutrients and, while not necessarily having the spiritual energy of a tier creature, would be roughly on par with a 1-5 with an advanced in strength and speed. These creatures are able to afflict human corpses with new Juin Beast eggs as well, repeating the process again but instantly catapulting into the zombie stage, the corpse becoming a reanimated “Zombie” in but a few minutes. Consequently, the Juin Beasts are rather adept at quickly causing an epidemic.



In a spiritually developed(PC) character however, the results are considerably different. Instead of eating up and carving the victim out from the inside and using that material to create a Juin Beast. The Juin will instead begin to permeate its energy throughout the host and begin to infect it and lace itself into it. While the hosts energy will begin the feed the Juin, the Juin itself will begin to give back to the host. When the host is in danger of losing its life, the Juin will do everything that is necessary to keep itself alive, often times dramatically amplifying the powers of the owner. The Juin is limited by the possessor itself, but the stronger the wielder is the more the Juin can amplify. This amplification comes in the form of a momentary tier increase, allowing the user to push himself as much as a whole tier further(2 tier to 1 tier but not exceeding 0-5) as well as raising the physical attributes of each general ability a whole level further. The only physical indication, apart from the dramatically increased power level, is the writing from the seal will begin to stretch out over their entire body. However, in addition to having a four post time limit, there carries a serious disadvantage to the Juin. While it is possible to push beyond the four post time limit, doing so will begin a transformation that will, ultimately, “kill” the wielder. On the fifth post of using the seal, the host’s body will be racked with “unimaginable” pain. Should they attempt to push past this pain and continue fighting, they will die. After dying, their body will be reborn as a Juin Beast. Unlike the other Juin Beasts, who are mindlessly akin to wild beasts, these Juin Beasts retain the instincts, cognitive abilities and corrupted versions of their previous abilities and general physical likeness of their previous selves outside of their bodies being a horrifying hue of purple with a similar corrupted motif. They tend to serve as the de facto officers in situations where one is needed and these “Officer” Juin Beasts have direct control over the others. However, they, in turn, are directly under Kamui’s control as well and while they retain their previous personalities and abilities, they are ultimately compelled to protect Kamui with their lives and unquestionably obey every command.

__________________


Last edited by Imakuran on Thu Aug 04, 2016 8:18 pm; edited 11 times in total
Back to top Go down
View user profile
Imakuran
Senior Member
avatar

Joined : 2012-10-02
¥ Yen : 321407935
Posts : 915
Karma : 36
Age : 76

Member Info
Awesome Bar:
227620/999999  (227620/999999)
Tiers:

Subject Post 3PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Sun Aug 02, 2015 7:37 pm

» Sugiura Powers

»»Basic Magic:


I. D-Ranked Modern Magic

    Name: Hale Particles
    Type: Modern
    Subset: Speed
    Rank: D
    Effect: Hale Particles is a Speed Type Magic that turns air molecules into ice particles, and then applies acceleration at sub-sonic levels. It is a highly efficient magic, unfortunately becoming less efficient and requiring more power when used in arid conditions. This is a basic spell that almost every magician understands and can utilize
    Name: Iron Breaker
    Type: Modern
    Subset: Movement
    Rank: D
    Effect: This technique doesn't view the sword to be cast from iron and steel, but identifies the "sword" itself as a concept of applied Movement Type Magic to allow the slashing motion with the aid of the Magic Sequence. The "sword" is identified as a singular concept turned into a molecular blade that can't be shattered, blunted, or broken as if it were able to cut through any resistance along the slashing axis. Consequently, using this magic the Sugiuran is capable of turning any object in to an effective slashing weapon.
    Name: Mirror Cage
    Type: Modern
    Subset: Combination: [Convergence/Absorbtion]
    Rank: D
    Effect: is an area of effect spell that utilizes Convergence Type and Absorption Type magic. Mirror Cage works by setting a target as the origin, causing every light source within a five meter radius to be reversed, so that no outside light can penetrate the area surrounding the target, which results in a pitch black prison.
    Name: Oscillation Mine
    Type: Modern
    Subset: Oscillation
    Rank: D
    Effect: Oscillation Mine is an Oscillation Type magic that liquefies the ground with oscillation magic in order to solidify it by evaporating the moisture. The rapid transition between condensed hydrogen gas to expanding hydrogen gas leads to an unstable compound beneath the ground, causing anyone who applies pressure to the location to cause the ground beneath themselves to explode, violently.
    Name: Phantom Blow
    Type: Modern
    Subset: Oscillating
    Rank: D
    Effect: Phantom Blow is a flashy but intangible attack that can incapacitate the opponent by causing concussive-like symptoms using a single Psion shock-wave. Usually triggered through a snap of the fingers or a swing of a Sacred Weapon, the magician can send this spell toward an opponent like a projectile, roughly equivalent to the speed of a bala.
    Name: Yamatsunami
    Type: Modern
    Subset: Combination [Speed/Weight]
    Rank: D
    Effect: A Speed-Type/Weight-Type Magic that first minimizes the inertia of the user and the weapon while closing in on the target at high speed. Then this hidden sword technique transfers all of the stored inertia from the user and weapon movements to the point of contact with the target. This is the Sugiuran Equivalent of the Shunpo with the added effect of being specifically designed to be transitioned into an offensive strike, sacrificing some maneuverability that the Shunpo normally affords for the added devastation that comes from the Yamatsunami’s capacity for offense.

I. C-Ranked Modern Magic

    Name: Active Air Mine
    Type: Modern
    Subset: Oscillating
    Rank: C
    Effect: This spell manipulates the Eidos around a target zone of space up to twenty meters away from the caster. The user will then set up a ten meter cube as a spatial zone and then the Activation Sequence sets another cube within this which is five meters on each side, with the vertices and the center, nine points in total, being designated as epicenters. Active Air Mine enables the user to tag all solids that enter the Magic Activation Zone with magical vibratory waves. By generating compression waves inside the target zone, it undergoes repeated partial expansion and contraction. The rapid heating and cooling is repeated and hence, even solid rock weakens and collapses, allowing the user to generate repeated concussive and degradating blows to targets inside the target zone, akin to being repeatedly punched.
    The user can either consciously trigger each blow inside the zone, or he can use it in a more automatic, trap-like capacity. This magic sets numerous epicenters within the area where the targets are present, which generates virtual waves that give rise to vibratory waves within the targets. Instead of directly applying the waves to the targets with magic, the user sets up an area which causes the phenomena of applying such waves to the targets. The moment the waves from the epicenter come into contact with such a target, the virtual waves become real waves within the target and affect it in reality.
    Name: Air Bullet
    Type: Modern
    Subset: Convergence
    Rank: C
    Effect: The Air Bullet spell, uses magic to generate pockets of hyper compressed air, collectively concentrating the carbon dioxide and nitrogen in the air into small bullets. The magician can then jettison the bullets of compressed air at a target and releasing the metaphorical pressure valve at the target location, generating a massive explosion at the location, the turbulent gases and pressure exploding outward. This is a popular and effective mid to long range weapon for Sugiurans due to its ease of use and potent destructive properties.
    Name: Multiple Bounce
    Type: Modern
    Subset: Speed
    Rank: C
    Effect: Multiple bounce doubly functions as a Speed Type and as a Reverse Speed Type Magic that takes advantage of the kinetic energy vectors. The first form of this technique doubles the velocity of an object in a specific instance, whether it be an arrow, a thrown weapon, or a sword swing. The latter variation of this technique does not make any precise adjustments to the target’s trajectory, but purely rejects all the targets back, simply reversing the trajectory and the accompanying force of an object back the way it came provided the magician’s magical skill is greater than the force of the incoming object.
    Name: Phonon Maser
    Type: Modern
    Subset: Oscillating
    Rank: C
    Effect: Phonon Maser is an Oscillation Type magic that raises the number of supersonic oscillations, to form a quantum heat ray, effectively generating a laser of pure super concentrated heat at a target. This is a Sugiuran Energy Beam Attack roughly equivalent to a Cero..
    Name: Pressure Slash
    Type: Modern
    Subset: Weight Type
    Rank: C
    Effect: Pressure Slash is a Weight Type Magic that that uses the gravitational force of an object and extends it further along the length of a weapon or object, up to double the objects length. The gravitational force that is extended from the tip of the object to form a thin repulsion field that can slice through anything it touches as if it were a hyper vibrated sword, making the user’s weapon all the more dangerous.
    Name: Slithing Sanders
    Type: Modern
    Subset: Combination [Oscillation/Dispersal]
    Rank: C
    Effect: Slithering Sanders is a magic where stones of dry ice are produced and water vapor is condensed. This combination of magic that utilizes Oscillation Type and Dispersal Type Magic to melt the ice, creating a fog of carbon dioxide, which has high electrical conductivity through which a static charge is run through.
    Name: Spark
    Type: Modern
    Subset: Release
    Rank: C
    Effect: Spark is a Release Type magic that forces out electrons from a substance and causes an electric discharge phenomenon. The magic target is usually the air molecules within a narrow range from the substance. Although ionization of this nature is a relatively common phenomenon, it requires a very high interference power because the magic affects the substance structure altering it. The targeted molecules are very limited when using this spell, consequently requiring immense focus to effectively hit with the spell.

I. B-Ranked Modern Magic

    Name: Air Armor
    Type: Modern
    Subset: Combination [Movement/Convergence]
    Rank: B
    Effect: The Air Armor, despite its name, is a more supplementary movement skill than it is a defensive technique. By setting three to five centimeters of air around his body as the target, the user is able to render the surface of his skin smoother, and lower the angle of physical penetration, effectively improving the body’s aerodynamic capabilities and accelerating their movement through the air. With this magic, the user is able to effectively elevate the tier of their speed parameter by one, however there is only so much improved Aerodynamic capability is...capable of consequently this spell cannot ascend one to Grandmaster territory.
    Name: Dancing Blades
    Type: Modern
    Subset: Oscillating
    Rank: B
    Effect: An intriguing spell, the Dancing Blade will first create a small membrane of Psion over the Eidos of an object. Then, the Magician user can cause this membrane to vibrate rapidly; creating an optical illusion that makes it look like the object the user applied the spell to is being viewed with “triple vision.” The triple images themselves are become quite tangible as well. The membrane is still incapable of being used in any defensive capacity, but it will effectively triple the effect of any strike maneuver or concussive application of the item, typically used in synergy with the user’s Sacred weapon. For instance, if a stab would connect to the target’s midriff while under the effects of Dancing Blades, the victim would be effectively stabbed three times simultaneously.
    Name: Density Manipulation
    Type: Modern
    Subset: Convergence
    Rank: B
    Effect: The magic can manipulate the density of matter regardless of whether it is a solid, liquid, or gas. The potential applications of this are very far reaching. It can be used to create a high-pressure liquid flow by manipulating the density of a liquid. To reverse a liquids flow in order to defy the force of gravity.It can be used to manipulate the density of gases in the air to create strong gusts by releasing pressurized air. However, the Density Manipulation struggles upon organic tissue, typically being too compositionally complicated to effectively manipulate, typically restricting this spell to applications upon inorganic objects such as base gases, liquids and non-organic solids. However, the spell still retains remarkable flexibility from producing gusts of winds to funnels of water or increasing the molecular density of a weapon to improve combat viability.
    Name: Dry Blizzard
    Type: Modern
    Subset: Combination [Movement/Converge/Release]
    Rank: B
    Effect: Magic that collects the carbon dioxide in the air to produce particles of dry ice. The dry ice flies at high speed by converting the thermal energy produced by the freezing process into kinetic energy. The higher the temperature, the greater the velocity.
    Name: Freeze Flame
    Type: Modern
    Subset: Combination [Speed/Oscillation]
    Rank: B
    Effect: Freeze Flame is a Speed Type and Oscillation Type Wide Area Magic that can freeze even fire. It is a conceptual magic that prevents anything from burning. This magic can suppress the temperature of targets within a certain threshold. This ability is, however, very dependent on the user’s individual Psion count and general ability to exert that over another flame. While extinguishing a conventional flame is a simple matter, supernatural flames become a battle of wills and energy between the user and his opponent, tier and magical skill coming into play if the user wishes to extinguish the flames.
    Name: Interference Armor
    Type: Modern
    Subset: Movement Type
    Rank: B
    Effect: is a Movement Type Wide Area Interference barrier that extends in a one meter radius when activated. By hyper accelerating the air particles around the user in a lightbulb-esque dome, the user is able to create a highly potent barrier that excels are blocking concussive and kinetic forces. Allowing the user to fulfill those aeronautical juggernaut dreams. However, maintaining the Interference Armor is a difficult endeavor and keeping it active for more than a few posts is unfeasible. In addition, the barrier is held close to the body, making maneuverability a challenge while the barrier is erected.
    Name: Invisible Bullet
    Type: Modern
    Subset: Weight
    Rank: B
    Effect: is a Weight Type Magic that has no need to define the altered phenomenon that is mandatory in normal Magic because the driving force itself has been defined with incredible precision, literally targeting a specific point in space. Under this condition, 'Invisible Bullet' has no need to rewrite the surface that force was applied on regardless of whether it was a wall, the surface, or even the human body. 'Invisible Bullet' is a magic that directly improves the force itself.
    Not rewriting the entire Eidos, the Magic Sequence needs to rewrite only the necessary portion is naturally going to be smaller. Because this is not altering the Eidos of the target itself, things such as barriers and energy constructs designed to repel concussive forces are inherently ineffective. Allowing the concussive force of the Invisible Bullet to completely and entirely ignore the defensive bonuses of things like Hierro or energy barriers.
    However, 'Invisible Bullet' is hampered by the absolute necessity of visual confirmation. Rather than relying on the Eidos, a direct confirmation of the object is a necessary, but ironic, handicap. Owing to this handicap, cover or any physical obstruction is a useful defense against the attacks from 'Invisible Bullet'.
    Name: Linear Sandstorm
    Type: Modern
    Subset: Combination: [Speed/Convergence]
    Rank: B
    Effect: Linear Sanstorm is a Speed Type and Convergence Type Compound Magic that creates a wide field of vision obscuring dust and dirt particles. The user will accelerate the movement of the dirt particles on the ground and raise them, where the first dust particle raised into the air becomes the epicenter of the sandstorm and the dirt and dust quickly begins rotating around that epicenter, constructing layers upon layers of complexity around it as it's spun around extending outward to a twenty meter radius dome around that epicenter. The sandstorm can lead to cuts and abrasions on the victims skin while obscuring their sense of vision and smell if they remain inside the Sandstorm.
    Name: Sonic Blade
    Type: Modern
    Subset: Oscillation
    Rank: B
    Effect: Sonic Blade is a close-combat Oscillation Type Spell. The Sonic Blade spell can be applied to anything, giving the item the ability to cut easily and dramatically increases the cutting capacity of already bladed weapons, affording the weapons more penetration against shields, barriers, and defensive abilities such as Hierro. The item vibrates at extremely high frequencies, making it similar to a saw. The extremely high frequencies give rise to ultrasonic waves so practitioners of this technique often wear earplugs to block out ultrasound.

I. A-Ranked Modern Magic

    Name: Battering Ram
    Type: Modern
    Subset: Weight
    Rank: A
    Effect: This magic functions by rewriting the Eidos of the target object and applying a massive Weight Type Magic on a single point. While this spell sounds simple in theory, it is incredibly demanding to both focus that much gravitational force and be able to exert the Psions required to generate that force, making this spell incredibly demanding on the user. It is compensated for this difficulty by being absolutely terrifying. If used on a person, the massively increased gravitational force being located on a singular surface would cause the person’s body to completely cave in on itself, being crushed by their own weight as their muscular and skeletal structure is unable to cope with the pressure. Due to the focus required to use this technique however, most conventional applications need to be applied through tactile administration.

    Name: Inferno
    Type: Modern
    Subset: Oscillation
    Rank: A
    Effect: Inferno is a terrifyingly potent magic that works by dividing the target area into two sections and decreasing the kinetic and rotational energy of all objects within one section. This surplus energy can then be released into the other section in the form of heat. This way, conservation of energy is still maintained while applying the principle of reverse entropy from thermodynamics. This spell causes an absolutely devastating amount of heat to be released through the Eidos around a target area, up to a fifteen meter radius, heat that can quickly encroach upon Four Thousand Kelvin
    Name: Nilfheim
    Type: Modern
    Subset: Oscillation
    Rank: A
    Effect: Niflheim is a Wide-Area Deceleration-Attribute Oscillation Type Magic and is one of the most terrifying forms of molecular deceleration or “Freezing” Magic. This technique ignores heat and appearance, using magic to uniformly decelerate all molecular bonds to cool down all the objects within a twenty meter area. As a result, a large mass of cold air which contains a fog of liquid nitrogen, diamond dust, and dry ice particles is formed that will rapidly accelerate from the caster. Anything that comes into contact with these particles will quickly have their molecular structure decelerate until it eventually “freezes” over, often times fatally.

I. S-Ranked Modern Magic

    Name: Cocytus
    Type: Modern
    Subset: Outer-Systematic
    Rank: S
    Effect: Unlike the other Freezing Magics, this doesn't have a noticeable effect on the surface, such as frost or cold temperature. Rather than the targets’ physical bodies freezing, it is their consciousness or soul that is frozen. It can also be fathomed as a magic that froze the time of the realm of a target's soul. The spell, instead of freezing the conventional molecular particles such as hydrogen or carbon, the Cocytus freezes the very energy around it. Contact with the Cocytus freezes the victim’s Reiatsu, Chi, Chaos Energy, Demon Energy, whatever it is and freezes in to the very soul of the being itself. This spell even freezes the very nature of time itself for the victim. Using Eidos to freeze conventional molecules is difficult however, so the necessary mastery of magic and the consequential Psions exerted to perform Cocytus is astronomical, very few magicians ever have hope of reaching this type of power and even fewer have the potency to control it, making Cocytus more of a legend than a conventional spell.
    Name: Meteor Stream
    Type: Modern
    Subset: Convergence
    Rank: S
    Effect: It's a Convergence type Systematic magic, which controls the distribution of light in its area of effect. Its power is especially amplified in a closed space such as rooms or tunnels. The apparent process of this magic is that it first forms countless tiny balls of light floating in the darkened area, which are then shot out as rays. The attack appears like a shower of lasers, but the power of Meteor Line has no connection with the energy of the light. Even the amount of light is irrelevant. The essence of the magic lies in forcing the redistribution of light, where the coordinates for light to be in are set as little balls and lines are then drawn between them. Anything in the space the light passes through is modified as the light is transmitted: regardless of the hardness of the object, heat resistance, plasticity, or resilience; a hole is drilled through. Not even highly transparent glass holds an optical transparency of 100%, and cannot escape the event modification that 'light has passed through' and therefore 'a hole was made'.
    Looking at the logic behind this magic, rather than the phenomenon itself, it can be concluded that the magic interferes with the structural information of the object via the distribution of light, directly vaporizing solids and liquids without affecting heat or pressure; in other words a type of decomposition magic which decomposes targets into gas. Since it's defined as a 'ray of distributed light', it cannot be defended against via blocking, reflecting or refracting. Since the light doesn't come from any particular direction, it cannot be shielded against by magic either. Even if one were to cover themselves with a spherical shield in all directions, it cannot alter the movement of photons and the phenomena 'light has become a line' will still be produced, resulting in a hole, making this spell entirely and literally impossible to block through any conventional and most unconventional means. This form of manipulation of Eidos is INCREDIBLY difficult and this spell is single handedly the penultimate spell of the Sugiuran People and, like Cocytus, is more of a legend than an observable phenomenon.
    Name: Muspelheim
    Type: Modern
    Subset: Dispersal
    Rank: S
    Effect: Muspelheim is a ridiculously potent area of effect magic that decomposes gas molecules into plasma, and furthermore, by forcibly separating the ions from the electrons, creating a high energy electromagnetic field. When utilizing this spell, the magic will create an electro-magnetic field in a fifty meter radius with the caster as the central point. For the next five posts, the user of Muspelheim is capable of striking any spot in that radius with a bolt of high octane lightning. The action requires little more than a thought to execute making it very difficult to avoid the strikes and the user is capable of generating an indefinite amount during that five post time span.
    Name: Phalanx
    Type: Modern
    Subset: Movement
    Rank: S
    Effect: Phalanx is a Movement Type Defensive Magic that isn't simply a sustained magic barrier, but a multi-layered barrier that continuously refreshes itself that the user can erect around themselves like a kite shield. This is similar to a dense formation of heavy infantry that marches as one to increase the group's defensive power and then translates that power into offense.
    Even if the initial barrier falters, the one behind would simply replace it, to be continued to infinitude. The barriers are in constant motion within set boundaries, not necessarily in front of oneself, but rather dozens of barriers can be sent crashing at high speeds into the enemy. The defensive application, multiple barriers being erected simultaneously, is nearly impossible to break through given the incredible refresh rate, causing the only ways to actually get through the Phalanx are by attempting to go around it or by ignoring it entirely.
    Name: Rupture
    Type: Modern
    Subset: Dispersal
    Rank: S
    Effect: Rupture is a magic designed solely for homicidal purposes and combative purposes. Rupture is a Dispersal Type, which evaporates all liquids within an object. In the case of living organisms, body fluids will evaporate and the body will explode with its red blood cells scattering outwards like a crimson flower blooming in the spring. All fuel will vaporize in internal combustion engines or fuel cells. Since nearly all machines have a fluid of some kind, such as lubricants, coolants, hydraulic fluids, oils, or battery fluids, they will instantly be destroyed by Explosion or simply stop working. This is the perfect magic for both anti-personnel and anti-armor combat.

    In order to utilize Rupture however, the magician needs to directly insert his Psions into an object, typically through touch to get the needed effect, which, while potent, limits the effectiveness of Rupture to close combat to truly be effective. In addition, the use of this technique requires incredibly pinpoint control. Making it absurdly difficult to master and utilize and usage of it is heavily restricted by the natural limits of a person’s mind.


I. Ranked-D Ancient Magic

    Name: Boundary Field of Hiding
    Type: Ancient Magic
    Subset: Spirtual
    Rank: D
    Effect: Another basic shielding spell, this renders an object or person inside a seal on the ground, drawn out of the Psions of the user, invisible to the naked eye. However, the Psions can still be sensed, and the object/person is still there - noises can be heard, and the objects can still be touched. The largest recorded Boundary Field of Hiding at one time was big enough to fit Shimura’s mountain into it completely. It needs a constant supply of spiritual energy to stay active. This is an easier spell to learn, but it's not as easy as most so it takes a bit of time to use.
    Name: Energy Petals
    Type: Ancient Magic
    Subset: Spiritual
    Rank: D
    Effect: The Energy Petal Spell creates flower-petal shaped objects out of either sharp or exploding Psions and or material body energy, depending on the user. (A Wind user would have cutting ones, for example, while water would create exploding ones) They are then send out in a circular storm of petals, spreading over a large area. One of the most basic ways to attack as a Sugiura without the Sacred is this move. A very simple move to use in and out of battle. It's very quick to learn and to master therefore most sugiura have learned this spell.
    Name: Piercing Light
    Type: Ancient Magic
    Subset: Spiritual
    Rank: D
    Effect: Sends out a single ray, similliar looking to light, but moving slower so that the movement can actually be seen. This move is ment to pierce a small area, perfect for pin-point attacks, but can't cause large damage, but can easily pierce through enhanced guards by energy as an example, if the person has the magical skill to make it strong enough to do that. It requires high accuracy and/or concentration to use this effectively, instead of high Psions like other spells. This is another easy spell to use in battle, but a bit more difficult to master.
    Name: Surrounding Shield
    Type: Ancient Magic
    Subset: Spiritual
    Rank: D
    Effect: The user creates a shield of solidified light from their palm that splits apart energy attacks as they make contact with the shields surface, causing the energy to dissipate, it's a technique, that can be utilized in a similar manner to the Rho aiuas, Spell. This is one of the easier spells to learn doesn't take as long to learn.takes a longer time.

I. Ranked-C Ancient Magic

    Name: Burning Flower
    Type: Ancient Magic
    Subset: Spiritual
    Rank: C
    Effect: An attacking magic that channels the user’s Psions into flower-petal like objects and vibrates them until they burst into flames, and then sending them out in a circular storm-like fashion. Depending on the user, these can look like rose petals, lotus petals, or any other flower imaginable. Some are even able to shape them like thorns. This spell is similar to the energy petals however has the added functionality of elemental additives and increased cutting power.
    Name: Coiled Silk Force
    Type: Ancient Magic
    Subset: Physical
    Rank: C
    Effect: is based on traditional Chinese martial arts, it is a magic technique that uses the entire nervous system to create a spiraling force at the point of impact that serves as both an offense and a defense. The user will channel their Psions through their body and create a rotational, spiraling force of energy around their body. The most conventional use of this attack is to coat the user’s limbs with this energy and impressively increasing the puncturing power of physical attacks, akin to the difference between a musket ball and a conventional bullet. When used around the body, the user is able to deflect some of the force away from their body, dampening but by no means negating, incoming attacks.
    Name: Distortion Field
    Type: Ancient Magic
    Subset: Spiritual
    Rank: C
    Effect: This creates a spiritual essence around the user, the essence is like a calming wind, but it contains very dissonant and powerful energy, that can burn the opponent or cause massive circulatory shock, within their form. it surrounds the user's body in a barrier field, of magic. in which any time they should try to strike, the attack or damage inflicted on the user, is then countered, inflicting damage onto them. it only last's for a few, and takes no use of psions, as the aura is mysterious, it only takes a calm mind,. the field, reaches to about 10 meters of the being, if the opponent can fire off long ranged attacks, and catch them off guard, the barrier is rendered useless. This is a medium level skill and as such takes not as long to learn but longer to master.
    Name: Steel Qigong
    Type: Ancient Magic
    Subset: Physical
    Rank: C
    Effect: Steel Qigong is a magic technique that uses the body’s physical energies to layer the limbs or the body in a defensive, magical armor. When the armor is utilized around the body as a whole, the ability is equivalent to an Arrancar Hierro and its effectiveness scales with the Sugiuran’s Magic Ability. If it is used to reinforce the hands, the user is able to block all forms of spiritual and conventional weapons as if they were clashing with one of their own, allowing the user to stand toe to toe with an enemy Zanpakutō or Sacred Weapon as if their hands were made of the spiritual metal themselves. The technique involves covering the desired area of skin to be reinforced with a high density of Psion's, which fortifies the Eidos of the skin to incredible levels.
    Name: Water Prison
    Type: Ancient Magic
    Subset: Spiritual
    Rank: C
    Effect: A sphere of water surrounds the target and pushes down on them with extreme forces, preventing them from moving correctly. The user, however, must hold the sphere intact using their arms as the centre of the sphere's shape and rotation. If they do not, the spell will break and free the one trapped within, however this elemental magic, can only be used if the user has a drop of, either their sweat, a drop of water, or something related to the use of water. they can use their Psions to heighten the size, to create large spheres.

I. Ranked-B Ancient Magic

    Name: Shitenoou Nanatsu no Enkan(熾天覆う七つの円環 Lit: The Seven Rings that Cover the Fiery Heavens)
    Type: Ancient
    Subset: Spiritual
    Rank: B
    Effect: often, called rho aias, by most this is a powerful defensive spell, that can only be utilized by mid-level to very high level sugiuras, as it takes a supply of high amounts of reaitsu to supplement it. It takes the form of a seven layered barrier with the shape of an iridescent flower with seven petals. Formed out of a Strong Reaitsu user's palm. Each layer has the defensive power of a fortress wall, however it is necessary for the user to fill the barrier with the use of strong reaitsu, should the barrier be broken, the user will feel pain in accordance. which depending on the number of times it is used, could be quite costly to the user, if they are not so much as an ounce careful in using this spell, with one with a full powered reaitsu, this could block off Strong Kido Spells, Gran rey cero's, or a cero oscuras, because of the massive defensive walls created, within each layer's structure. they can be broken depending on the strength, another use for this spell, can be used to help, block an attack before it reaches an ally, or when they need extra energy behind their attack. by doing so, they can utliize the spell, to block off the attack, on the opposite side of the opponent, while working as a extra layering around the allies attack. Nullifying the opponent's attack, so the ally can use their own, making it one of the sugiuras strongest defensive magic techniques, and as such takes a long time to learn let alone master.
    Name: Ten no Kusari(天の鎖Lit: Chain of Heaven)
    Type: Ancient Magic
    Subset: Spiritual
    Rank: B
    Effect: said to hold the power of "commanding to gods". this creates a long spiritual chain out of any of the user's psions, they must also cut their arm and have a drop of blood run over the chain, in which the appearance now takes that of a real chain. It's a mid-level spell, that is best used for escape. by wrapping the chain around the opponent's entire body, it binds them and the use of moving their body. it grows stronger, in reply to how the energy of the binded opponent does, thus the larger their psions grow, the chain continues holding a powerful hold over their body, however it's main weakness is that, to an opponent with low psion count or people that can cloak their psions or energy, it is no more than a simple chain, and would be easier to break on someone of a lower tier than a higher tier. This is one of the more easier spells to learn.
    Name: Shimura’s Blessing
    Type: Ancient Magic
    Subset: Spiritual
    Rank: B
    Effect: A basic healing magic, this channels the user’s Psions into a white, slightly slow-moving substance that something can still pass through, but it will be slowed by it. This white energy can flow into the target’s body, restoring both the body and the Energy at the same rate until either one of them is full, after which the restoring energy focuses on the remaining aspect. This technique thus works slower than Shinigami Healing when focused on Energy alone, but has a more wide-spread effect. To master the spell takes a while, but to learn the spell at its base is easy to do.
    Name: Phantom Illusion
    Type: Ancient Magic
    Subset: Spiritual
    Rank: B
    Effect: Unlike the name, this is not an illusionary technique at all. It creates a round seal pulsating in front of the user’s palm, which then sends out a paralyzing ring of energy. If it hits and traps the enemy, the user slashes straight through the magic circle or beats it with a melee attack, causing that damage to be transferred into the trapped opponent. This is a simple attack, but difficult to master so easy to learn but takes a while to truly master the attack.


»»Magecraft Unleashed

Magecraft:

Cantus:

Kamui's magecraft, Cantus, is acute spatial reality manipulation. The ability, however, is not necessarily as devastating as that description would suggest yet, simultaneously, holds the potential for substantially, substantially, more destruction and devastation. The boy is able to designate a location in space and is able to completely and utterly control the magical energies in that space. In addition, the Cantus is able to super impose one of Kamui's Sugiuran Magics or one of his Fuuinjutsu onto that space. This ability does have some limitations. Kamui, first and foremost, needs to aim the ability. The boy needs a line of sight to the point where he hopes to inflict Cantus upon a location. The area of effect is limited to up to a radius of five meters. In addition, the Cantus is, while invisible, a projectile. It is fired at a near instant rate, surpassing even the fastest of Balas, to the point where it seems instant, but Kamui does in fact need to fire his Chi in to the area to gain possession of the magical application. Consequently, while difficult, it is possible to dodge and even sense his energy moving to the location.


The application of the spatial zone he targets however can greatly alter the effects of his spells. Ignoring that he is, inherently, making them remote with little more than a thought, being able to shape and control the reality around them affords him a considerable amount of control. The effects affording to controlling the reality around are many, but the most immediately obvious application is with the explosive seal. By contouring the laws of reality around the spell, instead of an outward explosion in all directions, Kamui can direct all the concussive force in one direction, trading utility for strength. In addition, while the zone of control can only go up to a five meter radius, Kamui can condense that zone to whatever he wishes, allowing him to micro-process any of his spells, and in doing so the energy generated from them, in to a very finite zone, allowing the pressure to build up when he finally releases it and generating a potentially more devastating effect.

» Shiyong:

Name: Sumashuu Style: Perfect Transformation
Description: Sagumi has developed the ability, using his Chi, to completely change what he is in the eyes of other beings. Unlike other abilities that mask the users presence or energy output, Sagumi's transformation completely overwrites his normal pressure, causing him, for all intents and purposes, to be whatever creature he has transformed in to. This does not grant him the powers of any other race and it is capable to be reverted instantly, making it an effective camouflage for people actively searching for him.

Xíngróngcí: Kamui’s Shiyong is...weird...which given the owner shouldn’t come as even the most remote of surprises and his particular Chi ability draws heavily on both his Sugiuran Roots and his Patriarchal history. As such, Kamui’s Shiyong draws from his Fuuinjutsu and ridiculous mixed breed energy reserves to do something truly...well...round about for a being of his magnitude. Instead of a giant death laser or an impenetrable wall of walliness, Kamui uses the power of words to handle his opponent or, more specifically, adjectives.

The ability comes in two parts. The first part is the application. First, Kamui needs to apply the word to an opponent. The word will manifest as written language, usually of whatever Kamui was feeling linguistically inclined to on that certain day, along the surface of an object or, more specifically, a target noun. There are currently three ways for Kamui to apply a seal to an object. The first and probably most obvious is drawing the word itself, either in ink, in pencil, in blood, carving it with a knife, the method does not especially matter but Kamui is capable of drawing the appropriate symbols and triggering the Xingrongci through them.

The other two options are a little more flexible and less time consuming, but carry their own problems. Kamui is capable of mentally creating the written word on whatever object he can place his palm against. The Cruor will visualize the seal he wishes to employ and upon placing his palm upon an object, that symbol will be etched into the object. Words applied in this fashion will last for five posts. The final method allows Kamui to etch one of the symbols into an object he is looking at by visualising the seal and forcibly imposing it upon the object. This requires the man’s Chi, or at least the residual left behind from his chi, to be inside the object. Consequently he can only apply a seal through line of sight if his Chi had coursed through the object at some time three posts or less prior to the application. These words themselves are impossible to remove without either cancelling the Chi used in their creation or physically destroying the object they are placed upon, unfortunately they will only last two posts before dissipating of their own accord.

Once Kamui has successfully applied the power though, the effects that can take place are limited to the extent of written language and his own energy capacities, making for a very flexible power. For instance, Kamui could write the word “Blue” on to an object and the object would become blue. However, there are limitations to this ability and just what Kamui is able to accomplish. For instance, the ability itself does require energy. The adjective applied to an object needs a proportional amount of energy to the effect Kamui is trying to produce. For instance, writing the word “Dead” on a Kitten and having it die would be a rather simple matter, writing the same word on a 0 tier would require a considerably larger amount of energy, energy that no living being really has. As such, while Kamui is afforded a lot of flexibility with this ability, the scale to which he can perform these tasks is limited and requires more creativity than raw power. In addition, Kamui is only able to write adjectives at this time which greatly limits the effects he is able to impart on to an object and for words that can possess multiple forms, Kamui only has access to the adjective tense.

__________________


Last edited by Imakuran on Fri Apr 22, 2016 2:24 am; edited 8 times in total
Back to top Go down
View user profile
Imakuran
Senior Member
avatar

Joined : 2012-10-02
¥ Yen : 321407935
Posts : 915
Karma : 36
Age : 76

Member Info
Awesome Bar:
227620/999999  (227620/999999)
Tiers:

Subject Post 4PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Sun Aug 02, 2015 7:37 pm

» Martial Arts:



Wing Chun:
Balance:
Wing Chun practitioners believe that the person with better body structure will win. A correct Wing Chun stance is like a piece of bamboo, firm but flexible, rooted but yielding. This structure is used to either deflect external forces or redirect them.

Balance is related to structure because a well-balanced body recovers quicker from stalled attacks and structure is maintained. Wing Chun trains the awareness of one's own body movement derived from muscular, tendon, and articular sources. Performing Wing Chun's forms such as Chum Kiu or the Wooden Dummy form greatly increase proprioception.

Stance:
Wing Chun favors a high, narrow stance with the elbows kept close to the body. Within the stance, arms are positioned across the vitals of the centerline. Shifting or turning within a stance is carried out with variants on the heels, balls, or middle (K1 or Kidney 1 point) of the foot depending on lineage. All attacks and counter-attacks are initiated from this firm, stable base. Wing Chun rarely compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited.

Structure:
Structure is viewed as important, not only for reasons of defense, but also for attack. When the practitioner is effectively "rooted", or aligned so as to be braced against the ground, the force of the hit is believed to be far more devastating. Additionally, the practice of "settling" one's opponent to brace them more effectively against the ground aids in delivering as much force as possible to them.

Relaxation:
Softness (via relaxation) and performing techniques in a relaxed manner, is fundamental to Wing Chun.Tension reduces punching speed and power. Muscles act in pairs in opposition to each other (e.g. biceps and triceps). If the arm is tensed, maximum punching speed cannot be achieved as the biceps will be opposing the extension of the arm. In Wing Chun, the arm should be relaxed before beginning the punching motion.Unnecessary muscle tension wastes energy and causes fatigue.Tense, stiff arms are less fluid and sensitive during trapping and chi sao. A tense, stiff limb provides an easy handle for an opponent to push or pull with, whereas a relaxed limb provides an opponent less to work with. A relaxed, but focused limb, affords the ability to feel "holes" or weaknesses in the opponent's structure (see Sensitivity section). With the correct forwarding these "holes" grant a path into attacking the opponent. Muscular struggle reduces a fight to who is stronger. Minimum brute strength in all movement becomes an equalizer in uneven strength confrontations.

Centerline:
While the existence of a "central axis" concept is unified in Wing Chun, the interpretation of the centerline concept itself is not. Many variations exist, with some lineages defining anywhere from a single "centerline" to multiple lines of interaction and definition. The most commonly seen interpretation emphasizes attack and defense along an imaginary horizontal line drawn from the center of the practitioner's chest to the center of the enemy's chest. The human body's prime striking targets are considered to be on or near this line, including eyes, nose, throat, solar plexus and groin.

Wing Chun techniques are generally "closed", with the limbs drawn in to protect the central area and also to maintain balance. In most circumstances, the hands do not move beyond the vertical circle that is described by swinging the arms in front, with the hands crossed at the wrists. To reach outside this area, footwork is used. A large emphasis and time investment in training Chi Sao exercise emphasizes positioning to dominate this centerline. The stance and guard all point at or through the center to concentrate physical and mental intent of the entire body to the one target.

Wing Chun practitioners attack within this central area to transmit force more effectively, since it targets the "core center" (or "mother line", another center defined in some lineages and referring to the vertical axis of the human body where the center of gravity lies). For example, striking an opponent's shoulder will twist the body, dispelling some of the force and weakening the strike, as well as compromising the striker's position. Striking closer to the center transmits more force directly into the body.

Punches:
Because of the emphasis on the center line, the vertical fist straight punch is the most common strike in Wing Chun. However, the principle of simultaneous attack and defense (Lin Sil Die Dar) suggests that all movements in the Siu Nim Tau with a forward execution flow into a strike if no effective resistance is met, without need for recomposure. Other explicit examples of punches can be found in the Chum Kiu and Bil Jee forms, although these punches may appear to be superficially different they are simply the result of the punch beginning from a different origin position while following the same fundamental idea, to punch in a straight line following the shortest distance between the fist and the opponent.

The vertical punch is the most basic and fundamental in Wing Chun and is usually thrown with the elbow down and in front of the body. Depending on the lineage, the fist is held anywhere from vertical to horizontal (palm side up). The contact points also vary from the top two knuckles, to the middle two knuckles, to the bottom three knuckles. In some lineages of Wing Chun, the fist is swiveled at the wrist on point of impact so that the bottom three knuckles are thrust forward adding power to the punch while it is at maximum extension.

The punches may be thrown in quick succession in a "straight blast" or "chain punching". When executed correctly, it can be used as a disorienting finisher.

However, it is often misunderstood and criticized for encouraging weaker punches that do not utilize the whole body. But in fact, the formal name of it in Chinese is translated as "The Sun-character Rushing Punch(or Hammer in Cantonese)", practitioner typically would rush forward with his full body weight "throwing" towards his opponent, with the fist as the "nail", and his full body weight as the "hammer". Also with each successive punch, practitioner would step in closer and closer to the opponent, and hence maximize the so-called "power in an inch" without the need of big swings or big punches.
Wing Chun favors the vertical punch for several reasons:

Directness. The punch is not "loaded" by pulling the elbow behind the body. The punch travels straight towards the target from the guard position (hands are held in front of the chest).

Protection. The elbow is kept low to cover the front midsection of the body. It is more difficult for an opponent to execute an elbow lock/break when the elbow occupies this position. This aids in generating power by use of the entire body structure rather than only the arm to strike. Also with the elbow down, it offers less opening for the body to be attacked while the forearm and punch intercept space towards the head and upper body.

Strength and Impact. Wing Chun practitioners believe that because the elbow is behind the fist during the strike, it is thereby supported by the strength of the entire body rather than just a swinging fist, and therefore has more impact. A common analogy is a baseball bat being swung at someone's head (a round-house punch), as opposed to the butt end of the bat being thrust forward into the opponent's face (wing chun punch), which would cause far more damage than a glancing hit and is not as easy to evade. Many skilled practitioners pride themselves on being able to generate "short power" or large amount of power in a short space. A common demonstration of this is the "one-inch punch", a punch that starts only an inch away from the target yet delivers an explosive amount of force.

Alignment & Structure. Because of Wing Chun's usage of stance, the vertical punch is thus more suitable. The limb directly in front of the chest, elbow down, vertical nature of the punch allows a practitioner to absorb the rebound of the punch by directing it through the elbows and into the stance. This is a desirable trait to a Wing Chun practitioner because it promotes use of the entire body structure to generate power. Whereas, the rebound of a horizontal punch uses only the arm to strike. In this elbow-out position the hinge-structure directs force outwards along the limb producing torque in the puncher's body.

Kicks:
Kicks can be explicitly found in the Chum Kiu and Mook Jong forms, though some have made interpretations of small leg movements in the Siu Nim Tau and Bil Jee to contain information on kicking as well. Depending on lineage, a beginner is often introduced to basic kicking before learning the appropriate form. Traditionally, kicks are kept below the waist. This is characteristic of southern Chinese martial arts, in contrast to northern systems which utilize many high kicks.

Variations on a front kick are performed striking with the heel. The body may be square and the knee and foot are vertical on contact (Chum Kiu), or a pivot may be involved with the foot and knee on a plane at an angle (Mook Jong). At short distances this can become a knee. A roundhouse kick is performed striking with the shin in a similar manner to the Muay Thai version with most of the power coming from the body pivot.

This kick is usually used as a finisher at closer range, targeting anywhere between the ribs and the back of the knee, this kick can also become a knee at close range. Other kicks include a stamping kick (Mook Jong) for very close range and a sweep performed with the heel in a circular fashion.

Every kick is both an attack and defense, with legs being used to check incoming kicks or to take the initiative in striking through before a more circular kick can land. Kicks are delivered in one movement directly from the stance without chambering/cocking.

Uncommitted techniques:
Wing Chun techniques are uncommitted. This means that if the technique fails to connect, the practitioner's position or balance is less affected. If the attack fails, the practitioner is able to "flow" easily into a follow-up attack. All Wing Chun techniques permit this. Any punches or kicks can be strung together to form a "chain" of attacks. According to Wing Chun theory, these attacks, in contrast to one big attack, break down the opponent gradually causing internal damage. Chained vertical punches are a common Wing Chun identifier.

Trapping skills and sensitivity:
The Wing Chun practitioner develops reflexes within the searching of unsecured defenses through use of sensitivity. Training through Chi Sao with a training partner, one practices the trapping of hands. When an opponent is "trapped", he or she becomes immobile.

Close range:
Wing Chun teaches practitioners to advance quickly and strike at close range. While the Wing Chun forward kick can be considered a long range technique, many Wing Chun practitioners practice "entry techniques"—getting past an opponent's kicks and punches to bring him within range of Wing Chun's close range repertoire. This means that theoretically, if the correct techniques are applied, a shorter person with a shorter range can defeat a larger person by getting inside his range and attacking him close to his body.


»» Techniques:


  • Name: Danketsu: Waist Turn [Gamaku]
    Description: An ancient technique that allows the user to pretend to stand on one leg, but actually stand on the other leg. The opponent is fooled by the stance and defends for the wrong leg, even thinking that the user is stepping forward but actually is taking a back step. They then see the wrong leg move forward when actually the opposite leg comes in unexpectedly. This move uses the oblique muscles to switch the leg with the center of gravity, separating the balance between the upper and lower body. When most people kick, the upper body leans to signal which leg is being used. However, the center of gravity is actually on the grounded leg, which kicks the opponent.

  • Name: Danketsu:Backward Roll [Ushiro Ukemi]
    Description: A technique derived from an ancient martial art, the Ushiro Ukemi allows the user to force themselves to hit the ground in a backward roll, providing an effective manner to reducing the impact from throws and falls.

  • Name: Danketsu:Sumokudori
    Description: A technique from an ancient style, this technique is used when an opponent has attacked with a punch and is used to counter it. The user grabs the opponent's arm, places the arm at the back of the user’s neck before lowering their center of gravity and then tripping the opponent with a sweep of the leg.

  • Name: Danketsu:Wrist Joint Throw
    Description: A Jujitsu technique, the user will grab hold of an opponent's strike by the wrist, apply pressure to the joint by curling the arm backward while simultaneously taking a step forward and placing their center of gravity behind their opponent's. They will then push forward and throw their opponent's to the ground.

  • Name: Danketsu: Bagua Steps[Baguazhang Kaiho]
    Description: A very basic footwork maneuver that the technique practitioner has been able to perfect through use of Chi enhanced movements. When an opponent attacks,the Bagua user will circle around his side, and appear behind him. When someone attacks with a punch, the practitioner will put his same sided foot behind their opposite sided foot, with his two feet pointing towards each other. After that, follow up with your left foot, circle behind your opponent's left side and you appear behind the opponent. This can be used as a starting point for a throw or a strike. Using Chi to enhance the movement makes it difficult to the untrained eye. The trained eye, I.E. Spiritually Aware opponents, will usually be able to follow the movement, but it is very useful for gaining better positioning in hand to hand combat.

  • Name: Danketsu: After-Image Dash[Kasumi Gake]
    Description: A useful technique, the Kasumi Gake causes the user the shoot forward in a straight line at greatly increased speed, leaving only an after-image of their body behind while their body seems to be a blur. This however needs to be a completely controlled movement and as such, cannot be used as an attack itself. The user needs to already be moving and building momentum to use the Kasumi Gake and all movement ceases completely once they exit the Kasumi Gake, leaving another lull before an attack can be executed, giving an opponent ample time to react if not caught completely off guard.

  • Name: Danketsu: Illusionary Dash [Kaihou]
    Description: The name, while the technique is no illusion, is frighteningly accurate for this Technique maneuver. The human eye has a weakness, a blind spot. Light gets into the eye by passing through the pupil. It hits the retina at the back of the eye. The retina is covered with light-sensing proteins. They relay what they sense to the optic nerve which carries the information back into the brain. The problem is, the optic nerve ends in the field of the retina itself. This creates a dark spot in the human field of vision. When these dark spots overlap or if the person is forced to look out of one eye the brain just fills in the spot looking at the surrounding picture. This is the tendency with the human brain that the Illusionary Dash exploits. After a time of watching and studying the opponent’s optical tendencies (2 posts) the user of this technique will be able to locate that blind spot. From there, is where the illusionary dash takes place. By channeling Chi to their feet, the user will increase their speed by 10% for two posts while constantly moving into the dead spot in their opponent’s field of vision. Considering the dead spot changes whenever they move their head so much as an inch, it will seem as if the user of the Illusionary dash is flickering in and out of focus, making it difficult to effectively read the Illusionary dasher’s attacks. If the opponent loses or has lost functionality in one eye, the user can cause themselves to disappear from view entirely. Given the location of the blind spot, this Technique functions are a range of six feet.


  • Name: Danketsu: Palm Push [Sōtenshu]
    Description: A simple yet potentially devastating attack, the Sōtenshu greatly calls upon the Chi control of the user to incapacitate a foe in a non-lethal manner. Placing both palms on an opponent’s chest, the user will force their Chi out through their palms and into their opponent’s body, sending a concussive force through their victim and sufficiently knocking the wind out of them and at most, fracturing a few ribs. The use of this technique requires substantial amount of Chi control and can only be used by clans with immense Chi control or those who have under gone immense training and are specially characterized as having strong control over their Chi.

  • Name: Danketsu: Go no Sen
    Description: The Go no Sen is first a defensive technique and secondly a retaliatory one and it requires a keen and rhythmic mind. A practitioner of the Go no Sen has learned to feel the ebb and flow of their opponent’s attacks and will use rotational force to absorb and return some of the attacking energy let out by their opponent. While the traditional application is to rotate just outside of the force of the blow to completely avoid contact, the style has conditioned the user to take punishment as well.

  • Name: Danketsu: Kakei
    Description: A style designed entirely to defend the person from Technique and other kinetic forces, the Kakei is rooted in the cyclical movement of the arms to roll incoming attacks away from the user, turning blocks into parries and greatly reducing harm to the user. The Kakei practitioner, if the style is utilized properly, it will completely divert and negate the entirety of an opponent’s strike.

  • Name: Danketsu: Meotoude
    Description: One of the most practical methods to use one's body, it uses both hands for offense and defense. Meotude the opponent sees the front attack and in less than a second the second hand delivers an attack that makes them cough blood. This technique involves both hands to attack and defend. The front hand is used to fend off any incoming attacks, as well as to attack. The back hand is also used for defense, and it is used as the surprise attack.

  • Name: Danketsu: Raisei
    Description: An internal martial arts technique, the Raisei focuses Chi throughout the body, specifically the diaphragm, which allows the user to use their breath to cause their body to vibrate. This vibration greatly increases the destructive power of the user’s attacks, increasing the damage of these attacks dramatically and allows the user’s hands to effectively carve through an opponent’s body as if it were a knife.

  • Name: Danketsu: Cross Countah
    Description: Using the Chi control of the Sumashuu and the principles behind the Kage Buyou, this technique serves as a counter attack to an opponent’s melee or close range attack. A slight glimmer will radiate from the user while this technique is used, the glimmer itself being a two inch threshold around the user’s body. If any kinetic force punctures that barrier, the user will disappear and reappear behind the opponent in a similar function to the Kage Buyou and can strike from there. In order to maintain the membrane of Chi however, the user’s muscles must be perfectly still and consequently gives this counter a very telegraphed nature, limiting its overall functionality and practical application, especially considering the visual cues.


  • Name: Danketsu: Lightning Legs [Hyakuretsukyaku]
    Description: This technique is, at its core, simply a kicking technique. The user will initiate a direct forward kick in front of their body. However, it will not remain a simple forward kick, as soon as the first kick finishes, the Technique will proceed to throw four more kicks that connect each a quarter of a second after the first, effectively kicking a target five times within a second. With more Chi applied, the technique strikes ten times within that second.

  • Name: Danketsu: 100% Technique
    Description: Utilizing his utter dedication to the Danketsu style and his ability to push the limits of conventional ability. After using this Technique and sending the surge of Chi through his body, this technique causes every Technique Sagumi uses for the remainder of the thread to become a Danketsu Technique technique, allowing it to benefit and receives benefits to and from the Danketsu style in its entirety.

  • Name: Danketsu: 100% Power
    Description: Utilizing his body’s astounding capacity for Chi control and his ability to push the limits of conventional ability, Sagumi can completely overcome the single weakness that he has in close combat, physical strength. When used, Sagumi’s muscle mass will grow immensely, his normally toned and lithe physique bulging as if he’d been trained to be the most ridiculous body builder imaginable since age three. While in this form, Sagumi’s physical strength and power will increase by four times and his next Technique based technique will have its power quintupled. However,Sagumi can only hold this form for three posts and due to the sudden increase in body mass and general additional weight of the muscles, Sagumi’s speed in this form is only a fourth of what it would normally be.

  • Name: Danketsu: Mantis Slash [Tourouzan]
    Description:The user will dash into a target and deliver quick sequence of horizontal, knife hand slashes. The user will gather Chi to their hands in the process, giving their hands the properties of a blade and making them capable of cutting through flesh. This is one of the few techniques that can be repeated in one combo string and each successive attack costs one higher rank of Chi.

  • Name: Danketsu: One-handed Palm Push [Ichisōtenshu]
    Description: A simple yet potentially devastating attack, the Sōtenshu greatly calls upon the Chi control of the user to incapacitate a foe in a non-lethal manner. Placing both palms on an opponent’s chest, the user will force their Chi out through their palms and into their opponent’s body, sending a concussive force through their victim and sufficiently knocking the wind out of them and at most, fracturing a few ribs. Like its parent Technique, the Ichisotenshu carries a similar function, the more precise and less divided expulsion of Chi is far more dangerous however and can damage internal organs if the strike lands directly. The use of this technique requires substantial amount of Chi control and can only be used by clans with immense Chi control or those who have under gone immense training and are specially characterized as having strong control over their Chi.

  • Name: Danketsu: Twin Tiger Palm Strike [Kobokushi]
    Description:This Palm thrust is one of the most useful attacks in the entire Danketsu Chain. Pulling both hands into the chest and standing firmly in the horse stance, the user will coil their body back before thrusting their hands forward, releasing the mass of Chi gathered in the user’s hands in the form of a giant pulse. While being a lot of concussive power and the capacity to repel large objects and potentially end someone’s life, the sheer amount of energy released from the Kobokushi is great enough to dissipate many energy based attacks as well. The rigid form required and the start up time to initialize the move tend to make it difficult to perform on the fly however and as such it cannot be used while mobile.

  • Name: Danketsu: Upwards Punch [Fukiage]
    Description:
    The user will dash forward and position themselves under a launched opponent and, cocking their fist from the hip, will proceed to drive their strike under the dazed and launched opponent’s spine, ideally crippling it.

  • Name: Danketsu: Dash Punch [Hayate]
    Description: The user will shoot forward at thirty kilometers per hour up to fifteen meters and drive their fist into the opponent’s abdomen.

  • Name: Danketsu: Jaguar Kick
    Description: The user will, provided they aren’t already in the air, leap forward and his leg down in a violent axe kick. By channeling Chi to his feet in the same manner as the Water Walking/Tree Climbing technique, will seem to literally leave behind a trail of violent Chi in their kick’s wake. The Chi itself will cause a slightly painful burning sensation with whatever it hits.

  • Name: Dashing Elbow (Houzanto)
    Description: The user will shoot toward their target and in one clean motion will elbow them. The amount of force put into the strike varies with each use of the attack. The straight variation will be a simple accelerated elbow strike whereas the upward variation will launch the opponent into the air.

  • Name: Danketsu: Tiger Shot
    Description: The user will draw Chi to each hand before violently thrusting each palm toward the target. As each source of Chi collides, it will ignite and rocket toward the target at thirty kilometers per hour. This Technique will cause mild burns and the concussive force is enough to daze the target for a moment or two.

  • Name: Danketsu: Repeating Dash Punches (Rekka Ken)
    Description: The user will dash into a target and deliver a quick and painful punch to their target. This is one of the few techniques that can be repeated in one combo string and each use counts as one strike for the Danketsu and Super Meter.

  • Name: Danketsu: Running Palm (Senkugoshoha)
    Description: The user will adopt a strong and firm stand and will slide along the ground five meters toward the target. The user will then thrust his palm from the hip and out, causing a large amount of Chi pressure to emanate from the user forward in a meter long radius cone in front of the user. The pressure will act as a concussive force that will push the victim back up to fifteen meters away from the palm thrust and will also completely dissipate any projectiles in the zone.

  • Name: Danketsu: Seismic Hammer
    Description:The user will first gather Chi of the Electrical variety to their hand before violently slamming the ground. The user can control where the Chi goes anywhere in a twenty meter radius from the point of impact. When it reaches the designated spot, the Chi will effectively detonate underground causing a powerful upward concussive force. If caught near the outside of the blast radius, the victim will be forced backward but if caught directly, they will be launched into the air.

  • Name: Danketsu: Energy Grab [Raida]
    Description: First gathering a good deal of Chi to their hand, the user will create an intake of air that is powerful enough to suck a human being in from up to two meters away. Once the Chi has reached critical mass and the victim is close enough, the gathered energy will explode and violently crash into the victim, pushing them back and away while causing substantial damage.


  • Name: Danketsu: Cross Countah
    Description: Using the Chi control of the Sumashuu and the principles behind the Kage Buyou, this technique serves as a counter attack to an opponent’s melee or close range attack. A slight glimmer will radiate from the user while this technique is used, the glimmer itself being a two inch threshold around the user’s body. If any kinetic force punctures that barrier, the user will disappear and reappear behind the opponent in a similar function to the Kage Buyou and can strike from there. In order to maintain the membrane of Chi however, the user’s muscles must be perfectly still and consequently gives this counter a very telegraphed nature, limiting its overall functionality and practical application, especially considering the visual cues.

  • Name: Danketsu: Rising Jaguar
    Description: The user will quickly push off the ground into a violent knee strike that will launch the victim into the air. The move is rather quick and the explosive force to knock the victim into the air.

  • Name: Danketsu: Flame Kick (Shien Kyaku)
    Description: The user will collect Chi to his feet and violently perform an upwards kick. Mid kick, the Chi gathered at the foot will form a thin film and ignite, causing minor burns in addition to launching the target into the air. The film of fire only lasts for the duration of the kick before dissipating.

  • Name: Danketsu: Repeating Uppercut
    Description: The move is a jumping uppercut in which the user spins and rockets upwards with some horizontal movement as well, knocking the opponent into the air and launching them into a perfect position to be combo'd further. The move has an initial first hit that stuns the opponent on contact, and depending on rank, the attack can continue with 1 more hit [C rank] or 2 more hits . At the end the opponent will be launched into the air into a vulnerable position for a follow up.

  • Name: Danketsu: Sonic Boom
    Description: Using the advanced Chi control of the Sumashuu, the user will slice his hands through the air, one over top of the other while focusing Chi at the crossing point. The Chi will be forced forward when the hands push through it and cause it to be jettisoned at a target. The force itself will provide moderate concussive damage, enough to knock a person over and relieve them of their breath while it is capable of causing small cuts if not a direct hit.

  • Name: Danketsu: Sukuranburu
    Description: A movement technique, Sagumi is capable of sending a “phantom” of Chi from his body that is incorporeal and unable to be interacted with through any means short of sight. After sending the phantom out, Sagumi is able to take the place of the phantom, effectively teleporting himself to the location of the phantom, or allowing the phantom to fizzle out on its own. Sagumi is only capable of using one phantom at a time.

  • Name: Danketsu: Hop Kicks (Dankukyaku)
    Description: From an aerial position, the user will perform a series of bicycle kicks and knee strikes on a launched or airborne opponent. This is one of the few techniques that can be repeated in one combo string and each successive attack costs one higher rank of Chi.

  • Name: Danketsu: Flying Kick (Chicken Wing)
    Description: The user will fling himself forward in an overarching and flipping kick that will strike down hard on the victim’s shoulders. This can be used immediately following an opponent being launcher or following an aerial with some extracurricular assistance in movement.

  • Name: Danketsu: Jaguar Tooth
    Description: The user will jump up into the air and using some form of immediate acceleration as a catalyst, will fire themselves at an opponent, feet first, and strike them like a human missile.

  • Name: Danketsu: Burning Kick
    Description: The user will draw Chi to their legs in a thin film before hopping into the air and performing a one hundred and eighty degree kick. During the kick, the film around their legs will ignite and add cause minor burns. This technique can either be used incredibly low to the ground following a ground maneuver or can be used on a suspended and launched opponent.

  • Name: Danketsu: THE Knee
    Description: The user will gather an immense amount of Electrical Chi to their right knee cap before driving their knee square into the opponent. Upon impact, the Chi will discharge and course through the opponent and cause rampant cellular damage and will violently blow the victim away from the point of impact. This Technique, unlike it's weaker cousin, does extreme amount of damage regardless of how it struck and will do absolutely devastating damage.

  • Name: Danketsu: The Knee
    Description: The user will gather an immense amount of Electrical Chi to their left knee cap before driving their knee square into the opponent. Upon impact, the Chi will discharge and course through the opponent and cause rampant cellular damage and will violently blow the victim away from the point of impact. The Technique requires a direct strike and any form of glancing blow will be no more effective than a simple love tap.

  • Name: Seikūken [Control of the Air Sphere]
    Description: The Seikūken is a defensive style of combat that involves controlling the entire radius within one's arm length/the length of a weapon, creating a metaphorical spherical shield around oneself. This style dramatically speeds up the the user’s reaction time to any attack that enters his sphere of control by absurd levels, allowing the user rather difficult to assail. The Seikūken can only be erected with a calm, still mind. If the practitioner’s mind is not calm, it would be impossible for him or her to erect the Seikūken. Consequently, this technique is meant to be used while stationary and is incredibly difficult and impossible naturally to be used while moving quickly, consequently, slow walking is the full extent of movement possible with this technique.



__________________


Last edited by Imakuran on Sun Sep 20, 2015 7:53 pm; edited 8 times in total
Back to top Go down
View user profile
Imakuran
Senior Member
avatar

Joined : 2012-10-02
¥ Yen : 321407935
Posts : 915
Karma : 36
Age : 76

Member Info
Awesome Bar:
227620/999999  (227620/999999)
Tiers:

Subject Post 5PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Sun Aug 02, 2015 7:38 pm

» Kasa-obake

>>Kasa-obake:

Kamui's signature weapon is a purple umbrella, aptly named after a Japanese Umbrella Monster. The canopy is a vibrant purple hue that is littered with the numerous seals that Kamui funnels his Fuuinjutsu abilities and his Sugiura Magicks. Consequently, in it's base form, Kamui uses Kasa-obake as an instrument to use his magic and abilities without having to draw them out, having stored multiple versions of each and every spell across the folds of the umbrella. In addition, Kamui's umbrella has spells in it that allow him to shift the form of the umbrella, transitioning in to different weapon, affording Kamui multiple forms of combat making him and unpredictable and dangerous opponent.


>> Ouranó Chéri

The Ouranó Chéri is a massive, and massive is really the only word that begins to describe the weapon, gauntlet. The gigantic glove is equivalent to double the size of Kamui's torso and is more than capable of gripping people with ease. The weapon is operated by a smaller glove inside the gauntlet. Using his chi, Kamui generates small synapses between the glove and the larger gauntlet, allowing him to manipulate the massive hand in sync with his actual one. In addition to the obvious merits of having such a massive hand utilized in strikes, coupled with his magical ability to negate most of the weight of the item, Kamui's Ouranó Chéri has absolutely ridiculous crushing power. Should Kamui be able to grab anything in the hand, there is very little chance it won't be reduced to a fine powder as very few things in this world are able to survive the grasp of Ouranó Chéri.

>> O Theós Bow

O Theós Bow is another form that Kasa-Obake can take on. Getting the obvious out of the way first, the O Theós Bow operates as a bow. Kamui is capable of firing the arrows at incredibly speeds, allowing the arrows to reach the speed and general devastation that would be caused by a highly advanced Bala. What makes the O Theós Bow especially unique however is not the bow itself, but the arrows. Kamui's arrows are not a fixed weight. They, themselves, do not increase in mass but their relationship with gravity can be changed on a whim. This allows Kamui to fire a relatively light arrow at the aforementioned speeds then dramatically change its weight mid flight, generating considerably more destructive power upon impact than it otherwise would have had, allowing single arrows to level city blocks if Kamui so chose.

>> Lepída tou Fo̱tós

The Lepída tou Fo̱tós is the most common form of the Kasa-Obake and it is also the most simplistic. Taking technology from his father's suit, Kamui's Kasa-Obake turns in to a small, cylindrical and slightly curved handle which, at first, seems completely innocuous. However, when Kamui funnels his unique mixture of Chi and Sugiuran Eidos, the weapon sparks to life. A constant flow of energy will be released, taking on the form of a rainbow colored sword of pure energy. This obviously is a very deadly weapon, able to contend with all manner of Zanpakutō and other supernatural weapons. Its primary function, however, is to completely and utterly destroy magic. The Lepída tou Fo̱tós will erase any magic that it comes in contact with. The term magic being the key, as it only applies to Kido, Sugiuran Magic, Soul Evolution Magic, and Demon Magic and it does not affect any in-borne powers that do not draw from magic or any kind of releases that do not draw from magic, it is a powerful weapon against other magus.

>> Apostrofí̱

The true and final form of the Kasa-Obake...and also the least likely to see the light of day. Kamui's internal and sinister nature has made a last imprint upon the weapon and the result is a twisted and contorted, seemingly flesh covered and monstrous sword. This weapon is only revealed when Kamui has given up all pretense of being the patron saint of benevolence that his father wished upon him. The Apostrofi, in addition to being an incredibly potent weapon that can often contend with and overpower all forms of supernatural weapon in addition to being wielded by the diminutive Kamui as if he were swinging a feather, the Apostrofi holds an ability that in and of itself would be terrifying. It completely and utterly destroys energy.

The weapon is constantly draining Kamui's energy to be maintained, almost holding a sentient and everlasting hunger, which is another reason it is not used often and it can be used for seven posts at most at Kamui's current level. It uses this energy to overload all forms of incoming energy and in turn, eat it too. Upon being "cut" by Apostrofi, all forms of energy will be broken down and absorbed in to the sword. This energy itself cannot be used by Kamui in any fashion no more than Jim can use the burger he just ate. This does however make stopping the Apostrofi a daunting task as it will completely cut through all form of attack and barrier, often times forcing his opponent to either out maneuver the weapon, out last it, or try to remove it from Kamui's possession as trying to fight it head on is often a recipe for disaster.

» Di̱li̱tí̱rio: The Northern Sugiuran Kingdom has always been known for its technological prowess and that does not preclude chemistry. As the Crown Prince and Paragon of the North, Kamui's studies most definitely delved in to chemistry and, in particular, poisons. His personal favorite is one of his own design, the Di̱li̱tí̱rio. Able to be transmitted in both aerosol and liquid form, the Di̱li̱tí̱rio is a fast acting muscle relaxant that will manifest in stages before ultimately climaxing at complete paralysis through neuron interference followed by a remission period. The Di̱li̱tí̱rio itself is not fatal, though its effects certainly lend more opportunities for death to strike. Kamui has long since immunized himself to the effects of his own poison.

  • Post One: Muscles begin to feel heavy, symptoms similar to alcohol intoxication begin to form, tactile response is heavily dimmed.
  • Post Two: Motor Functions begin to be impaired, dropping all combat parameters related to physical activity down one level.
  • Post Three: Motor Functions are further impaired, dropping all combat parameters related to physical activity down one more level.
  • Post Four: Complete and utter paralysis
  • Post Five: Return to the symptoms of Post Two
  • Post Six: Effects are completely removed.


» Other Weapons:

Oppressive Smoke Bomb: The Northern Kingdom has always been known for its technological prowess and in turn has developed many potent weapons but most importantly to Kamui seems to be the utility and misdirection items that they have developed. His personal favorite is the smoke bomb. Upon concussive impact with a surface, the small orbs will release the copious amounts of a gaseous substance. This substance will quickly expand out to a ten meter radius and quickly cover the ground in a haze of gray smoke. While visibly no different than real smoke, Kamui's smoke carries the unique ability to disrupt all energy sensing techniques. The smoke itself is laced with a very vibrant energy source, making it impossible to pinpoint anyone's location through energy sensing in the smoke, as energy is being sensed everywhere.

Gas Bomb: Similar in function to the smoke bomb. Upon concussive impact with a surface, the small orbs will release the copious amounts of a gaseous substance. This substance will quickly expand out to a ten meter radius and quickly cover the ground in a haze of purple gas. This gas in a concentrated, aerosol form of the Di̱li̱tí̱rio gas. Should anyone breathe in the gas, they will be subject to the phases that Di̱li̱tí̱rio poisoning inflicts upon a victim.

Caltrops: Wrapped in a cloth usually hidden on his person is a seal. When the cloth is unraveled, the seal is triggered and will begin spitting caltrops all over the ground. These caltrops are laced with the Di̱li̱tí̱rio poison and should they successfully punch through the opponent's feet and enter the bloodstream, they will be subject to the phases that Di̱li̱tí̱rio poisoning inflicts upon a victim.

»» Weapon Techniques:

  • Name: Danketsu: Gatotsu Ishiki
    Description: The first attack in the Gatotsu Chain, Kamui will prepare his blow by dropping into a partial crouch, with both knees bent, right arm drawn back and his left extended forward. Kamui’s right hand will slide down the hilt of his weapon before grasping the kashira or end cap of his sword and as he rests the tips of the fingers of his right hand on the blade near its tip. Kamui will then thrust himself and his weapon forward in a powerful thrusting attack. This attack can also be used in a barehanded capacity.

  • Name: Danketsu: Gatotsu Nishiki
    Description:One potential follow up attack to the Gatotsu: Ishiki. Using the momentum from the first Gatotsu, the user will force Chi to their feet and jettison themselves forward while twisting the point of the sword or fist downward to the ground. The burst of Chi will double the speed the user was moving at for the thrust while the twisting motion of the Gatotsu will cause a wider wound when the weapon strikes its target.

  • Name: Danketsu: Gatotsu Sanshiki
    Description: One potential follow up attack to the Gatotsu: Ishiki. Kamui will slide down into a low crouch before exploding upward, twisting the tip of his sword or fist upward and shooting it into an upward stab, using the power from the earth in his stance to propel himself upward, thrusting up at double the speed of his first Gatotsu.

  • Name: Danketsu: Gatotsu Zeroshiki
    Description: Can either be used as a standalone strike or part of a Gatotsu combination. The user will gather a large amount of Chi to their weapon or fist and thrust that Chi either through the weapon or their fist, allowing them to generate a frighteningly powerful thrust with almost no arm movement, easily punching a massive hole through the human body.

  • Name: Danketsu: Split Step [Supuritto Suteppu]
    Description:A simple technique, the Split Step is performed by lightly bouncing on the user’s toes. The use of this technique puts the user in a better position to move and react to incoming attacks, giving them an extra half second of reaction time, which is often a big difference between life and death.

  • Name: Danketsu: One-Footed Split Step [Kata Ashi Supuritto Suteppu]
    Description:A slightly more difficult technique when compared to its multi-footed cousin, the Kata Ashi Supuritto Suteppu is performed by quickly bouncing on one foot at the moment of reaction instead of one. This gives almost three fourths of a second extra in reaction time in a specific direction.

  • Name: Danketsu: Buggy Whip Shot
    Description: A simple but tricky and potentially devastating technique. The user will perform a simple slice of their sword that in actuality is far from simple. At the start of the actual swinging motion, the user will pump a wave of Chi from the length of the blade. The blade of Chi will then travel in a wide arc and strike the opponent from an odd angle. For example: If the swing was a horizontal slash across the midriff from the opponent’s left, the blade of Chi will arc one meter to the opponent’s left and strike him in the side. Whichever angle the sword is swung will determine the path of the blade of wind. The projectile itself is not capable of cutting through bone or other strong tissues. Skin and other soft and fleshy tissue however is easily sliced through.

  • Name: Danketsu: Rondo Towards Destruction [Hametsu e no rondo]
    Description: A very situational technique, the Rondo Towards Destruction is potentially a very viable killing stroke. The user will channel Electrical Chi into his sword and right before the weapon would make contact with another blocking weapon, the Electrical Chi will jump from the user’s sword into the target’s weapon, forcing it away. This move is not without substantial drawbacks however. In order to maintain the amount of Chi in the weapon, the user is required to maintain almost absolute focus on it. Consequently, the user’s body must be completely inert before the strike and a few moments after, which makes the move highly impractical unless the user is being propelled by an outside force. Typically, this outside force is gravity, but ingenuity can lend to the move being slightly more practical.

  • Name: Danketsu: Triple Counter: Swallow Return [Danketsu: Sanjuu Tentou: Tsubame Gaishi]
    Description:
    The first of the Triple Counters, Tsubame Gaishi is a riposte maneuver. When an attack, generally another weapon based manuever, is aimed at the user’s midriff or legs, the Tsubame Gaishi becomes available. The user will quickly hop into the air and parry the incoming blow, typically guiding the blow beneath his airborne self. From there, using the supreme Chi control of the Sumashuu, the user’s sword will glide up the opponent’s weapon and lead into a slice to the opponent’s chest.

  • Name: Danketsu: Triple Counter: Bear Drop [Danketsu: Sanjuu Tentou: Higuma Otoshi]
    Description:
    The second of the Triple Counters, Higuma Otoshi is strictly a parry, but a powerful one and is meant to react to an overhead strike. The user will meet the overhead strike with the flat of his sword. Instead of the two blades actually connecting however, using the supreme Chi control of the Sumashuu, a small pocket of Chi will form at the point of impact. From there, the user of the Higuma Otoshi will sweep his sword to the side, causing the pocket of Chi to violently jerk and rip the opponent’s weapon from their hand.

  • Name: Danketsu: Triple Counter: Dragonfly Illusion [Danketsu: Sanjuu Tentou: Kagerō Zutsumi]
    Description:
    The fourth of the Triple Counters, the Kagerō Zutsumi is a rather flashy technique. After blocking an opposing weapon, the user will create a force a negative charge into the opponent’s weapon while inserting a positive charge into his own. This will keep the weapons effectively stuck together. Then, using proper leverage and ideally surprise, the user will rip the weapon from their opponent’s hands.

  • Name: Danketsu: Triple Counter: Star Fireworks [Danketsu: Sanjuu Tentou: Hoshi Hanabi]
    Description:
    The fifth of the triple counters, the Hoshi Hanabi effectively counters projectiles and physical Technique. By channeling Electrical Chi into the blade, the user will lower the tip of the blade to the ground before swinging in an upward, violent arc. By combining a powerful swing with the enhanced cutting power of Electrical, the counter will cleave through lesser weapons or jolt the weapon out of the opponent’s hands. Any common weapons will be immediately broken and anything more potent will be forced out of an opponent’s hand. Any other weapon will simply be knocked from the opponent’s hand. Given the relatively slow nature of the counter, the opponent’s attack needs to be slower and heavily telegraphed for this technique to have use.

  • Name: Samurai Zone [Samurai Zōn]
    Description: A very potent Technique, the Samurai Zone is supremely effective against other KenTechnique users. Upon making contact with an opponent’s weapon, the user of the technique will selectively charge an opponent’s metal weapon with electrons while maintaining a positive charge in his own weapon. This effectively allows the user of the Samurai Zone to funnel his opponent’s blade into the general area that the user wishes, making it very easy to parry and negate an opponent’s offense. The effect lasts until dispelled.

  • Name: Kamuibattou
    Description: An advanced form of Iaido, the Kamuibattou is a style fixated around using the sword sheathe as a funnel to reduce movement and air resistance in the sword slash. The release for the Kamuibattou however is far gentler than a typical Iaido draw with less wasted movement, effectively making it faster than a normal Iaido draw through completely refined movements. Because of the lack of wasted movement, the free hand does not need to brace the sheathe for the draw to be efficient.

  • Name: Nitōryū: Two Swords Style
    Description:
    Requirements: Ambidexterity
    Unlike the name suggests, this style only involves one sword. It does however focus on the capacity to switch sword hands effortless and promotes the capacity for using the momentum given by being able to swiftly and effortlessly transition from one hand to another. Masters of this style tend to be much more defensively sound, being able to cover all angles of attack with little trouble and have effectively improved reaction time.



_____________________________





See Skill Sheet for More Information


General Skills
  • Durability: Adept
  • General Speed: Master
  • Strength: Advanced
  • Weapon Skill: Master



Will Skills
  • Willpower/Determination: Master
  • Mental Deduction: Master
  • Pain Endurance: Adept
  • Focus: Advanced


Chi Skills
  • Sei: Master
  • Dou: Advanced
  • Buzhou:Master
  • Chuxian: Master



Racial Skills

  • Ancient Magic: Advanced
  • Modern Magic: Grandmaster
  • Martial Arts: Master
  • Mystic Eyes: Master

_____________________________





» Roleplay Sample:


__________________


Last edited by Imakuran on Fri Apr 22, 2016 12:44 am; edited 4 times in total
Back to top Go down
View user profile
Blade
The Hybrid King
avatar

Joined : 2011-06-06
¥ Yen : 355961322
Posts : 2104
Karma : 11
Age : 19
Location : Columbus, Ohio

Member Info
Awesome Bar:
10015/100000  (10015/100000)
Tiers:

Subject Post 6PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Thu Sep 17, 2015 10:32 pm

Application Checklist
  • Name [X]
  • Appropriate Age [X]
  • Gender [X]
  • Appearance Present [X]
  • Appearance Described in Appropriate Length OR Picture is Visible [X]
  • Appearance is Not Claimed [X]
  • 10 sentences for personality [X]
  • History is of appropriate length [X]
  • Powers are not Godmod/Overpowered [X]
  • Powers are described reasonably enough [X]
  • Application/RP Sample is not in First Person [X]
  • Skills are not filled in (Omit if a Hollow)[X]
  • RP Sample Present (Omit if this is not the first character) [X]
  • RP Sample is 10 sentences [X]


Will Skills
  • Willpower/Determination: Master
  • Mental Deduction: Master
  • Pain Endurance: Adept
  • Focus: Advanced


Comments/Notes: Beautiful. I believe that you won't have any issues with godmodding or powerplaying, so with that being said, I'll go ahead and approve this as a 0-3.
Tier: 0-3

__________________

Back to top Go down
View user profile
Sᵃ ᶥ ᶦ ˣ ♚
Senior Member
avatar

Otm
Joined : 2014-08-06
¥ Yen : 835521222
Posts : 2322
Karma : 10
Age : 21
Location : The Land of Canabu' (Canada)

Member Info
Awesome Bar:
134700/60000  (134700/60000)
Tiers:

Subject Post 7PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Wed Dec 23, 2015 2:16 am



✖| Kuma Shock! |✚
┣▇▇▇═─          ☠          ─═▇▇▇┥

InactiveCharacters Upon Inactivity!

__________________
 photo signature_zps673e8ecb.jpg
Back to top Go down
View user profile
Sᵃ ᶥ ᶦ ˣ ♚
Senior Member
avatar

Otm
Joined : 2014-08-06
¥ Yen : 835521222
Posts : 2322
Karma : 10
Age : 21
Location : The Land of Canabu' (Canada)

Member Info
Awesome Bar:
134700/60000  (134700/60000)
Tiers:

Subject Post 8PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Sun Jan 17, 2016 2:30 pm

moving cause you are a bitch

__________________
 photo signature_zps673e8ecb.jpg
Back to top Go down
View user profile
[THEFROST]
Head Admin
Head Admin
avatar

OTY

Joined : 2010-06-03
¥ Yen : 2148229747
Posts : 15339
Karma : 178
Age : 24
Location : Purgatory

Member Info
Awesome Bar:
999999/999999  (999999/999999)
Tiers:

Subject Post 9PostSubject: Re: Kamui Cruor [APPROVED, 0-2]   Thu Jan 21, 2016 4:39 pm



✧EVERYTHING LOOKS GOOD TO ME✦


Alright, since this is just an update that is associated with the Sug's revamp, I'll go ahead and approve the modifications made to his application. I'll be placing him into approved sugs now.



__________________


Back to top Go down
View user profile http://www.platinumhearts.net
 
Kamui Cruor [APPROVED, 0-2]
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Sasori Has Some Fun
» [APPROVED]Kana Ishii's Magic
» Ookami Clan
» Zan Valexii-Approved!!
» Inu Inu no Mi Model: Hyena (APPROVED)

Permissions in this forum:You cannot reply to topics in this forum
Bleach Platinum Hearts RP [Active Since June 3rd, 2010] :: Getting Started :: The Character Creation Center :: The Application :: Accepted Applications :: Other Accepted Characters-
Jump to: