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Lady Sierra's Husband

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In Soul Society, those who belong to the order of Shinigami, are comonly called "balancers." As such, Soul Society has a lawful good alignment. The amount of souls in this world and in Soul Society are constantly being evened out. If that is not done, the balance between the 2 worlds will collapse. It will beckone their mutual destruction. Our jobs as Shinigami are to regulate the amount of souls in both worlds.

In this world, there 2 types of spirits. One is called plus and is the most common spirit. You can say that ghosts you usually see are these. And the other type are called Hollows and these attack living beings and dead beings alike and eat their souls. These are what you call "evil spirits".

We Death Gods have two duties. One is to guide Pluses to Soul Society using soul burial. And the second is to extinguish Hollows.

Souls released from Soul Society are watched over by Death Gods and born as living things in this world. Souls that die in this world are sent back to Soul Society by Shinigami. Hollows are no exception to that. And the whole cycle of souls has been entrusted to the Shinigami.

Being the place that it is, Soul Society is always open to attack, as Hollows and other demons try their hand at wiping it out completely. That, of course, has yet to happen.

..::Index::..
+Aim|Alignment
+Story
+Base|Defense
+Memberlist
+Rules
+Joining Form
+Application Examples
+Combat|Kido List
+Random Encounters|Bingo Book
+What is Bleach?
+Glossary|Terminology
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What reflects the opinion of a man more than his word? Not just the word of speech, but the word that he teaches his hand to say. They reach across the barriers that we create naturally, barriers of doubt, and barriers of opinions simply made for the sake of appealing to those we admire or wish to please, an illustration to ourselves, or for lack of a better term, our weakness, when we use them for this irrevocably ignorant purpose. The man tells the world about himself through words, and thus do words not make up the world?


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Lady Sierra's Husband

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For those of you coming into here believing that they'd have a fun, enjoyable misadventure starring some poor sap playing as Kurosaki Ichigo (No offense to those who like that by the way, just using comedic licence ^_^) You're bound to be somewhat disappointed, as the setting of this Role Playing Game is slightly different...
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??? P.N - The Hollows "Brainfang", "Emptybones", and "White Corona" begin to amass together all Hollows without alerting the Onmitsu Kidou.

1854 P.N. - Shinkou Masaru graduates to the 12th Division under Capt. Suikuske Oowanryuu.

1573 P.N - Seiji Yasuo enrolls in the Old Shinigami Academy and enters the 12th Division only two years later.

1499 P.N. - An infamous series of slayings in which Rukongai peasants are killed and found with a hole in their forehead begin and end a decade later.

1493 P.N. - Seiji finally meets Masaru and become friends.

1214 P.N.. - Commander Ro-hanken finds Captain of the 6th Gorudo Mahara dead. Nobody can determine the cause of death, but an odd hole has been drilled into the side of Mahara's head, and the skull cavity is empty. Only a few recall the slayings in Rukongai, but dismiss the memory since the victim was a Captain and therefore likely unrelated.

1070 P.N. - For the first time in the recorded history of Soul Society, a Hollow breaks the Bloodstone walls of Seireitei. It is primitive, but the shock of a Hollow attacking from within is enough to kill several Shinigami. Due to the Hollow's unintelligence, it is deemed a fluke.

987 P.N - An unheard of Shinigami who simply goes by the name of "Karappo Kotsu" graduates from the Academy and rises through ranks in record time. He kills Captain Suikuske Oowanryuu of the 12th Division in a duel, taking his rank. Several, including Masaru and Seiji, are disgruntled with Kotsu's attitude.

862 P.N. - The second time a Hollow breaks through into Seireitei. The matter is investigated, but to no avail. It is noted that only Captains know of a way through the Bloodstone.

860 P.N. - Captain of the 4th, Inoue Taka, is murdered. The prime suspect is Karappo Kotsu, but not enough evidence is drawn into convict him, despite many witnessed conversations between him and Takana that were heated. Many Shinigami will remark for years the stunned expression on Takana's corpse.

854 P.N. - Karappo Kotsu's Vice-Captain, Mikagami Gawa is killed. All evidence points to Kotsu. However, the day before the verdict, a member of the Central 46 named Byakuya Koukan gives a 1 minute long speech. This single speech convinces the remaning members to let Kotsu go free. Later, members report not hearing a speech but seeing a white light.

686 P.N. - Masaru becomes Vice-Captain to Kotsu, and immediately secludes himself, suspicious of his superior.

685 P.N. - Seiji Yasuo investigates the Bloodstone walls around Seireitei using Research Insitutute equipment. He finds that sword markings are numerous in the rocks.

680 P.N. - Shinkou Masaru climbs out of his self-imposed ostracism and approaches the one person he deems that he can trust, Seiji Yasuo. Masaru quickly digresses his speculation of a possible conspiracy within the walls of Seireitei centuries in the making. Knowing that against such powerful adversaries, they would be crushed in any attempt to reveal the conspiracy, the two leave the Gotei 13, surprising many officers who had felt such promise in them both. They then leave Seireitei and move into the outskirts of Rukongai and eventually, the physical world, keeping an eye out for the worst, and begin to train towards the ultimate weapon: Ban Kai.

540 P.N. - Karappo Kotsu reveals seemingly shocking evidence of Shinkou and Seiji's treason in the murders of Suikuske Owanryuu, Gorudo Mahara, Inoue Taka, and Mikagami Gawa with the help of Byakuya Koukan. The Shinigami are then ordered to full alert and lockdown status for the next decade and send elements of the Gotei 13 out to kill the two "traitors" on sight. Over the next decade, dozens of Shinigami in the Gotei 13 sent out to eliminate Shinkou and Seiji are cut down again and again by unnaturally large hordes of Hollows.

530 P.N. - The worst Hollow invasion occurs and the historians note this as the beginning of the Great Hollow War. Scores of Hollows break through dissolved Bloodstone into Seireitei, killing hundreds of Shinigami. Two Captains, Fyourin Marisen of the 7th and Zan Liufei of the 2nd, are killed in combat. No successors are decided. The Captain of the 13th, Mitori Yanagawa begins an investigation to find out how Hollows are breaking through.

524 P.N. - After 6 years of investigation, Miroti realizes the entire matter began with Captain Gorudo's death. He goes back to investigate the dusty report and realizes the hole through in the skull might've been used by a Hollow to get the secret to breaching the wall of Seireitei. He notifies the entire Gotei 13 of this, but despite pleading for new means of defense, the Central 46 quietly refuses to make changes. It is said that one man once again held sway over the rest's decisions. Meanwhile massive Hollow attacks dating from the assault on Seireitei take place on Earth; the Gotei 13 are hard-pressed to maintain the balance of souls.

510 P.N. - Shinkou Masaru and Yasuo achieve Ban Kai and continue training by anonymously aiding Shinigami and Quincy fight off Hollows in both the spiritual and physical realm. They wait for the instant that Kotsu will make his move.

436 P.N. - Captain of the 9th, Shorin Hyourin is found dead, with Kotsu's "zanpakutou" in his heart. Commander Ro-hanken attempts to arrest Kotsu, only for Kotsu to transform before him and Captain Miroti's eyes into a Hollow. Kotsu reveals himself as the Hollow "Emptybones", and fights Commander Ro-hanken and Captain Miroti. Miroti is killed, and Ro-hanken severely injured before fending off Kotsu, who retreats. Ro-hanken locks into a coma, unable to inform others of what has happened.

435 P.N. - The largest section of fighting in the Great Hollow War begins. Emptybones and Brainfang, who is the Hollow that dug the secret of Seireitei out of Captain Gorudor's brain, lead the assault. The battling lasts non-stop, and both sides constantly lower in number. However, the Hollows continue to receive a steady supply of warriors while the Shinigami run lower and lower. Masaru goes to aid the forces on Earth, while Seihi holds ground in Soul Society.

434 P.N. - Commander Ro-hanken, weakly awakened, makes way to the Central 46 to force them at the tip of his sword to allow the Shinigami to move out of Seireitei. He finds them all dead, except for one: Byakuya Koukan, who shows his true form as the Hollow "White Corona". In his weakened state, Ro-hanken is no match for the strong Hollow and is killed. Abandoment of Seireitei. The Shinigami flee into Rukongai while the Hollows terrorize all of Soul Society. Seiji's reappearance during the Shinigami exodus and his assistance with their retreat earn him the greatest gratitude any one Shinigami can receive.

429 P.N. - Rukongai citizens join the resistance under Seiji.

424 P.N. - Seiji informs Masaru with new intelligence concerning the Maskless Hollows leading their enemies. Coupling this intelligence with elements of the remaining Keigun, Masaru finds out that the Hollow Brainfang is the primary commander for the invasion of the earthly realm. A confrontation is provoked, and Masaru succeeds in destroying the Maskless Hollow, thus ending the danger to human souls, leaving Masaru free to return to Soul Society.

423 P.N. - The Quincy arrive in Soul Society. Over a third of Soul Society is back in Shinigami hands thanks to Seiji.

410 P.N. - Emptybones captures various resistance leaders and prepares to feat on them. Meanwhile, White Corona holds Seiji's rescue party to a standstill. Just as the execution begins, Masaru reveals himself, having snuck through in the guise of a Rukongai citizen, driving Emptybones away. Sensing his comrade's defeat, the Maskless Hollow White Corona is distracted while fighting with Seiji Yasuo and is annihilated by his Ban Kai.

405 P.N. - Without a leader to herd their forces, the remaining Hollows are annihilated by joint Shinigami and Quincy forces. Masaru and Seiji organize the survivors. For his incredible planning and execution, Masaru is named as Ro-hanken's successor. Then, for his bravery and committment to the people of Rukongai, Seiji is named the new Chief as Rukongai.

215 P.N. - After much hunting, Masaru and Seiji finally locate the retreating Emptybones. A battle ensues and Seiji's Zanpaku-related condition severely hampers his effectiveness. Masaru reveals his Ban Kai, and bolstered by Seiji's best Demon Arts, they take down the final known Maskless Hollow. The Great Hollow War ends.

214 P.N. - Rukongai begins to rebuild and Quincy leave Soul Society.

200 P.N. - Seireitei begins to be rebuilt. New Gotei 13 and New Central 46 are created, Masaru and Yasuo respectively the leaders.

109 P.N. - Yasuo finally completely fills the new Central 46.

55 P.N. - Seireitei is nearly rebuilt, and construction on the new Academy is begun by Masaru.

5 P.N. - The Spirit Academy takes in its first students.

1 N. - The current year. The first class of the Academy graduates, and begins their march through the ranks!


Current Plot Conditions


A. Player News:

  • i. For Captains and Vice-Captains:

    Write in order to ease in the First General Captains Meeting that will be held by Tsuneo.

    Be prepared to assume a new command structure that will differ from how objectives and responsibilities are divvy'd up amongst Division members (this will be explained at the Captains' meeting).

    Be alert of the ongoings in the FFA.

    At least give some thought to the suggestions below...

  • ii. For Seated Officers:

    Get to know your fellow officers in your Division ONLY. You'll be RP'ing with them a lot over the course of these next few missions. So socialize in the thread, over private IM, what-not (Captains can hold their own Division meetings as they see fit).

  • iii. For incoming players:

    Know your officers, at least your Captain and Vice-Captain.

    Since you guys would have the freshest of ties with Rukongai, I suggest roleplaying with characters in the war-torn districts as much as possible now, because you'll be separated from them over the course of plot missions.

    Do your best and HAVE FUN! This can be either the BEST or the WORST experience you have in this thread! It really is what you make it!



B: Gotei 13/Central 46 News:

  • i. In response to the growing rumours of S class Hollows as reported by elements of the Keigun, the greater regions of Rukongai have declared autonomy from the city of Seireitei. Off-duty Shinigami are advised to stay within Soul Society for their own safety. Shinigami seen wandering around Rukongai are subject to continuous attack from these mysterious Hollows. Players are strongly advised to keep their activities within Seireitei.

  • ii. The 12th Division has finally released full details on the Soul Data Project. The discovery of 'Shifters' has been relayed to all Captains.

  • iii. The Captain of the 1st Division, as per the reccomedations of Central 46, has placed temporary Captaincy duties, but not ranking, upon his Vice Captain. Until the General Captain has fully recovered, Kuchiki Tsuneo will take on full duties and responbilities for the exectuion of Central 46's orders, as well as the mobilization of the Gotei 13.

  • iv. The Keigun is actively pursuing to aid us, the Gotei, first and foremost: in other words, the critical Hollow Operations comes second to working together with Keigun members. Impeding in Keigun affairs is considered a breach of conduct.

  • v. The Central 46 has removed the right of the Gotei 13 to conduct interrogations without first reporting them to the Keigun, who must now be present for all hearings.


C. Hollow Army Movements:

  • i. The Hollow army has begun to finalize column organization. Due to the riots in Rukongai, communication with the garrison in Southwestern Rukongai has been limited to burst transmissions and audio only.

  • ii. The Keigun has reported Hollows building fortifications along known dimensional rifts. They postulate it may be to protect flanks of some sort. Attacks against these new strongholds are currently being planned.


D. Rogue Groups:

  • i. Shinigami from the Gotei 13 have been reported to sneak back into Rukongai to protect their families as well as to engage Seireitei peacekeepinng troops. They are now considered rebels and hostile targets.

  • ii.The Onmitsu Kidou have reported small amount of Vizard activity.

  • iii. Recent activities within the living world have become apparent, and Gotei is no longer focusing on Rogue groups at the moment. All efforts of intelligence are currently directed towards attaining more intel.

Lady Sierra's Husband

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The afterlife is alternately known as the Spirit World, or more commonly, Soul Society. It is meant to correspond to heaven or nirvana in human belief systems.

It should be noted that even within Soul Society, no one is immortal. People grow old, albeit at a slower pace, and might be able to die of old age. They can also be killed in battle. A soul that dies in Soul Society is reincarnated on earth as a new human.

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Soul Society is better than the living world 9 times out of ten and you never need to worry about hunger. However, the concept of the afterlife is anything but sublime. Soul Society consists of two portions, the cities where most people live, called the rukongai; and the walled castle where the spirit world nobility and the shinigami live, known as sereitei (lit. Court of Pure Souls).

Rukongai
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Rukongai (lit. gemmed soul city) is divided into 80 districts, each numbered in descending order on how far they are from the center; this results in the higher-numerated (and farther) districts decaying into slums. Thus, while District 1 is peaceful and lawful (and in many cases resembles the antiseptic lifestyle of early-Edo era Kyoto, District 80 is a hardscrabble, violent, crime-infested area that more depicts Heian era Kyoto. There is no indication that the shinigami or any other agencies patrol the streets of rukongai, and as a result, the citizenry are mainly responsible for their day to day welfare.

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It is where most of the souls in Soul Society tend to live when they first come to Soul Society. Also, it just happens to be the poorest and most run-down of all the places in the Soul Society, yet is also the most free. It is located about the Seireitei. The streets here are not much different from the streets you would find in your average modern town or city.

It is full of families composed of members that are not blood related. There are people who died in many different times and places. It is rare to find your family from your previous life within the place. To live within Rukongai, you will get a ticket according to the time you died, and then you will be sent off in different directions.

Even if you died together, if you don't get tickets at the same time, you won't be able to know where the other is.

  • Northern Rukongai
    Nearly uninhabited save for a few districts close to edge of Seireitei. Historically speaking, not much has been ever developed in this region of Soul Society due to the extremely dense mountain ranges that criss-cross the land. During the Great Hollow War, the population of this region grew exponentially as the mountains also served as excellent defensive emplacements due to natural choke points formed by ravines and passes. Being the traditional hometown of Masuri, Northern Rukongai has always been in favor of the 1st Judge's progressive reforms and constantly seeks to maintain a balance between the old and new guard.

  • Western Rukongai
    Historically, Western Rukongai has been the most populated quarter of Soul Society. As such, due to proportions, they have produced the most Shinigami from their numbers. This fact however is a double-blade since on one hand, they have the most souls working in Seireitei, but they also have the largest crime rate and organized crime membership as well. Due to the latter trait, councilmen from Western Rukongai have almost always been very conservative in their beliefs.

  • Southern Rukongai
    During the Great Hollow War, this quarter of Soul Society was the hardest hit by the occupation of Emptybones and White Corona. The geography used to be a fertile plain which housed much of the food source for Seireitei's food store, but was desecrated when the Hollows used the flat terrain as its main staging point for most of their forces, including the towering Menos Grande behemoths. Needless to say, all the lives that were lost in this area have caused the current residents to be quite wary of all types of government and would do anything in order to maintain their security above all else. The current Prefect for the region, is the last heir to one of the regions most influential families and is arguably the strongest statesman in the Central 46.

  • Eastern Rukongai
    Having been liberated from the Hollows first, Eastern Rukongai was used as the main staging point for Shinkou's landing army from earth and has since then used the infrastructure laid down back in the war to become the single most prosperous quarter of Seireitei today. As such, many progressives liberals have since then moved into the quarter and have influenced politics in the area. Councilmen from the East are quite fond of changing Seireitei to be more and more of a direct, rather than, representative democracy.


Seireitei
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Sereitei (lit. court of pure souls) is in the center of Soul Society, a circular shirō with four main entrances, each guarded by a Gate Guardian who is a shinigami elite. The walls are made of deathstone, a material known to sap all spiritual and psychic energy when one portion is faced in a particular direction, similar to magnetic lodestones. The majority of the residents of sereitei, nobility and shinigami alike, do not interact with the citizens of Rukongai, though residents of rukongai are allowed to apply for the shinigami academy. However, some sereitei residents, do maintain residences outside the castle.

The offices for all 13 divisions, as well as homes for each individual Shinigami can be located here. It is as expansive as it is dangerous, considering nothing but Death Gods live here, and any intruders would truly be unlucky to run into a Captain or Vice Captain.

"Sou Kyouku" the execution grounds are also located within Seireitei.
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Soul Society is the world of souls. So, if you want to get there, you have to be a soul.

It is known that shinigami and hollows alike can come and go between the two worlds as they please. Shinigami can cross from the Soul Society to the human world by way of a passage seemingly unlocked by their zanpakutō. However, to safely cross over, they must be accompanied by a hell butterfly (a black moth created from soul burial that can perform a multitude of tasks). Hollows can cross over to both Soul Society and the human world by opening a rift in space, although they don't usually dare enter Soul Society.

For those who seek to enter "illegally" to get to Soul Society, by means of dimensional travel or other ways, will automatically find themselves within the "backdoor", known as Senkaimon.

The problem with this is time. The time allowed to go through the Senkaimon is only four minutes. Once the time is up, the door will close and anyone within will be locked forever, inside the dangai, the space between realms. Otherwise known as simply, the Void.

Also, within the Senkaimon, in order to prevent enemies such as Hollows, from entering, its filled with a current called Kouryuu, which can stop souls from moving. Just one foot caught in it, and the chance of making it out in time is almost impossible.

Even then, there is one additional thing to worry about.

Seimichio, the janitor of Senkaimon,who comes out only every 7 days. Resembling something of a freight train, its speed is nearly impossible, as it goes about cleaning the Senkaimon, dragging huge amounts of Kouryuu with it.

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In addition, Seireitei has it's own forms of defense. The Seiriemon Gate automatically descends into place around the entire city when an intruder is detected. From this point onward, the only way to access the city is through use of each of the 4 gates. Each gate is seperated in such length, that it would take roughly 10 days of walking just to go from one gate to the next.
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If you think, that the wall around the city is the only defense barrier, you're dead wrong. The wall itself is made by a special mineral that completely blocks out all spiritual energy. If you don't make a hole in the wall, you can't get in. More importantly, this mineral releases, a special spiritual energy wave from the cut surfaces. In other words....in both above and under the ground, the city is covered by a sphere-shaped protection field.
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Therefore, anyone just trying to fly in from above or dig upwards, with a body made out of spiritrons, will be turned into dust. However, it is a know fact that should the force field be met with a greater density of spiritual power than it's own, it can indeed be broken through.

Should the defenses indeed be fully penetrated, a general level of alert will be rung through all of Seireitei, placing all divisions to attention.
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If the ryoka manage to cause enough of a concern and threat to Soul Society itself, the level of alert may be raised to it's highest possible state.
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At this time, Soul Society will officialy be declared in a state of war. And the ban on Soul Cutters will be released within the walls.

Lady Sierra's Husband

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Government
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The ultimate authority of shinigami are the Central 46 Chambers. This is made up of 40 wise men and 6 judges. They are sealed into an enclave in Seireitei called seijōtōkyorin and no one else may go enter it, regardless of their military or civilian status. The decisions of the 46 chambers are final. No one may go against their decision, not even a captain. In addition, all decisions by the 46 Chambers are carried out, even if they require the mobilization of the Gotei 13.

  • Judges
    Their job is to oversee and moderate legislative actions as well as to try criminals and court-martial Shinigami by facilitating judicial hearings. A minimum of three Judges must be present for both legislation and court cases. They also handle and present material from both the Gotei 13 and the Onmitsu Kidou to the 40 councilmen and vice-versa. Additionally, the First Judge is traditionally considered the head of state of Soul Society.

  • Councilmen
    They are the bulk of Soul Society's decision-making process and are largely responsible for the political affairs between Seireitei and Rukongai. In the past, all of the councilmen were full-fledged Shinigami, but now, like with the Judges, some are ordinary souls from Rukongai. They debate and vote upon measures and also serve as administrators and governors of the districts they represent at the Central 46 chamber. Of the most prominent and influential of the councilmen are the four Regional Prefects. Since the four sections of Rukongai have unique politics unto their own, the Prefects are considered leaders of "political parties" in Soul Society. Adjutants which help facilitate paperwork and the like for each party are also named as they are the ones that assist the Prefect the most in debate by campaigning for support from other "parties".

  • Judiciary

    The Central 46 Chambers also act as the shinigami judiciary and are responsible for judging and sentencing shinigami who have committed serious crimes. Punishments for less serious crimes may be given by other authorities, such as shinigami captains.

    It is implied that the Central 46 Chambers mostly deal with executions. There are several forms of executions in Soul Society, although only two have been revealed:

    * Spirit-sealing pit - an ancient form of execution which is no longer used, shinigami criminals were thrown into a pit which was made of stone that did not let the spirits inside use their power (reiatsu). Hollows were then placed in the pit along with the shinigami, who would battle them till his death.
    * Sōkyoku - a form of execution used only for shinigami captains or those who have committed severe crimes. It involves placing a shinigami on an execution stand and releasing a giant halberd called Sōkyoku on them. When released, Sōkyoku takes on the form of a phoenix, its true form, called Kikōō. The Kikōō has the destructive power of a million zanpakutō, and that power is increased by more than 10 the moment it pierces its victim


Army

The shinigami army is arranged into three corps: Gotei 13 (Thirteen Court Divisions), Demon Arts corps, and the Onmitsukidō (Covert/Special Ops corps).

  • Demon Arts Corps
    Nothing is known about the demon arts corps (kidōshū).

  • Covert Ops Corps
    The Covert Ops (onmitsukidō), also called Special Ops and Secret Mobile Unit/Corps (the latter being the more accurate translation), has five divisions, the top-ranked one being the Executive Militia.

    The current leader of the Covert Ops is Captain Kagen Akoyosan of the Gotei 13's 2nd Division.

    The Covert Ops Corps is headed by a corps commander, the real-life equivalent being Lieutenant-General.

    It is unknown how other ranks work in the corps, but like in Gotei 13, the leader of the corps generally also commands its top division, the Executive Militia (keigun). Unlike in the Gotei 13 however, the corps commander has several bodyguards.

    The general Covert Ops corps uniform appears to be the standard shinigami uniform. However, the Executive Militia uniform is different from the Gotei 13; overall it resebles the ninja uniform. It has no visible white undergarments and the sash is dark as opposed to white. There is a headpiece that covers the bottom part of the face and sometimes the top, but not the eyes. There are also no sandals like on the standard shinigami uniform, but only socks. Presumably this is for silence of movement. Tight bands are worn on the legs and arms to keep the clothes from moving too much, presumably for the same purpose.

    The leader of the militia wears the same uniform, only that the back and shoulders are exposed. This is because they use an advanced technique, which combines hand to hand combat and demon arts, called shunkō. When activated, the high spiritual pressure accumulated at the shoulders and back will blasts away clothes at these parts and so the uniform was made without it.


  • Gotei 13
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    Well, if you've read the manga at all, then you'd have a bit of an idea as to who the Gotei 13 are, or rather, what it is.

    The Gotei 13 is arranged into 13 divisions (hence the name). Each of the Gotei 13 squads also has a specialization, but not all of them have been revealed yet. Notably, squad 4 is the medic/supply team, squad 11 is the battle squad (specialization in swordsmanship), and squad 12 is the research/scientific institute.

    As any other army, the Gotei 13 has ranks. There are 21 officer ranks, but no ranks for non-officers. The ranks and their descriptions are listed below, from highest to lowest.

    Sotaicho (lit. General commander or Commander-General) - as the name implies, this is the Commander-General of the Gotei 13. The holder of this title is .

    Taicho (lit. unit commander) - Because of the size of a Gotei 13 'unit' (over 200 troops, but probably still a 3-digit number, this rank is also appropriate according to the size of the unit. However, given that each 'Captain' leads a major part of a military wing or corps (which is Gotei 13), they could be considered division commanders, and thus also called Generals. Literally however, the rank simply means 'unit commander', which could be practically any officer rank.

    Captains are the most revered of shinigami (with the Central 46, Demon Art Corps, and Covert Ops Corps leaders possibly being on equal status). Captains are undisputably the most prominent shinigami. Every captain in Gotei 13 history knows bankai. Knowing bankai gives captains a default strength advantage of 5 to 10 times over shinigami who are not able to perform bankai. However, knowing bankai is only a fraction (although a large one) of a captain's power. They have also trained extensively, if they have not mastered, their bankai which allows them to actually use the enormous power and size of their bankai in battle. Captains are also skilled in the use of shunpo, kidou, and generally have excellent knowledge of shinigami history and battle tactics. All of these factors create a huge power-gap between captains and the next highest level; a captain can generally defeat several lieutenants at once without even needing to release his bankai.

    There are three ways to become a Gotei 13 captain:

    • To take the captaincy proficiency test, which requires the knowledge of the final release (bankai). This is presumably the method by which most captains are admitted, and every captain in Gotei 13 history has known bankai except Kenpachi Zaraki. Knowing bankai gives captains a default strength advantage of 500-1000% over shinigami who are not able to perform bankai. The test has to be witnessed by at least three existing captains, including the Commander-General.
    • To be personally recommended by at least 6 captains and approved by at least 3 of the remaining 7.
    • To defeat the previous captain one-on-one with at least 200 witnesses from the division. Kenpachi Zaraki is thought to be the only captain who achieved his rank using this method, although this is unclear.


    Fukutaicho (lit. vice-unit commander) - this is the rank attributed to the 2nd Seat of each division. Since Captain is used to describe a unit commander, vice-captain is the most accurate translation. However, in real-life armies, the lieutenant is the personal adjutant of the captain and in traditional armies there has often been only one lieutenant per captain. Therefore, lieutenant is the correct real-life equivalent of this rank. Holders of this rank in Gotei 13 have also been called adjutants.

    Lieutenants function as executive officers for their division and take care of day-to-day operations as well as supervise them. They (along with their captain) are not assigned to one specific squad. They generally only know shikai, but are the second strongest in their division. Some have gained bankai; this is natural seeing as they would be the most seasoned and skilled shikai users. However, these lieutenants are still not at the level of a captain for previously mentioned reasons.

    Seated officers - all Gotei 13 officers who hold lower ranks than the above, are referred to seated officers. Captains have the rank of 1st Seat and lieutenants are 2nd Seat. Next to that, there are 18 more seats (3rd to 20th). 3rd seat officers are ranked higher than 4th seat, etc. There seems to be a distinction between senior and junior seated officers, just like in real-life armies. In Gotei 13, only one person can hold a senior officer rank (such as 3rd or 5th seat), but there are several holdiers of junior officer ranks (e.g. 20th seat). This may vary from division to division however, as there are two 3rd Seats in the 13th Division. The seated officers of 3rd seat and below may be best compared to very junior officers or senior non-commissioned officers.

    Each seated officer apparently leads a squad, although this is not certain.

    Most Gotei 13 personnel wear the standard shinigami uniform, called shihakusho - a white undershirt, a black kimono and hakama, and a white sash. Lieutenants sometimes also wear an armband, which carries their division symbol and its number. They are required to do this when they are summoned to a meeting.

    Captains wear a white haori above the usual black shinigami clothes, with the number of their division on the back, inside the Gotei 13 symbol (a rhombus).

    Gotei 13 officers, particularly captains and lieutenants, often customize their personal appearance or that of their uniform. Some of these modifications include:

    • A number of captains have chosen to have the sleeves of their jackets removed. The reason for this is unknown, although it may be for greater freedom of movement in combat.
    • Wearing an obi sash rather than a standard one.
    • A straw hat and a gaudily-colored kimono.
    • Wearing a top that is deliberately loose. It hangs open, revealing one's ample bosom. Also wearing the lieutenant's badge around one's waist with ther sash tied in a bow.
    • A very abbreviated outfit: the hakama is absent, leaving one in something of a mini-skirt version of the kimono that is belted at the waist.


    Each of the 13 divisions in Gotei 13 have their own symbol that represents the division's primary role, and in turn, each symbol has a meaning. For instance, the 11th Division symbol is a rhombus with 7 stars and means 'fight'. Not all symbols and meanings have been clearly revealed.

  • Training
    The majority of training for individuals wanting to become shinigami is done through the Shinigami Academy. This is a 6-year academy, training its students to fight hollows (see Combat) and do soul burial duties.

    While it is not clear, this academy seems to have been founded by Center 46.

  • Operations
    The shinigami undertake a multitude of operations, which include soul burial, battling hollows, etc. Most of these occur in the human world (outside of Soul Society). It should be noted that all shinigami captains and lieutenants have their spiritual energy reduced by about 80% when they enter the human world, in order not to cause unnecessary influence.

    Because some operations may take a long time, shinigami need a way to stay in the human world for long periods of time (which they can't do in spirit form), interact with the living, or recover their powers when need arises. Thus, the gigai was created.

    A gigai is an artificial body that allows shinigami to remain in the human world for an extended period (either due to temporary loss of powers or extended missions). While the body is synthetic, it appears and operates in every way to a natural one and is designed to perfectly mimic a living human body. Unlike the normal shinigami body, a gigai is detectable by humans as well as spirits.

    Because shinigami battle hollows, and there are likely more hollows than shinigami, they may require assistance in battling the hollows. Thus, the modsoul (modified soul) project was born.

    Modified souls were a short-lived experiment by the shinigami to create souls specialized in combat that could possess dead human bodies to be used as soldiers to combat Hollows. These artificial combat souls could enhance parts of the body to achieve feats of superhuman ability such as super-speed or strength. Modsouls were exterminated after the experiment proved to be a failure (due to ethical reasons).


Zanpakutō

A zanpakutō, is a sword used by the shinigami. The art of using a zanpakutō is called zanjutsu (swordsmanship).

Most soul cutters in their sealed form look like katanas, but the shape and form varies by the person. Zanpakutō are not just tools, but also living beings. They are a shinigami's partner in battle and while they can regenerate if broken, they cannot be replaced. As a shinigami gains power, the zanpakutō can change form by the inner being manifesting itself to a greater degree in the outside world. The sword and the inner being are synonymous to each other. Zanpakutō are used to fight hollows and other shinigami as well as to liberate or help pluses ascend to Soul Society.

There are three levels of zanpakutō manifestation. The first is the sealed form, and there are also two levels of seal release: shikai (lit. initial release), and bankai (lit. complete release). In the sealed form, most zanpakutō resemble katanas, and do not exhibit any special abilities. The greater a shinigami's spiritual power, the larger the sword appears. As such, high level shinigami must be capable of maintaining and suppressing the size of their sword, otherwise shinigami like the captains of the Gotei 13 would end up swinging around swords the size of skyscrapers.

A properly-trained shinigami can make his or her zanpakutō smaller if they want to, or radically change its appearance. Shinigami usually carry their zanpakutō in the sealed state, releasing them only when necessary. Soul Society law prohibits the release of zanpakutō within the walled city of Seireitei.

It should be noted that both vizards and arrancar, being part shinigami, also use zanpakutō. It has been revealed that the release of an arrancar's zanpakutō differs from that of a shinigami. A vizard's release has not yet been revealed.

The first level of seal release, shikai, is achieved by learning the sword's name. By speaking a command phrase to the sword (each shinigami uses a different one), the zanpakutō will assume its shikai form. In shikai form, most zanpakutō have a different physical appearance, as well as one or more special abilities. Achievement of shikai is a mark of expert control of a zanpakutō, and it appears to be a requirement for advancement within the shinigami ranks (most seated officers and presumably all lieutenants are capable of shikai).

It is speculated that it is possible to release a zanpakutō without learning its name.

The second and final level of seal release, bankai, sometimes also called full release, is achieved by materializing the sword's personification and subjugating it. Once this task is achieved, the sword can be transformed into its bankai form. In bankai form, the zanpakutō has a third physical appearance, and can fully manifest itself, increasing its power by five to ten times. In bankai form, all zanpakutō possess some type of powerful ability. Most skilled users also have several special attacks to go along with the release that require them to say a special command, similar to the initial release. A bankai generally requires years of training to acquire, and another ten years to master. Normally, a shinigami must have the strength and ability to manifest the sword's spirit into the real world before he can even begin to start bankai training; there is a method that involves forcibly calling the spirit of the zanpakutō into the user's world through the use of a special doll. Thus, the years of training to acquire the knowledge and strength to begin bankai training can be bypassed.

There are two types of bankai - one creates an ability or enhances the shikai ability. The other type enhances the natural abilities of the wielder.
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1st DivisionUser ImageUser Image
Captain: Shinkou Masaru (Vahn Kyonuske)
Vice Captain: Kuchiki Tsuneo (Vahn Kyonuske)
3rd Seat: Chris "Wren" Nove (Sunstrike)

Specialty: Duelists
The Shinigami who join the 1st Division specialize in one on one battles, and consequently are usually assigned missions that send them into the field alone. This is due to their elite mastery of the zanpakutou (most 1st Divisioners are Zanjutsu masters) and their powerful abilities that can handle almost any situation. 1st Division Shinigami become almost legendarily known due to their great power, and their zanpakutous are such that they are talked about on mythical proportions.

1st Division members, for the most part, never start in the 1st Division when they come into the Gotei 13. This is because Yami-sama has an affinity for experienced Shinigami, and as such tends to flex his authority to bring over Shinigami that he's been keeping his eyes on for a while. Yami-sama uses the experience to assign difficult, high-priority missions to his men while at the same time to develop their powers further so they can become even more reliable.

If a 1st Division member is available in combat, he or she will automatically take charge of members from other divisions and lead them in teams. This only is in the event that there are no higher ranking officers from the other divisions on the scene: a 1st Division member is only given authority over everyone equal to or less in ranking.

As a whole, members of the 1st Division retain strength and authority without showing any form of arrogance and giving off a genuine aura of kindness. They tend to get along with members from any division, and when the time comes for combat, they are the most reliable on the battlefield.

2nd DivisionUser ImageUser Image
Captain: Kagen Akoyosan (Maximos)
Vice Captain: [OPEN]
3rd Seat: Xavier Cruz (Mekryd)
? Seat: Yasashiku (Hugin the Raven)

Specialty: Keigun and Vanguard Spec-Ops
The Gotei's 2nd Division is devoted towards the practices of recon advances and vanguard manoeuvres. Members of the 2nd Division are known for their versatility in both cooperative and solo situations, but it is by working with other members of their Division that they shine most. The 2nd Division trains its members rigorously to be team-oriented through specially conducted regimens by stressing stealth, agility, resourcefulness, team synergy, and the ability to virtually overwhelm their opponents with blitzkrieg manoeuvres. It is through this that they earn the title of being the elite advance special operations and reconnaissance unit, one formed to gather all intact articles of intelligence from the outset of battle, and to devastate the initial enemy ranks with complex tactics.

Because of their role of being the first to engage the enemy, the burden of gathering vital information while it is fresh is placed upon the shoulders of this Division�s members. What is meant by reconnaissance in the 2nd Division is gathering and evaluating any and all articles of intelligence before they are lost in the heat of battle, and it is because of this that 2nd Division units play a crucial role in important movements against the enemy.

The 2nd Division also emphasizes its ability to complete mission objectives with utmost efficiency and speed through a seemingly invincible team effort. By assuming the role of a vanguard special operations unit, the 2nd Division is usually chosen to commence hostilities against the opposition first, bringing to the fore an ingenuity in forming on-the-spot tactical operations to cripple, if not eradicate the enemy in as little time as possible, hence the designation �vanguard spec-ops.�

Members of the 2nd Division usually bring with them an array of specialized weapons and tools, arming themselves to deal with worst case scenarios. With that, they usually wear modified clothing to accommodate easy access to and the security of such items. The strengths of each member are monitored and individually honed to their fullest, all the while their weaknesses are compensated through team training. They emerge strong in both body and spirit, and in battle, their weaknesses, if any, are well-concealed and overshadowed by their polished specialties.

Being in such a demanding Division requires a jack-of-all-trades characteristic, not to mention the traits of resourcefulness, unwavering focus, ingenuity, and above all, an unseen loyalty to the team and to the authorities of Seireitei. Members of the 2nd Division are known to be reserved in conversations, yet willing to add their thoughtful input when they feel it is warranted. Their ability to sum up pressuring situations is awe-inspiring to say the least, and yet they possess a quality that makes them easily befriended and trusted.

3rd DivisionUser ImageUser Image
Captain: Tondo "Ton" Birei (themightyjello)
Vice Captain: [OPEN]
3rd Seat: [OPEN]
Specialty:

4th DivisionUser ImageUser Image
Captain: Atara (AtaraRaven)
Vice Captain: [RESERVED]

Specialty: Advanced Medicine and Restoration
Members of the fourth Division are commonly known as "The Healers." One of the defining characteristics of any member of this division is their natural ability or affinity for healing others, and therefore members often arrive to the division from a rainbow specialties, backgrounds, and intentions.

Generally, they are kind individuals with soothing presences. Infused with patience and generosity, members of this division are well-trained in situations of emergency, and are thus strong-decision makers as well as quick, innovative and strategic thinkers. Despite popular conception, however, the members of the fourth Division do not choose to heal because they are "weak." Each member possesses his or her own strengths and skills which are highly respected and encouraged. Powerful enough to be great warriors, members of this division have a personal aspiration to ease pain rather than cause it.

Finally, the division emphasizes teamwork and promoting a sense of "Family" among the group and therefore, each member is highly encouraged to train vigorously with other members as well as with the division captain not only to acquire knowledge of the division techniques, but to prevent against any abuse of division principles.

Because medical work often requires a great deal of supplies, members of this division are given the option of carrying a supply bag, which includes: five healing pills, medical kits, ointment, three elixirs of regeneration, five energy pills, one chiyudo scroll, and one final burst tablet. The usage of these items is purely restricted to healing work, and any abuse of these materials is carefully monitored by the division captain.

5th DivisionUser ImageUser Image
Captain: Kyouko Nishitani (Kaminosai)
Vice Captain: [OPEN]

Specialty: Shadow Ops (Communication)

6th DivisionUser ImageUser Image
Captain: Noah Akhilles (tropicana breeze runner)
Vice Captain: [OPEN]

Specialty: Kidou Division
The sixth division and its members focus on the theory and application of offensive kidou in battle. Three families of kidou, Hadou, Bakudou, and Bougyoudo, are concentrated upon by this division, which supplements kidou prowess with knowledge of fighting techniques based on zanjutsu or Hakuda.
Chiyudo is not a primary focus of the sixth division, though members are encouraged to know one good healing spell to take care of their own wounds when in battle.

Members of the sixth division are capable with a sword, and as such, can fight alongside other divisions, using their kidou to supplement the strengths and shore up the weaknesses of their fellow shinigami in battle.
For the most part, however, they are warriors who follow a dual path of using both their spirit and body to fight their enemies.

7th DivisionUser ImageUser Image
Captain: Eiji Nanakaze (Silver Alexander)
Vice Captain: [OPEN]

Specialty:

8th DivisionUser ImageUser Image
Captain: Fujiwara Iaito (Kellindel)
Vice Captain: Shiro Hanaguchi (Kaminosai)
3rd Seat: Akkibuzoku Tokui (Kubo)
4th Seat: Akkibuzoku Kuma (Kubo)
7th Seat: Ganryuu Enoki (Anonymooo)
Kiba Akkibuzoku (Dunlad)

Specialty - Blitzkrieg Strike Group

The eighth division of the Gotei 13 is the first-response strike group of the 13 divisions. The 8th is the first to arrive on the scene of battle, slicing into the flanks of an enemy force before whipping away to hit another weak point. They operate at a speed above and beyond those of their peers in the other divisions, streaking across battlefields and dealing crippling blows to the enemy.

8th divisioners avoid long-drawn out battles, usually aiming to kill or bypass an enemy as quickly as possible before moving on to another target. As such, their overall stamina is more focused towards short bursts of great speed and power rather than a continual burn of energy. They prefer to dance around an opponent's attacks rather than block or tank them, then strike their enemy in a critical area and end the fight.

Due to their focus on speed and the ridiculous odds that 8th divisioners avoid on a daily basis, members of this division often develop a daredevil personality that lets them continue such impossible missions without a mental breakdown. As a whole, members of the division strive to be the best both among their peers and among their enemies, making them powerful allies and dangerous enemies.

9th DivisionUser ImageUser Image
Captain: [OPEN]
Vice Captain: [OPEN]

Specialty:

10th DivisionUser ImageUser Image
Captain: Ashimakase Jin'ei (Kay-san)
Vice Captain: Itatsumoto Kenji (Kay-san)

Specialty:

11th DivisionUser ImageUser Image
Captain: Itai Kenpachi (Shouyin)
Vice Captain: Chunichiro "Mojo" Mojizuki (Gouken Furoshima)
8th Seat: Suikochi Toun (Alucard Cetez)

Specialty: Heavy Combat/ Combat Specialists
Members of this division are hard to stop. Like the symbol of the Division, they go one way- forward. Fearless, bloodthirsty, strong, and skilled are just a few words to describe them. They strike fast, hard, and always aim to kill. The ability to take hits and keep moving is what seperates members of this division from the rest of Gotei 13. Their strength lies primarily with fighting skills and not so much with kidou, though a few kidou specialists exist. If it's guaranteed to be tough and bloody, the 11th Division are the first ones to call.

The original 11th was just infantry and a battle division, but the new 11th is a bit different in this regard. The new 11th is for the most part, a massive battle division once again. All members are trained to master their spiritual pressure and harness it in such a way to make them combat specialists. In fact, the nickname "Heavy Combat" comes from the reiatsu and weight training they all undertake to make their bodies solid, fluid, faster, and able to withstand even the mightiest of spiritual pressures and shrug off the hardest of blows.

No one could ever accuse an 11th Division member to be disloyal to the Gotei 13. Their loyal to Commander Shinkou runs deep. The demeanor of the division is that of hard-working, fiercely competitive individuals. Dedicated and a bit zealous in their duties to the Gotei 13. It is required that one has at least one screw loose or a jiggly handle on the toilet to be a member. Most of their exploits seem like suicide missions but oddly enough, they have a high survival rate. When in combat, they are professional and take their work seriously but during off hours, they are easily the rowdiest party animals in Rukongai.

12th DivisionUser ImageUser Image
Captain: Phyrem (Lucind Varhetel)
Vice Captain: [RESERVED]

Specialty: Arcane Sciences and Technologies (AST)
The AST is a special shinigami unit in charge of developing new technologies and kidou-based skills. They're also in charge of studying many of the unexplainable phenomena that occur in the many different realms. Their technological development ranges from creating simple devices to make everyday life easier, to creating pioneering technology in their field range.

They are also the first to be called when the Gotei needs an unexplainable situation or mysterious phenomena to be invested properly. Using the special equipment that they develop for the scenes. They then try to collect, decipher, and use whatever they find. The AST's job range from simple sample and material collecting (from plants, animals, earth, and even hollows) to full-blown supernatural studies. Because of this some of their missions can be very dangerous.

The members of the 12th division are known for intelligence. They have a very acute understanding of the world and are greatly curious about anything they can't understand, making them not only great scientist but also skilled combatants when needed.

Though renown for their curious, they are also feared because of it. Members of the division are known to get into trouble here and now. Known to study any and almost everything that they can. That doesn't stop them however; they just try harder not to get caught the next time.

Logical in almost every sense, the 12th division believes that there is a feasible explanation to almost everything. Not to say, however, that they don't know the supernatural exists. Just to say that they believe it exists for a reason.

13th DivisionUser ImageUser Image
Captain: [OPEN]
Vice Captain: [OPEN]

Specialty: Divine Protectors

Members of the 13th division are intensely trained to achieve maximum strength in all areas. To these people, true, inner strength is second only to loyalty in the hierarchy of attributes. This division is especially close to their captain and are trained from the moment they enter the thirteenth division to achieve their maximum amount of power.

These people are primarily protectors, they will not actively go into combat like members of the 11th division, but rather will sit back and let the fighters do their job. These members are more suited to protecting someone or something and will put their lives on the line for that cause.

Because members of this division receive such hands on training from their captain they tend to be fiercely loyal and leaving the division without expressed permission is likely to be met with death at the hands of other thirteenth division members.

The 13th division is primarily concerned with the defense of Seireitei, whether it is from attacking forces or inner corruption. They are known to routinely patrol Seireitei and the outlying regions of Rukongai in order to locate and eliminate potential dangers and are occasionally thought to act like vigilantes.

Lady Sierra's Husband

Original Member

7,300 Points
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  • Treasure Hunter 100
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Lady Sierra's Husband

Original Member

7,300 Points
  • Risky Lifestyle 100
  • Treasure Hunter 100
  • Conversationalist 100
Joining Form


:Name:: This should be pretty self explanatory...it's a name. Just a simple name...like "Bob" or "Sue".

:Gender:: No sex jokes please...just tell us whether your character is a male or a female. Or maybe both O_O

:Race:: Self explanitory.

:Age:: Just tell us your age.

Ed's Note: Regardless of this description though, it isn't entirely unknown for Shinigami to have wildly differentiating ages. For instance, Yachiru looks about... 7 or 8, and the Captain-General Genryuusai looks over a hundred ^_^;;;

razz hysical Description:: Egads...the number of bad descriptions I've seen. It's like watching a horror movie over and over again...except not. Please, more is not less in this case. Emphasis on the not. I've seen a few really good profiles that've had small descriptions, but that doesn't change the fact that the ones where their character was described to the point where I knew how many hairs were on their head were better. So keep that in mind and who knows? If we get a really kickass description and overall profile, we may even award you brownie points!

razz ersonality:: The number of "cold, silent warriors" and "perky airheads" amazes me even today. Why can't you people just make up a new personality?! God...is it really that amusing to be as bland as the next person when it comes to how your character acts? Try to be creative people! Creative, not "copy+paste". Again, details are key here and we'll grade on details not length. And do us all a favor. We've had our fill of gothic, trench-coat wearing, gun-toting SOB's, so just try to be different lest we sick a huge swarm of hungry Kon's on your mother's chest.

:Clothing:: Okay. Not everyone, contrary to popular belief, goes around in the same set of clothes for their entire life. Hence the reason why girls (and guys) go shopping for clothes. So again, keep this detailed.

:Ranking:: Here's what you post with:

Division Choice: Obviously, the division you want to be in.

How Your Character Fits in With the Specialty: Explain why your character follows the division specialty created by the respective Captains.

Second Choice: In the event that the Division you pick obtains too many Shinigami or the Captain dislikes your reasons for following the specialty, you will get shifted to another Division. Put your second choice and how you follow that division's specialty here.

When all of the RPers are done posting their division choice, the other Captains and I will evaluate if the numbers are uneven and shift people around accordingly.

:Country/time:: Now then. We don't expect anything huge here, just a simple word or two as to where your character hails from and from what time period should he/she/it be a spirit of some sort.

:Background Information:: This is one of the most important parts of the profile, namely, the sort of life you've lived up until the point you enter the storyline. Granted, in the modern era of this RPG, you may not have QUITE as much... Creativity as many RPGs allow, but surely there have been major events in your character's lives. Cronicle them here.
__________________________________________________________________________

:Weapon(s):: Unless you somehow are able to fight and kill others with the power of your fists and feet, I think you might need a weapon. Sometimes, the weapon may take the form of a short dagger, but then again it may also be a huge-a** broadsword.

The following is the form to follow for a Shinigami's Soul Cutter:

Weapon Name | What's the name of your Soul Cutter? No, this is not the name release. This is the actual name of your Soul Cutter. Or you could just be all Zaraki-ish and have a serrated Soul Cutter with no name, but then you'd not get a Name Release, a Ban Release, and we'd cover your entire body in Kons that will eat you alive. So yeah, in short, make sure your Soul Cutter has a name.

Description | You must be thinking, "EGADS! TWO descriptions?". Well, yeah. And please make this just as detailed as your character's description. After all, you need to be able to differentiate between a twig and a huge-a** broadsword with a blade as keen as a winter's night. See the difference? I'm sure that you'll be able to notice the difference between a well-described Soul Cutter and a crap Soul Cutter once you start RPing as well.

Of course, there's also part two of the Description part of the Soul Cutter. Nearly all Soul Cutters (curse you Zaraki Kenpachi and your nameless Soul Cutter) have names as well as a "spiritual" image that they show. For instance, Abarai Renji's Soul Cutter takes the shape of a Babboon with a Snake for its tail. Creepy...I know. Another instance of a materialization of the Soul Cutter is Zangetsu, Ichigo's Soul Cutter. Now, this particular Soul Cutter takes the form of a really dirty-looking old man, who, nevertheless, does not fail to look really, really cool. Anyways, you get my drift. Unless you want the soul of your Soul Cutter to end up looking like Kon with beefed up arms and little winglings, then don't screw up here either.

Weapon Level | Okay...this can either be a tough section or an incredibly easy section. It's up to you, the writer, actually. The Weapon's Level, specifically with Soul Cutters, is what tells others just how quickly they'll be killed by you. A Soul Cutter's levels can be split into three categories. The first form, Name Release, and Ban Release, in ascending order of power. Also, please refer to your weapon level in regards to which level you have reached overall. No new character, unless you've bribed us with money and brownies, is capable of reaching Ban Release. Heck, even a new character reaching Name Release is a bit of a task in and of itself. So just keep in mind to be realistic and make sure you describe what your different releases look like please.

Unique Skills | If you've never seen or read Bleach before, you wouldn't understand what I'm talking about, but you know that time when Ichigo uses that huge wave-slash? Well, that's basically a unique skill.

Explanation on Class
Every zanpakutou has a class. In the series, Ryuujin Jakka was the strongest of the fire-class blades, Hyourinmaru was the strongest of the ice-class blades. Class describes the nature of it's element. The Bankai usually determines the overall class. If your blade fits into more than one class, then we'll mark it as a "Dual Class" blade. I understand some people don't fall in with a singular element but that is okay. That is what the "Other" option is for.

Available Classes:
- Fire
- Ice
- Water
- Weather
- Melee
- Psychic
- Earth
- Metal
- Air
- Summon
- Dual
- Other

Explanation on Type
Type generally describes the abilities of the blade. Are they melee oriented like Renji's blade? Are they kidou oriented like Hinamori's blade? Do they have a special attribute like Kira's blade?

Available Types:
- Kidou
- Melee
- Attributed
- Faceted (More than 5 abilities)
- Summon
- Dual
- Other

9 is the magic number for your zanpakutou's limits in Shikai. At most, a Zanpakutou can have:

3 Forms - Ex. Zabimaru, Zangetsu, Sougyo no Kotowari. Basically, the change in the shape of your zanpakutou only. Sometimes, a Shi Kai is nothing but a form change (Ichimaru's Shinsou, Byakuya's Senbonzakura).

3 Abilities - Ex. Getsugatenshou, Higa Zekkou, Nigeki Kessatsu. Basically, the attack or technique your zanpakutou uses. A Shi Kai can still change the shape of your zanpakutou, but the ability is different, seperate from this.

All in all, you can have 9 "traits" so to speak of your zanpakutou. However, when the more forms/abilities you use, the more potential power you use.

In short, if you have 9 "traits", the potential power you could put into a form or an ability is divided, so each form/ability has 1/9 the potential power.

In laymen's terms, that means one form/ability would have to be very weak and linear because it's only using 1/9th of what it could.

Back on the other end, if you have 1 form and 1 ability, that form/ability can be very strong and versatile, since you are using much more of the potential energy.

Multiformed/Multiability Zanpakutou = Lots of versatility overall, less power in each form/ability.

Multiformed/Single Ability
Single Formed/Multiability = A balanced area, where the forms/abilities aren't strong or weak.

Single Formed/Single Ability = Not as much versatility, but lots of power in the form/ability.

:Arts:: List here the special abilities of your character, or any other such talents.

Lady Sierra's Husband

Original Member

7,300 Points
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Lady Sierra's Husband

Original Member

7,300 Points
  • Risky Lifestyle 100
  • Treasure Hunter 100
  • Conversationalist 100
Combat



Zanjutsu
"Art of the Sword" - Zanjutsu is the ability to weild the zanpakutou (lit. Soul Cutting Sword; frequently abrevieated to "Soul Cutter" wink , a shinigami's weapon, and a measure of his/her power and ability. It is everything regarding how well you fight with the zanpakutou, including both offense and defense. The higher this is, the more creative you can apply the usages of your zanpakutou to situations and fights. Power of the abilities comes from Sipiritual Pressure. High Zanjutsu also means you can read your opponents' sword movements.

Zanjustu affects Spiritual Pressure usage when sword abilities are being used. If one has a high Zanjutsu, the amount of Spiritual Pressure used to produce the zanpakutou's ability is relatively small. If one has a low Zanjutsu, the amount of Spiritual Pressure used to produce the zanpakutou's ability is large.

Initially similar to a katana, it is a living spirit, tied in to the shinigami that carries it. In addition to its basic form, each zanpakutō has two enhanced forms: shikai ("first release" wink , and bankai ("full release" wink , in which the shape of the sword varies radically to suit additional needs. Senior shinigami must master the initial release, and only the strongest of the shinigami - usually captains and above - are able to use bankai.

Hakuda
"Hand to Hand" - This is hand to hand combat, and like Zanjutsu, the actual strength of the attacks is from Spiritual Pressure. The higher Hakuda is, the more elaborate your martial arts are in combat. Note, if you have a zanpakutou that is a claw, glove, etc., it is recommended you practice this. High Hakuda also means you can read your opponents' Hakuda movements.

Hakuda affects Spiritual Pressure usage when hand to hand abilities are being used. If one has a high Hakuda, the amount of Spiritual Pressure used to produce the hand to hand ability is relatively small. If one has a low Hakuda, the amount of Spiritual Pressure used to produce the hand to hand ability is large.

Hohou�
"Footwork" - Hohou determines your level of shyunpo, as in how fast it will be, but the distance traveled is determined by SP. Hohou will also determine how quick your Zanjutsu and Hakuda are, and your reaction time in general.

Hohou affects Spiritual Pressure. If Hohou is high, the amount of Spiritual Pressure used in shyunpo is much less than if Hohou is low.

Kidou
The Demon Arts (kidou) are a type of combat or healing sorcery used by shinigami. Kido spells are divided into two major groups: blast spells (attacks) and binding spells (spells to restrain or involves restraining someone). It is possible that more groups exist which were not yet revealed. To perform a Kido, one must call out incantations for the spell, similar to releasing a zanpakutou. For example, "Sprinkled on the bones of the beast! Pointy tower, red crystal, steel cartwheels. Move and make wind. Stop and make calm. The sound of warring spears fills the empty castle. Blast spell sixty-three: Raikouhou!" (Raikouhou means "thunder roar cannon" wink . Those with high Kidou can attain Incantation Bypass, able to complete the most powerful spells with a simple chant of its name. Even experienced captains cannot bypass a level 90 spell successfully. The higher the number, the more powerful the spell.

The power in Kidou attacks is based on both how high the Kidou stat is and how high one's Spiritual Pressure is.

Of special note is the Demon Art called Flash Steps (shunpo). Shunpo corresponds to a "haste" or "boost" skill, allowing a Shinigami to move his body within a certain distance at hyperspeed. Yoruichi, the ex-special forces commander, earned the title of "Goddess of Flash" due to her mastery of the skill to the point of appearing to be in multiple places at once.

Spiritual Pressure
Spiritual pressure is the measure of a Shinigami's spiritual power and vitality. The higher one's spiritual pressure is, the more amount of energy they have to use in attacks and the more blows they can take in battle before falling. Those with immense spiritual pressure supposedly cannot even be cut by the blade of a zanpakutou.

Connection
Connection is the bond between a Shinigami and it's zanpakutou. It also acts as a marker for new levels in power.


Kidou List

I'll update the list when new kidou is added, and I'll try to make up chants for spells that don't have them. Unless, the person who made them wants to make one.

IT WOULD HELP IF WHEN YOU MAKE KIDOU, YOU DON'T FORGET TO ADD THE INCANTATION OR COST PART. THANKS.

Spell Classes


    Low Class (#1-39)
    These spells are the weakest and easiest spells to use. They are not quite as damaging as higher level spells, however their cost is much lower and they can usually be used many times without tiring out the user. They are also the simplest of all the spell classes, so their effects will usually be temporary with a low range of effect.

    • Damage: Low-level spells aren�t very damaging and most of the time will not kill an opponent unless they are severely weaker than you or they are already near death. Many low-level spells are used to slowly whittle away at your opponent, or temporarily stun them. When used properly most low-level spells can be damaging to the area of the body they strike, almost making that part unusable.

    • Area of Effect and Durability: Most low-level spells do not have very large areas of effect, and most of the ones that do are support spells with very weak overall effects. Also, depending on the power and the skill of the user, most low-level spells will only last a few seconds before dissipating.

    • Healing: Most healing spells of these levels are mainly used to heal minor wounds while still in the heat of battle. The usually effect small areas and have slow regeneration speeds. They are usually more efficient when one doesn�t have much time to spare.


    Mid Class (#40-59)
    Mid class spells are the most balanced efficiency and power wise. They aren�t as damaging as high level spells. However, they can do considerable amounts of damage without tiring out the user as much as a high level spell would. They cannot be used as many times as low-level spells could be used without tiring out the user. The effects of mid-class spells aren�t as simple as lower class ones, so they involve some level of concentration. Their effects last longer and have greater effect areas.

    • Damage: Mid class spells can do considerable amounts of damage without tiring out the user. If used properly they have a decent chance of killing or incapacitating an opponent with one or two direct shots. Mid-level spells are usually used to do a decent level of damage to one�s opponent without tiring one�s self out too much or to take out a group of weaker enemies all at once.

    • Area of Effect and Durability: Most mid-level spells have decent areas of effect, whether for attack or support. The support spells are also more elaborate than those of low-level spells and allow greater manipulation of one�s spiritual energy. Unlike most low-level spells, mid-level ones can last for long stretches of times. Most stronger mid levels usually only last for a few seconds to about a minute.

    • Healing: Mid-level spells are the most efficient because they have the ability to heal both minor and major injuring without draining too much of one�s energy. They usually can effect large sections of the body or more than one person at a time, and they can even heal large gashes and broken bones in a good amount of time.


    High Class (#60-99)
    High class spells are the strongest and hardest spells to learn and use. Their power is great, usually allowing one to kill or incapacitate one or more persons in one incantation. Because they are so strong, most people will only be able to cast them once or twice before they tire themselves out. Because of their difficulty to complete and cost, most high-level spells are only used by skilled kidou users or as a desperation act.

    • Damage: High class spells are the most powerful of all spells and therefore the most damaging. They can kill and incapacitate in one blow, and they usually can hit more than one person at a time. Because of this, most (if not all) high-level spells are only used in serious battles and are usually barred from use in friendly competitions.

    • Area of Effect and Durability: Most high-level spells have giant areas of effect, some actually being able to envelop a small battlefield. Because these are the highest levels of kidou, these spells allow near perfect manipulation of one�s energy for support spells, allowing the person to pull off many elaborate moves. High level spells can last very long, some taking days to dissipate and others remaining on the battlefield long after a battle has ended. However, like all other classes, the strongest ones will only last for about a few seconds to a few minutes.

    • Healing: High class healing is the best around, and also the most taxing. These spells allow almost instant healing and can even regenerate lost limbs if possible. There are some so powerful that they can even bring a person back from the brink of death. However, only the most skilled shinigami even know of their existence.


    Blasting Spells (Hadou)

    #1: Sudden Impact

    Releases a blast of air from the hands of the user.

    #2: Beniikazuchi (Crimson Thunder)

    "Under the celestial ruby, shall my voice roar like a thunder.
    Blasting spell, the second: Beniikazuchi!! "

    A beam of deep red lightning is blasted from the user's pointing finger towards the enemy. It's intention is to make so much noise that breaks the enemy orientation. Its strike is not very strong but the impact can make superficial bruises. It's a good hadou for iniciants.

    #3: Kuukuu no Akuryoku (Grip of the Void)

    "The brilliant flame extinguished!
    Tear away the veil of skin, infuse the essence of the beyond!
    Blasting spell, the third: Kuukuu no Akuryoku!"

    This art creates a short-lived bubble of nothingness around its target, causing weak spirits to explode. Stronger beings are not affected at all.

    #4: White Lightning

    Focusing a concentrated amount of spiritual power at the index and middle fingers, the spell releases this energy is a then coherent beam that easily strikes through most targets.

    #8: Kutsuunomaru (Circle of Pain)

    "The eye of the great dragon!
    Come before me, seeker of torment, lord of endings!
    Cast thy sight and pass thy judgement!
    Blasting spell, the seventh: Kutsuunomaru!

    This art creates a shining circle of yellow around the feets of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger.

    #20: Burn

    "Take from the heart!
    Stop their calm!
    Flames arise.
    Blasting spell, the twentieth: Burn!"

    Allows user to interlace energy into an item for the purpose of creating a flame. The flame is hottest about two millimetres from the object. Energy is constanly drained from the user to keep the flames burning. The flames can not be put out by conventunal methods. The user would likely pass out if this were kept up for more than an hour.

    #27: Breaking Palm

    "Forbidden hand formed of the soul, strike with the might of a titan.
    With this power allow me to obliterate all that stands before me, reducing it to rubble.
    Raw energy given shape.
    Blasting spell, the twenty-seventh: Breaking Palm."

    A direct kidou attack, this move must be done at point blank range. The user of this attack focuses kidou energy into one of their hands, the entire hand soon becoming covered in the energy. The energy is constant, and will stay as long as the person wills it to. This technique gives the hand a great destructive force, allowing it to punch holes in walls and greatly increase that person's striking power - to the point of being able to fracture or break bone. The power of the fist becomes stronger the longer the person keeps the energy concentrated, the energy becoming more taxing to keep it going. The largest cost is in between successful strikes when the energy has to renew itself. In stronger shinigami this technique can even allow them to destroy large structures without a zanpakutou.

    #29: Chuujou / Assatsu

    Level One -
    "The dwarves rage, fighting against the travesty that has ravaged this land.
    Punishing the wrong and restoring order.
    Blasting spell, the twenty-ninth: Chuujou."

    The user of the spell puts their middle and index finger together and forces them to the ground. The earth in front of the target then shoots out at a 45-degree angle, a thick block of hard rock slamming into them.

    Level Two -
    "The dwarves rage, fighting against the travesty that has ravaged this land.
    Punishing the wrong and restoring order.
    Blasting spell, the twenty-ninth: Assatsu."

    Assatsu is basically the same as Chuujou. However, instead of one, four blocks are shot out. The blocks surround the target on each side; they then all collide into the person. This technique is very powerful and can case broken bones and damaged organs if it hits the body, Temporarily crippling if it hits the leg, and instant death if it hits the head.

    #31: Amber Cannon

    Attacks target with a blast of fire.

    #33: Blue Fire Fall

    "Dominator! Mask of flesh and blood.
    All living beings.
    Fluttering.
    That which has the name Human!
    Truth and temperance.
    Slightly embed your claws into the walls of innocent dreams!"

    One of the stronger, but more frequently used, Arts by Captains. Blue Fire Fall could be seen as the upgraded version of Blasting Spell #31. The effect of Art #33 is to fire projectiles of blue flame at the target which result in large explosions as well as bursts of bright light capable of blinding said target.

    #35: Tenken (Sword of Heaven)

    This spell is about as big and flashy as they come below the sixties. Meaning, of course, that if you use it, everyone knows where you are. Worse, it can be easy to dodge, if you recognize that it�s coming. But if you don�t� This spell summons a straight long sword, about eight feet long, made of pure Kido that falls from the sky and pierces the spell�s target through. It takes one or two seconds from the time the incantation is complete for the sword to cross the space from heaven to earth (depending on how much the target moves.) The sword is capable of �homing� on its target, but it can�t track more than fifty feet away from its original target point. The sword can easily be shaken by Shyunpo, dodging just before impact, or just by running into a building (not so much a dodge, but it prevents the person getting hit.) A person failing to dodge, on the other hand, is skewered like Mongolian barbeque.

    #37: Thousand Burst

    A ball of energy is focused in the palm of the hand. When released the ball travels a very small distance before exploding into a thousand small spheres of spirit energy, spreading out as they travel. In a modern context it is most similar to the blast from a shotgun loaded with 00 buckshot, and can easily overwhelm a target through by spreading out the contact area of between the spheres and the target. Maximum effective range is no greater then 30 metres before the spheres become too diluted to do much damage.

    #38: Altar

    "Screaming earth rushes from the ground.
    Striking down all those who stand in its way.
    Mother Nature�s fury made real.
    The frightening power revealed.
    Blasting spell, the thirty-eigth: Altar!"

    The user presses their hands to the ground as they chant this spell. Stone javelins shoot forth from the ground, surrounding the opponent. They all come down on the person, shredding them. It starts out with four javelins, however two javelins are added for every additional level used. Each javelin appears ten feet from the target, they are all about one yard in length and four inches in thickness.

    #42: Uchuu no Shinjitsu (Truth of the Universe)

    "The blackness of a man's heart, the pureness of a newborn's soul!
    Breathe in the archangel's wisdom, look through the eye of worlds!
    Shed your ignorance and behold!
    Blasting spell, the forty-second: Uchuu no Shinjitsu!"

    This art destroys not the body, but the mind of its victim, overloading its senses with a massive torrent of information streaming in much too quickly.

    #47: Dead Air

    "God of the wind, release your strength.
    Call forth the calm before the storm.
    Blasting spell, the forty-seventh: Dead Air."

    A lot of air is compressed to the size of a golf ball in the palm of the hand. This heavily compressed air is thrown at the opponent. When the ball makes contact or when the user detonates the sphere, the released air acts like a vacuum blade. Fifteen metres range. Any further requires more energy to keep the air concentrated.

    #48: Burst Stream

    "The power of the raging sea lies within me, the savage power twisting and turning as it pleads to be let free.
    The monstrous force aching to corrode everything before it.
    Blasting spell, the forty-eigth: Burst Stream."

    The user of this spell gathers energy into their hands. The energy then calls upon the elements of water, causing a spherical ball of liquid to form between the users palms. The energy is then shot out with a great burst of strength. A small (one foot) screw-like whirlpool shoots from the orb blasting right at the target. The whirlpools lasting time varies on level. Beginners can only hold it for ten to fifteen seconds, but higher ups can hold it for up to one minute. Higher-level shinigami can use this technique with one hand and can even control the whirlpools direction. Even higher-level shinigami can create whirlpools so strong that anything nearby will be caught in them.

    #49: Ikijigoku (Hell on Earth)

    "By the fires of Gehenna, burning bright!
    The claw from the beyond, tearing away the light of existence!
    Blasting spell, the forty-ninth: Ikijigoku!"

    This destructive art incinerates the moisture inside and outside of the target, boiling it alive. It is neither nice to watch nor easy to cast, draining its user quite a bit but can destroy most hollows up to the Menos-Medio class.

    #52: Bakuhatsu no Chakudan (Detonating Impact)

    "The Great Destroyer, Chained Dragon of Chaos!
    Dance to the sound of thunder, ride on the winds of the rising storm!
    Race the bolt of lightning, rend, tear asunder, erase!
    Blasting spell, the fifty-second: Bakuhatsu no Chakudan!"

    Similar to the first blasting spell, Sudden Impact, this releases a blast of air from the hands of the caster, but instead of the 'normal' one, this one is huge in comparison and is supercharged with spirit energy, detonating on impact, thus the name. It uses a lot of strength to cast it.

    #53: Big Hammer

    "Swirling winds lend me your power and crush my opponent beneath your fury!
    Blasting spell, the fifty-third: Big Hammer!"

    A large hammer appears in the air as a manifestation of the user's spiritual pressure and smashes the opponent to the ground.

    #60: Chaining Blast

    "Fury of the vindictive spirits, punishing the wicked and bringing forth only sorrow.
    Hacking away at all that is beautiful until oblivion is the only thing that reminds.
    Feeding off what once stood strong.
    Blasting spell, the sixtieth: Chaining Blast."

    The user shoots a ball of light through their opponent, the light does not hurt the opponent at first however. From that ball, five points of light are created behind the target and strung together by a string of kidou energy. The first ball acts as a guiding point for the attack. The first ball explodes, knocking the target into the other points which then explode on contact with the target.

    #63: Raikouhou (Thunder Roar Canon)

    "Bone of the beasts
    Sentou
    Kenshou
    Koutetsu
    no-sharin
    Move and become a wind.
    Stop and become the sky.
    The piercing tune spreads through the land!
    Blast spell sixty-three: Raikouhou!"

    Unleashes a massively charged amount of spiritual energy from one palm; able to knock down one of the Gate Guardians out cold.

    #65: Burning Spirit

    "The black wind howls, the rising serpent strikes, stirring up the winds of the world.
    The sun burns red, the striking serpent rises singing the earth with its misdeeds.
    Blasting spell, the sixty-fifth: Burning Spirit."

    The user creates a massive tornado of whirling fire that consumes and destroys everything inside.

    #67: Chain Reaction

    "Destruction of the grounds below, crumbling earth envelop all below.
    Springing power, destroy everything that has been chosen.
    Blasting spell, the sixty-seventh: Chain Reaction."

    The user of this spell injects their kidou energy into the ground, they then direct it to the target(s) of their choice. Once the kidou is under them, it creates a marking around whatever limb it touches. The energy then shoots up from the ground, and if it marked someone it will even follow after them. The kidou can even be manipulated to be used in traps, or even to destroy the earth beneath your opponent and cause them to fall.

    #72: Burst Geyser

    "Raging demons of the flames scorch and char the land.
    Blister the earth and turn all life to ash.
    With your temporal pools of fire, melt away all that is righteous.
    Blasting spell, the seventy-second: Burst Geyser."

    Four flaming geysers of lava and magma begin to shoot forth from the ground. The geysers start to twist and turn, creating four powerful whirlpools. The flaming whirlpools then start to converge, moving in on the target and trapping them in a single, gigantic whirlpool of fire.

    #90: Kurohitsugi (Black Coffin)

    "Blasting spell, the ninetieth: Kurohitsugi."

    Creates a large box of black spirit energy, encasing the target within, whereupon immense pressure is placed upon the unfortunate victim. Think of it as if one were placed into a coffin, and then stabbed repeatedly over and over with swords, while being crushed.

    #96: Dark Hole

    "The pain of man, given form.
    The true power of nothingness made real.
    The hopes and dreams of mankind, the future, in their destruction lays my power.
    Blasting spell, the ninety-sixth: Dark Hole."

    A forbidden kidou art. The user of this spell creates a ball of kidou energy in their hand. The hand is propelled outward, the ball then imploding on itself. The ball then explodes into a giant whirlpool, becoming a vacuum. This spell sucks in everything around it, reducing anything caught in it to ashes. When used by a beginner it can suck up anything, even the user themselves. But if used by a master they can control the targets that become affected. The ball is only about six inches in length, when it implodes its span is about ten meters.

    Binding Spells (Bakudou)

    #1: First Restraint, Obstruction

    "First restraint, obstruction!"

    The first, and weakest, of the binding spells. No incantation is needed other than its name, and it is activated with a cross-slash of the Shinigami's pointer and middle fingers. From the torso up is the area that is paralysed, but if used on those with high-spiritual power, it is near worthless.

    #2: Kabe (Wall)

    "A fragment of the labyrinth eternal!
    Arise from the ground and bar the way!
    Binding spell, the second: Kabe!"

    This spell erects a wall of spiritual energy in front of its target. It is neither high nor wide though, so most spirits, Hollows and Shinigami are just able to jump over it or go around it.

    #8: Seal of Patience

    When invoked, the seal creates a white mark on the casters right palm. When this mark is touched to a living being, the mark is transferred to it's body and turns black. From that moment, the flesh touched by the mark becomes rooted to that location in space, relative to the earth. What this means is that the part of the body that bears the mark cannot be moved from that location without being forcefully removed from the body. And even if that is done, it will continue to float there until the spell is released. While it's low rank is due to the extremely low amount of spiritual power required to activate, the spell itself is actually quite complicated and difficult to pull off properly. For this reason, most Shingami pass it up for other sealing spells that are just as effective for far less hassle.

    #9: Geki

    "Disintegrate, Black Dog of Rondanini.
    Look upon yourself and burn!
    Devour your own throat!
    Binding spell, the ninth: Geki!"

    The user draws with his or her hand a red light ideogram in the air that vanishes as the cast begins. The bakudou binds the enemy with a red pressure, causing pain and muscle contraction. The torture of the pain is frequently used for making the oponnent give up the battle without no more blood spilt. The spell can be broken easily if the target has higher spiritual pressure than the caster.

    #13: Earthern Maw

    "Ensnaring sands, fleeting winds, bind yourself to my enemy.
    And cease his movements.
    Binding spell, the thirteenth: Earthern Maw."

    Creates incredibly strong tendrils of dirt that spring from the ground and ensnare the arms and legs of the opponent. Because the nature of the tendrils is somewhat tricky, the caster must be close to the target. Five metres is the maximum range. Otherwise the strength won't be sufficient to hold the opponent.

    #16: Ryuusa (Quicksand)

    "The paws of the earth, lash out full of greed!
    Become like water, drown the fly swimming in honey!
    Binding spell, the sixteenth: Ryuusa!"

    This art effectively anchors the victims feet to the earth, denying any movement. It can be broken with enough strength, though.

    #25: Betobetokenwonuku (Sticky Draw)

    "Hades!
    Unleash your charges!
    Zombies erupt from the underworld and manifest!
    Groan into my foe�s sheath and cling to the soul of their slayer.
    Let go on pain of death!
    Binding spell, the twenty-fifth: Betobetokenwonuku!"

    Freezes the sword in the sheath. If not already drawn out, the opponent won't be able to pull the zanpakutou out of the sheath for at least half a minute, depending on the level of the user.

    #28: Anchor

    "The titans curse the chosen, forcing them to carry their great burden.
    Bind and restrain, O� demon�s chain.
    The sinister blight renewed once again.
    Binding spell, the twenty-eighth: Anchor."

    The user of this kidou shoots their energy out in the form of a thick strap. The strap wraps around the target's torso, and then an energy spike shoots from it. The spike is connected to the strap and will shoot out, dragging the trapped victim with it. The spike will either drag the victim back about twenty feet or burrow them into whatever hits it before then. When that spike hits something (or burrows into the ground), three more spikes will shoot out in all directions. The spikes will bind the victim in their spot. They will then dissipate after twenty seconds, and can only be broken by someone of moderately higher spiritual energy than the user.

    #45: Beast Fang

    "The moon glows red, the wolf baring its teeth.
    Eclipsing shadows of death enveloping its unlucky victims and carrying them on to the underworld.
    Binding spell, the forty-fifth: Beast Fang."

    The user raises their hand, clinching their fingers like fangs. A large red jaw (about five feet large) then shoots from that fist, fangs formed from pure kidou energy. The fangs then latch onto the target, trapping them in its grasp and biting down on them harder and harder until the spell dissipates about twenty seconds later.

    #50: Sokubaku (Shackles)

    "Come forth from the between!
    Lords of the eight directions, take the gift bestowed by thy benevolence away!
    Let anger swell in thy chest and let this worm writhe without hope!
    Binding spell, the fiftieth: Sokubaku!"

    This demon art denies any and all movement of the targets arms and feets, binding them together at the back of the target's back.

    #53: Asamoya (Morning Mist)

    "Cover our lands, enter our bodies and bring serenity to light through the turmoil of darkness.
    Binding spell, the fifty-third: Asamoya."

    Asamoya diffuses a caster's energy into general waves (as opposed to a linear beam, like most kidou) and enters an opponent's body through their pores. In doing so, Asamoya strengthen's the caster's reiatsu in such a way that the mere presence of foreign reiatsu in the opponent's body causes nearly all of the basic life processes (e.g., breathing, seeing, moving) to slow; and allows the caster to control or concentrate their reiatsu into a specific location (e.g., the arms or legs) to particularly bind that area into non-movement. This is a rather slow-working spell, and therefore may not be particularily effective in battle. It takes no more than one minute to become effective (dependent on the caster/opponent reiatsu difference), and remains effective for a maximum of two minutes. To cast this, the user needs to be within a five foot radius of the opponent, and hold their palms up toward the opponent.

    #61: Rikujyoukourou

    This spell is a highly upgraded version of the first binding spell, so much so that the confinement can be seen by the naked eye, though it is not completely coherent, seen more so as six wide beams of light that impact and bind the intended target.

    #78: 1000 Knives Torture

    "Send my opponent to an early grave.
    Make my hatred steel, strong enough to pierce the very soul of my nemesis.
    Binding spell, the seventy-eigth: 1000 Knives Torture!"

    Heavy cloths of kidou wrap around the target, forming into an iron sarcophagus. The user then clinches their fist and one thousand small knives of energy start to levitate around the sarcophagus. Since this was used as interrogation tactic in the old days, the user can control the when the knives are plunged into the coffin. However, the longer they wait the easier it is for the person to break free.

    #89: Kouchinomaru (Circle of Confinement)

    "The eternal gates, block the way!
    Deny thy gift and twist the ground!
    Grasp firmly, lock yourself and never let go!
    The supreme prison, the ender of pathways!
    Binding spell, the eighty-ninth: Kouchinomaru!"

    Basically, this spell erects a spherical barrier of immense strength around the target, denying any form of movement outside of it and even dissipating most attacks up to a medium power level.

    #99: Restraint

    Stage One - "Kin", signified by banded shackles that tie the target's arms to each other. This only paralyses their upper body, but these shackles are much more stronger and durable than that of the first binding spell . However, when used, the shackles will only remain in place while the one who used said art is holding the hand seal that they used to activate it.

    Stage Two - "Bankin", demolishes a target entrapped by Kin with a single massive block of kidou.

    Healing Spells (Chiyudo)

    #2: Amatsubu (Rain Drop)

    "As a breath of air, as a ray of sun, as a beam of flame, and as a bit of earth.
    Flow within this body to wash away all that may harm it.
    Healing spell, the second: Amatsubu."

    A concentrated spell, able to heal mildly deep wounds, with a limitation of six centimetres in depth and two centimeters in length. Concentration is based on the level of spirit pressure used to power this spell, where the healing effects can be distributed within a two inch radius of the wound.

    #5: Antidote

    "Cleanse the soul and body with the waters of life.
    Healing spell, the fifth: Antidote."

    A basic medic incantation against poisons. Will have three different effects depending on the strength of the poison. If it is a low level poison, the ailments will be completly cured and poison removed. If medium level, the poison is stopped for a extended period of time, but not removed. If it is a high level poison, the poison is slowed down, but not stoped. The spell must touch the infected area.

    #25: Bandaidification

    "Wrap this heart in the warmth of those who wish it to heal, and protect it against the cold who wish it to fail.
    Healing spell, the twenty-fifth: Bandaidification."

    This is an extraordinarily slow working spell. Casting this spell wraps invisible "bandaids" of spirit pressure around a target, encasing the target in somewhat of a shell. (The more a target moves, the less effective the spell becomes.) Externally, the bandaids defend from about 10% of further damage by attacks. (This is done not by preventing the attack itself, but by reducing the damage that is felt within the shell.) Internally, the shell begins to heal wounds at a rate of 1% for every minute the bandaids are in place. Overall, the spell cannot be held for more than one full hour. (A full 60% recovery would mean that the target didn't move at all. Even slight movement within the shell will reduce its healing properties.) To cast the spell, one must be within five feet of the target, and the spell will complete its shell formation in five seconds. Visible strands of spirit energy will emerge slowly from the caster's palms and extend towards the recipient.

    #55: Great Barrier

    "Shell of the great guardian, blessing of the gods above.
    Give me the strength to block the tyrant's blows, to resist all that wishes to harm me.
    Healing spell, the fifty-fifth: Great Barrier."

    When this spell is cast, a perfect sphere surrounds the user. The sphere takes the user's spiritual energy and turns it into a solid translucent shell of energy. The shell by itself can take a great deal of damage. It can take up to four powered hits from someone of equal or slightly greater strength than the user. And it can take at least two powered shots from someone of greater strength. The bubble itself is stationary and last for about two minutes or until the user steps out of it. However, the user of the spell can keep pouring energy into the bubble to sustain it, but they must concentrate only on the bubble while doing it and it can become draining after a while. While inside the shell, the user cannot attack.

    Support Spells (Bougyoudo)

    #3: Blue Mist

    "Remove me from sight, blind their eyes.
    Do not allow this foe to hit their mark.
    Support spell, the third: Blue Mist."

    Covers a ten foot area with a thick blanket of blue mist, which centers on the target. Making it near impossible to see normally. It only lasts for ten seconds.

    #22: Bikan (Beautiful Sight)

    "As storm clouds fade, as fog flows away, and as the sun once returns, grant true sight in the eyes of those who wish to see.
    Support spell, the twenty-second: Bikan."

    A flexible spell, designed to sharpen the vision of those it is cast upon, by enabling the recipient to "see" speed. Bikan increases the ability to see by up to 10% depending on spirit pressure. So for example, casting the spell while fighting a speedy opponent would mean that would the caster would "see" the opponent moving only at normal speed. Flexibility is given to the duration of the spell effect and the number of those it can be used on. The maximum time limit of the spell is thirty seconds (meaning the effect can only be used on one recipient), and the maximum number of recipients is three (meaning the maximum time on each is ten seconds.)

    #25: Bansoukou

    "Make my flesh adhesive, and bind my soul to stone.
    Bestow upon to me the reptile�s birthright.
    Support spell, the twenty-fifth: Bansoukou."

    A thick padding of spiritons gathers at the users hands and feet. While this spell is active, the user gains the ability to latch onto wall by pressing up against them with said appendages. The compression even allows the user to run on vertical structures with ease.

    #28: Harinezumi

    "Bless my flesh with nature's armour.
    Pierce my captor and irritate the flesh.
    Support spell, the twenty-eighth: Harinezumi."

    Stage One - A kidou that is used when one is trapped by their opponent in a physical attack. The user's spiritual pressure converges, and then explodes out of the user in multiple directions, stabbing anyone within breathing range of the user with sharp energy spines. The spikes are only a few inches long, but can be very annoying and painful. The spikes will also break off and dig into the victim.

    Stage Two - By clasping their hands together and chanting the word "Yammarashi" the user of this spell can cause the spikes caught in their victim to explode. This spell can even be cast when the spikes are still in the user, but that would be more for a kamikaze attack.

    #30: Banshiissei

    "The captured begs for freedom, selling their souls for a chance to escape.
    The cornered man forcing his last hand.
    Support spell, the thirtieth: Banshiissei."

    A binding art removal spell. The user chants the spell and concentrates. This focuses a greater amount of energy out of the user to push away and nullify a binding spell. Since there are many different types of binding, there is no set rate. It takes about three to ten seconds depending on how much the spell has formed and how powerful it is (the more powerful binding taking at least ten or more seconds to break). So, the effects are not instant and any damage that occurs from the spell itself stays. When the binding is released however, a bright flash is released, allowing the user to escape. However, the flash only lasts for a few seconds itself.

    #35: Collapse

    "Reveal to me my hidden foe.
    Break through their defenses and seal away their power.
    Support spell, the thirty-fifth: Collapse."

    When a barrier is formed from kidou, the user of this spell can counter it. The spell shoots out a spear like projectile, the projectile then breaks through the barrier and negates it. This bow�s energy then scatters around in a ten metre radius, and shoots out strange runic symbols into the air. The seals keep the same spell from being cast within thirty seconds of this spells activation while the user is in the field. Also, the spell has to hit the barrier, or else it won�t know what it�s negating.

    #46: Control Doll

    "Finesse of a god, hand of a puppeteer.
    Give me power over all that lives and breathes.
    Grant me the will to make and break the dreams which I see fit.
    Support spell, the forty-sixth: Control Doll."

    A technique that includes two different variations that can be used at any time. The first ability is simple. Using their own energy, the wielder has the ability to form a doll that looks just like them. The doll looks, talks, and even smells like the user of the spell. This makes it extremely hard to tell the difference between the user and the doll. The doll itself lasts for about ten minutes and can be used for anything from a decoy to an espionage tool. However, the doll lacks zanpakutou and kidou abilities, so it cannot stand combat too long since it�s spirit pressure is only 10% that of the caster's. One surprise the doll has is that it has a binding spell imprinted on its body. So, when it is destroyed, the energy put into the spell will displace and reform around the person who attacked it. Temporarily binding them for about fifteen seconds.

    #56: Area of Silence

    "Like a key turning a lock the air closes around us until no sound can be made!
    Support spell, the fifty-sixth: Area of Silence."

    Has a certain probability of temporarily inhibiting the use of magic by everyone within fifteen metres of the caster. The caster's spiritual pressure or kidou (whichever is higher) is measured against the higher of the targeted peoples'. If it succeeds then everyone in the sphere is forbidden from using kidou. The barrier lasts for one minute or two depending on the level of skill of the user.

    Shyunpa
    A high level feat requiring a large amount of Spiritual Pressure, Shyunpa is an ultra-high-speed movement most commonly utilized by Captain Level Shinigami, and seems almost like a "Teleport" between one place and another. This, as a rule of thumb, has a maximum distance of about 50 paces at a time, though there is said to be an improved version of it out there somewhere that has no such limit...

    Shyunpo
    This is the higher form of the Shyunpa feat that most Vice-Captain level and higher Shinigami use to combat the Hirenkyakyu of the Quincy. Using this technique, the Shinigami can materialize from one area and rematerialize in another area. The basic Shyunpa technique only allows the Shinigami to "warp" themself to an area only a few paces away. But the Shyunpo is capable of allowing higher lengths of warping as well as allowing the user to carry someone and warp them along with their own body. If mastered, this skill is quite formidable and useful in battle.

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Glossary of Japanese Terms


Just to make it easy for those of us with too much gaijin in us, I've decided to help out with some Japanese terms that we might use here Soul Society! More to be added as we go!

DISCLAIMER: I'm not quite the best with Japanese, so anybody that's more fluent than I am can feel free to correct me on any of this.
---

Numbers and Organization

1 - ichi
2 - ni
3 - san
4 - shi
5 - go
6 - roku
7 - shichi
8 - hachi
9 - kyuu
10 - juu
11 - juuichi
12 - juuni
13 - juusan

46- shijuuroku

ensou - gathering spot, center/centre; i.e. shijuuroku no ensou = Centre 46

gun - army

gotei - palatial residence, stately mansion; i.e. juusangun no gotei = 13 Armies of the Palace, or Gotei 13

dai(number) - ordinal numbers, i.e. daisan = third

(ordinal number)bu - Xth Division, i.e. daishichibu = 7th Division

---

Addressing People

(name)-kun - suffix used to address young boys, sometimes also used for girls; also used to commonly address a subordinate

(name)-chan - suffix used to address young girls, sometimes also used for boys; also used to commonly address a subordinate

(name)-san - suffix used to address someone of high or equal standing as a sign of respect

(name)-sama - suffix used to very respectfully address someone of a higher rank, usually a lord or lady

(name)-kozo - suffix used when a man is speaking down to a boy; used as a sign of superiority

(name)-bozu - denotes the addressee as a brat; usually used for boys

(name)-sempai - used when addressing someone who has more experience than you, as a sign of respect

(name)-kohai - used when addressing someone who has less experience than you

ero-(name) - Prefix denoting the addressee as a pervert

(name)-jiji - old geezer; very disrespectful

(name)-baba - old hag; very disrespectful

(name)-baka - denotes the addressee as an idiot or fool

(name)-yaro - denotes the addressee as a b*****d; disrespectful

---

Commonly Used Phrases

Good Morning (Normal) - Ohayou

Good Morning (Polite) - Ohayou-gozaimasu

Good Afternoon/Hello - Konnichiwa

Good Evening/Hello - Kombanwa

Good Night - O yasuminasai

How are you? - Genkidesuka
Note: ka used when asking questions, also de su pronounced ("des" wink

I am fine - Genkidesu
Note: Same as question without the ka

Not so bad - Maamaa desu

Keeping busy (very busy) - Isogashidesu

Thank you {very much} - Arigatou{go za i ma su}

You are welcome - Do u i ta shi ma shi te

My pleasure - Ko chi ra ko so

I am sorry - Go me n na sa i

No problem - Da i jyo u bu

Be careful - Kiwotukete

Good bye (polite) - Sayounara

See you later (casual) - Jyamatane

"Onegai...." - "Please...."

"Onegaishimasu...." - A more respectful "Please....", often used when ordering at a restaurant

"Ano...." - "Umm...." or "Excuse me...."

"Ara, ara" - "Oh, my...." or "Now, now...."

"Amai~!" - "Sweet!" (in the "eating candy" sense) or "You're going easy on me!"

"Kono...." - "Why you...." or "You b*****d...."

"Domo." - A short form for "Thank you."

"Oi...." - "Hey...."

"Ne, ne!" - "Hey!"

"Kyaaaaaaaaaa!!" - A girly scream

"Koi!" - "Come here!"

"Nani?" - "What?"

"Kuso...." - "Damn...." or "s**t...."

"Baka yaro!" - "b*****d!" or "Dumbass!"

"Dare no ban da?" -"Whose turn is it?"

"Nigerou!" - "Run away!"

"Tsukareta" - "I'm beat"

"KAT-ta!" - "I won!"

"Ore ni makasero" - "Leave it to me."

"Soko made da!" - "This is as far as you go."

"Kono kari, hyakubai kaesuzo!" - "I'll return this favour a hundredfold!"

"kondo wa zetai ni makena!" - "This time im not going to lose!"

"Aku wa horobu" - "Evil will always perish."

"Moshi wake arimasen" - "I have no excuse for myself"

"Ima nanji desuka?" - "What time is it?"

"Kurae!" - "Eat this!"

"Ita!" - "Found you!"

"Chikoku da!" - "I'm late!"

"Kire, kire, kire!" - "Slice, slice, slice!"

"Burei-mono" - "Insolent fool."

"Sasuga ni" - "Your skill is as expected."

"Tsuki wo miru tabe omoi da-ze" - "When you look at the moon, think of me and tremble."

"Shine!" - "Die!"

Sono mama shine! - Die as you are!

Ore ga kowqai no ka? - Are you scared of me?

Sugu raku ni shite yaru. - I'll make it easy for you.

Kisama no shi wo motte na! - Yeah, with you're death!

Tsuki wo miru tabi omoi dase! - Remember me whenever you see the Moon!

Raku ni ha shinen zo! - Dying isn't easy!
(Literal translation is "You can't die easily" wink

Baka me! - Fool!

Kono mama dewa owaranzo~! - It won't end like this!

Muda da! - That's futile!

Nake! Sakebe! Soshite shine!! - Cry! Scream! And die!!

Jama da! - You're in my way!

Doushita? - What's wrong?

Asobi wa owari da! - Play time's over!

Imasara inochi goi ka? - Begging for your life now?

Shirouto ga! - You Amateur!

---

Military Terms

taichou - commanding officer; captain

fukutaichou - vice-commanding officer; vice-captain

shougun - general, shogun (for referring to Yamamoto!)

buntaichou - squad leader, seated officer; i.e. dairokubuntaichou = 6th Seat Officer

kangohei - army nurse, medic

ikan - medical officer

isha - (medical) doctor

gikan - chief scientist

kagekusha - scientist

toukei - (scientific) doctor


Bleach Terminology


:Bankai:: Also known as "Ban Release", the ultimate form of the Soul Cutter Sword.

biggrin angai:: The "Space between Worlds" seperating Earth and Soul Society. Also the home of Hollows, them being the only beings that can travel it freely.

biggrin emon Arts:: Often referred to as "Shinigami Magic", even though it's usable by nearly any being with enough spiritual strength and an intact Sakketsu. A wide range of spells that range from binding, to healing, to attack magic.

:Gigai:: An artifical body used mostly by Shinigami that need to blend in with the human race for whatever reasons are necessary.

:Gotei 13:: The "13 Divisions" of the Shinigami.

:Hakusui:: The "Soul's Soul", roughly located in the same location as where the heart would be on a living being. The source of Spiritual Strength, enough damage sustained there would remove the victim's spiritual power. In addition, it's total destruction would spell the certain end of that soul for all eternity...

:Hollow:: A race of generally malevolent spirits, easily identified by the signature white "Bone Mask" and the large hole in their chest. Dangerous in the same sense as wild animals, they seek beings with high levels of Spiritual Energy and try to devour them. This process will end up also forcing the victim to become a Hollow themselves. While possessing great power, a Hollow can be easily defeated by destroying its head.

:Human:: Ordinary human beings, generally unaware of the supernatural, though some do possess enough spiritual sensitivity to percieve normal ghosts.

:Menos Grande:: A giant Hollow created whenever a large amount of normal ones converge on a single space. Possess enough raw power to give a Captain Level Shinigami a good workout, and failure to either block or avoid their infamous "Cero" will result in the total destruction of the victim, right down to their very soul.

:Saketsu:: The "Booster" of Spiritual Powers, located next to the Hakusui. This is also where the Chain of Fate is attached to on Spirits, when damaged, it will reduce the victim's Spiritual Power considerably, and while it's very difficult to destroy it without taking the Hakusui with it, it is rumored that the total destruction of the Saketsu is what creates Hollows.

:Shikai:: The "Name Release" of a Soul Cutter, granting it additional capabilities, but isn't often attained by low-level "Grunt" Shinigami.

:Shinigami:: An order of black robed swordsmen/women with the task of maintaining the balance between Earth, and the Soul Society.
As opposed to a Quincy, a Shinigami purifies the souls of Hollows and sends them to the Soul Society.

:Soul Cutter:: The infamous symbol of the Shinigami, a Soul Cutter takes on a form suitable to it's wielder, and can transform additionally with both, the Name and Ban Releases.

:Soul Society:: The opposite realm to Earth, and the home of the Shinigami. Seperated into the Rukongai, where the normal spirits live, and the Seireitei, where the Shinigami and nobility live.

:Spirits:: The average everyday ghosts that litter the world. Essentially human, just not currently alive ^_^

:Spiritrons:: Raw spirit energy found within the environment, for obvious reasons, it would be easier found in wilderness areas then in a city environment, and within the Soul Society, Everything is made out of Spiritrons. This information is most useful to a Quincy, but can still come in handy for anyone else.

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HYBRIDS


Okay, now that we've settled into what seems to be a manic fascination with hybrids, the rules are now going to be laid down on what you CAN and CAN NOT do with Vizards and Arrancar.

Vizards:
(More information on how to play Vizards properly for this RP will be made via updates)

  • ALL REGULAR PLAYERS are now restricted to having ONE recurring Vizard at a time in their plot. The Vizards are a very SMALL organization when compared to the Gotei, and as such their numbers have to be accurately reflected for continuity reasons.

  • ALL Vizards HAVE to be part of the Army of Masks (Those with exceptions MUST speak to me.) In this RP, Vizards are virtually unable to leave the Army of Masks without the permission of their troop leader. Trying to go against their will and ceding from the Army will cause Vizard characters to perish; NO EXCEPTIONS.

  • Vizards SHOULD NEVER reveal their true names and their faces to anyone that is not a Vizard. The whole purpose of wearing masks and going by aliases is to maintain their undercover status wherever they've been assigned. If you're Vizard(s) have done this already, please, please, please, think twice about going back and touching up for this plot detail.

  • Vizards, depending on their troop and specific orders, WILL NOT engage in violent attacks. This also blows their cover much like the last point. DO NOT have your Vizards "blow crap up" as it really wouldn't make all that much sense (unless maybe, you're in the living world) at this point in the plot.

  • NOT ALL Vizards are sadistic killers. Please remind yourself from time to time that while all Vizards are fairly cunning and intellectually superior to the common Shinigami, not all lust for blood and guts and some even frown on direct combat.


Arrancar:

  • Unlike Vizards, there is NO predetermined limit to how many you can have. However, please use common sense and don't try to raise an army, there's already one in the RP's main canon plot.

  • Arrancar, like the Vizards, are MUCH MORE POWERFUL than their counterparts in the actual Bleach manga. Unless you are a seated officer at the very least, it's recommended that you don't even dabble with both types until you have an officer commission in your respective Division.


Questions? Outraged!? PISSED OFF!!?

Good!

Lady Sierra's Husband

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Announcements


24/02/06
Long, long, long hiatus.

Whatever, that's done and over with. Operations are jumping into full swing. Lost some member's but it's alright we can manage. As a result we have openings in some Divisions once more.

Let's get those apps rolling in.

Anyways, ltime to get SS back into the FFA swing of things.

Have a set of three new banners, created by my very good friend, X.

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As usual, take whichever you like and be sure to link back to this thread.

That's all for now, over and out!


11/11/05
Small graphic changes here and there; finally got an official banner up, thanks to my good friend X.

Added the Kidou list, as well as a few other sections.

One of our members has graciously created a sig image for use by SS.

User Image

[url=http://tinyurl.com/8z7lj][img]http://tinyurl.com/e2jlh[/img][/url]


If you want to use it, please feel free to do so. ^ ^

Welcome and congratulations to all new members, it's great to have you aboard!


01/11/05
Well, the guild's been pre-built and installed now within FFA. Hopefuly I did not make a mistake in placing it here, and instead of M/O or even Barton... I do want conflict.

Conflict brings a lot of role-playing after all.

So a warm hello to all my neighbors.

As for all my members, WELCOME!

And congratulations.

You few are the first and will never be forgotton as being such. With your help, I can pave the way through FFA and restore order to the chaos that seems to embroil this place...or at the least get a free subscription to Playboy.

First order of business then!

To all active Captains. From now on, when ever I get a application request for your division, you will have a choice in whether or not you want the applicant in your division or not. The same applies if someone wants to be your Vice Captain, it will be your sole duty to review the applicant and decided yes or no. I have no say in this.

To everyone else. If your applying for a Captain position, then I'm the one you need to impress...or bribe.

I'm real sorry to you all, role-playing by yourselves thus far and what not. We are few in number at this point, but right now, we have quality over quantity, which is a big plus in my bingo book ANY day. Man up, we'll get through the starting slump with shining colors!

Next up... ID tags... or something.

Now, I don't have anything fancy... so these will have to do for now.

Pick up the corresponding ID to your given division; their placed in numerical order from 1 to 13 after all.


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Lastly, patrolling.

All members are encouraged to visit other neighboring threads within the FFA (make sure that their rules allow magic and what not) and just scope things out. Your not allowed to assault anyone, unless ordered to. Also it's standard procedure for all Captains and Vice Captains to cut their spiritual power back, nearly in half, as the spirit pressure alone, fully unleashed, would destroy normal spirits and obviously harm normal people.

Should you be somehow indeed assaulted, do not, I repeat, do not respond by dismembering them. Big no-no. Just use a binding spell and be on your way.

This is a good way to clock in some rp time, as your characters will go out into the "real world" and then come back to report to my character with whatever they have found out. Also we could use the reconaissence. :wink wink:

Needless to say, I do indeed realize that there are no Hollow Guilds or what not running rampant- BUT, there are still things we must attack.

Such as anything that gets in the way of the natural order of things, or tips the balance of life, afterlife vastly.

Such as demons, vampires (their souls stagnate within their bodies after all) and anything that messes with the undead, or is just generaly a big p***k.

Feel free to npc some hollow attacks as well, when your in other threads, and what not.

Also, needless to say, you can also NPC some members from your own division, such as random grunts or whatever, to follow you around.

Other than that...I've got nothign else to say for now.

Over and out.

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