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Reply ◎ 6th Division: Kendo Specialists (Captain: Ichimura Kenshin)
[Info] Sixth Division's Kidō Thread

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Ichimura Kenshin

PostPosted: Thu Jul 08, 2010 8:24 pm


Here is where you can post the list of your Kidō and other skills your character has obtained. This is a more of a point of reference so you can link you profile to here.
PostPosted: Thu Jul 08, 2010 8:25 pm


Tetsunosuke Harasawa

Hadō
  • 8x of use
    Hadō #1: Shō (衝, Thrust)
    Hadō #4: Byakurai (白雷, White Lightning)
  • 8x of use
    Hadō #11: Tsuzuri Raiden (縛られた電光, Bound Lightning)
  • 8x of use
    Hadō #31: Shakkahō (赤火砲, Shot of Red Fire)
    Hadō #32: Ōkasen (黄火閃, Yellow Fire Flash)
    Hadō #33: Sōkatsui (蒼火墜, Blue Fire, Crash Down)
  • 8x of use
    Hadō #54: Haien (廃炎, Abolishing Flames)
    Hadō #58: Tenran (闐嵐, Orchid Sky)
    Hadō #63: Raikōhō (雷吼炮, Thunder Roar Cannon)
  • 4x of use
    Hadō #73: Sōren Sōkatsui (双蓮蒼火墜, Twin Lotus Blue Fire, Crash Down)
    Hadō #88: Hiryūgeki Zoku Shinten Raihō (飛竜撃賊震天雷砲, Flying Dragon-Striking Heaven-Shaking Thunder Cannon)
  • 2x of use
    Hadō #90: Kurohitsugi (黒棺, Black Coffin)
    Hadō #91: Senjū Kōten Taihō (千手晃天大砲, Thousand Hand Bright Sky Cannon)
  • 1x of use
    Hadō #96: Ittō Kasō (一刀火葬, Single Blade Cremation)


Bakudō
  • 8x of use
    Bakudō #1: Sai (塞, Restrain)
    Bakudō #4: Hainawa (這縄, Crawling Rope)
    Bakudō #8: Seki (斥, Repulse)
    Bakudō #9: Geki (撃, Strike)
  • 8x of use
    Bakudō #12: Fushibi (伏火, Ambush Flare)
    Bakudō #21: Sekienton (赤煙遁, Red Smoke Escape)
    Bakudō #26: Kyokko (曲光, Curved Light)
  • 8x of use
    Bakudō #30: Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)
    Bakudō #37: Tsuriboshi (吊星, Suspending Star)
    Bakudō #39: Enkosen (円閘扇, Arc Shield)
  • 8x of use
    Bakudō #58: Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows)
    Bakudō #61: Rikujōkōrō (六杖光牢, Six Rods Prison of Light)
    Bakudō #62: Hyapporankan (百歩欄干, Hundred Steps Fence)
    Bakudō #63: Sajō Sabaku (鎖条鎖縛, Locking Bondage Stripes)
    Bakudō #73: Tozanshō (倒山晶, Inverse Mountain Crystal)
    Bakudō #75: Gochūtekkan (五柱鉄貫, Quintet of 1 kan Iron Pillars)
  • 4x of use
    Bakudō #77: Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air)
    Bakudō #79: Kuyō Shibari (九 曜縛, Nine Sunlight Traps)
    Bakudō #81: Danku (斷空, Splitting Void)
  • 2x of use
    Bakudō #98: Jibōrensa (自暴連鎖, Despairing Chains)
    Bakudō #99 Part 1: Kin (禁, Seal)
    Bakudō #99 Part 2: Bankin (卍禁, Great Seal)


Advanced Kidō

Highly advanced Kidō barriers that cannot be mastered by simply anyone; high expertise in Kidō is required before these Kidō can even be attempted.



Captains Only with a 110 in Kidō - Knowledge

  • Ryubi no Jōmon (竜尾 の 城門, The Gate of Dragon Tail)
    • Description
      The technique works by creating over a dozen pillars which are arranged by hand gestures, making them form a gigantic shield or door-like barrier between the caster and the opponent.
    • Incantation
      Brethren-in-arms withdrawing for the distance of 8 sun and standing still; blue bolt, white bolt, black bolt, red bolt; sinking into the ocean together seeking redemption.

  • Koko no Jōmon (虎咬 の 城門, The Gate of Tiger Fang)
    • Description
      This barrier appears out of nowhere and takes the shape of a watermill. It's inner section can be opened up like a set of fangs allowing one to attack through the barrier.

  • Kikai no Jōmon (亀鎧 の 城門, The Gate of Turtle Shell)
    • Description
      This barrier is created by many small hexagons combining to form a honeycomb-like structure.

  • Hoyoku no Jōmon (鳳翼 の 城門, The Gate of Phoenix Wings)
    • Description
      This barrier is created from an obelisk and many planks combining to form a sort of lampshade resembling enfolding wings and a crude bird's head/body.

  • Shiji no Saimon (四獣 の 塞門, The Gate of Four Beasts)
    • Description
      This barrier is formed by combining Ryubi no Jomon, Koko no Jomon, Kikai no Jomon and Hoyoku no Jomon. When the four barriers come together, they create a rectangular prison-like barrier around the opponent.



Uncategorized Kidō

  • Kyōmon (鏡門, Mirror Door)
    • Description
      It creates a glass-like barrier which is difficult to break from the outside, but quite simple to break from the inside.
    • Requirements
      • 30 in Kidō - Knowledge.

  • Hakufuku (白伏, White Crawl)
    • Description
      This technique muddles the consciousness of its target.
    • Requirements
      • 30 in Kidō - Knowledge.

Ichimura Kenshin


Ichimura Kenshin

PostPosted: Tue Mar 22, 2011 2:14 pm


Shinigami Ability System

Agility Techniques


  • Dashing
    This skill allows the user to throw him/herself to a certain direction using a certain angle of which way the the stance is directed and executed. Based on an individual's atributes, dashing can be quite a moderately fast move instead of running. Also depending on the distance, dashing can be quite useful if in closer range to the opponent.
    • Requires a 10 in Agility - Hohō.

  • Shunpo (瞬歩, Flash Steps)
    This skill is a movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move; those of little skill in the technique or those who haven't used it an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time.
    • Requires a 40 in Agility - Hohō.

  • Senka (閃花, Flash Blossom)
    This technique is a special Shunpo technique where one moves to their opponents back, directly attacking and sealing one's "Saketsu (鎖結, Chain Binding)" and "Hakusui (鎖結, Soul Sleep)" in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are.
    • Requires a 100 in Agility - Hohō & a 120 in Zanjutsu - Swordsmanship & Lieutenant or Captain rank.

  • Tenmetsumi (点滅身, Flickering Body)
    An incomplete version of Utsusemi, this is a skill that leaves behind an afterimage of the user that instantly begins shimmering out of sight.
    • Requires a 110 in Agility - Hohō.

  • Bunshin (分身, Clones)
    Through high-speed movements, the user is able to create up to 15 visibly-solid copies of his or herself. The clones are simply illusions and will dissipate when they come into contact with something. The clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.).
    • Requires a 130 in Agility - Hohō.


Shinigami Techniques


  • Nadegiri (撫で斬り, Clean Sweep)
    This basic technique allows for a precision cut of extreme force and speed, it can casually slice through large, multi-story high opponents protected by steel skin. The opponent
    can be killed with one swift slash so precise, that they aren't even aware of until after it has taken place.
    • Requires a 80 in Zanjutsu - Swordsmanship.

  • Eishōhaki (詠唱破棄, Incantation Abandonment)
    A skill that releases Kidō without a spirit chant. While it decreases the time needed to release the Kidō, it drastically weakens the spell.
    • Requires a 80 in Kidō - Skill.

  • Fear
    Reiatsu, at its most basic level can instill fear in others when it is very high (in comparison to the one feeling it). Willpower is the simplest way to fight this method.
    • Requires a 10 in Reiryoku - Reiatsu & the target's Reiatsu needs to be lower.

  • Stunning
    High level of spiritual power can cause those of lower power to be stunned by simply being in the presence of a high level spiritual being.
    It is not uncommon for Humans and souls alike to get the wind knocked out of them by simply being near a spiritual being with a high level of spiritual pressure.
    • Requires a 30 in Reiryoku - Reiatsu & the target's Reiatsu needs to be lower.

  • Paralysis
    When a Spiritual being of high Reiatsu chooses to they can paralyze an opponent just by focusing pressure through their stare.
    • Requires a 80 in Reiryoku - Reiatsu & the target's Reiatsu needs to be 30 points lower.

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◎ 6th Division: Kendo Specialists (Captain: Ichimura Kenshin)

 
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