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- on Wed Nov 17, 2021 11:35 pm
- Search in: Work In Progress Applications [WIP]
- Topic: Wren [WIP]
- Replies: 0
- Views: 540
Wren [WIP]
Coding In Template By: [THEFROST]
THE SHINIGAMI TEMPLATE
Lightning Strikes Twice
"Some choose their path, others are condemned to it. Which am I?"
"Some choose their path, others are condemned to it. Which am I?"
I. Basic Information
» Name: Wren or Renjirō Sasakibe (雀部 蓮次郎)__ » Alias: The Lazy Lightning Prince » Age: Early 200s » Gender: Male » Race: Shinigami » Association: Kidō Corps (Vice Kidō Chief, Formerly) Gotei United - 2nd Division (Formerly) » Alignment: Lawful Evil » Marital Status: Single » Nationality: Japanese » Sexuality: Heterosexual » Height: 5'10" » Weight: Light » Hair Colour: Ash-blonde » Eye Colour: Purple |
I. Personality
Wren is a man who often lives up to the moniker that he has earned, seeming to prefer ignorance over intervention. This is often the truth that he wishes to convey, though, as he tends to consider any of his potential actions thoroughly before finally coming to a conclusion he deems best. If that means that another has already resolved the issue at hand, or it has solved itself, then all the better for Wren. He can be slothful from time to time when dealing with matters that lack urgency or import, but he is not one to neglect his duty when it is truly called upon.
In conversation, he is soft-spoken and charming in equal measure. There is a natural charisma that comes easily to him even at the most seemingly stressful of times, where he appears to be serene regardless of the situation. It is rare to see him flustered, as even when surprised he does not easily lose his cool, but there can be moments of emotion or exasperation that blow past this disciplined facade. For, despite all his leisurely attitude and humble charm, Wren is a melting pot of frustration and apathy.
He is driven by a burning desire to enact vengeance for perceived wrongs against his family and his person, of which there are several. He harbours a particular disdain for many of his fellow nobles, especially those that operate within the Gotei, but this hatred is as fickle as the man himself. Many of his comrades are seen as mere tools to achieve this twisted justice. Of course, he does not throw them to the flames at the slightest inconvenience, but he is not above discarding them should there be merit to such a course of action.
I. History
The
The Present
I. Equipment
Kidō Gun (鬼道を撃つ銃, "Demon Way-Firing Gun"): A shotgun-like weapon that can fire concentrated blasts of Kidō to serve as another delivery system for Wren's Hadō skill. It has a bulky metal barrel with a ridge along the top fastened to a sturdy wooden stock by two metal bands, a metal trigger covered by a rectangular guard, and a detachable metal segment on the top of the stock near the barrel. Hadō spells fired from the gun are broken down into an array upon being released, reducing their range but notably increasing their destructiveness and spread. Spells of a great enough base potency (#70+) are simply too powerful to be contained within the weapon and it would break were a user to attempt to channel one through it.
I. Powers and Abilities
» Hadō Expert: Wren was a Kidō prodigy from the moment he first began studying at the academy. Able to cast even complex incantations with effortless grace, he was exceptional enough to be invited to join the Kidō corps after graduating and served as Vice Kidō Chief for several decades before leaving to serve in the Gotei. Beyond his general Kidō capabilities, which far exceed the average, Wren is notably capable in the field of Hadō. Whilst able to perform other spells competently, his skill with spells from the Way of Destruction is comparable to even masters of the craft. Though unable to perform spells of the highest level, he is able to use Hadō up to #89 without incantation whilst greatly minimising the loss of potency by doing so. Furthermore, he is able to weave several Hadō spells together in combination to achieve powerful and explosive bursts of energy far beyond the singular use of those spells.
I. Sealed Powers
» Zanpakutô Name: maru (, "t")
» Zanpakutô Spirit Appearance: maru's
» Inner World:
- The Ruined Gate:
» Zanpakutô Appearance: In its sealed form, maru is an average katana with an ornate double-fanned hand guard and a purple handle styled in a diamond pattern.
I. Shikai
» Shikai Release Phrase: Pierce the Thundering Skies, maru
» Shikai Appearance: It is a vibrant purple glaive with a purple shaft and golden details and fixings. The actual blade is also a similar shade of purple, though slightly lighter and wreathed in crackling purple energy.
- maru:
» Shikai Abilities:
I. Bankai
» Bankai Release Phrase:
» Bankai Appearance:
» Bankai Abilities:
I. Skill Sheet
General Skills
- Durability: Adept
- General Speed: Advanced
- Strength: Advanced
- Martial Skill: Advanced
Shinigami Skills
- Hoho: Adept
- Kidō: Elite
- Zanjutsu: Elite
- Hakuda: Adept
Will Skills
- Willpower/Determination: Adept
- Mental Deduction: Elite
- Focus: Advanced
END OF THE POST
- on Mon Jul 23, 2018 1:10 am
- Search in: 2016-2020 Applications
- Topic: Yurei Mizuhime [FINISHED]
- Replies: 12
- Views: 2392
Yurei Mizuhime [FINISHED]
Yurei Mizuhime
Substitute Shinigami
Substitute Shinigami
I. Equipment & Phantom Tech
» Equipment
Substitute Shinigami Badge: Substitute Shinigami Badge: Instead of carrying with her a physical and tangible item, Yurei had the insignia placed on her as a form of seal, bound to her flesh. Although positioned around the underside of her left arm, the mark is typically unseen unless she purposely wills energy to the area to access its effects. The use of this modern rendition allows her to essentially change her person and nature to that of a soul without having to leave a lifeless body behind in need of caretaking. The badge also possesses a number of functions deemed useful and required by the Seireitei.
Wherever Yurei is, the badge acts as a form of GPS signal, feeding information on her location only to the Captain Commander. If any members of the Hollow or the Demon kind are in her vicinity (~ ¼ of a mile), then badge would glow and vibrate on her arm, making her aware of potential danger. The function doesn’t deal solely with energy but rather it resonates with the very essence of a soul. In doing so it’s able to bypass the measures meant to keep a racial nature hidden. However, during such cases, Yurei is unable to pick out the signature from a crowd. She’s simply able to recognize the potential threat, and roughly estimate how close it is from her person.
» Phantom Tech
Storm Protocol: Due to yurei’s high attunement with any storm-related variant ability. Yurei’s phantom-tech naturally has been made custom retrofitted perfectly for the storm maiden. Naturally a phantom tech which is tailor made to boost, hone and increase variation to her naturally occuring forte, storms, is going to be made very differently. Storm protocol in essence is a software that enhances the effectiveness of her storm powers in certain situations. These situations naturally are based on things such as climate, barometric pressure, and the level charge in the atmosphere around it. Below are the key aspects of the storm protocol.
Enhancement Of Storm-Related Abilities: Due to a phantom tech naturally being capable of bolstering computative analysis, it’s unsurprising that her storm protocol allows her techniques to be bolstered. By giving her the optimal conditions, variable as well as energy control calculations to better suit her ability she becomes capable of optimizing her techniques so that they will function to the best of their ability. This does not mean she gets some absurd boost, however when storm protocol is in use she gains a 20% increase due to taking out extraneous energy, over use, misuse, and all these other variables and honing her respect techniques until they are using everything they need as effectively as they can. This is to say it’s like a stock model car and a performance model car, they are technically the similar in some regards, but entirely different kinds of animals.
Not only that, but because it is enhancing the abilities themselves it takes in variables of the environment and allows them to be better utilized by the user. Things like electrical charge in the air, and dew-point are taken into consideration and even siphoned slightly to bolster the techniques that she uses. This is how there is the 20% increase beyond merely just honing in and optimizing the technique it is bolstering it by pre-existing energy/ foreign matter that is found in the environment around her. Granted, this also means that if someone was to somehow manage to stop this ongoing process the effectiveness of her attack bolstering would drop to 10% because of the fact that, half of it approximately is due to optimization, and the other half is due to the naturally occuring energy that is being siphoned.
Now, of course because it is bolstering her technique capacity there is a downside to it. This downside is that because it is optimizing everything this storm protocol is also putting the body under extreme duress. Forcing her to maintain every variable needed to enhance her attacks to perfection naturally means the body is at a state of elevated awareness, and elevated physicality for the period of time that storm protocol is active. This means that the body is working at max, or close to max potential, as one might imagine this isn’t something that can be maintained indefinitely. Thus, storm protocol is usable for a maximum period of 8 turns before Yurei is extremely winded/fatigued; usable once per thread.
Enhancement Of Physical Capacity: Now, as touched upon before, Storm Protocol requires everything to be running at it’s optimal state. Now this also means that reaction time, and more importantly mental deduction see bolstering as well. This means that the user is capable of reacting 20% faster to attacks in comparison to what they previously were. Granted this is logically over-extending the user, and thus just like with her enhancement of her storm-related abilities this also garners fatigue. See the turn ratio to cooldown /fatigue in the enhancement of storm related abilities section. If the effects of this technique are used in combination with the above, then the eight post duration is reduced to five.
Storm Manipulation: A slightly less prominent aspect of her storm protocol is that it allows her to at some extent manipulate and generate storms. That is to say through some very long and complicated multi-variant equations she is able to dictate and utilize her energy to influence the electronic, barometric and to a certain extent temperature levels surrounding her. This means naturally Yurei is capable of generating conditions which are perfect for storm formation. Granted this ability since it’s using variables to influence the environment rather than like a nature user (like maybe the irasmasha of storms) which of course means that she is not controlling the environment she is influencing factors naturally available which in turn affect the environment around her. Think of it more like she’s changing key components and those components then in turn cause the shifting out an outcome. In this case the shifting of components can cause a sunny, normal day, to turn into a raging thunderstorm.
This is important because yurei is capable as touched upon in how she bolsters her storm natured abilities--which means she can borrow from the environment around her. Therefor by generating a storm she to a certain extent is capable of siphoning from the storm she has generated to decrease or increase the potency of her attacks. That is to say for example her high velocity water-arts she could effectively increase density by five feet on each master level. I.e Beginner would be 15, adept, 30, advanced, 45, and so on. Meaning just for that ability there is a drastic increase in potency. With other abilities they don’t see quite the dramatic increase as her sword-style does but all abilities have a marked increase in functionality, and more importantly so long as she had manipulated and generated this storm is reduces energy consumption by 5%. This means that every attack takes only 95% of the energy it normally would.
Granted this isn’t terribly magnificent in terms of boosts but, the key thing here is that free-floating water to an extent is one of the mutli-varient factors along with electricity that she is capable of manipulating. That is to say, she is entirely capable of manipulating the water that is in the storm, and using it free-form. This doesn’t mean she can create constructs from the water, but she can use it to add on to her attacks.
Drawbacks: As touched upon, this technique is highly straining. It can be used for 8 consecutive turns before it requires cooldown. Not only that, but the ability itself is almost entirely dictated off of the environment around them. Place yurei in a place that has none of the factos that this looks for, then she will not be capable of using the ability to its utmost potential. More importantly, the technique has a wait/hold time of one post, meaning she needs to wait an additional post after using it before seeing any actual effects. And on top of that, she cannot divert energy into an energy technique during that wait time.
VII. Sealed Powers Of A Substitute Shinigami
» Zanpakutô Name: Arashi no Okoku (嵐の王国 Storm Kingdom)
» Zanpakutô picture description: Yurei's sealed zanpakuto takes on the form of an odachi, which as expected is rather large. Despite her best efforts to control her energy, it simply manifests as far too wild and strong which is noted in the relatively long size of her blade. As for her zanpakuto spirits she has two of them, which together form the Storm Kingdom. Ironically enough, the look of her zanpakuto spirits greatly resemble that of her mother and father. Its a little known fact which led her to learning its name faster, since it was a way to feel closer to her parents. Her zanpakuto spirits even act as her real parents too, being both loving and firm, supporting yet difficult, and a lot more. Needless to say, Yurei has a wonderful relationship with them.
» Inner World Description: Her inner world resembles a city similar to those of ancient Japan. All the housing in the background is empty however, save for both of her zanpakuto spirits and herself. In a sort of plaza, a large number of cherry blossom trees bring beauty to the area from the dim lightning of a dark world with no sun, but rather a moon. The plaza ends in a very simple sort of shore, where empty open waters look out and extend farther than the eyes can see. It seems as though every possible meteorological phenomena, both the positive and the negatives can and do happen in this world, though which is up to Yurei's control.
Zanpakutô Appearance
» Sealed Zanpakutô Look
Typically, in her Substitute Shinigami form, Yurei's zanpakuto takes on the look of an odachi with a flower petal design on the tsuba. It stands in contrast to the more icicle or hail like design of her extra blade on her Shikai, mainly as a form of dissonance that make sense with the theme of her overall weather powers. However, when in her Human form, her zanpakuto is typically disguised as a wooden bokken. The bokken itself is used as a weapon, being as durable and strong as any other zanpakuto despite lacking the inherent sharpness. If required however, the bokken can be changed at will into the sealed form of her odachi. Bare in mind however that all of her zanpakuto abilities of Shikai are locked behind her substitute shinigami form. Whether its the bokken or the odachi form that are being used in Human form, they can only be used as a weapon would in the real world for an ordinary person.
» Sealed Zanpakutô Power
Dawn Strike: On command, Yurei is able to swing her blade and create powerful energy slashes on her vicinity. The slashes combine the astonishing level of strength she commands and the heft of the energy she exudes. The crescent slashes may hit as they are, creating rather powerful damage on their wake, though that’s not their limit. If desired, she needs only to will the energy to contort at a moment’s notice. By doing so it either attempts to wrap the attack around the opponent or turn into a dangerous energy whirlwind much larger than her. Regardless of which of the three choices she chooses, the attack maintains the sharp and powerful energy which makes it a dangerous asset in her arsenal.
VIII. Shikai
» Shikai Release Phrase: Open your gates, Storm Kingdom
» Shikai Appearance: Her appearance remains unchanged, though she gains a second blade in the form of a katana.
» Shikai Abilities
Name: Arashi no Okoku (嵐の王国 Storm Kingdom)
Description: Yurei’s zanpakuto rules over meteorological phenomena, particularly storms. Bear in mind however, that the power and extent of her zanpakuto abilities are not too different from her natural ones. Her Shikai cannot create an ocean or manipulate large bodies of water with it. She cannot cast lightning bolts into her hands or fill a field with electrical current without rhyme or reason. All of her powers revolve around the creation and control of storms as meteorological phenomena. The peculiarities of the elements or abilities involved within them allow Yurei to use them, but it doesn’t mean she has automatic control over all elements related to it. For instance, while she may be able to attack with a lightning bolt from one of her thunderstorms, it doesn’t mean she can create or control lightning in its absence, or even conjure and manipulate electrical currents outright. Typically, most of her Shikai techniques create a “power boon” upon use.
- Spoiler:
- Maximum of four power boons allowed per post
Thunderstorm: As the name implies, the technique deals with the creation and control of thunderstorms. Although the zanpakuto allows Yurei the ability to control present and naturally occurring thunderstorms, her area of effect is typically limited to the thunderstorms she creates. That being said, she cannot wrestle water or lightning away from an opponent who uses either. After all, neither her ability nor the technique revolves around the complete and total control over either. Instead, it’s the elements present in and because of her technique that allow her to bend them to her will. Of course, it also stands to reason that the elements created and manipulated through her technique cannot be wrestled from her either, seeing as it originates from her zanpakuto unique power set.
In any case, the technique whips up several thunderstorms into the sky that darken the area to very noticeable degrees. The area which they cover can range up to a maximum radius of 250 meters from wherever she stands. Although rain can be present, it doesn’t necessarily have to. When it does, the droplets of water, being made essentially from her own energy, act as a form of sensor, allowing her to catch onto sudden movement, noises, or increases in energy that could otherwise have been beyond her knowledge. From those clouds, Yurei is able to will powerful thunderbolts to rain down on her opponents. The power and range of the bolts of lightning are dependent on how many she creates at a time. For instance, the girl is capable of creating up to a maximum of five lightning bolts at once. However, due to the number, despite being exceedingly fast to the point of outclassing almost everything she has at her disposal, the electrifying blasts can only reach a maximum distance of about 50 meters. And due to their number, their destructive power is seen when each of the five is more than capable of destroying a medium to large building.
On the other hand, for each thunderbolt less she fires, the maximum range they can reach is extended by 50 meters. That means that if she were to fire only two thunderbolt, the maximum range would be of about 200 meters. The same is true for their speed and their destructive power. Even with the unreal speed they already possess, the less thunderbolts she fires, the faster the remaining ones become. That means that firing one or two would create such a fast speeds as to completely outclass the speeds possible when firing all five. The destruction seems to scale inversely proportional to the number of lightning bolts fired. Firing four lightning bolts causes enough destruction to destroy a few houses and crater the ground for about half a dozen meters across. Firing three would likely destroy a good portion of a city block with twice the previous crater size. Firing two would see a a city block largely destroyed, with only pieces of the former’s housing lying about. A single blast might be powerful enough to electrify an area as it destroys solid material, from concrete to hardened steals in its destructive onslaught. A sizable portion of a few blocks is likely left in ruins, with a crater large enough to create a sizable sinkhole. The technique can only be used once a post, and for how long and with what cool down, if any, is entirely dependent on how it’s used. Firing a total of 5/4/3/2/1 bolts on the post incurs a 2/3/4/5/6 post cooldown respectively. However, by consuming five power boons, she may be able to reduce the cool down of by one post (does not stack with extra boons for more reduction). P.S. The technique may be started for the purpose of simply darkening the sky with the clouds, which don’t necessarily have a time limit or a cool down so long as the defining delivery of the technique aren’t being used. The use of this technique earns Yurei a “power boon.”
Bolt One: A singular lightning bolt is fired from the skies and over Yurei. It doesn’t have the destructive power that some of her other similar techniques do but it’s pretty useful nonetheless. The electrical bolt zips throughout her body, electrifying her in such a positive way that completely revs ups her motor skills and reaction time. It essentially allows her to experience an increase to her speed that is roughly double what it once was. This technique does not stack with other similar techniques meant to increase her speed. Regardless, the effects only last for a maximum of four posts, at which point she incurs a cool down of about three posts. By consuming two power boons however, she’s able to reduce the cool down to two posts, and to one post if consuming four power boons.
Bolt Two: Through a similar process, a singular lightning bolt rains down over Yurei, making itself noticeable specially over her blades. The electricity is essentially her own unique energy as it takes on the attributes and functions known to such an element. The technique is a sort of two-step operation. As the bolt continues to course throughout her body, the girl will lunge in an attack to try and hit or slash at her opponent. If the foe is hit by her or her blade, then they’re likely to be temporarily stunned, as their muscles lock up, but only for the remaining of the technique. The remainder of the technique is delivered quickly in what seems like a fraction of a second [not automatically] in the form of a strong diagonal downward sword slash on the torso (from shoulder down), and a powerful kick that sends the opponent flying several dozen meters. A full successful use of Bolt Two would cause the electrical current to disappear, though an interrupted or uncompleted technique will leave the electrical current and its effects over Yurei’s weapons for about three posts. Consuming two power boons will extend the duration of the unused or uncompleted technique’s electrical current to five posts. The use of this technique grants Yurei one power boon.
Tsunami: As one might expect due to its namesake, it's a powerful technique. Upon use, surrounding her (front and back), a colossal wave fires out towards her opponent or their attacks/defenses. If the wave is made behind her, it simply moves through her without causing her damage due to their energy connection. The water however is far more powerful than even its appearance could suggest, dense, powerfully turbulent flows exist within the water; which is why it doesn’t come as a surprise when the technique destroys large swathes of land around them. With such a high density and the pressure its waves carry, its capable of causing quite a lot of large scale destruction. The magnitude and range of the wave is dependent on her tier. At tier 2, the wave can reach a maximum height of about 500 meters in height and width and cause its strongest damage for up to a mile. At tier one the height and width of the wave increase to 1,000 meters and the damage range up to two miles. And at tier 0, the height and width of the wave can reach up to a mile, and its strongest destructive range up to five miles. It crashes into and uproots trees, completely obliterates concrete housing and even rather strong foothills. Given the sheer magnitude of this technique, its limited to just once a thread.
The Flood: Despite its name, the technique isn’t as easily described by its title. By allowing rain to continuously fall from up above for the duration of the technique, Yurei gains control over it. The rain, it's essentially her energy as it looks as rain would thanks to the power of her zanpakuto. The rain however is made to be far denser and its nature modified so its far sharper as well. Regardless of how far her storm clouds, if any extend, and regardless of how far her rainfall reaches, the extent at which The Flood is useful is limited to 100 meters. However, bear in mind that each raindrop is extremely small, with Yurie’s being somewhat average at a diameter of about 2 millimeters. This special rain falls for a maximum of three posts, with each turn creating roughly about 2 million drops of rain within its 100 meter range; a far cry from what a normal rainstorm would produce within that distance in such a short amount of time. But of course, it makes sense Yurie is unable to make the more sensible number of raindrops that should easily double what she can manage, since despite their size they’re still related to her powers. Each raindrop can be extremely small blades used to either attack or defend. For instance, they can be fired in large numbers in a sort of column to try and deliver concussive and slashing blows to the enemy. At the same time they may be rotated together to provide a powerful means of defense or deterring an advanced. Also, if she were to use her swords or her hands to guide them, the attacks are bound to move roughly two times faster. And while their numbers can make their attacks quite dangerous, each of them individually can only make rather shallows incisions without the help of the rest. Once the three posts have elapsed, the 6 million raindrops will vanish from the field. And due to the magnitude of the technique, this is a one use only.
Frozen Barrier: By influencing her surroundings and allowing hail to fall on her vicinity, Yurei is able to freeze together for a form of defense. Wether to her front, back, or all around her, the hail is quickly piled together to create one of her most sturdy defensive techniques. The technique is primarily meant to ward off powerful attacks of natures the likes of which she may not choose to face up to directly. As for the forms, it can take either the form of a really thick sheet of ice, an ice box, or an igloo. How sturdy the defense is and how capable it is against different level of attacks however is decided based on on her tier, the opponent’s, and how many boons she’s willing to consume. Typically, without taking boons into account, Frozen Barrier is able to ward off against attacks from opponents three tiers lower than her without problem. However, against opponent’s whose tier matches hers, the barrier along with the attack would be destroyed in the process. And while the latter does seem like a beneficial outcome for the girl, the cooldown of four posts caused after every use of the technique make it something not to be wasted or likely to be overused. However, by consuming 8 boons, Yurei is able to increase the power of the technique, enabling it to easily tank a powerful attack from an opponent whose tier does not exceed her own. Beyond that, choosing to consume 12 boons makes it possible to do the same against an opponent a tier above hers. But, choosing to do the latter also increases the technique’s cooldown from 4 to 5 turns.
Electric Load: By projecting a powerful thunderbolt from above, Yurie makes it hit her Weather Ghost, Casper the white blob. The electrical shock doesn’t cause it or her damage, but it has a very interesting and useful effect on it. The technique needs the blob to be in its liquid state for it to work. Upon impact, the inside and outside of the blob becomes completely electrified in a unique energy commanded by the girl. Her companion is then sent off to pursue and try to hit her intended target. At any time, just as the blob can do normally, Yurie can command it to shrink to just 1 centimeter in diameter, or increase up to 50 meters in diameter. If any part of the blob connects with the opponent, then beyond the concussive damage, its effects on top of the surging electric-like energy would cause them to be potentially stunned but only for the remainder of the technique.
The remainder of the technique is delivered right away in just what seems to be quarter of a second [though certainly not automatic] in the form of a powerful blast of water surrounded by electricity. The powerful blast would hit the opponent straight on and send them flying several dozen meters away causing a limb to lock up and be unusable for two posts following its effects. Bear in mind the potential stun [assuming it happened] isn’t through a form of muscle lock up, but rather through a concussive plus huge surge in electricity. Due to the peculiarities as to how often and the process required to revisit a liquid form in the blob, it's a technique that can’t be used too frequently. Technique creates one boon.
High velocity Water Arts: Yurie has superb control over her water techniques when it comes to what she can manipulate and use for a blade. This technique branches off the concept of velocity. Given water when moved at high enough speeds gains the power to just about cut through anything, it isn’t surprising by using this art, shooting out water at extremely high speeds, she becomes capable of cutting through objects depending on her zanjutsu mastery in relation to her opponent’s tier. Now as briefly touched upon before, this functions off the concept of velocity and applies that to her blade. To an extent it’s physics, taking the concept that makes being hit by a power washer dangerous and then increasing that well over two hundred-fold. However, other than the concept of velocity + water = extremely power penetrative/cutting force, that is where the relation between physics and this ability part ways.
Given the ability functions almost entirely off of her sword arts, the water (unsurprisingly) is used in very small, very dense streams. This water takes, for all intents and purposes, streams about 10-foot pillars of water in diameter and condenses it to this tiny half foot tall, half an inch-wide blade of water. Naturally because the water itself is so dense, it means that the water, while circulating at the extreme velocity around the blade, allows for great devastation to its surroundings. At the lower end of the spectrum is able to cut through most metals, steels, and even to an extent, harder variants of gemstone. This is its base line.
However, because this ability is linked intrinsically with her zanjutsu mastery, this blade of water is simply brute-force without being utilized by a steadied hand. This means in the hands of a beginner this blade may as well be moving about clumsily, but in the hands of an almighty expert, this water could easily become a tool of absolute devastation to its surroundings being able to carve up even the hardest of objects. Now, this technique scales in two ways. The two ways are Control & Utilization and Cutting Force versus Tier.
Control and Utilization
As the name suggests the control of the blade, and to an extent the density and amount of blades is entirely based off of her zanjutsu skill, as described below.
Beginner Beginners can only do what was outlined in the technique as a baseline. As well, they are only able to control a single blade and even then, the potency of the blade is perhaps being utilized to a 5th of it’s true potential. Think of it like giving a toddler the families treasure sword that has been sharpened to a deadly edge. The kid certainly can-do damage with it, it’s sharp, duh. However, it’s not going to be on par with a grandmaster wielding the blade. That is an apt example of the intrinsic deficit that a beginner practitioner of this art will have.
Adept: If a beginner is a baby wielding a treasure sword, an adept is a toddler flailing that blade around. They still can’t use the technique to its full potential. Granted yes, they will be capable of causing more damage than our flailing beginner friend, but that's about as much better as it gets. At beginner feats such as slashing concrete, penetrating small steel objects are quite easily done based on the speed, velocity, and power of the water, not so much variation and control. In adept, a slight amount of variation can be seen. The user is capable of using up 20 feet in diameter stream of water. This means for all intents and purposes the density has doubled. More density + velocity = more cutting/penetrative force. Naturally this fact makes it so that, if beginners can cut through weak [3-4-inch-thick] plates of steel, we are looking at more like 6-8 inches of steel, or 3-4 inches of titanium. That’s a good reference of the capacity of an adept user.
Advanced: Advanced is like the little kid who has practiced for 3-4 years. They are pretty good at handling the blade, but it’s all repetition and not intuition, that is a good depiction of and advanced zanjutsu practitioner using High Velocity Water Arts. They are capable of manipulating the blade surrounding their own, increasing the distance from 40 feet to around 100 feet in terms of the size of the streams or (blades) of water that are being manipulated and condensed into its shape. As well as at this point our practitioner can manipulate up to two blades. Each blade has within it roughly a 30 foot in diameter condensed steam of water. Naturally this means at this point it’s not hard so long as our practitioner is of 2 tier for them to eviscerate through metals, be it titanium, steel, reinforced steel. All of these things can be simply hacked through, not quite easily as butter, but maybe more like cutting through a carrot with a recently sharpened knife. There will be resistance but it will not be that much. Advanced practitioners also can bring out about 60% of the full potential of this technique.
Advanced skill: Water Spout: At this point the user becomes capable of manipulating the streams of water to pull them into a high-velocity funnel. Rotating at high speeds this technique is capable of ripping through most known constructs as well as grind away at an opponent. Given this isn’t a true-blue technique and is rather a skill, it predominately bases it’s power off of the zanjutsu scaling that are outlined. However, because of the rotating factor in this ability it is capable of grinding through most objects durability that is on par with her zanjutsu skill. This is because her zanjutsu skill is the determining factor for both the density and the power of her blades. Logically this means that she can absolutely devastate those who have a significant durability gap in relation to her zanjutsu mastery.
Elite: A true expert would be of this level. They are near-masterful at handling the streams and blades of water and it’s more intuitive or reflex than simply because of constant repetition. At this point a practitioner is capable of manipulating up to three blades and each one will be of around a 40 foot in diameter, condensed into the previously mentioned dimensions. This means in comparison to beginner, the blades are not only 3x as numerous they are 4x as dense. This of course means that these blades are capable of wide-spread destruction. Extending upwards of 200 feet condensed into her swords' blade shape, they are able to completely destroy metals, ripping them into fragments under the onslaught of thousands upon thousands of water-droplets being sliced through them at extremely high velocities. Naturally this means that at elite they are capable of cutting through most known constructs. As well due to the spiritual energy that saturates the droplets to improve density they may also be capable of cutting through spiritual constructs. A Elite-class practitioner of High Velocity Water Arts can cleave through barrier on par with a kido 50 with moderate difficulty.
Master: A pinnacle expert. Logically the skill level of master denotes mastery over a skill. This is the same with a zanjutsu mastery level practitioner of the high velocity water arts. These practitioners are capable of manipulating the trajectory of the blades that are present. This goes beyond the intuitive handling that is seen in expert practitioners, instead, it is more simply they are capable of controlling these blades like someone who is breathing or eating. You don’t really need to think about it, which is why there is a high versatility in the master level water-arts. Not to mention at this point the density of these water blades are absolutely monstrous. 50 feet in diameter condensed into the previously mentioned dimensions means that at the pinnacle of her skill she is capable of 5x the density of beginner. Not to mention she is capable of manipulating up to four blades simultaneously. These blades can be extended at will to have a distance of 300 feet her, as well as are capable of being thrown off as powerful, sharp, and crescent waves. Now, at this point gemstone like diamond is a possibility for this art to cut through. It is capable of slicing through even some of the hardest known objects in this realm. To put this in perspective a Master level zanjutsu user who practices the high velocity water arts can, with moderate difficulty, cleave through kido of a #70 level in just a few strikes.
Cutting Force Versus Tier:
Naturally the other factor than her control and utility is the checking of her zanjutsu mastery with her opponent’s durability mastery. Because unless there are abilities that scale durability based on tier, there isn’t a correlation with someone’s tier in relation to how much weaker this attack is, it’s entirely based off their durability. So, those that are of the same durability mastery as her zanjutsu will find that they sustain moderate injuries from blows inflicted. In that case, its capable of cleaving through defenses, hierro and other techniques over the course of 2-3 turns due to the constant erosion from the blade slash. Those of a higher mastery level than hers will sustain minor to moderate injuries and it takes 3-4 turns to cleave through defenses. At A lower skill level versus her zanjutsu mastery she becomes a nightmare, capable of cleaving through defenses in 1-2 turns [depending on other durability measures that have been put into place].
VIIII. Bankai
» Bankai Release Phrase: [What is your shinigami's release phrase?]
» Bankai Release Action: [Does your Shinigami do any physical action to release their Bankai? Feel free to remove this.]
» Bankai Appearance: [What does your Shinigami look like when released in their bankai?]
» Bankai Abilities: [What abilities does your Shinigami attain in Bankai?]
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- Topic: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]
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[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]
NATURAL/RACIALS ABILITIES
Natural Talent: One of the most important parts of Kitarune's skill set is her natural talent, particularly in swordsmanship in her human life, and, during the afterlife, Kido. During her time as a human, Kitarune always had a natural affinity towards the art of the sword, capable of wielding it without much issue and understanding most of the basic martial arts revolving around the blade, taking her little time to learn them on a very base level. Over time she was able to continue advancing her skill with swords, a skill that wasn't entirely lost after death. Though nowhere near the same level that it was before, Kitarune is still very capable with a sword.
During her time with Katsuhiko in the Rukongai and his dojo, the basic movements of Kendo came as second nature to her, allowing her to remember the martial art and master it once again. Furthermore, another aspect she showed innate talent in would be energy control, something she picked up much later after she had become a Plus and, by extension nowadays, Shinigami. With this, Kitarune was able to get a grasp on the concept of energy control much faster than other Shinigami, and, as a result, was able to use the knowledge of the different terminology of energy from Katsuhiko to accelerate her learning. As time went on and as she was on her own in the Wastelands, she honed this skill to manifest into the Kido skill that she has today.
Speed: Speed is one of the more important skills that Kitarune possesses, arguably one of her most important general skills. Due to her low durability, this is both a given and a necessity. As a result of her Avian Physiology like Henrex, her bone structure is much lighter to compensate for it and allows her to reach higher speeds easier and with much less effort. This can be supplemented with energy to go even higher, but, at her base, movement is one of the key points of her speed. It allows her to maneuver the battlefield and keep at a range where her spells would be the most effective and allows her to move out of the way whenever needed.
The second application of this would be her focus on reaction speed. While not nearly as talented as she is in movement speed, Kitarune is still very capable of processing events in front of her. For her, this became an important skill to hone as she learned more about the potential of her Zanpakuto and where her main talents, skills, and proficients lie. It works well with her abilities and allows her to use this processing to discern what her next move should be; whether it be what spell to weave or what her next literal move is.
Strength: With most of her proficiency laying in the realm of energy usage and control, Strength is another area that is, at most, average. While she is capable of reaching moderate levels of power, her main skill is, again, with energy. At the base level, her strength isn't anything particularly amazing. But, she is capable of using her immense energy control to boost her strength beyond this, but at the cost of her not being able to handle the backlash of such power, a very short time limit of how long this kind of enhanced strength can last, as well as a much higher energy cost as a result.
Durability: Generally speaking, Kitarune isn't the most durable girl. In addition to the trade-off of being able to handle and reach higher levels of speeds and process events in front of her faster, this left her with a very lackluster defense. While she can cast barriers and shields to bolster her defense or prevent attacks from reaching her, at her core, she isn't sturdy by a long shot. So, it can be rather easy to break her bones and damage her overall. However, this also has caused her to think of additional ways to circumvent this, with the use of her demonic spirit and her skill in magic.
Martial/Weapon Skill: When it comes to the use of weapons, Kitarune isn't the best. While she has had experience with different weapons in the past and has been able to grow experienced and accustomed to them, certain ones shine above the rest. Firstly, it should be noted that staff-type weapons are Kitarune's bread and butter. Polearms and other melee weapons with long-range are the ones that Kitarune have noted to have exceptional proficiency, as it is the closest resemblance to her Zanpakuto, and so, it is something that could be considered muscle memory, as the similarity between the two is something that allowed her to pick up the weapon and wield it with ease. But, at its base, Kitarune's skill in most weapons can be boiled down to average.
Kido: The magic of the Shinigami is likely Kitarune's strongest and most refined skill. Upon entering into Shin'o Academy, it was evident that this was her strongest suit. To put things simply, it comes as second nature to control her energy and exert it in the form of Kido. As a result of this, it became something that she was able to refine and progress and allow her to reach new heights. This has allowed her to cast spells without incantations, infuse more energy into her Kido to boost the power, as well as being able to cast multiple Bakudo and Hadō spells in quick succession. As a result of this, the concept of magic was something that became rather heavily emphasized on for her Zanpakuto -- adding even more for her to learn, and more limits to breakthrough.
Zanjutsu: In likeness to her Kido skill, Kitarune's natural talent and practice in the art of the sword has made this one of her greatest skills alongside the art of magic. Before unlocking her Shikai and discovering the true nature of her Zanpakuto, Kitarune wielded it as a basic katana for the longest time during her time in the Rukongai and while honing that base skill in Katsuhiko's dojo. As a result of this, it wasn't hard for Kitarune to adapt and understand the mechanisms of the Shinigami's way of the sword, allowing her to master the basics of Zanjutsu within a short time. Additionally, the true nature of her Zanpakuto allowed her to reach new heights with the skill and merge the principles of her various styles into her new style of fighting.
Hakuda: Her weakest skill, without question. While she can defend herself against opponents equally lacking in skill in this area, one of the main weaknesses of Kitarune when it comes to this is her lack of a formal style and her very "roughhouse" style of fighting that she normally uses, due to her time in the Rukongai, teaching herself how to fight to properly defend herself. Extremely unpolished stances, terrible footwork, with predictable and unrefined movements. With all of this and a very reckless abandon when it comes to hand-to-hand combat, it isn't hard for someone to best Kitarune in this area.
Hoho: While she does have a basis in speed, Kitarune's main forte comes from her general speed. As a result of this, her Flash Step is rather average. She's capable of using it multiple times in succession before having to rest and can leap rather high distances without many steps. However, something that is somewhat unique about her Flash Step would be the near-instant nature. With her level of energy control, it's easy for Kitarune to be able to summon the energy to perform the technique in rapid succession between two steps, ask well as easy for her to be able to use it without much if any delay and without any initial movement.
UNIQUE ABILITIES
Avian Physiology: Excerpt from Henrex's App: As a man who has wings, it should not come as a surprise that the rest of his body would be that of an avian. However, this has noted to provide a bit more of a downside, rather than having positives. To begin things, this is something that heavily affects Henrex's skeletal system. For one, it makes his bones fairly hollow. This means that Henrex's skeleton is a lot weaker than normal, which causes his bones to be injured a lot easier. This is something that does not affect his skill sheets, but rather, just makes him a bit more susceptible to damage. While he makes up for this with the Cybermind plating that his skeletal system is surrounded with -- along with other protections -- this also has a slight upside. This also allows Henrex to move a lot faster, as his weight is slightly decreased from this.
Furthermore, Henrex's body receives several natural boosts as a result of this. The first thing that is boosted would be Henrex's senses. While this mainly excludes touch and taste, Henrex's hearing, sight, and sense of smell are increased to exponential levels, with him being able to hear and smell things from miles away, while his sight is only enhanced by being completely 20/20. So, while his senses are not extremely boosted, they most certainly are not normal. Another thing that would be his increased lung capacity. This is something that grants Henrex a much larger range of how long he can hold his breath, or even going as far as to keep his lungs constantly filled with air.
Stillness in Motion: As a way to make literal meaning of the Chinese proverb, this ability is, simply put, regaining energy. By drawing from the spiritual energy and particles in the area, she can fill her energy capacity. Through this, Kitarune can rapidly increase the rate at which her energy is refilled, allowing her to have a seemingly “unlimited” pool of energy for her to tap into. However, this is simply not the case. Kitarune can regenerate energy from this, but this by no means makes it unlimited in any way. This does have its limits -- being that Kitarune cannot move at all while she is doing this. Even if so much as a single finger were to twitch, the concentration would be broken, and she would have to wait for a post before being able to perform this again, and it would take her three full posts to get to the maximum capacity of energy.
The Sibling's Bond: This is a passive ability that Kitarune possesses, and directly connects to her brother, Henrex. This, in essence, is what binds the two together as siblings, and what truly defines their connection together. Upon activation (something that will need IC progression to occur, as it's currently inactive), Henrex and Kitarune will be able to connect, mentally. As a result of this, they will be able to transmit thoughts to each other, and they can detect and read each other's emotions, no matter the distance. Even if they were entire dimensions apart, they would still be able to create this connection. Furthermore, this allows them to have the innate knowledge of where the other one is, and -- if the other permits -- they can use this to "picture" the environment around them, allowing them to gain a semblance of where they are, and what it looks like. This can also occur when it comes to sharing memories, as the events will be projected into the other's mindscape. As children, they often used this skill to pass secrets to one another, or just to tell the other what they were thinking. However, now that they have both matured immensely, this is capable of so, so much more.
ZANPAKUTO
Zanpakutô Name: Jugenro (呪源路, "The Way of Magic's Source")
Inner World:
Zanpakutô Spirit Appearance:
- Zan Spirit Image 1
- Zan Spirit Image 2
- Zan Spirit Image 3
- Zan Spirit Image 4
- Zan Spirit Image 5
- Zan Spirit Image 6
- Zan Spirit Image 7
- Zan Spirit Image 8
- Zan Spirit Image 9
- Zan Spirit Image 10
Sealed Zanpakutô Appearance:
Sealed Zanpakutô Power
Zanpakuto Manipulation: One of the applications that Kitarune's energy control and manipulation of said energy is the control that this gives her over the shape and size of her Zanpakuto. It's a very small, basic power, retained in every form that she mainly uses for either small adjustments to her Zanpakuto, or to change its form entirely, with a single post in between changes, whether full-form or small adjustments.
SHIKAI
Shikai Release Phrase: "Enchant, Jugenro!"
Rawk wrote:Meaning: This name is actually fairly difficult to translate neatly into English, but I think it comes across very well in Japanese. Speaking literally, the kanji together would be "spell source path," but the choice of kanji and their order play into the thematic, particularly when taken alongside the Bankai name (which we will get to). "呪源," the "jugen" here, is a play on the phrase "水源," pronounced "suigen" and referring to a fountainhead, the source of a river. The kanji 水, for water, has been replaced with 呪, the kanji for a spell (or curse). The imagery evoked in this particular wordplay, then, would be a source of magic or spellcraft that was akin to a river's source. 路, pronounced "ro," is an antiquated method of referring to a path or road. While one can take this word to mean a very literal road, it can also be taken as a belief, practice, or set of principles. Therefore, all together as 呪源路, "Jugenro," the meaning implied is more akin to "The Way of Magic's Source."
Shikai Appearance:
Shikai Abilities
- Will of the Magus: One of the first abilities that Kitarune learned about her Zanpakuto Spirit, especially when it came to honing the powers, was learning more about the spirit within the sword and how to manifest it into the real world. With her unwavering will and dedication, Kitarune can summon her Zanpakuto Spirit to the physical world. However, while in Shikai, she is only capable of summoning them for about 2-3 turns and having to wait for six posts afterward.
Arm of the Magus: The core of her Zanpakuto, put simply is magic itself. This ability is meant to show her creativity, utilizing her natural talent for Kido and Zanjutsu in a manner that allows her to create different forms of magic with her Zanpakuto's powers. A prime example of this would be Elemental Magic, the bread and butter of her list of magics. For her, this type of magic deals with the basic elements of the world: fire, water, wind, earth, and even stretching out to some of the concepts of the environment and the world, light, and darkness.
All of these are exceedingly versatile, allowing for Kitarune to create a variety of different forms of this power, such as using this to send a fireball towards an enemy, create a veil of shadow in a select area, or create a flash of light to blind an enemy. All of these stem from an additive power to this, Kido Manipulation. Due to her extensive research and eventual knowledge in Kido, it wasn't hard for Kitarune to learn about the potential modifications to a spell and develop it as an ability.
With this, she takes the base form of a spell, for example, #54, Haien, and alters the form and shape of it to create a massive fireball or create a set of fiery eruptions from the ground. Or, taking something like Hadō #11, Tsuzuri Raiden, and increasing the power of it to cause more damage and be more on par with the more powerful Hadō spells such as Soren Sokatsui. This knowledge and ability in Kido allow her to have a lot of creative freedom to make spells both as potent, or as weak as she needs them to be.
Abilities
Magic Circles: Above everything else, this is the main technique of Kitarune's Zanpakuto. By compressing her spiritual energy into a single area of focus, she can create a purple circle in any location within two miles of her, of which she can control all properties of it -- an example being the size. This allows her to focus her magic into this specific area and allowing it to be much more powerful than it would have been on its own. Furthermore, as stated before, these act as enhancements to her magic. While she can cast spells without the use of circles, the added refinement of her energy alongside the circles naturally makes her magic slightly more powerful, as well as her Kido. Were she to not use these, her spells would be about 5% weaker.
Additionally, it should be noted that these are very easy to create, as they require little to no energy to form, along with the fact that they can also be stacked on top of one another to create vastly more powerful spells (though this would cause them to cost more energy). Another application of these would be summoning them around her hands to enhance her strength and serve as made-due weapons. During this, they would boost her strength at a single level, halting at Elite. Any attempt above that would give a 30% boost. So, it should be obvious that these are a very common form of combat with Kitarune, as they are one of the most versatile techniques that she has.
Techniques
Spell Link: One of the many tricks that Kitarune learned to perform during her time in the Wastelands and learning Kido was the ability to link her spells with one another. Similarly to "Nijū Eishō", or Twofold Incantation, this is performed with two spells, though this is notably different due to it not only being able to utilize two separate spells, even without incantation but also two of the same spell to save time. There are notable strengths and weaknesses of this technique, the first being that this allows the second spell release to be cast for only half the energy cost, but also reducing its overall power to around 60-70%. Furthermore, this can only be used twice before having to wait for three posts to perform this again.
Conduit: As a Zanpakuto is an extension of the Shinigami's power, Kitarune can use the weapon as a catalyst for her base powers. While she is capable of utilizing Kido with her hands and without her Zanpakuto, utilizing her Zanpakuto as a conduit has a unique effect on her spells. By channeling the energy through her staff instead of her body, Kitarune can cause her the Kido generated from the staff to have a small increase in power -- around 5-10% -- to make them slightly stronger and hit harder, at the cost of control and energy of a spell ten levels higher, capping off at Kido spells of #80 and below. Furthermore, one of the key effects of this technique is that it also bolsters the general effects of the spell in question.
If it were a fire spell, it would burn hotter. An electric-based spell, it would have a higher voltage and give a much more powerful shock. This also is true for spells that are based around the forces of the world, such as impact spells hitting with more kinetic force and sharp, piercing spells and attacks being able to deal more damage to defenses and being able to pierce through targets better. However, while these are what amounts to a direct upgrade to her regular spells, channeling them through her Zanpakuto like this can cause a much higher energy cost and causes a longer cooldown both in between spells and in terms of downtime, making the recommended amount of times she uses this be around 2-3 times before waiting for 3-4 posts to conserve energy.
Furthermore, something else that should be noted about this is that it doesn't absorb the energy of incoming magic, or negate the attacks by nature, it simply dulls the potency of energy when it comes in contact with the barrier, causing the overall attack to be weakened. Additionally, this does have some level of influence over basic energy and energy attacks, although much less powerful, only able to negate up to 10-20% while in Shikai. Finally, this effect is bolstered when she enters Bankai, allowing her to weaken the effects of magic up to 50-55%, with basic energy attacks up to 25% at max.
Mist of the Lethe: Likely one of the most standout spells that Kitarune has in her arsenal. By generating a thin, sweet-smelling purple mist in a half-mile radius, Kitarune can cause two set effects in the immediate area: drowsiness and forgetfulness. Most NPCs in the area will feel these effects almost immediately and begin to have their actions slowed, whereas other characters will have significantly more resistance, depending on their Willpower and Focus. Adept and lower will begin to feel the effects of sluggishness within the span of the first post, with the second or third post being long enough for them to fall asleep and be out of commission for the rest of the thread.
Advanced would take much longer to feel the direct effects, though the initial dizziness and sluggishness would still be in effect. It would take around three to four posts for them to begin to feel the drowsiness in full effect, and another post after that for them to fall asleep. Elite and higher would be able to resist the effect completely, [strike]but, in exchange, would feel the sluggish and dizziness effects much more than others
The Warp spell being used
Warp: Warp is one of the most simple spells that Kitarune possesses. A personal variation of the Shinigami's Senkaimon, Kitarune uses this to travel anywhere in the multiple, more specifically and commonly used to travel between dimensions. No matter if it's Hueco Mundo, Soul Society, or the Demon World, the Warp spell allows her to transport herself or others into any dimension of her choosing, at her own risk. Furthermore, it should also be noted that this does include being able to transport anywhere in that dimension that isn't directly and explicitly stated to prevent teleportation such as this. But, as a final note, it should be noted that this has almost zero applications in combat, outside of transporting people in and out of the battlefield. This is due to the portals and the general time it takes for the portals to form and teleport people being far too long to be practical in combat. Therefore, this does not have a direct cooldown or limitation for that reason.[/strike]
The first thing to be noted about Hundred-Layer Magic Circles would be the very broad nature of the ability itself. While the limits in this form are quite apparent at 100, it is by no means the only way that she can utilize this stacking. The Hundred-Layers act as a limiter of how far she can bolster her magical spells from both her Zanpakuto and her Kido spells. The next thing that should be noted is the scaling energy cost and the time needed to form them. While all of her spells can be launched within a post, the more circles that she ends up stacking increases the amount of time that she will need before actually firing the spell before her turn is over.
The next point, energy cost, is that the more magic circles that Kitarune stacks on a single spell, the bigger the energy cost. Ergo, should she use a consistent amount of full-power, Hundred-Layer Magic Circle spells, it would cause her energy reserves to be quickly tired out. So, she makes certain not to use the full-powered spells constantly, as she's well aware of this limitation and uses the flexibility of the ability to get around it, while still making sure that she is capable without those "trump cards."
- Hundred-Layer Magic Circle - Kido Empowerment: With most of her skill and finesse coming from her skill in manipulating Kido, this "sub-spell" for her layered magic circles is focused on making even some of the weakest spells in her arsenal applicable in any situation and powerful in their own right. As said in the base power, this allows her to stack up to one-hundred magic circles to empower any Kido spell she chooses to cast, drastically increasing the amount of power that it contains, and allowing certain Kido to become deadly and fatal in their own right.
For example, she could cause a spell as weak as Hadō #1, Sho, to turn into a powerful blast of kinetic force capable of leveling a building. However, this does share the drawbacks that the base power has. Firstly, the energy cost. The energy cost has a lot of variables, such as the amount of power put into it, the number of the spell, and how many circles that she uses to empower it. The higher the spell, the higher the amount of energy that she uses, on-top of the energy that she uses to both create and stack the magic circles. This, in turn, causes her to increase the cooldown time, scaling from something as small as a single post, all the way up to a five to six post cooldown. - Hundred-Layer Magic Circle - Bound Discharge: As her main form of magic is elemental, one of the elements that she can put into overdrive with the use of magic circles is lightning. By layering up to one-hundred magic circles, Kitarune can create an electrical spell that allows her to potentially reach levels of destruction that only some of the highest levels of Kido could cause before. By pointing her staff forward, she can unleash a powerful blast of lightning capable of equaling Kido levels 70 at maximum magic circles and maximum output.
After unleashing this blast, a series of magic circles will appear in a line in front of her in an attempt to track her opponent as a series of lightning bolts strike the magic circles in sequence. Each circle reaches around ten to twenty feet in length, totaling the amount of distance covered by this line of attack to around half a mile. However, the more power she can put into these attacks, the more range she can cover, at the cost of more energy being used, giving her a pretty heavy drawback when it comes to this. - Hundred-Layer Magic Circle - Abolition Phoenix: Using Hadō #54, Haien, as a base, Kitarune casts Haien through a purple magic circle in front of her, unleashing the spell in the form of a large phoenix-shaped blast of energy. As it travels, the blast ignites and melts away, turning the blast of energy into a colossal, burning phoenix that singes the ground, causing a small explosion of fire upon contact. Like the previous spells, this is also modifiable in how many magic circles are used to give a full range of how many levels of influence and power this, with the maximum power of this being able to be around the level of Hadō #70. Due to the massive drain that this can create for Kitarune, this is restricted to two to three uses in a turn, before being restricted for six turns afterward.
- Hundred-Layer Magic Circle - Orchid Wind: Named after the Kido it's based on, Orchid Wind is, for the most part, an augmented and modified version of Hadō #58, Tenran. By creating a magic circle and causing it to spin at rapid speeds, Kitarune can use this time to layer the magic circles on the spell to increase the power during the casting time. Whenever she decides to stop the spinning, Kitarune can unleash a powerful funnel of spiritual energy and air at an opponent, generating from her staff and traveling in a straight line. This can also be modified, using multiple magic circles in tandem to create multiple smaller whirlwinds, with a more wide-spread effect, rather than everything being focused in a single circle. Like the other spells, this is also restricted to 2-3 posts, before going on a six post cooldown.
BANKAI
Bankai Name: Jugenro - Hakkakusu (呪源路 八角州, The Way of Magic's Source - Eight Angle Sandbar)
Rawk wrote:Meaning: ...Now, onto the Bankai. Continuing with the thematic of a river, 八角州, "Hakkakusu," is a play on the phrase 三角州, which refers to a river delta. The literal translation of the term would roughly be "three angle sandbar," but in changing the first kanji to 八, it becomes "eight angle sandbar." Eight is something of an important number in subjects of wisdom, seen most prominently in the Noble Eightfold Path in Buddhism. By adding this number to the many branching paths of a river delta, there is the implication of a more enlightened design to said branches.
Bankai Release Phrase: “Cast a spell unto the heavens, Jugenro - Hakkakusu!”
Bankai Appearance:
- Bankai Image 1
- Bankai Image 2
- Bankai Image 3
- Bankai Image 4
- Bankai Image 5
- Bankai Image 6
- Bankai Image 7
- Bankai Image 8
- Bankai Image 9
- Bankai Image 10
Bankai Abilities
This allows her a great deal of magical resistance to this who might end up using Kido, or other forms of wizardry against her, but, like Reflective Ward, this shares many of its downsides. While it is capable of weakening any magic that impacts this shield, it is by no means a permanent effect. Like before, three high-powered spells (i.e, an all-out attack from someone of a similar tier, or something akin to two spells of #80 and below) can break this shield and leave her open, but the shield will automatically restore itself within a five post period, while also being limited to three uses and a max duration of eight posts.
Temporal Magic: The first form of new magic that Kitarune gains while in Bankai, this allows her to manipulate the concept of time in her way. Unlike Reality Magic, this -- along with Spatial Magic -- allows her to directly affect another person. Using this, Kitarune can freeze the flow of "time" in another person or object, freezing the energy in said person/object. In a person, this would cause the flow of energy to slow down, making energy-based attacks be slow and difficult to unleash (20%). On the other hand, however, Kitarune can apply the reverse, affecting allies and speeding up the flow of time in their bodies (also 20%). During this period, allies would be able to perform energy-based attacks much easier and faster. These effects begin to fade in two posts, fully dissipating by the third post and going on a five post cooldown.
Spatial Magic: The second magic that Kitarune attains in Bankai, spatial manipulation. As the name entails, this allows her to briefly alter the properties of space around her to a maximum of three miles. At its core, this allows her to briefly disturb the space of something, either physical or spiritual to achieve a variety of effects. This can go as far as to swap the locations of two things occupying a different space. One of the main uses for this would be the ability to "prevent" regeneration, in a sense. By tapping into this power, Kitarune can use this to cut through the body and disrupt the space between the body and the limb, moving it to a separate space. With this, regeneration can't activate normally, as the limb technically isn't "removed", it merely occupies is in a different space, and can still move and function normally. However, this requires Kitarune to actually "cut" someone with this. Furthermore, this can only be done once before going on a five post cooldown.
Spatial Magic Scale (Kido)
Beginner: Half-mile
Adept: One mile
Advanced: Mile and a half
Elite: Two miles
Master: Two and a half
Grand Master: Three miles
Solar Magic - Sunbreaker: Solar Magic isn't as much of a new form of magic as it is a highly advanced form of her original fire magic. As per the name, this allows her fire magic to reach new and higher levels of heat (15% fire-based spell damage increase while decreasing Bakudo proficiency by 40%), enough so that it could be considered to be drawing energy and heat from the sun itself. To do this, Kitarune must gather energy from the world, heating it and combining it with a fire-based Kido as a base, such as Shakkaho, Sokatsui, or Soren Sokatsui to create a physical form for the spell. This advanced form of magic is the basis for the penultimate spell of Kitarune's fire-based magic: Apocalyptic Blaze.
Thousand-Layer Magic Circles: The ultimate form of Kitarune's magic circles, only accessible while in Bankai. As it is an augmented form of the previous two incarnations of the ability, there is little that has changed. With her now being able to layer up to a thousand magic circles on top of one another to achieve even greater levels of power to modify and augment her Kido spells with, her magic becomes incredibly powerful, costly, and dangerous. The power of her spells has increased to titanic proportions, with her spells reaching only singular usage limits before going on cooldown as a drawback to this, as well as a massively increased energy cost.
- Thousand-Layer Magic Circle - Apocalyptic Blaze: The strongest of Kitarune's fire magic, and the signature of her Thousand-Layer Magic Circles. By creating hundreds of magic circles in the air her opponent -- all of which are already layered to further increase its power to absurd proportions -- Kitarune can use two spells as a base for this spell. The first being Shakkaho, causing a large ball of red energy forms above the circles, before crashing to the ground, passing through the circles as it goes, empowering the spell as it falls. When it reaches the ground, it sets off a tremendous explosion in a three-mile radius around it.
Immediately afterward, Kitarune can utilize the second Kido spell used as a base, Haien, to manipulate the flames in the ensuing explosion, altering them to both start spreading at an incredibly fast rate, as well as taking on the properties of the spell they are based on. By doing this, anyone caught up in the flames will find their regeneration taking more energy to utilize to their fullest potential, as well as said regeneration being much slower than normal. However, due to the immense power of this spell, it is only able to be used once, and after that, it will be unusable for the rest of the thread due to the immense energy costs. - Thousand-Layer Magic Circle - God Thrust: While this spell does not have nearly the amount of area-of-effect that her other spells have, Kitarune is still able to use the compressed form of the spell to cause a great deal of damage. By using the first Hadō spell as a base, Sho, Kitarune can channel this into either her staff, her hand, or another magic circle as she layers the others on top of it. By pointing a finger, thrusting her staff or sword forward, or by using some other means of casting, Kitarune mixes in Byakurai in order to increase the damage, and add to the effects.
Both of these spells combined create a spell of kinetic force and electricity, capable of piercing most kinds of defense -- albeit over a small area -- and push an opponent backward with the force of an F1 tornado. However, what makes this spell different than most others is that due to the negligible energy costs of the two spells used for this, God Thrust is one of the very few spells that can be used in rapid succession, though to do so, Kitarune needs to lower the power of the spell. Furthermore, even without using it in rapid succession, this spell is still capable of being used multiple times before going on cooldown, totaling around three times, before going on a four-post cooldown. - Thousand-Layer Magic Circle - Arc Ring: Arc Ring is one of the simplest spells in her Bankai's arsenal, as it isn't modifying the existing spell as much as the others. By gathering and channeling energy into her staff, Kitarune can utilize Zangerin as the base spell, augmenting it with her base powers in order to unleash a slash of energy from the weapon within the immediate vicinity with enough power to level multiple buildings. However, the very nature of this spell is a weakness. By gathering energy and concentrating it into her staff, as well as using Zangerin as a base, this gives the two heavy restrictions of energy consumption, as well as being able to only use this within a very short range, being around three feet.
- Thousand-Layer Magic Circle - Drums of Raijin: The strongest of Kitarune's electric magic, and one of the most taxing. By using Hadō #88, Hiryū Gekizoku Shinten Raihō as the core for this spell, Kitarune layers all of the magic circles at the end of her staff, empowering the already present energy and modifying the effects of the spell. Instead of firing a single large beam of spiritual and electrical energy, Kitarune is able to take a post to compress the beam into three large orbs of energy that she can release from her staff, one per post. Each of them is able to create a dome-shaped explosion (something that can be turned on her by attacking the orb), expanding outward with electrical and spiritual energy at around fifty feet in size, each. This can only be used twice in a thread, with a six post cooldown in between.
- Thousand-Layer Magic Circle - Magus Infinite: When it comes to many release forms, there is always a technique or power that is meant to show the absolute pinnacle of their power. For Kitarune, this is Magus Infinite. To begin this spell, Kitarune needs to channel a large amount of energy into her magic circles, something that takes a post to fully charge, creating one for each type of magic as she layers other circles on top of another to give it even further power, before creating a singular one over the rest, larger than the others, stretching out at around three and a half miles in total.
After the circles have finished forming, almost immediately after, a massive eruption of elemental, conceptual, and spiritual energy occurs, capable of causing a variety of effects within; electrocution, burning, slowing down the flow of energy within the body through the added effects of her temporal magic, and tampering with healing powers through her spatial magic's natural disruption capabilities. However, due to the power of this spell with how many forms of magic it combines together, it comes as no surprise that the energy drain for this spell is absurd, capable of draining Kitarune's energy supply almost entirely if not used properly, leaving it with only a single use per thread.
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