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|Topic: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]|
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One of the most important parts of Kitarune's skill set is her natural talent, particularly in swordsmanship in her human life, and, during the afterlife, Kido. During her time as a human, Kitarune always had a natural affinity towards the art of the sword, capable of wielding it without much issue and understanding most of the basic martial arts revolving around the blade, taking her little time to learn them on a very base level. Over time she was able to continue advancing her skill with swords, a skill that wasn't entirely
lost after death. Though nowhere near the same level that it was before, Kitarune is still very capable with a sword.
During her time with Katsuhiko in the Rukongai and his dojo, the basic movements of Kendo came as second nature to her, allowing her to remember the martial art and master it once again. Furthermore, another aspect she showed innate talent in would be energy control
, something she picked up much later after she had become a Plus and, by extension nowadays, Shinigami. With this, Kitarune was able to get a grasp on the concept of energy control much faster than other Shinigami, and, as a result, was able to use the knowledge of the different terminology of energy from Katsuhiko to accelerate her learning. As time went on and as she was on her own in the Wastelands, she honed this skill to manifest into the Kido skill that she has today.Speed:
Speed is one of the more important skills that Kitarune possesses, arguably one of her most important general skills. Due to her low durability, this is both a given and a necessity. As a result of her Avian Physiology like Henrex, her bone structure is much lighter to compensate for it and allows her to reach higher speeds easier and with much less effort. This can be supplemented with energy to go even higher, but, at her base, movement is one of the key points of her speed. It allows her to maneuver the battlefield and keep at a range where her spells would be the most effective and allows her to move out of the way whenever needed.
The second application of this would be her focus on reaction speed. While not nearly as talented as she is in movement speed, Kitarune is still very capable of processing events in front of her. For her, this became an important skill to hone as she learned more about the potential of her Zanpakuto and where her main talents, skills, and proficients lie. It works well with her abilities and allows her to use this processing to discern what her next move should be; whether it be what spell to weave or what her next literal move is. Strength:
With most of her proficiency laying in the realm of energy usage and control, Strength is another area that is, at most, average. While she is capable of reaching moderate levels of power, her main skill is, again, with energy. At the base level, her strength isn't anything particularly amazing. But, she is capable of using her immense energy control to boost her strength beyond this, but at the cost of her not being able to handle the backlash of such power, a very short time limit of how long this kind of enhanced strength can last, as well as a much higher energy cost as a result.Durability:
Generally speaking, Kitarune isn't the most durable girl. In addition to the trade-off of being able to handle and reach higher levels of speeds and process events in front of her faster, this left her with a very lackluster defense. While she can cast barriers and shields to bolster her defense or prevent attacks from reaching her, at her core, she isn't sturdy by a long shot. So, it can be rather easy to break her bones and damage her overall. However, this also has caused her to think of additional ways to circumvent this, with the use of her demonic spirit and her skill in magic.Martial/Weapon Skill:
When it comes to the use of weapons, Kitarune isn't the best. While she has had experience with different weapons in the past and has been able to grow experienced and accustomed to them, certain ones shine above the rest. Firstly, it should be noted that staff-type weapons are Kitarune's bread and butter. Polearms and other melee weapons with long-range are the ones that Kitarune have noted to have exceptional proficiency, as it is the closest resemblance to her Zanpakuto, and so, it is something that could be considered muscle memory, as the similarity between the two is something that allowed her to pick up the weapon and wield it with ease. But, at its base, Kitarune's skill in most weapons can be boiled down to average. Kido:
The magic of the Shinigami is likely Kitarune's strongest and most refined skill. Upon entering into Shin'o Academy, it was evident that this was her strongest suit. To put things simply, it comes as second nature to control her energy and exert it in the form of Kido. As a result of this, it became something that she was able to refine and progress and allow her to reach new heights. This has allowed her to cast spells without incantations, infuse more energy into her Kido to boost the power, as well as being able to cast multiple Bakudo and Hadō spells in quick succession. As a result of this, the concept of magic was something that became rather heavily emphasized on for her Zanpakuto -- adding even more for her to learn, and more limits to breakthrough.Zanjutsu:
In likeness to her Kido skill, Kitarune's natural talent and practice in the art of the sword has made this one of her greatest skills alongside the art of magic. Before unlocking her Shikai and discovering the true nature of her Zanpakuto, Kitarune wielded it as a basic katana for the longest time during her time in the Rukongai and while honing that base skill in Katsuhiko's dojo. As a result of this, it wasn't hard for Kitarune to adapt and understand the mechanisms of the Shinigami's way of the sword, allowing her to master the basics of Zanjutsu within a short time. Additionally, the true nature of her Zanpakuto allowed her to reach new heights with the skill and merge the principles of her various styles into her new style of fighting.Hakuda:
Her weakest skill, without question. While she can defend herself against opponents equally lacking in skill in this area, one of the main weaknesses of Kitarune when it comes to this is her lack of a formal style and her very "roughhouse" style of fighting that she normally uses, due to her time in the Rukongai, teaching herself how to fight to properly defend herself. Extremely unpolished stances, terrible footwork, with predictable and unrefined movements. With all of this and a very reckless abandon when it comes to hand-to-hand combat, it isn't hard for someone to best Kitarune in this area.Hoho:
While she does have a basis in speed, Kitarune's main forte comes from her general speed. As a result of this, her Flash Step is rather average. She's capable of using it multiple times in succession before having to rest and can leap rather high distances without many steps. However, something that is somewhat unique about her Flash Step would be the near-instant nature. With her level of energy control, it's easy for Kitarune to be able to summon the energy to perform the technique in rapid succession between two steps, ask well as easy for her to be able to use it without much if any delay and without any initial movement.
Avian Physiology: Excerpt from Henrex's App: As a man who has wings, it should not come as a surprise that the rest of his body would be that of an avian. However, this has noted to provide a bit more of a downside, rather than having positives. To begin things, this is something that heavily affects Henrex's skeletal system. For one, it makes his bones fairly hollow. This means that Henrex's skeleton is a lot weaker than normal, which causes his bones to be injured a lot easier. This is something that does not affect his skill sheets, but rather, just makes him a bit more susceptible to damage. While he makes up for this with the Cybermind plating that his skeletal system is surrounded with -- along with other protections -- this also has a slight upside. This also allows Henrex to move a lot faster, as his weight is slightly decreased from this.
Furthermore, Henrex's body receives several natural boosts as a result of this. The first thing that is boosted would be Henrex's senses. While this mainly excludes touch and taste, Henrex's hearing, sight, and sense of smell are increased to exponential levels, with him being able to hear and smell things from miles away, while his sight is only enhanced by being completely 20/20. So, while his senses are not extremely boosted, they most certainly are not normal. Another thing that would be his increased lung capacity. This is something that grants Henrex a much larger range of how long he can hold his breath, or even going as far as to keep his lungs constantly filled with air.Stillness in Motion:
As a way to make literal meaning of the Chinese proverb, this ability is, simply put, regaining energy. By drawing from the spiritual energy and particles in the area, she can fill her energy capacity. Through this, Kitarune can rapidly increase the rate at which her energy is refilled, allowing her to have a seemingly “unlimited” pool of energy for her to tap into. However, this is simply not the case. Kitarune can regenerate energy from this, but this by no means makes it unlimited in any way. This does have its limits -- being that Kitarune cannot move at all while she is doing this. Even if so much as a single finger were to twitch, the concentration would be broken, and she would have to wait for a post before being able to perform this again, and it would take her three full posts to get to the maximum capacity of energy.The Sibling's Bond:
This is a passive ability that Kitarune possesses, and directly connects to her brother, Henrex. This, in essence, is what binds the two together as siblings, and what truly defines their connection together. Upon activation (something that will need IC progression to occur, as it's currently inactive), Henrex and Kitarune will be able to connect, mentally. As a result of this, they will be able to transmit thoughts to each other, and they can detect and read each other's emotions, no matter the distance. Even if they were entire dimensions apart, they would still be able to create this connection. Furthermore, this allows them to have the innate knowledge of where the other one is, and -- if the other permits -- they can use this to "picture" the environment around them, allowing them to gain a semblance of where they are, and what it looks like. This can also occur when it comes to sharing memories, as the events will be projected into the other's mindscape. As children, they often used this skill to pass secrets to one another, or just to tell the other what they were thinking. However, now that they have both matured immensely, this is capable of so, so much more.
Jugenro (呪源路, "The Way of Magic's Source")Inner World:Zanpakutô Spirit Appearance: Sealed Zanpakutô Appearance: Sealed Zanpakutô Power Zanpakuto Manipulation:
One of the applications that Kitarune's energy control and manipulation of said energy is the control that this gives her over the shape and size of her Zanpakuto. It's a very small, basic power, retained in every form that she mainly uses for either small adjustments to her Zanpakuto, or to change its form entirely, with a single post in between changes, whether full-form or small adjustments.
Shikai Release Phrase:
Shikai Appearance:Shikai Abilities
- @Rawk wrote:
- Meaning: This name is actually fairly difficult to translate neatly into English, but I think it comes across very well in Japanese. Speaking literally, the kanji together would be "spell source path," but the choice of kanji and their order play into the thematic, particularly when taken alongside the Bankai name (which we will get to). "呪源," the "jugen" here, is a play on the phrase "水源," pronounced "suigen" and referring to a fountainhead, the source of a river. The kanji 水, for water, has been replaced with 呪, the kanji for a spell (or curse). The imagery evoked in this particular wordplay, then, would be a source of magic or spellcraft that was akin to a river's source. 路, pronounced "ro," is an antiquated method of referring to a path or road. While one can take this word to mean a very literal road, it can also be taken as a belief, practice, or set of principles. Therefore, all together as 呪源路, "Jugenro," the meaning implied is more akin to "The Way of Magic's Source."
Arm of the Magus:
- Will of the Magus: One of the first abilities that Kitarune learned about her Zanpakuto Spirit, especially when it came to honing the powers, was learning more about the spirit within the sword and how to manifest it into the real world. With her unwavering will and dedication, Kitarune can summon her Zanpakuto Spirit to the physical world. However, while in Shikai, she is only capable of summoning them for about 2-3 turns and having to wait for six posts afterward.
The core of her Zanpakuto, put simply is magic itself. This ability is meant to show her creativity, utilizing her natural talent for Kido and Zanjutsu in a manner that allows her to create different forms of magic with her Zanpakuto's powers. A prime example of this would be Elemental Magic, the bread and butter of her list of magics. For her, this type of magic deals with the basic elements of the world: fire, water, wind, earth, and even stretching out to some of the concepts of the environment and the world, light, and darkness.
All of these are exceedingly versatile, allowing for Kitarune to create a variety of different forms of this power, such as using this to send a fireball towards an enemy, create a veil of shadow in a select area, or create a flash of light to blind an enemy. All of these stem from an additive power to this, Kido Manipulation
. Due to her extensive research and eventual knowledge in Kido, it wasn't hard for Kitarune to learn about the potential modifications to a spell and develop it as an ability.
With this, she takes the base form of a spell, for example, #54
, Haien, and alters the form and shape of it to create a massive fireball or create a set of fiery eruptions from the ground. Or, taking something like Hadō #11
, Tsuzuri Raiden, and increasing the power of it to cause more damage and be more on par with the more powerful Hadō spells such as Soren Sokatsui. This knowledge and ability in Kido allow her to have a lot of creative freedom to make spells both as potent, or as weak as she needs them to be.AbilitiesMagic Circles:
Above everything else, this is the main technique of Kitarune's Zanpakuto. By compressing her spiritual energy into a single area of focus, she can create a purple circle in any location within two miles of her, of which she can control all properties of it -- an example being the size. This allows her to focus her magic into this specific area and allowing it to be much more powerful than it would have been on its own. Furthermore, as stated before, these act as enhancements to her magic. While she can cast spells without the use of circles, the added refinement of her energy alongside the circles naturally makes her magic slightly more powerful, as well as her Kido. Were she to not use these, her spells would be about 5% weaker.
Additionally, it should be noted that these are very easy to create, as they require little to no energy to form, along with the fact that they can also be stacked on top of one another to create vastly more powerful spells (though this would cause them to cost more energy). Another application of these would be summoning them around her hands to enhance her strength and serve as made-due weapons. During this, they would boost her strength at a single level, halting at Elite. Any attempt above that would give a 30% boost. So, it should be obvious that these are a very common form of combat with Kitarune, as they are one of the most versatile techniques that she has.TechniquesSpell Link:
One of the many tricks that Kitarune learned to perform during her time in the Wastelands and learning Kido was the ability to link her spells with one another. Similarly to "Nijū Eishō"
, or Twofold Incantation, this is performed with two spells, though this is notably different due to it not only being able to utilize two separate spells, even without incantation but also two of the same spell to save time. There are notable strengths and weaknesses of this technique, the first being that this allows the second spell release to be cast for only half the energy cost, but also reducing its overall power to around 60-70%. Furthermore, this can only be used twice before having to wait for three posts to perform this again.Conduit:
As a Zanpakuto is an extension of the Shinigami's power, Kitarune can use the weapon as a catalyst for her base powers. While she is capable of utilizing Kido with her hands and without her Zanpakuto, utilizing her Zanpakuto as a conduit has a unique effect on her spells. By channeling the energy through her staff instead of her body, Kitarune can cause her the Kido generated from the staff to have a small increase in power -- around 5-10% -- to make them slightly stronger and hit harder, at the cost of control and energy of a spell ten levels higher, capping off at Kido spells of #80
and below. Furthermore, one of the key effects of this technique is that it also bolsters the general effects of the spell in question.
If it were a fire spell, it would burn hotter. An electric-based spell, it would have a higher voltage and give a much more powerful shock. This also is true for spells that are based around the forces of the world, such as impact spells hitting with more kinetic force and sharp, piercing spells and attacks being able to deal more damage to defenses and being able to pierce through targets better. However, while these are what amounts to a direct upgrade to her regular spells, channeling them through her Zanpakuto like this can cause a much higher energy cost and causes a longer cooldown both in between spells and in terms of downtime, making the recommended amount of times she uses this be around 2-3 times before waiting for 3-4 posts to conserve energy.
Reflective Ward: Upon activating Shikai, Kitarune gains a small passive barrier around her body, barely visible. This barrier around her allows her to directly weaken the effects of other magics used against her. Aether Magic, Demon Magic, Kido, anything inherently magic in nature will generally be less effective against her in terms of damage. It will cause her to take around 20-30% less damage from other magics while this is active. Otherwise, this would last for around two to three posts, with a four to five post cooldown. This can only be used three times and can be shattered by two hits of a Hadō #80 or above spell, requiring a four turn cooldown between uses, lasting as a max duration of eight posts.
Furthermore, something else that should be noted about this is that it doesn't absorb the energy of incoming magic, or negate the attacks by nature, it simply dulls the potency of energy when it comes in contact with the barrier, causing the overall attack to be weakened. Additionally, this does have some level of influence over basic energy and energy attacks, although much less powerful, only able to negate up to 10-20% while in Shikai. Finally, this effect is bolstered when she enters Bankai, allowing her to weaken the effects of magic up to 50-55%, with basic energy attacks up to 25% at max.
Mist of the Lethe: Likely one of the most standout spells that Kitarune has in her arsenal. By generating a thin, sweet-smelling purple mist in a half-mile radius, Kitarune can cause two set effects in the immediate area: drowsiness and forgetfulness. Most NPCs in the area will feel these effects almost immediately and begin to have their actions slowed, whereas other characters will have significantly more resistance, depending on their Willpower and Focus. Adept and lower will begin to feel the effects of sluggishness within the span of the first post, with the second or third post being long enough for them to fall asleep and be out of commission for the rest of the thread.
Advanced would take much longer to feel the direct effects, though the initial dizziness and sluggishness would still be in effect. It would take around three to four posts for them to begin to feel the drowsiness in full effect, and another post after that for them to fall asleep. Elite and higher would be able to resist the effect completely, [strike]but, in exchange, would feel the sluggish and dizziness effects much more than others
. This would cause them to have visual difficulties, and make it harder focusing on the task at hand. This lasts for three posts, with a four-post cooldown.
The Warp spell being usedWarp:
Warp is one of the most simple spells that Kitarune possesses. A personal variation of the Shinigami's Senkaimon, Kitarune uses this to travel anywhere in the multiple, more specifically and commonly used to travel between dimensions. No matter if it's Hueco Mundo, Soul Society, or the Demon World, the Warp spell allows her to transport herself or others into any dimension of her choosing, at her own risk. Furthermore, it should also be noted that this does include being able to transport anywhere in that dimension that isn't directly and explicitly stated to prevent teleportation such as this. But, as a final note, it should be noted that this has almost zero applications in combat, outside of transporting people in and out of the battlefield. This is due to the portals and the general time it takes for the portals to form and teleport people being far too long to be practical in combat. Therefore, this does not have a direct cooldown or limitation for that reason.[/strike]
Hundred-Layer Magic Circles: As her main form of combat is the use of magic circles to focus her magic into a specific area to condense, contain, and increase the destructive power in said area, Kitarune needed to find a way to improve this technique. To do that, Kitarune discovered the ability to "layer" her magic circles on top of one another to increase their power. Doing this allowed her to reach some of the greatest heights that her magic circles were capable of in that state and create levels of power and influence that she had never thought possible before.
The first thing to be noted about Hundred-Layer Magic Circles would be the very broad nature of the ability itself. While the limits in this form are quite apparent at 100, it is by no means the only way that she can utilize this stacking. The Hundred-Layers act as a limiter of how far she can bolster her magical spells from both her Zanpakuto and her Kido spells. The next thing that should be noted is the scaling energy cost and the time needed to form them. While all of her spells can be launched within a post, the more circles that she ends up stacking increases the amount of time that she will need before actually firing the spell before her turn is over.
The next point, energy cost, is that the more magic circles that Kitarune stacks on a single spell, the bigger the energy cost. Ergo, should she use a consistent amount of full-power, Hundred-Layer Magic Circle spells, it would cause her energy reserves to be quickly tired out. So, she makes certain not to use the full-powered spells constantly, as she's well aware of this limitation and uses the flexibility of the ability to get around it, while still making sure that she is capable without those "trump cards."
- Hundred-Layer Magic Circle - Kido Empowerment: With most of her skill and finesse coming from her skill in manipulating Kido, this "sub-spell" for her layered magic circles is focused on making even some of the weakest spells in her arsenal applicable in any situation and powerful in their own right. As said in the base power, this allows her to stack up to one-hundred magic circles to empower any Kido spell she chooses to cast, drastically increasing the amount of power that it contains, and allowing certain Kido to become deadly and fatal in their own right.
For example, she could cause a spell as weak as Hadō #1, Sho, to turn into a powerful blast of kinetic force capable of leveling a building. However, this does share the drawbacks that the base power has. Firstly, the energy cost. The energy cost has a lot of variables, such as the amount of power put into it, the number of the spell, and how many circles that she uses to empower it. The higher the spell, the higher the amount of energy that she uses, on-top of the energy that she uses to both create and stack the magic circles. This, in turn, causes her to increase the cooldown time, scaling from something as small as a single post, all the way up to a five to six post cooldown.
- Hundred-Layer Magic Circle - Bound Discharge: As her main form of magic is elemental, one of the elements that she can put into overdrive with the use of magic circles is lightning. By layering up to one-hundred magic circles, Kitarune can create an electrical spell that allows her to potentially reach levels of destruction that only some of the highest levels of Kido could cause before. By pointing her staff forward, she can unleash a powerful blast of lightning capable of equaling Kido levels 70 at maximum magic circles and maximum output.
After unleashing this blast, a series of magic circles will appear in a line in front of her in an attempt to track her opponent as a series of lightning bolts strike the magic circles in sequence. Each circle reaches around ten to twenty feet in length, totaling the amount of distance covered by this line of attack to around half a mile. However, the more power she can put into these attacks, the more range she can cover, at the cost of more energy being used, giving her a pretty heavy drawback when it comes to this.
- Hundred-Layer Magic Circle - Abolition Phoenix: Using Hadō #54, Haien, as a base, Kitarune casts Haien through a purple magic circle in front of her, unleashing the spell in the form of a large phoenix-shaped blast of energy. As it travels, the blast ignites and melts away, turning the blast of energy into a colossal, burning phoenix that singes the ground, causing a small explosion of fire upon contact. Like the previous spells, this is also modifiable in how many magic circles are used to give a full range of how many levels of influence and power this, with the maximum power of this being able to be around the level of Hadō #70. Due to the massive drain that this can create for Kitarune, this is restricted to two to three uses in a turn, before being restricted for six turns afterward.
- Hundred-Layer Magic Circle - Orchid Wind: Named after the Kido it's based on, Orchid Wind is, for the most part, an augmented and modified version of Hadō #58, Tenran. By creating a magic circle and causing it to spin at rapid speeds, Kitarune can use this time to layer the magic circles on the spell to increase the power during the casting time. Whenever she decides to stop the spinning, Kitarune can unleash a powerful funnel of spiritual energy and air at an opponent, generating from her staff and traveling in a straight line. This can also be modified, using multiple magic circles in tandem to create multiple smaller whirlwinds, with a more wide-spread effect, rather than everything being focused in a single circle. Like the other spells, this is also restricted to 2-3 posts, before going on a six post cooldown.
Jugenro - Hakkakusu (呪源路 八角州, The Way of Magic's Source - Eight Angle Sandbar)
Bankai Release Phrase:
- @Rawk wrote:
- Meaning: ...Now, onto the Bankai. Continuing with the thematic of a river, 八角州, "Hakkakusu," is a play on the phrase 三角州, which refers to a river delta. The literal translation of the term would roughly be "three angle sandbar," but in changing the first kanji to 八, it becomes "eight angle sandbar." Eight is something of an important number in subjects of wisdom, seen most prominently in the Noble Eightfold Path in Buddhism. By adding this number to the many branching paths of a river delta, there is the implication of a more enlightened design to said branches.
“Cast a spell unto the heavens, Jugenro - Hakkakusu!”Bankai Appearance: Bankai Abilities
The Archmage: When Kitarune enters Bankai, the first thing that changes would be a tremendous boost in power in her magical prowess, allowing her Kido Modification, and Empowerment spells to be taken to an even further degree. This allows her to boost Kido spells to even the limits of the Kido library's power, and even beyond that with the addition of magic circles, leaving her a dangerous foe to fight. Furthermore, there is an additional passive effect that Kitarune gains when she is in this state. To combat against others who share a similar skill or talent as she does, Kitarune gains an improved version of her Shikai ability, "Reflective Ward". Just by being in this second release state, Kitarune emits a shield around herself that functions the same as the aforementioned: resisting the damage of other magics used against her, this time by around 45%.
This allows her a great deal of magical resistance to this who might end up using Kido, or other forms of wizardry against her, but, like Reflective Ward, this shares many of its downsides. While it is capable of weakening any magic that impacts this shield, it is by no means a permanent effect. Like before, three high-powered spells (i.e, an all-out attack from someone of a similar tier, or something akin to two spells of #80 and below) can break this shield and leave her open, but the shield will automatically restore itself within a five post period, while also being limited to three uses and a max duration of eight posts.
Temporal Magic: The first form of new magic that Kitarune gains while in Bankai, this allows her to manipulate the concept of time in her way. Unlike Reality Magic, this -- along with Spatial Magic -- allows her to directly affect another person. Using this, Kitarune can freeze the flow of "time" in another person or object, freezing the energy in said person/object. In a person, this would cause the flow of energy to slow down, making energy-based attacks be slow and difficult to unleash (20%). On the other hand, however, Kitarune can apply the reverse, affecting allies and speeding up the flow of time in their bodies (also 20%). During this period, allies would be able to perform energy-based attacks much easier and faster. These effects begin to fade in two posts, fully dissipating by the third post and going on a five post cooldown.
Spatial Magic: The second magic that Kitarune attains in Bankai, spatial manipulation. As the name entails, this allows her to briefly alter the properties of space around her to a maximum of three miles. At its core, this allows her to briefly disturb the space of something, either physical or spiritual to achieve a variety of effects. This can go as far as to swap the locations of two things occupying a different space. One of the main uses for this would be the ability to "prevent" regeneration, in a sense. By tapping into this power, Kitarune can use this to cut through the body and disrupt the space between the body and the limb, moving it to a separate space. With this, regeneration can't activate normally, as the limb technically isn't "removed", it merely occupies is in a different space, and can still move and function normally. However, this requires Kitarune to actually "cut" someone with this. Furthermore, this can only be done once before going on a five post cooldown.
Spatial Magic Scale (Kido)
Adept: One mile
Advanced: Mile and a half
Elite: Two miles
Master: Two and a half
Grand Master: Three miles
Solar Magic - Sunbreaker: Solar Magic isn't as much of a new form of magic as it is a highly advanced form of her original fire magic. As per the name, this allows her fire magic to reach new and higher levels of heat (15% fire-based spell damage increase while decreasing Bakudo proficiency by 40%), enough so that it could be considered to be drawing energy and heat from the sun itself. To do this, Kitarune must gather energy from the world, heating it and combining it with a fire-based Kido as a base, such as Shakkaho, Sokatsui, or Soren Sokatsui to create a physical form for the spell. This advanced form of magic is the basis for the penultimate spell of Kitarune's fire-based magic: Apocalyptic Blaze.
Thousand-Layer Magic Circles: The ultimate form of Kitarune's magic circles, only accessible while in Bankai. As it is an augmented form of the previous two incarnations of the ability, there is little that has changed. With her now being able to layer up to a thousand magic circles on top of one another to achieve even greater levels of power to modify and augment her Kido spells with, her magic becomes incredibly powerful, costly, and dangerous. The power of her spells has increased to titanic proportions, with her spells reaching only singular usage limits before going on cooldown as a drawback to this, as well as a massively increased energy cost.
- Thousand-Layer Magic Circle - Apocalyptic Blaze: The strongest of Kitarune's fire magic, and the signature of her Thousand-Layer Magic Circles. By creating hundreds of magic circles in the air her opponent -- all of which are already layered to further increase its power to absurd proportions -- Kitarune can use two spells as a base for this spell. The first being Shakkaho, causing a large ball of red energy forms above the circles, before crashing to the ground, passing through the circles as it goes, empowering the spell as it falls. When it reaches the ground, it sets off a tremendous explosion in a three-mile radius around it.
Immediately afterward, Kitarune can utilize the second Kido spell used as a base, Haien, to manipulate the flames in the ensuing explosion, altering them to both start spreading at an incredibly fast rate, as well as taking on the properties of the spell they are based on. By doing this, anyone caught up in the flames will find their regeneration taking more energy to utilize to their fullest potential, as well as said regeneration being much slower than normal. However, due to the immense power of this spell, it is only able to be used once, and after that, it will be unusable for the rest of the thread due to the immense energy costs.
- Thousand-Layer Magic Circle - God Thrust: While this spell does not have nearly the amount of area-of-effect that her other spells have, Kitarune is still able to use the compressed form of the spell to cause a great deal of damage. By using the first Hadō spell as a base, Sho, Kitarune can channel this into either her staff, her hand, or another magic circle as she layers the others on top of it. By pointing a finger, thrusting her staff or sword forward, or by using some other means of casting, Kitarune mixes in Byakurai in order to increase the damage, and add to the effects.
Both of these spells combined create a spell of kinetic force and electricity, capable of piercing most kinds of defense -- albeit over a small area -- and push an opponent backward with the force of an F1 tornado. However, what makes this spell different than most others is that due to the negligible energy costs of the two spells used for this, God Thrust is one of the very few spells that can be used in rapid succession, though to do so, Kitarune needs to lower the power of the spell. Furthermore, even without using it in rapid succession, this spell is still capable of being used multiple times before going on cooldown, totaling around three times, before going on a four-post cooldown.
- Thousand-Layer Magic Circle - Arc Ring: Arc Ring is one of the simplest spells in her Bankai's arsenal, as it isn't modifying the existing spell as much as the others. By gathering and channeling energy into her staff, Kitarune can utilize Zangerin as the base spell, augmenting it with her base powers in order to unleash a slash of energy from the weapon within the immediate vicinity with enough power to level multiple buildings. However, the very nature of this spell is a weakness. By gathering energy and concentrating it into her staff, as well as using Zangerin as a base, this gives the two heavy restrictions of energy consumption, as well as being able to only use this within a very short range, being around three feet.
- Thousand-Layer Magic Circle - Drums of Raijin: The strongest of Kitarune's electric magic, and one of the most taxing. By using Hadō #88, Hiryū Gekizoku Shinten Raihō as the core for this spell, Kitarune layers all of the magic circles at the end of her staff, empowering the already present energy and modifying the effects of the spell. Instead of firing a single large beam of spiritual and electrical energy, Kitarune is able to take a post to compress the beam into three large orbs of energy that she can release from her staff, one per post. Each of them is able to create a dome-shaped explosion (something that can be turned on her by attacking the orb), expanding outward with electrical and spiritual energy at around fifty feet in size, each. This can only be used twice in a thread, with a six post cooldown in between.
- Thousand-Layer Magic Circle - Magus Infinite: When it comes to many release forms, there is always a technique or power that is meant to show the absolute pinnacle of their power. For Kitarune, this is Magus Infinite. To begin this spell, Kitarune needs to channel a large amount of energy into her magic circles, something that takes a post to fully charge, creating one for each type of magic as she layers other circles on top of another to give it even further power, before creating a singular one over the rest, larger than the others, stretching out at around three and a half miles in total.
After the circles have finished forming, almost immediately after, a massive eruption of elemental, conceptual, and spiritual energy occurs, capable of causing a variety of effects within; electrocution, burning, slowing down the flow of energy within the body through the added effects of her temporal magic, and tampering with healing powers through her spatial magic's natural disruption capabilities. However, due to the power of this spell with how many forms of magic it combines together, it comes as no surprise that the energy drain for this spell is absurd, capable of draining Kitarune's energy supply almost entirely if not used properly, leaving it with only a single use per thread.
|Topic: Voluntary Activity Check: October 2015 Edition [Prizes n' stuff inside]|
|Search in: Archived Activites Subject: Voluntary Activity Check: October 2015 Edition [Prizes n' stuff inside] Thu Oct 29, 2015 8:43 pm|
|Topic: Jaquinda Suero [APPROVED. 2-4]|
|Search in: Archived Character Apps Subject: Jaquinda Suero [APPROVED. 2-4] Fri Jun 12, 2015 4:21 pm|
The night is passing. It is fishing-time.
I must rehearse the sin that binds me.
I have read in tales of a foreign land
How sin-laden the souls of the dead
Have toiled at bitter tasks;
But strange, before my eyes
To see such penance done!
He waved the smeared torches.
Girt up his coarse-spun skirts.
Then he opened the basket,
And those fierce island-birds
Over the river-waves suddenly he loosed . . .
See them, see them clear in the torches' light
Hither and thither darting,
Those frightened fishes.
Swift pounce the diving birds,
Ceaselessly clutch their prey:
In the joy of capture
Forgotten sin and forfeit
Of the life hereafter!
Oh if these boiling waters would be still,
Then would the carp rise thick
As goldfinch in a bowl.
Look how the little ayu leap
Playing in the shallow stream.
Hem them in: give them no rest!
The torches burn still, but their light grows dim;
And I remember suddenly and am sad.
It is the hated moon!
The lights of the fishing-boat are quenched;
Homeward on the Way of Darkness
In anguish I depart.
- Name: Jaquinda Suero
- Titles: Signo de Pavor (Symbol of Dread)
- Gender: Female
- Age Of Death: 2k
- Appearance Age: early twenties
- Age: ca. 400 years, +/- 20
Vasto Lorde, rogue
- Appearance Description:
With a height of 5'4, arms and legs like twigs and a prominently showing ribcage beneath her pale skin, she looks as scrawny and miserable as it gets. Greasy, untidy black hair hangs down to her jawbones, covering her ears and most of her cheeks. An aquiline nose marrs an otherwise elegant, sharp featured face. Cold, smoke-grey eyes hide behind long lashes, often looking at the ground in shame.
The ascension to the state of Vasto Lorde made her leave most of her avian form behind.
As an Adjuchas-class Hollow, Jaquinda sports a long-beaked mask resembling a cormorant's skull, covering most of her face. She has reverse jointed legs and two humongous cormorant wings , covered in oily, black feathers and spanning almost thirty feet. The characteristic bone armor only leaves her abdomen bare - a protective collar covers her face up to the base of her nose. A long spike shoots upward from the backplate, ending in a cage which harbors a crackling, bright fire. Both hands sport sharp claws easily capable of piercing the armor of regular hollow or even adjuchas.
- Appearance Picture: GFX will follow on approval.
- Personality: "I'm not taking chances anymore...for peace in oblivion I did not find. Only violence...violence eternal." - Jaquinda
"I want a cup that overflows with love
Although it's not enough to fill my heart
I want a barrel full of love
Although I know it's not enough to fill my heart
I want a river full of love
But then I know the holes will still remain
I need an ocean full of love
Although I know the holes will still remain"
Jaquinda is a miserable, pain-wrecked creature. Her fragile resolve to march on and rise to new heights of power is fueled by fear rather than hope - the fear of getting devoured by someone of similar or even greater strength. She has no understanding of the nature or reason of the torment she has to endure, and no matter how desperately she tries to fill that unsightly hole in her neck, relief is temporary at best, even after devouring foes worthy of her attention. Her intense distrust borders on paranoia - the only company she ever kept were her two skeletal cormorants, Acrux and Mimosa, who always seem to return to her, even if they perish during the slaughter. She is tormented by a constant sense of loss and guilt which seem to be devoid of any reason. Not being able to discern the origin of these emotions, she often blames them on the actions she took for the sake of survival, which led to a profound sense of disgust and hatred towards herself. The pain of solitude grows stronger every day, as does the threat of getting cut down by the agents of the citadel, slowly overshadowing the aching of this existence. It remains to be seen whether she manages to find company caring to look behind the facade of terror and savagery, and whether she is capable of finding solace in said company.
- She adores flying, especially gliding. The pleasant feeling of letting go without the danger of falling is intoxicating in its entirety to her.
- Her trusted birds provide her with an unmatched sense of safety, as they never failed to return. It could very well be the case that they were her only anchor to sanity.
- She is prone to wallow in self-pity and developed a discomforting taste for masochistic acts - as long as her life or evolution aren't in jeopardy.
Given that her existence, akin to most Hollow, is one of endless violence and torment, noting minor dislikes would be somewhat trivial due to her unstable state of mind. That said, she dislikes unneccessary cruelty, bland stagnation, and, strangely, solitude.
- Hollow type:
Vasto Lorde Adjuchas
- Hollow Power:
Acidic Touch: Her acidic touch is the least developed of her abilities, since she never traveled to other realms before.
Cero: Her fighting style pushed the evolution of her Cero to the limit of her current form, making it the strongest of all the Hollow abilities she possesses. Dark purple in color, the blast is strong enough to cut vast pathways into the Forest of Menos or blast entire dunes into oblivion - not to mention the devastating effect on anything that is even remotely organic. She fires her Cero from the throat of the cormorant skull on her left hand.
Descorrer/Garganta: Though potentially capable of these techniques, she never ventured into the living world after her transformation.
Hierro: She only possesses the natural armor provided by the Reiatsu of a
Vasto Lorde[strike] Adjuchas - compared to Hollow of similar level, even that would be considered below average. Cero into a thin, barely visible beam. Raw destructive power is sacrificed for penetration, and while it is entirely possible that the enemy doesn't even feel the sting of the modified cero, Hierro or similar techniques are highly unlikely to repel it. It is mainly used as a disabling-paralyzing technique, followed up by a regular Cero or, if the enemy is particularly tough, Ruptura. Cero Lacerante takes the same amount of time to charge up as a regular Cero, but travels as fast, if not faster than a Bala, with its low visibility making it very hard to dodge. The best defense against it is, surprisingly, canceling it out with Hanki or a Kido barrier of similar or greater power.
High-Speed Regeneration: Her regenerative abilities are not particularly pronounced, even for a Hollow of her level.
Pesquisa: Paranoid and frightful, it is only natural that her ability of sensing Reiatsu evolved rather quickly and to a considerable magnitude.
Flight: Her humongous wings and small, maneuverable stature provide her a significant advantage over the poor footsloggers she usually faces, allowing her to outmaneuver them, charge them with tremendous force - or flee if the need arises.
Inmersión: To the shock of many an advesary, she can freely dive into the sands of Hueco Mundo, as if the white dunes were nothing but gushes of water. She retains a frightening amount of momentum and perception while submerged, and can propel herself out of the sand with ease.
La Sombra De La Cruz [Shadow of the Cross]: The cross-shaped shadow of the Great Cormorant smothers anyone obscured by it with feelings of awe and despair. Although the onset of these emotions is often as swift and powerful as a strike with a sledgehammer, victims often fail to grasp their supernatural origin - the results may vary from a momentarily lapse of courage to utter morale failure. The best defense against this ability is to attack from behind or above, where the blazing orb behind Jaquinda's head cannot cast a shadow or forcing her underground. Weaker foes succumb to the feeling instantly, for enemies of similar power (2 subtiers lower or higher) it takes a whole post to be affected, stronger advesaries (3 subtiers higher) are affected after 2 posts, although they are unlikely to be fazed by the power. Once the seed of despair has taken hold, entering the shadow again will cause the emotions to flare up again without delay.
Trago [Swallowing]: Similarly to Hanki, she can stop the motion of reiatsu projectiles and simply swallow them up. Her inhuman endurance allows her to store these destructive powers for a long time - this ability is not without a limit, however. She could easily store 5-10 regular ceros, but she couldn't hold a Lanza or a cero from Scarmask at all without seriously hurting herself in the process. This ability (and the reverse) was the main reason she managed to climb to the level of Vasto Lorde.
Escupalo [Regurgitating, lit. "spit it out"]: She can release all energy she swallowed along the fight to be released in one huge cero. Although this attack takes a heavy toll on her body (she usually coughs up plenty of blood after it), it can easily be fatal to unaware opponents.
Cardumen Repugnante [Sickening Shoal]: At her behest, a myriad of eel-like Hollow erupt from the sands - latching themselves to the newfound prey with their disgusting lamprey-mouths, they tear at the victim's reishi. At worst they provide a minuscule distraction, at best the prey succumbs to the mass of dreadful fish and is utterly consumed. Once witnessed, the underhanded assault is rather easy to dodge, provided one can fly or create reishi platforms. The shoal is fast, but not nearly fast enough to catch up with shunpo or similar abilities. If the lampreys manage to affix themselves on someone they are quite painful to remove - reiatsu similar or stronger than hers can and will slow down the process, a focused burst can even make the fish detach themselves or simply disintegrate them.
Pena del Retiario [Sentence of the Net-Caster]: By tearing into her body with her right hand, Jaquinda can gather a ball of her own Hollow reishi, form it into a ball or rod, and hurl it at her enemy with immense speed. The projectile expands mid-flight, similar to Bakudo #62: Hyapporankan, and forms a sticky, tight net around the victim, pinning him to the ground. The projectile itself is as fast as a Bala, the moment it expands it becomes considerably slower for a moment - a short window of opportunity presents itself to the observant foe to dodge the attack.
Cero Lacerante [Piercing Cero]: This technique compresses the full power of a [strike]Vasto Lorde's
Ruptura [Rupture]: By infusing an opponent with reishi of her own (usually through a wound) she can turn a thin stab wound into a gaping hole by making the particles explode like a Cero inside the opponent's body. She is fully capable of severing her own appendages through the use of this technique. Ruptura requires her to touch the affected wound for [1/2 posts] unless the wound is located on her own body.
Her fighting style is mostly indirect and revolves around terrain/situational advantages (like her usual "opening move", La Sombra de la Cruz, which is heavily affecting the battle afterwards). She is using her various attacks to weaken and harass her enemy, create openings, while diving into the ground using Inmersión, and attacking from below/behind him. While on the defensive she prefers to evade attacks, but if she's caught by surprise, she's prone to defend herself with her steel-like wings. Only grave injuries seem to faze her considerably, and she is prone to do risky moves which can potentially damage herself, such as firing a cero from the hand that touches an enemy.
Jaquinda (born Anri Takahashi) was an orphan, granddaughter to an old Ukai fisherman from Kyoto. The appearance of motorized fisherboats slowly destroyed the business of the traditional cormorant-fishers, and the small family was more and more unable to live from either the scarce yield of the rivers or the tourism in the area. After a barge pushed their boat over in an accident, resulting in the death of the old man, she cursed the captain and his crew, and swore upon her grandfather's grave that she would avenge him. It only took her two weeks to accomplish the task she had in mind. The young girl set the barge ablaze at night with a makeshift petrol bomb, murdering nearly half of the crew, including the captain and his family. Although she got away unnoticed, it was only a matter of time 'til the authorities would catch up on the link between her and the recent accident; hopeless, shameful and without a future, she put an end to her misery by jumping into the ice cold streams from the Kamigamo Bridge. The last thing she did in her life was to free the cormorants of her grandpa, ignorant about the fact that the domesticated birds couldn't survive in the wilderness anymore.
The past has all but faded into nothingness. Forgotten is the lonesome roaming as a Hollow in the vast, lifeless deserts around the citadel formerly called Las Noches - even the horror of getting devoured by a Gillian is nothing more than a minuscule black patch on the fabric of her memory. Murky thoughts of centuries spent with a half-dormant mind, barely capable of conscious thought. The pain didn't fade however; resignation and inaction only fueled the bonfire. It grew brighter, hotter, day by day - in the end, her tormented mind consumed the monstrous Gillian shell, silencing the howling masses of devoured spirits until the time has come to sleep again. She adapted a less misshappen form to search for a cure - the reclaimed consciousness of the Adjuchas state brought with it not only a new understanding of the depths of her misery, but also dangers which were beyond her former comprehension. The choice between fight or flight was naturally slanted towards the latter, her large wings providing an excellent method of retreat from beasts such as herself. Solitude didn't bring solace however, as the unyielding hunger grew stronger with each passing day. She rejected to revert into a state of helplessness, even if this would mean that she'd need to hunt, slay and devour her kin. Decades passed, and despite of the disgust and revulsion she felt, the former prey became a ruthless predator, capable of attacking from land, air or from beneath the dunes. As Gillian barely presented a threat or nourishment, she began hunting Adjuchas, often overpowering powerful foes with sheer versatility and underhanded tactics.
Initially eschewing the proximity of the former Las Noches due to the fear of the monarch and her associates, desperation and the abundance of fitting prey drove her closer to the citadel every day. In time, her cross-shaped shadow became known as "Signo de Pavor", the Symbol of Dread - and as misfortune wills it, the name soon came to the attention of the court residing in the fortress, forcing her to retreat to the depths of the Forest of the Menos, a place she'd hoped to never see again.
- Durability: Adept
- General Speed: Adept
- Strength: Beginner
- Weapon Skill: Adept
- Acid Skill: Beginner
- Garganta : Adept
- Cero/Bala: Adept
- Regeneration: Adept
- Roleplay Sample:
//Excerpt from a Bleach - Wushu test we made with my former GM.
Training sequence, Squad 9 Barracks - Hisagi Shuuhei vs Cho Kawasaki (my OC)//
CHO: She falls to her knees, the blade hitting the ground with her. A shadow looms overhead, filled with killing intent. Even though she'd normally go great lengths to avoid using hakuda, the long sleeves of her dress got quite dirty in the maneuver. Something she dislikes quite a lot.
- How messy...- she hisses, going in for a flat leg sweep from this low position, forsaking her blade for the moment. She knows she needed to get up.
SHUUHEI In response to the leg sweep, he jumps.
- Bakudo #9: Geki! - he yells at the peak of his arc, followed by an elegant landing about 10 meters from you.
Palm outstretched, he starts to murmur the incantation of Hadō 31: Shakkaho.
- ...Inferno and pandemonium, the sea barrier surges, march on to the south! - he finishes, letting loose a red globe of energy you know will blossom into a blazing inferno quite capable of enveloping your whole body.
CHO: She succumbs to the restraint of his Geki, with an indifferent, somewhat thoughtful look on her face. Something isn't right, quite obviously. She measures the strength to break free, and just as the follow-up Hadō would blast into her, she releases a numbing burst of reiatsu, gently stepping aside to let the roaring ball of flame burst into the fortified walls behind her.
- Bakudo #11: Horin.
A searing lash of flame erupts from her outstretched hands, as nimble as a serpent in the grass.
- Hadō #33, Soukatsui.
No incantation, no passion, not even a raised voice.
SHUUHEI: All things considered, he takes rather well to being roasted, although he emerges from the resulting pillar of smoke with quite a few scorch marks. A powerful blast of reiatsu dispels the lingering fumes.
- Reap, Kazeshini! - he whispers, almost worshipfully. He jumps, his weapon raised with killing intent, and in a dark green flash of light, he cleaves off a rather big part of the ceiling, jumping outside.
When you try to pinpoint his whereabouts using your reishi sense, you find no sign of him.
Then suddenly, the ceiling explodes again, raining debris on your head; you glimpse his uniform among the falling detritus, but lose him again in a flash, as searing pain explodes into your right shoulder...
CHO:: - ...Fukutaichou? - She lowers her weapon and steps towards the cloud, her voice revealing concern and a hint of regret. But then...
A shiver runs down her spine as she hear his release command. Kazeshini was rumored to be one of the most vicious Zanpakutō in all of Soul Society, witnessing its dark nature leaves her with one of the worst sensations she's ever felt. And then he just vanishes from the mind's eye. She squints her eyes, but can't make him out still. With a fearful voice, she uses a low level bakudo to disorient him, encasing herself in a puff of red smoke, and using shunpo to gain as much distance as possible. She needs more time. She misjudged his speed and got punished for it. Not only are her clothes torn now, she is too. Never let your guard down.
SHUUHEI- Bakudo #62: Hyapporankan! - you hear his voice through the red mists you conjured. Tens, if not hundreds of purple poles of energy rain down on your approximate location, smashing you towards the nearest wall with breathtaking force. Through the fog, you can see the lieutenant's dark shape advance towards you inexorably, surrounded by a halo of dark green fire.
CHO:She freezes in shock for a moment. It seems as if he had tripled his efforts. Is he going all out? An achievement, some might say.
- This is it... - She whispers, shrugging off the sharp pain in her shoulder.
Holding the sword in a horizontal, defensive stance, she finally yields to the pressure...
A deep, low sound, a greyish-black mist of reishi flows down the blade as it extends into a long, narrow-ended naginata. If he thinks she intends to defend against that kido with her weapon though, he'd quite mistaken.
- Bakudo #39: Enkosen! - She shouts, reinforcing the spell with the sheer power of her will. The shield shatters, but the pillars cannot reach her. The weapon swings upwards, reaching for his parrying sweep, practically inviting it.
- Hadō #11, Tsuzuri Raiden!
A crawling, crackling current of golden lightning travels through her Zanpakutō, engulfing the blade and chains of Kazeshini, scorching his master with unfettered power.
|Topic: [THE KIDO MASTERLIST] (Outdated, do not use)|
|Search in: Other Information Subject: [THE KIDO MASTERLIST] (Outdated, do not use) Sat Sep 27, 2014 3:08 pm|
[THE KIDO MASTERLIST]
This will be the list of all Kido Techniques on the site, both Canon and Custom. This list will be composed in the way of all kido being in order by number and in the following format.Note: When I organized the Custom Kido, I went from the last page to the most recent page, getting things chronologically. For this reason, if a Kido has a number that conflicts with the number of a Canon or Custom Kido that came before it, I simply put it under "Unknown Number". If you see one of your kido on the Unknown Number list and would like to assign it to an untaken number, just let me know and I'll make the appropriate changes.Note #2: Before using one of these Kido in a thread, check to make sure it's a Kido that your character can use. If it's too high of a level for them, or if its specific to only one practitioner, do not use that kido.Note #3(Added by Wan):The url hyperlink for each custom kido keys off the "Hadō" or "Bakudo" not the name of the kido itself.Canon KidoCustom Kido
Let's get started.Known NumbersUnknown NumbersKnown NumbersUnknown NumbersHealing/Buff/Debuff: Barrier/Other:Forbidden:
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