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Zanpaktuo Testing Thread

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iChan-Chan
Crew

Tricky Informer

PostPosted: Tue Jul 30, 2013 11:45 pm
This thread is dedicated to holding any ideas for zanpakuto I may come up with in the near future. Consequently, each one will be (hopefully) be linked to make searching a hell of a lot easier. So here we go, a sticky thread that's much needed.

Occam's Razor

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PostPosted: Wed Aug 07, 2013 6:50 pm
Occam's Razor


Name:
    Tanjun [Simplicity]


Basic Description
    A ranged zanpakuto that utilizes throwing weapons of the dagger variety (mostly) that uses simplicity as its weapon. Following an Occam's Razor approach, this zanpakuto focuses on using the simplest form of attack possible to combat the many zanpakuto complexities. By doing such, every opponent is either overwhelmed or shocked by "the best move is the most simple or readily available attack."


Shikai
  • Passive AbilityIrorio [Variety]: By manipulating his reishi into solid weapons, the user generates a wide variety of throwable weaponry. This can range from daggers, to javelins, to spears, to staves, to senbon, and other forms of specialised throwing weapons not related to explosives. By using this ability, the user is allowed to fight at a variety of melee ranges as well as contain a powerful arsenal of throwing weapons limited only by the user's own pool of reiryoku.
  • Tsuiraku [Falling]: This technique uses the simplicity of gravity to take the foe by surprise. Utilizing the phrase of "What goes up, must come down." this technique brings an object above the users head crashing to the ground upon contact. To initiate this attack on a foreign object that is not a manifestation of Irorio, the user must throw a weapon onto the desired object. This works on the upper floors of buildings, people, Kido, techniques, zanpakuto, anything at all so long as it's above the user. [2 Post Cool Down]
  • Rain Ran [Line Run]: Throwing one of the materialized weapons in a straight line lazily, this is all there is to starting up this technique. Although not really seeming that powerful, the trick to this technique is that it will pass through, if not split, any liquid, gas, or semi-solid it runs into. Following the path of "The straightest walk is the fastest," this technique continues until it runs into a solid object. Whether it's a person, the environment, or a zanpakuto doesn't matter, so long as it's a solid object. This poses a problem to many who use ensnaring zanpakuto to lock down prisoners and most Kido users and Kido typed zanpakuto since the weapon will merely ignore their attempts to stop it. [1 Post Cool Down]
  • Shukketsu [Bleed]: This technique follows the adage "If it bleeds, you can kill it." This technique uses the phrase a little more literally and a lot more liberally than it used to be, however. By flinging a materialized weapon at the foe, should it make contact with the opponent, no matter how serious the wound it, it bleeds rather profusely. While not to the point of requiring immediate medical attention, this technique can definitely force an opponent to faint from blood loss with enough exposure. Strangely, when coming in contact with Kido, objects created by reishi, and various environment bits, the weapon makes the contacted object "bleed" whatever makes it up. This makes reishi constructed objects bleed reishi, concrete bleed cement, trees bleed sap, and machines bleed oil. [3 Post Cool Down]
  • Jakuten [Weakness]: Following the thought of an "Achilles' heel" this technique delivers damage in a place other than where it strikes. Flinging a weapon at the opponent, if the blade strikes them they feel a sharp, stabbing pain that lingers for a bit [ 2 Posts] in one of their joints, namely the heel, knee, elbow or wrist. While not lethal areas, the point of this technique is to cripple the opponent with pain so that the user may turn the fight in their favor. [2 Post Cool Down]


Name:
    Tanjunkei [Simple Form]


Bankai
  • Passive Ability-Asenaru [Arsenal]: This technique functions the same as Irorio. The user may condense their reishi into solid weapons to use for a variety of melee and ranged uses, creating in weapon that has a specialty in throwing, such as javelins, spears, shuriken, senbon, and daggers. The only difference being that these materialised weapons are harder to dispel or throw off weight given their state as a bankai weapon.
  • Danmaku [Barrage]: The user generates a single weapon and throws it. Although it appears to be one weapon, when striking an object, the opponent, or contacted object, feels the force of the first weapon striking and then four more, totaling five blows of impact. Although they all damage the exact same location, the trick of this technique is that the power of the following impacts is increased, the strongest impact being the last. Along with the increasing force, they also occur extremely quickly, meaning that a body wracked with one is wracked with them all. [4 Post Cool Down]
  • Tosu Jishin [Seismic Toss]: Materializing a single weapon, the user chucks it at the foe. As it nears its destination, the weapon shimmers and disappears, forming a full ring of weaponry around the opponent and aimed at the opponent. This armory of weapons flies forth at the opponent without halting, aiming to skewer them in the middle. It should be noted that there is no delay in timing, so as the original thrown weapon disappears, the ring appears and starts to move. [4 Post Cool Down]
 

iChan-Chan
Crew

Tricky Informer


iChan-Chan
Crew

Tricky Informer

PostPosted: Fri Aug 09, 2013 6:16 pm
Crumble to Ash


Name:
    Haiiro no Cho [Ashen Butterfly]


Basic Description


    Shikai
    • Gisei [Immolation]: The user inhales deeply, and upon breathing out, emits a thin stream of fire from their mouth. This tiny jet of flame has a range of seven meters (roughly 23 feet) and upon contact with any object or air infused with reiryoku, explodes upwards into a column of fire three meters tall (roughly 10 feet) and one meter (roughly three feet) across. While not wholly destructive to the environment around it, plant life and other flammable objects should be wary as this fire can spread wildly like any other if given the chance. Additionally, when struck by wind, this can force the column to move while it burns or even make it flare higher. Consequently, this particular move is quite strong against a few different types of zanpakuto. The fire naturally lasts until either Shikai is sealed or it is physically put out. Fortunately, although tall, is not very wide and consequently easy to avoid individual columns. [2 Post Cool Down]
    • Shimeru [Strangle]: Inhaling, the user blows a cloud of hot fumes at the opponent. This smoke cloud sticks to the foe and attempts to slow them down along with very slowly burning them. Prolonged exposure to the face can eventually cause suffocation and immediately cause hazy vision, if only due to the fact the smoke is across their eyes. Additionally, if inhaled, the smoke can cause a burning sensation in the lungs and throat as well as the eyes like any natural smoke should. Simply spinning rapidly or using a wind or air based attack can blow away this smog and even then, if one lacks the ability to do so, it only lasts a very short while [1 Post], so dangers of fainting and severe burns are extremely slim and only prove temporary problems at best, unless thoroughly repeated exposure occurs. This smoke cloud has a maximum range of five meters (roughly seventeen feet) and the user may turn their head while spewing out the jet, allowing them to cover a wide area with the cloud. Due to the fact wind and air based techniques adversely affect this technique, it is totally possible to use them to blow it back onto the user in the same vein one would use to remove it from themselves. [3 Post Cool Down]
    • Kosui [Incense]: The user blows out a small but powerful jet of fluid similar to a scented oil up to ten meters (roughly 35 feet) away. Although not in and of itself damaging, except a burning sensation to the eyes and throat if swallowed or allowed to get into the eyes, this oil carries a particularly strong scent to the user, effectively marking the opponent and making them easy to follow and track by the user. However, there is a hidden danger with this oil as well. If the foe makes contact with fire at all, the flames jump quickly to their oiled clothing, hair, skin and even any of the oil on the ground. This effectively makes a fire user extremely susceptible to their own attacks as well as to the flame based attacks of the user and should the foe catch fire, it prompts them to ditch their clothing or otherwise put out the fire as quickly as possible. Using water or water based techniques dilutes this oil, making it impossible for the user to track the foe via scent, but they do still remain flammable for a small while afterwards [1 Post]. After this, the oil must be reapplied. When exposed to air, if nothing is used on the oil, it naturally lasts for three posts. [4 Post Cool Down]
    • Tomasu [Light]: The user spits out a tiny ball of flame that explodes upon contact with an object. Unlike most typical explosions that explode outwards in every direction away from the point of impact, this explosion is more like a water balloon effect, the fire exploding in the direction of the point of impact. This allows it to catch an opponent even easier, and with the bursting flames, the flickering embers of the blast can catch targets affected by kindling and oils as well. Unlike Gisei, however, this fire only lasts for a short time [2 Posts]. Wind and plant life of course bolster this attack while water, dirt, sand, and mud can put it out, just like any other fire. [3 Post Cool Down]
    • Kogasu [Scorch]: The user exhales a breath after a long drag, a swarm of fifty butterflies with wings of ash coming from the smoke emitted from the exhaled breath, the edges of the wings still red as if tinged with embers. Although individually annoying, the butterflies can cause painful burns and burning sensations upon contact and then dissipate into ash once they hit an object. As with any other technique, these butterflies can start a fire on plant life and oils, however, they catch fire immediately when met with reiryoku infused wind or wind based zanpakuto techniques or Kido. This prevents them from turning to ash upon contact, but does increase the significance of the damage they deal. These butterflies chase down the foe freely for a very short time period [1 Post] before fading away into ash on their own, losing their ability to light anything ablaze. [3 Post Cool Down]


    Name:
      Karacho Chissoku [Choking Sky Butterfly]


    Bankai
    • Haoto Hai [Wingbeat Ash]: The user exhales a great cloud of ash that swirls and races across the ground, burning anything caught in front of it. This ash cloud works much like a flash flood, crashing up against buildings with enough force to break windows and spill into the structures, heavily scorching the walls and desolating the ground. This technique is five meters (17 feet) wide and rushes forth, swamping the area in front of it for fifteen meters (roughly fifty feet). When used in the air or on a hill side, as this technique reaches the end of the of its range, the ash cloud will either fall to the ground below or begin easing down the slope, making it hazardous for the user to utilizes this technique below the opponent. These ashes last for three posts before dissipating and can be blown around and ignited while they exist. However, any fire on the ashes dissipates with them at the end of their three post life period. [5 Post Cool Down]
    • Enba Hiko [Ember Flight]: The user spits out a a small fire ball about the size of a person's head. This fire ball continues on a normal path for only a meter (roughly three feet) before exploding into dozens of small butterfly shapes that flit wildly about, continuing to travel another nine meters before fizzling out. Because of their erratic motion, this makes predicting a safe path difficult, however, the combined, moderate range of ten meters (roughly 35 feet) makes back pedaling a safe option, depending on how close you are to the user when they use this technique. The user may cut the combine range in half, to a total of five meters (roughly 17 feet) in return for being able to spew the fireball into a long arc instead. Anything susceptible to fire such as plant life and oils will catch and wind serves to bolster the attack, making the fire balls larger. [3 Post Cool Down]
    • Iseki no Kokai [Voyage of Ruin]: The user exhales a thick, suffocating cloud up nine meters (roughly 30 feet) into the air, the sound of a massive amount of wings flapping filling the air. The Cloud begins spreading outwards, in actuality a mass of ember tipped ash butterflies, covering the ground, floating into buildings, killing plant life and poisoning water as they spread outwards over twenty-five meters (roughly 83 feet). Highly destructive, this technique is harmful to any form of life, friendly or otherwise, the only exception being the user themselves. Animals and people find their skin irritated, their lungs and throat dry and burning as well as their eyes. Being caught in the cloud itself is even more damaging, causing moderate to severe burns, short or wheezy breathing, and the chance for their clothing to burst into flames. Fortunately, the attack is fairly easy to dodge as one just needs to get over the cloud before it passes over them or be a sufficient distance away from the source to avoid the damage. [7 Post Cool Down]
     
    PostPosted: Sat Aug 31, 2013 12:27 am
    Tearing at the Wings of Hope


    Name:
      Papiyon Kokoro [Papillon Heart/Butterfly Heart]


    Basic Description
      Unlike most zanpakuto, which tend to have a blend of techniques concerning a single target or multiple targets, Papiyon Kokoro is exclusively a single target zanpakuto. This places the user into a bit of trouble when taking on multiple targets, and forces the user to either use their techniques more sparingly, or use intended targets as projectiles or body shields. However, in return for it's solely single targeting, the skills are abnormally powerful and somewhat mobile, allowing for the user to make an attempt at quickly overwhelming the opponent. Even among being a single target zanpakuto, it has a special niche for "guard breaking," either using techniques that effectively force through an opponent's guard, or render the act of guarding useless. As such, it's far better to simply outright avoid these attacks whenever possible.


    Shikai
    • Sento [Spire]
      "Such great heights."
      Although appearing to be a mere punch or kick when used, this technique is anything but. Upon use, the user's punch or kick has it's strength mildly increased, and upon contact, seems to function under the premise physics momentarily stopped working. As long as the foe is struck by the empowered blow, no matter how hard, how much contact is made, as long as contact is made, the foe is flung straight up into the air, up to three meters. It doesn't even matter if the strike in question is a drop kick, so long as it makes contact, the foe is thrown upwards into the air. This is particularly painful if they run into a hard ceiling or the foe finds themselves being curb stomped. Due to the fact the blow always throws the opponent up into the air no matter the direction of the strike used, it's quite effective for surprising blocking foes or forcing a new opening to appear. [2 Post Cool Down]
    • Kirameki [Shimmer]
      "A trick of the eyes or something else?"
      Despite the name of this technique, shimmering isn't involved in any way shape or form. Upon activation, the user charges the foe at a high speed in an erratic fashion, weaving left and right, ducking, jumping, however they wish to approach the opponent. as they move, a multitude of afterimages closely trail the user, as if the foe is viewing the user under some sort of influence or state of hyper-awareness. This is of course merely meant to throw the foe off guard long enough for the user to get close, striking the foe with a high speed clothesline, punch, or rolling kick. Needless to say, because of the improved speed during this technique, the blow is much stronger than normal and effective for throwing guarding opponent's right to the ground. [3 Post Cool Down]
    • Kukkyona [Stalwart]
      "Stand your ground, or don't stand at all."
      A rather obvious looking attack, this technique is primarily considered a counter, it has good offensive purpose as well. The user very temporarily locks themselves into a position, standing entirely still. During the very brief window of time they are immobile, the user takes mildly reduced damage before throwing a punch, either connecting with a rushing opponent, or aiming at once in the distance. The punch is much stronger than a normal punch, so much so in fact, that it creates air pressure that rushes in a straight line out from the user's fist. This pressure will travel anywhere from three to nine meters, depending on how long the user has stood their ground. The user may stand their ground for no more than three posts, and the punch will never fall short of three meters. This means that if used instantly or held for one post, the punch has the same range. It increases to six meters upon the next post, and then nine on the third. [5 Post Cool Down]
    • Hiko [Flight]
      "And so Icarus neared the Sun."
      Effectively a rocket powered uppercut, the user draws near the foe, if they are not already nearby. By launching themselves upwards with an uppercut from either end, the user emits a powerful burst of reirryoku from their feet, greatly accelerating themselves and giving them more air and letting them climb to a higher altitude quite quickly. This technique's only purpose is to drag the opponent as high as the user can get them, no more than fifteen meters. An additional blow may be tacked onto the beginning by the user, if they so wish, using a leg sweep to try and take the foe's feet out from under them, making the ensuing uppercut easier to land. [2 Post Cool Down]
    • Koka [Descent]
      "But lo, he fell to his Death."
      With the sole purpose of basically ignoring any attempts the foe makes to guard, this technique, while in technicalities is "unblockable" but by no means unavoidable. The user moves in close to the opponent in a fashion similar to Kirameki, leaving images trailing them as they draw near, using a body blow to check the foe's guard and keep themselves close to the opponent, chaining together the body blow with a tight, vice like, around-the-waist grab. Once the foe is caught, preferably with their hands pressed between the user and their body or caught in the grab itself, the user uses a pulse of reiryoku to propel themselves into the air, building extra momentum by flipping several times and on the descending portion of the arc, use yet another burst of reiryoku to suddenly force the duo straight down into the ground below. This sudden interruption is to help jar the opponent's senses. Ideally, the user wants to drive the opponent headfirst into the ground, but a body press is just as effective for full body damage. The entirety of this technique takes place over a short time period of time [2 Posts]. Because of this, it is dangerous to immediately let one's guard down because the user may attempt to follow up with the grappling portion of the technique regardless of the effectiveness of the body blow. This also allows the user to chase down the opponent should their guard either be broken or they are sent flying by the body blow. [5 Post Cool Down]


    Name:


      Bankai





       

      iChan-Chan
      Crew

      Tricky Informer


      iChan-Chan
      Crew

      Tricky Informer

      PostPosted: Tue Sep 10, 2013 12:21 pm
      Sowing Seeds of Discontent


      Name:


        Basic Description


          Shikai
          • Ueru [Plant]
            "This is only the beginning."
          • Megumu [Bud]
            "The first buds of rebellion are often ignored."
          • Hanasaku [Grow]
            "As it grows, it becomes impossible to ignore."
          • Hanahiraku [Flower]
            "Once it blooms, it's already too late."



          Name:


            Bankai





             
            PostPosted: Fri Sep 27, 2013 8:15 pm
            This is it Boys, This is War!


            Name:
              Senso Kiko [War Machine]


            Basic Description
              I've come to realise that the themes of my zanpakuto have gotten terrifyingly worse and less complete the more ideas I entertain. So, I'm going to use a fairly unoriginal idea, work at it for a bit, and see if it inspires something nice. The concept of this zanpakuto is like the idea many others entertain. Why bother aiming directly at my target when near misses will work just as well? By utilizing acceptable losses and moderate to heavy collateral damage, this zanpakuto will be based entirely on destructive properties and using offense as a defense. By forcing themselves to rush at the foe and strike wildly at everything in the surrounding area, the user relies heavily on laying out large areas of destruction to minimize chances to miss and keep the foe or foes on the defensive. Because of its predominant area of effect of power, it is adept at fighting multiple opponents and only one foe. It has the power to take people on one at a time or all at once, giving it adaptability, although the less foes the user must face, the likelihood of unnecessary collateral increases.


            Shikai
            • So Kusuri [Explosive Charge]
              "Haha, here comes the boom!"
              Flourishing their weapon, the user releases a compression wave around their body into a small sphere around their body, causing heavy damage in a one meter area immediately surrounding their body. This attack may be channeled into an external object, such as a bit of the terrain, or even a Kido, for different results. When placed inside of another object or Kido, the resulting combination causes said technique to explode outwards away from the user. When placed inside something such as a piece of terrain that can be thrown as a projectile, it functions much like a grenade, releasing a powerful compression wave into a one meter area around the thrown projectile, as well as destroying the makeshift core, adding fragmentation to the mix.
            • Shinto Suru [Penetrate]
              "I'm in deep."
              The user uses this technique to launch high speed attacks at a great distance with a significant amount of piercing power. By drawing in nearby latent energy, the user leaps or dashes at the foe, throwing a two-finger knife strike that is amplified by the reiryoku into the blow. Further amplifying the the piercing power of this technique, the user channels this energy into a funnel around their arm as they strike. This causes a large, explosive release of wind off of the user able to tear into, but not destroy, concrete, also aiding the user by helping prevent other incoming attacks. This release happens whether the technique connects or not, and actually makes it so that it is significantly safer to backpedal rather than dodge to the left or right. Because the funnel is released in a half a meter area around the user and two meters away from them, it makes for a dangerous and unexpected second strike.
            • Yaburu [Break]
              "Quit hiding!"
              Compressing a portion of their reiatsu into a single point and infusing it into their hand or foot, the user unleashes a physical attack with the affected limb and releases it in a powerful pulse throughout the air or a contacted object. This causes explosive vibrations and can bust down concrete walls with ease, disrupt barricades, and is generally designed to destroy or weaken any kind of shield by disrupting its composition if not totally shattering right through it. Defensively speaking, this can also be used to mitigate some damage from an incoming blow, however, it is offensive in nature, and as such is destructive to full body contact, but is significantly stronger against barriers, which tend to be much more rigid than the soft tissue of a body.
            • Hoteru [Burn]
              "I'm just warming up."
              With a flourish, the user's body and zanpakuto begin to heat up, causing a mild visual distortion when looking through the heat waves coming off the user's form. This is followed by a swing or piercing motion that causes the heat, condensed into visibility with reiryoku and reishi, to fly off in the a crescent or straight line, depending on the type of attack used to launch it. The slash can turn contacted concrete into rapidly cooling slag (causing something similar to pillow lava), whereas the piercing line can run right through concrete walls up to two meters thick. The attack has a range of twelve meters in total.



            Name:
              Hitori no Guntai [One Man Army]


            Bankai





             

            iChan-Chan
            Crew

            Tricky Informer


            iChan-Chan
            Crew

            Tricky Informer

            PostPosted: Sun Jan 05, 2014 6:54 am


            Name:
              Akui Kagami [Malice Mirror]


            Basic Description
              The basic goal of the zanpakuto is to turn harmless objects into full on terrors. Although it would seem to be a zanpakuto that affects the mind, it is quite the opposite, as the zanpakuto takes the physical world and twists it around, making it mirror a malefic sort of horror that will affect the real world around it. However, despite it's nearly limitless range of targets, the full power of the zanpakuto will be limited through the need for many of its abilities to be sneak attacks or requiring outside objects to afflict, whether they be friendly or not in their original nature. Coupled with the newly created foes, the blade will also invest in extremely powerful single target spells invested with so much power they can cause light to moderate collateral damage.


            Shikai
            • Gitai [Mimicry]
              "I wouldn't open that if I were you."
              The user emits a spark of electricity from their hand or blade that can reach outwards for up to 15m [45ft] and strike an object. The object, which can be anything inanimate barring zanpakuto, crackles with the sparks before they subside. As they die down, however, the object comes to life, growing a pair of hands and teeth, forming a jaw if there is no natural or predetermined hinged area in which the jaw and teeth can form. The now living and wholly animate object begins attacking the foe to the best of its abilities for up to three posts or until bifurcated along the jawline to prevent it from continued biting. Depending on the nature of the object, it may also be able to chase the opponent as well. Things such as plants, clothing, Kido attacks, projectiles, and non-zanpakuto weapons may chase the foe, while walls, buildings, and the ground cannot. The maw created by the attack can be no greater than three meters and the arms can be no longer than five meters. [3 Post Cool Down]
            • Enpei [Concealment]
              "The greatest camouflage."
              Striking the zanpakuto against the ground, the user, blade included, shift in color to match the surroundings, effectively camouflaging themselves from their opponent. Although colorations may change, both on the user and the zanpakuto, neither of their physical properties actually change, thus only concealing themselves against the backdrop in an attempt to make long distance attacks even less effective, seeking to close the distance and attack before the foe can notice them. It should be noted that this is not a form of invisibility, but rather, a camouflage that actively changes with the background behind it. While it gives the appearance of being invisible at medium distances and beyond, it becomes easy to notice the shifting textures in close quarters, making it only useful for covering distance, either in escape or attack. The concealment lasts for three posts. [3 Post Cool Down]
            • Tosshin [Take Down]
              "Critical Hit."
              The edge of the zanpakuto gleams brightly, focusing at the tip into a small bright light. Although this makes it seem as if only the tip of the zanpakuto is safe, this is extremely misleading, as every bit of the weapon is extremely dangerous once this technique is activated. Upon striking at the opponent via a swift, light slash or thrust, an enormous amount of stored energy is released upon the edge or point of the blade. The power unleashed is hardly spread out, which is why its so powerful, every inch of the released strength kept concentrated by the attack. However, despite the attempts at contained energy, the blow has the potential to shatter barriers outright, and has also been known to completely demolish walls on contact. Even walls within a one meter length away were often unsafe, cracking and busting them up, leaving a large, if shallow crater in the wake of the technique. [4 Post Cool Down]
            • Hono [Blaze]
              "Intensity of a thousand white hot suns."
              Charging power within the blade, the user unleashes the energy with a thrust or slash at the foe. Upon attacking with either of the motions, the blade unleashes an extremely hot wave of compressed air mixed with volatile, high speed vibrating reishi that can turn two meter thick concrete into slag. Being the only truly ranged attack, it has two ranges depending on which form of attack was used to release the energy. A slash releases the energy in a one meter long wave that travels up to two meters. However, a thrust gives the user much more range, up to seven meters in range, yet the contact point is only half a meter across, with additional piercing strength from the heat of the technique itself. Highly damaging, this is incredibly useful for further eradicating barriers and fighting several types of other zanpakuto. It should be noted that if the compressed air comes in contact with other forms of reiryoku infused wind, usually from enemy zanpakuto with a wind element, it will actually catch fire, setting the air and other flammable objects in the vicinity immediately on fire. [4 Post Cool Down]
            • Haji [Grasp]
              "I've got one hell of a grip."
              Swiping at the foe with the user's free hand, a large claw of reiryoku is created, extending two meters outwards. The palm of the claw itself is blunt and flat, causing the appropriate damage, blunt force trauma and crushing force. The claws on the end of each finger also deal their own type of damage, namely, cutting and piercing damage, depending on the angle at which the blow is received in comparison to the spiritual nails. Should the foe be caught by the palm of the technique, the user may grab hold of them, attempting to hold them still with the reiryoku hand for no longer than one post, and attack them again with another technique or actual attack. However, the strength of this attack is only a a moderate amount stronger than the actual user is physically, meaning that brute force can free the foe. [2 Post Cool Down]


            Name:
              Kakureoni-kyo [Hiding Demon Mirror]


            Bankai
            • Jigoku Iki [Hellbound]
              "Goodbye!"
              Bringing the zanpakuto up overhead, the user brings it down, slamming into the area in front of them in a powerful, usually two handed chop. Upon reaching the bottom most point of the swing, a powerful compression wave rips through a ten meter radius, slamming into everything around the user and lacerating along the edges of the circle. The might of the wave is strong enough to crater the ground, digging and shattering rock up to three meters in depth, leveling the walls of buildings, and causing other forms of mass destruction. Ideally, this technique should be used to catch the foe immediately underneath the swing, however, the great amount of force also makes it mostly unnecessary. Once used, the force of the wave can be seen steaming off of the user, the actual force creating a spiritual mist to form off of their body from the energy exerted by the attack. [5 Post Cool Down]
            • Akuma Keijo[Demon Shape]
              "Come out and play.'"
              The user imparts a piece of their blade's essence, shortening the length of the blade, but allowing the object to be fully controlled by the user as an extension of their zanpakuto. Using this technique, the user can manipulate up to four separate beings that were formally inanimate objects, three parts blade and one part sheath. While use does leave the user with less of a weapon or no weapon at all, it does turn a fight into a five on one brawl many times. although still unable to affect zanpakuto, it has more power, able to create a golem from the earth, allowing him to even use the Earth to his advantage. Additionally, the creatures now also have the ability to spit a short lasting but strong adhesive to hamper the opponent's movements. The user is not limited, however, to sticking only one part into four separate objects though, and may place more than one part of their zanpakuto into the creation, making it stronger, up to four times the strength of one with only one piece of the blade within it. Regardless of the amount made, he can only hold this technique for five posts from the creation of the original golem before it goes on an equal cool down. [5 Post Cool Down]
            • Aratamete au hi made [Until We Meet Again]
              "Auf Wiedersehen."
              Literally meaning "Until our paths cross once more," this is the user's "finishing blow" type of technique, or more bluntly, the strongest attack their Bankai has to offer. Condensing massive amounts of reiryoku into the blade itself, it causes the weapon to glow dangerously, even causing a visible disturbance to the vision through the area around the user similar to heat distortion. Bringing the blade across, aiming to land the strike into the opponent or their weapon, the technique has massive amounts of cutting power, far surpassing the Shikai's high piercing capabilities. The energy is released upon contact, transferring everything into the object of contact, heavily disturbing the foundation of the structure or person it hits, causing vibrations visible to the naked eye. In buildings, this can cause total structure failure, leveling even a multistory building with a single, well placed strike, and has even been known to perform such an action with much more ease on already dilapidated or damaged structures. In organic matter, such as a person, the amount of damage is often severe, provided their body isn't rigid like stone, causing the energy to tremble and vibrate through muscular tissues, and at the very worst, causing something similar to an implosion as the power of the technique causes muscle damage, internal bruising, contusions, and other problems not immediately visible due to their nature and location of damage. However, this does have its drawbacks. The technique itself causes heavy amount of strain on the user's body, making them move sluggishly for a short while after [3 posts] while they recover. On top of that, it possess a moderate cool down period, not only leaving the user without their best technique, but also sluggish. It is for this reason though, the user feels the technique is well worth the repercussions.[7 Post Cool Down]
             
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            「iChan-Chan」The Almighty Channy Chan!

             
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