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Bleach: Twilight Grace

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New enemies worry an ancient entity. How do the Shinigami face beings as old as faith? 

Tags: Bleach, Shinigami, Roleplay, Soul Reaper, Zanpakuto 

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Kilala Amaya Sayomi「Fourth Division Captain

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PostPosted: Sat Dec 14, 2013 8:18 am


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    Full Name: Kilala Amaya Sayomi

    Alias/Title: 'The Phoenix' & 'The Voice of the Night'

    Nickname: LaLa

    Gender: Female

    Date of Birth: February 14

    Actual Age: 502

    Appearance Age: 18

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    Height: 5'3

    Weight: 121 lbs

    Eye Color: Violet {Deep}

    Hair Color: Black

    Nationality: American

    Reiatsu Color: Her reaitsu is a bright red and a vivid orange that swirl together. It looks as if her own reaitsu is performing an elegant dance together.


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    Occupation: Captain of Squad Four

    Affiliation: Squad Four, Gotei 13, and Soul Society

    Former Occupation: Squad Four, Gotei 13, and Soul Society

    Former Affiliation: Squad Four, Gotei 13, and Soul Society


    Hobbies: Kilala loves Music and Dances. So when she does have free time, she usually performs music by playing on her flute or she dances. She is very elegant and wise. She also could be seen watching plants or growing them as well as reading.

    Likes:
    Tea
    Music
    Dance
    Wisdom
    Shinigami
    Helping Others
    Knowledge
    Balance

    Dislikes:
    Disrespect
    Ignorance
    Stubbornness
    Attitude


    Personality: Kilala has a very unique aspect of reality. She is very calm and mysterious most of the time. She loves having a smile on her face and helping other's when she can. However, even though he can be lovingly pureful she can also be sinfully evil. When she gets mad, which isn't often, or when she is in battle for her life or others life she is very cold hearted. People usually adore her, however she has been known to give people her "Firery Look" which causes Shinigami to tremble. She also believes in the principle, "You can not save a life unless you know how to kill a life. You can not know how to kill if you do not know how to save a life.". She is very philosophical and hard to understand sometimes because she is very wise despite her age. She also does not believe in labels so you will never see her wearing her Captain's Haori. Instead she wears this long regal and royal kimono that signifies who she is.

    Sexual Preference: Straight


    Family: None


    Background:
    In early times a clan arouse to power. A man name Shikakune Muramasa married Izoi Sayomi to form this clan. This clan lived throughout the ages in peace and in harmony with all who surrounded them. Eventually the current descendent arose in power. His name was Zero. He is ruling with the title Muramasa. Zero married a woman named Kikyo. Together, Zero and Kikyo had three beautiful children. The Eldest two were twins and their names were Mayo and Azuma Muramasa. The youngest of the heirs was Kilala Sayomi.

    Kilala lived with Mayo and Azuma as one big happy family. Soon Mayo came of age and found her zanpakto and as did Azuma. However for Azuma and Mayo were blessed with the same exact zanpakto. After consideration Azuma agreed to stay with the family and hide for they knew if Central 46 found out, one of the would perish.

    So Mayo ventured off and joined the 13 Court Guard Squads while Azuma stayed with Kilala and their father and mother and continued to live their average life. Eventually Mayo graduated the Academy and was placed in Squad Four. She began writing to Kilala every week explaining everything that had occurred in her life. She even explained how soon the Captain of Squad 3 swept her off her feet. Of course Kilala wrote back telling Mayo all that would happen to the clan. Soon Zero grew ill and sickly and Kikyo took the place of her husband as Head of the clan. Soon Mayo told Kilala of her promotion to Squad 12 Captain while Kilala told Mayo about her newly found Zanpakto and its abilities.

    Mayo then warned Kilala not to release her zanpakto around Azuma and any other member of the clan because there could be fatal retaliations. Mayo then went to tell on that she had two secret projects underway but she was afraid one of them would kill her before she finished the other and if she died and the letters stopped to send Azuma so he could finish what she had started and eventually the letters did stop and Kilala did as she was asked of her to do.

    After Azuma left for the soul society, Kilala fell into a deep and dark depression. Her mother spent all time and effort trying to make her happy but her efforts where futile.

    Soon Azuma been appointed to take Mayo's place, he sent Kilala a package filled with mechanical devices, buttons, triggers, and switches but what got to Kilala the most was the ribbon. Azuma explained that all of those pieces fit together somehow to make a device. He also stated that this device is what caused Mayo's death and soon his own. The ribbon was the last ribbon that was attached to Mayo before she was buried and it was her favorite. He then stated that soon the shadowy demons will kill him and then go after the clan and that it was up to Kilala to finish what Mayo started. Then he too stop sending Kilala messages.

    Kilala so overwhelmed with this information, she took it to her mother who just smiled with eyes that were clear as a freshly painted mirror. Kikyo then told Kilala to run to the Shino Academy and become a member of the 13 Court Guard Squads just like her siblings. Kilala did not want to leave but her mother forced her.

    She joined the Academy and graduated at the top of her class for her superior intellect and her swordsmanship. She then applied to be apart of Squad Four just like her sister did. She would go on to do many things while in Squad Four. She would create various healing methods, she would also bring Squad Four out of the ashes of always getting picked on by Squad Eleven, and she did what she set out to do. After some time went by it was only natural she appointed as Squad Four Lt.

    After time would go on, mysterious murders would occur and eventually it was she who uncovered the murderer. The murderer was the Shadowy Demon, who had possessed the current Squad Twelve Captain at the time, and who also killed not only Azuma but as well as Mayo. Kilala struck the demon down and killed it but unfourtantly she had to kill the Squad Twelve Captain.

    After much debate amongst the senior staff, Kilala was not exiled but rewarded for her efforts because this Demon not only killed low ranking officers but high ranking ones as well, including the previous Squad Four and Twelve Captains. So to reward her for her efforts the Captains awarded her with the Title of Squad Four Captain.

    To this day Kilala has ran Squad Four with elegance and pride. She is always healing when it is need to be done. However she teaches others on her principle that "To know how to kill you must know how to save, To know how to save you must know how to kill. This is the unsightly balance in our world. If you wish to succeed in saving's one life. You must know how to take one."


    During this whole time, Kikyo has been sending Kilala messages constantly but in time....even the messages from her mother have stopped coming.


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    Zanpakutō Name: Fenikkusu

    Zanpakutō Type: Fire/Kido

    Sealed Zanpakutō: Shown in picture.

    Zanpakutō Spirit: Her zanpakto spirit is a giant Phoenix. A very elegant and powerful creature that was said only to exist in legends.


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    Shikai Incantation: "Dance and unveil your true sealed appearance. Torch, Fenikkusu"

    Release Appearance: On the last syllable, her rachi engulfs her appearance and expands at a swift and fast pace causing a minor bliding of light. Once this light has died down it will reveal her in her normal outfit however she has grown nine fiery/regal tails with the emblem of the phoenix at the end. As well as two fiery wings made of her rachi. There are also emblems of a phoenix at the core of the wing span. Her sword(s) fuse together to make a red and white mixed sword with a red and a white ribbon at the hilt representing 2 "tails".

    Abilities:

    {Phoenix's Fire} This is more of the generic and explanation of all of her abilities as well as her main ability. Her sword produces the formation of a chemical process of "Oxidation". This process occurs naturally. However when she combines the her own rachi within the sword's Oxidation process it begins to fuel and spark causing fire. She can create fire at a destroying rate. As long as her rachi does not go down. However what make's this move deadly is once the fire has spread, it can make other things burn and cause other things to go into flames but since her rachi is still in the mix, she is able to control that fire at will. She can make a fire wall, wave, and all sorts of creations. However, there is more to this ability. Since these are her flames that are controlled by her own "Oxidation" process, she can control the actual heat of the flames. She can make it feel as a warm touch or make it burn with the intensity of 250°C. However the hotter it is, the more energy it will take to produce. Now because her "Oxidation" process takes so much energy to produce, once in a while her process takes a "pause" in which she can produce a flames. She can also manipulate these flames as long as there within a 20 meter range of her zanpakto. {This will take effect after five creations and it will act as a post cool down}

    {Pheonix's Egg}: After fire has been created to a substantial amount, Kilala has the ability to form what is called the 'Pheonix's Egg'. This is a pure defensive tactic. This allows Kilala to gather the fire that has already been produced by her "Oxidation and Fueling" process and circulate it around her. The fire creates a opal like structure around her as well as up to six allies. This structure represents an egg like formation. It can not only block physical moves but as well as some weak and average kido style moves. Again the intensity depends on how much energy she allows to be put into it. This move will last for 1-3 post however the cool down is two post.

    {Pheonix's Strike}: This is Kilala's strongest offensive move in Shikai. She gather's all of the fire on the field whether it was by her creation or by another. The fire is absorbed into her wings and tails. The fire that she absorbs soon cascades into her fire essence to bring it up to her maximum level of compacity she can preform at the time. She then uses all of her remaining strength to use her fastest speed tactic to sly at the opponent in a mini phoenix form in hopes to pierce or catch the target on fire. However, the more she performs this moves the weaker it gets. This move has a three post cool down.


    {Pheonix's Tear}: To perform this move, Kilala must use the incantation of "cry" and her hands begin to glow with the color of a vivid orange and red mix. This color acts just like her reaistu. She then proceeds to release the power of her zanpaktou through her own core and her rachi to heals wounds, big or small but the more or the bigger the wound she uses it for the longer it will take. Basically the more or longer she uses this technique the weaker she becomes. Meaning each post could lessen a wound by one stage and it could be canceled early, however, it would have a stable, unchanging cool down. Therefor the bigger the wound the longer it takes. This move can last 1-4 post but it will have a 3 post cool down.

    {Pheonix's Presence} After a substantial amount of fire has been created and her rachi still has a great amount to produce. She may use the incantation of "Come Forth, Entei" to releases a giant phoenix, made of fire, that can also manipulate and create fire to his will and when he cries his tears can even heal injuries. In other words, he is the Zanpaktou Spirit manifested into reality. She can perform this move for a duration of eight post with a four post cool down. The fire manipulated technique is the same as her own but his fire can range up to 325 degrees Celsius.


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    Bankai Name: "Phoenix's Awakening"

    Bankai Incantation: "Awaken and burn everything in your Grace, Burn,Fenikkusu

    Release Appearance:

    Instant effect- A circle of fire engulfs her and rises all the way to the sky, and began to twist into a circle representing a fire tornado. Soon Fire wings will break through and throw the fire of the tornado all around from where the circle once was; Thus reveling her new uniform (nothing on her back like oskimodo style.) and showing she has 2 fire wings and 8 fire tails resembling a phoenix but instead of fire they are actually made up of Phoenix Feathers. Her once doubled sided spear/katanna are 2 different katana’s resembling the ones she showed before releasing her shikai besides the red ribbon and white ribbon attached at the hilt. This mode gives her the same as his shikai to manipulate and bend fire to her will.


    Abilities:


    {Pheonix's Wrath}: She absorbs all the fire as well as the natural heat from the air(which makes the air extremely cold because without heat you have cold....duh....)into her sword turning it a bloody red Then releases it in a beam looking or letting it explode from the tip of his sword. However if she releases it in a tiny explosion it would consume the length is about 100 meters. Meaning because it is so big and destructive it will cause the side effect of it uses a lot of spiritual energy and rachi in one attack so while in bonkai she can only use this attack twice but talks like she can only do it once. This post has 5 post cool down.


    {Phoenix's Divine Judgment}: She dives into the ground, (as if it was like water) and disappears for a little bit then dives up from the ground (as if it were water again) and when she returns her white sword has completely disappeared and once she spreads her fire wings and tails tiny red and white specs are floating around her to give off a graceful presence. Due note this ability can only be used once because it is “rebirth from the ashes” part of her bonkai, where all of the damages from her fire (trees, buildings, ground, animals and etc..) is slowly brought back and slowly reborn. Her feathers began to detach and fall they slowly melt and reborn anything that once was living except those of Shinigami and Arrancar essence. Meaning the area that was burned by her ashes will restore itself but as for those who dies in the flames, well their lives were "claimed" by the flames and there is nothing Kilala can do. This move has an Eight Post Cool Down.

    Ennetsu Jigoku No Fenikkusu {Flames of the Hell Phoenix): Creates seven or more immense pillars of flame which surround an area. This area can be as large as two football fields (which is roughly as two hundred meters) or smaller. The intent of this technique is to trap the opponent in the caged inferno and destroy them. The pillars slowly move foreword burning everything in it's wake. This is the strongest and most powerful technique that Kilala has in her arsenal. The flames go up to 450 degree's Celsius. This technique is so powerful and strong because it can only be performed once in Kilala's lifetime. The power of this technique can destroy everyone caught in its vicinity, including Kilala herself. However there are ways to stop this technique. If the anyone can manage to take hold of the blade and manage to say "cry" the pillars will melt away. Also one can manage to escape towards the beginning but however once the pillars reach "pentacle point" {which occurs after six post when the ability starts. So technically seven.} it is impossible to escape. Then after the pentacle point it will take three more post to fully come together and form the giant pillar of fire that will consume Kilala and her opponent. Also it is likely you may survive if you are given immediate medical attention {one or two post after the attack}. This Kilala's absolute LAST RESORT. When she intends to go down in flames herself. This move uses so much rachi and power that even if Kilala manages to survive she wont have much strength to go on. It will take a three day {actual time} to recoup.


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    Kido Spells open to Captains
    ~Hado~
    1. Shō (衝, Thrust) = low
    2. Beniikazuchi (Crimson Thunder) = low
    4. Byakurai (白雷, Pale Lightning) = low
    11. Tsuzuri Raiden (製本電, Bound Lightning) = low
    29. Chuujou / Assatsu = low
    31. Shakkahō (赤火砲, Shot of Red Fire) = low
    32. Ōkasen (黄火閃, Yellow Fire Flash) = low
    33. Sōkatsui (蒼火墜, Blue Fire, Crash Down) = low
    35. Breaking Palm = medium
    36. Kongōbaku (金剛爆, Adamantine Blast) = medium
    37. Thousand Burst = medium
    38. Altar = medium
    41. Roku Teikoku Touken (Six Imperial Swords) = medium
    45. Chain Reaction = medium
    52. Bakuhatsu no Chakudan (Detonating Impact) = medium
    53. Big Hammer = medium
    54. Haien (廃炎, Abolishing Flames) = medium
    58. Tenran (闐嵐, Orchid Sky) = medium
    63. Raikōhō (雷吼炮, Thunder Roar Cannon) = maximum
    64. Sōren Sōkatsui (双蓮蒼火墜, Twin Lotus Blue Fire, Crash Down) = maximum
    72. Burst Geyser = maximum
    73. Burning Spirit = maximum
    88. Hiryugekizokushintenraiho (飛竜撃賊震天雷砲, Flying Dragon-Striking Heaven-Shaking Thunder Cannon) = maximum
    90. Kurohitsugi (黒棺, Black Coffin) = maximum
    91. Senjū Kōten Taihō (千手皎天汰炮, Thousand-Hand Bright Heaven Culling-Sear) = maximum
    92. Gaki Rekkō (牙気裂光, Raging Light Fang) = maximum
    93. Hyōga Seiran (氷河晴嵐, Glacier Vapor Storm) = maximum

    ~Bakudo~
    1. Sai (塞, Restrain) = low
    4. Hainawa (這縄, Crawling Rope) = low
    8. Seki (斥, Repulse) = low
    9. Geki (撃, Strike) = low
    10. Hōrin (Disintegrating Circle) = low
    16. Ryuusa (Quicksand) = low
    21. Sekienton (赤煙遁, Red Smoke Escape) = low
    25. Betobetokenwonuku (Sticky Draw) = low
    26. Kyokko (曲光, Curved Light) = low
    30. Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam) = low
    35. Fushibi (伏火, Ambush Flare) = medium
    37. Tsuriboshi (吊星, Suspending Star) = medium
    39. Enkosen (円閘扇, Arc Shield) = medium
    50. Sokubaku (Shackles) = medium
    58. Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows) = medium
    60. Hitoshirenu Nankan = medium
    61. Rikujōkōrō (六杖光牢, Six Rods Prison of Light) = medium
    62. Hyapporankan (百歩欄干, Hundred Steps Fence) = medium
    63. Sajo Sabaku (鎖条鎖縛, Locking Bondage Stripes) = maximum
    73. Tozanshō (倒山晶, Inverse Mountain Crystal) = maximum
    74. Shisō Kekkai (四葬結界, Quad Burial Barrier) = maximum
    75. Gochūtekkan (五柱鉄貫, Quintet of 1 kan Iron Pillars) = maximum
    77. Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air) = maximum
    78. 1000 Knives Torture = maximum
    80. Naisei = maximum
    81. Danku (斷空, Splitting Void) = maximum
    98. Hitoshirenu Rokkaku Nankan = maximum
    99. Part 1 Kin (禁, Seal) = maximum
    99. Part 2 Bankin (卍禁, Great Seal) = maximum

    ~Chiyudo~: Open to people that are in Squad 4 or Pass the training with Captain of Squad 4~
    2. Amatsubu (Rain Drop) = low
    5. Antidote = low
    20. Borotva (Razor) = low
    34. Nuime Sutoringu = low
    56. Kousei (Regen) = medium

    Other: Kilala plays the flute at a very experienced rate. Some people have nicknamed her the "Voice of the Night" because she can only play at night.
PostPosted: Sat Dec 14, 2013 4:53 pm


Skyerideon

Well time for the review. Let's get started shall we?

Phoenix's Flame seems to get a little too hot. The temperature needs to come down substantially. Additionally, she needs a range in which she can manipulate the flames, as it sounds like they're all generated from her zanpakuto, unless I'm not reading the ability correctly. As a suggestion, tossing in a one post cool down to prevent overwhelming and endless streams of fire would be nice, although her manipulation could lack a cool down, while her creation thereof would have a very short one.

Egg seems fine, it just lacks a cool down period.

Like Egg, strike is fine, just missing a cool down period.

For Tear, a simple suggestion that would save having to seal her zanpakuto and re-release it (unless you have your heart set on that) would be to give it a small post duration over which it would downgrade the severity of wounds by a stage. Each post could lessen a wound by one stage and it could be canceled early, however, it would have a stable, unchanging cool down. Just a thought. Otherwise, the technique merely requires a cool down period.

Abilities that have the power to last an indefinite amount of time, such a presence, are a tad tricky to handle. I suggest a small or moderate post duration with a matching cool down to handle Presence a little better.

I'm all for cataclysmic explosions and everything, but Wrath's range is simply far too large. It needs something much more compacted and measurable. However, the amount of power in it doesn't necessarily need to come down with the range, the damage will just come from the compressed size of the explosion rather than the force released. Also, it needs a cool down.

Divine Judgement is... interesting. This is one move I have trouble deciding on whether it should be kept or changed. On one hand, it is the ultimate restoration technique. It cures everything of death, literally. Ground, trees, friends, foes. It's absolutely insane and certainly unique. But at the same time, I'm not sure that having a technique that will restore anything it touches to its former glory is entirely fair. I'm going to have to ask you change this one up some. It can still be healing in essence, but I think that some sort of self heal or shield would work. And remember to give it a cool down to.

Just let me know when you're done, and take your time, I know you have other things to work on.

iChan-Chan
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PostPosted: Sat Dec 14, 2013 8:04 pm


iChan-Chan
Skyerideon

Well time for the review. Let's get started shall we?

Phoenix's Flame seems to get a little too hot. The temperature needs to come down substantially. Additionally, she needs a range in which she can manipulate the flames, as it sounds like they're all generated from her zanpakuto, unless I'm not reading the ability correctly. As a suggestion, tossing in a one post cool down to prevent overwhelming and endless streams of fire would be nice, although her manipulation could lack a cool down, while her creation thereof would have a very short one.

Egg seems fine, it just lacks a cool down period.

Like Egg, strike is fine, just missing a cool down period.

For Tear, a simple suggestion that would save having to seal her zanpakuto and re-release it (unless you have your heart set on that) would be to give it a small post duration over which it would downgrade the severity of wounds by a stage. Each post could lessen a wound by one stage and it could be canceled early, however, it would have a stable, unchanging cool down. Just a thought. Otherwise, the technique merely requires a cool down period.

Abilities that have the power to last an indefinite amount of time, such a presence, are a tad tricky to handle. I suggest a small or moderate post duration with a matching cool down to handle Presence a little better.

I'm all for cataclysmic explosions and everything, but Wrath's range is simply far too large. It needs something much more compacted and measurable. However, the amount of power in it doesn't necessarily need to come down with the range, the damage will just come from the compressed size of the explosion rather than the force released. Also, it needs a cool down.

Divine Judgement is... interesting. This is one move I have trouble deciding on whether it should be kept or changed. On one hand, it is the ultimate restoration technique. It cures everything of death, literally. Ground, trees, friends, foes. It's absolutely insane and certainly unique. But at the same time, I'm not sure that having a technique that will restore anything it touches to its former glory is entirely fair. I'm going to have to ask you change this one up some. It can still be healing in essence, but I think that some sort of self heal or shield would work. And remember to give it a cool down to.

Just let me know when you're done, and take your time, I know you have other things to work on.


Donskies!

I also dropped my degrees by 400 degrees. This one was not my best work but its still a work in progress lol ^.^
PostPosted: Sat Dec 14, 2013 8:20 pm


Skyerideon

Hmm let's see. Well firstly, I'm noticing things I had noticed and failed to address the first time around, so I feel bad about that, but anyways, onto the review.

Mind dropping Fire down another 100-200 degrees? This puts you in the 400-600 degree Fahrenheit range. Another thing I noticed and failed to mention like a derp is that she needs a range in which she can manipulate these flames, so that she isn't, say, three football fields away from a fire and controlling it. Something moderate will do surely.

Egg needs a duration and cool down still, though I believe I forgot to mention duration last time. (Again, derping hard for some reason)

Tear's cool down isn't definite nor is it's duration, so just give a solid post count for either (i.e. 1-5 Post Duration, 5 Post Cool Down).

Like Fire, Presence just needs a range in which this Phoenix can move and manipulate his own fire. Ideally, it should be close to her normal range, although larger or smaller depending on your preference (and possibly with a different intensity if desired. Man I'm off my game tonight).

Divine Judgement is good to go now for sure, if you're fine with it functioning that way. It does need a cool down, just to follow the rules, nothing too large though.

And also, keep in mind you can have three Bankai abilities, so if you want another one, you're free to do so.

I apologize for basically making more work for you Skye, I haven't a damned clue where my mind went on the first review. Your profile's good, it's just in the touch up stage so it'll be approved soon.

iChan-Chan
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PostPosted: Sat Dec 14, 2013 8:41 pm


iChan-Chan
Skyerideon

Hmm let's see. Well firstly, I'm noticing things I had noticed and failed to address the first time around, so I feel bad about that, but anyways, onto the review.

Mind dropping Fire down another 100-200 degrees? This puts you in the 400-600 degree Fahrenheit range. Another thing I noticed and failed to mention like a derp is that she needs a range in which she can manipulate these flames, so that she isn't, say, three football fields away from a fire and controlling it. Something moderate will do surely.

Egg needs a duration and cool down still, though I believe I forgot to mention duration last time. (Again, derping hard for some reason)

Tear's cool down isn't definite nor is it's duration, so just give a solid post count for either (i.e. 1-5 Post Duration, 5 Post Cool Down).

Like Fire, Presence just needs a range in which this Phoenix can move and manipulate his own fire. Ideally, it should be close to her normal range, although larger or smaller depending on your preference (and possibly with a different intensity if desired. Man I'm off my game tonight).

Divine Judgement is good to go now for sure, if you're fine with it functioning that way. It does need a cool down, just to follow the rules, nothing too large though.

And also, keep in mind you can have three Bankai abilities, so if you want another one, you're free to do so.

I apologize for basically making more work for you Skye, I haven't a damned clue where my mind went on the first review. Your profile's good, it's just in the touch up stage so it'll be approved soon.


Donskies....Also I added the "last resort...I die and I am taking you with me technique." However, I added ways to dodge/stop it. Also I did disreguard the coold down because if she performs it and some HOW manages to survive she wont have energy to fight at all.
PostPosted: Sat Dec 14, 2013 8:49 pm


Skyerideon

Alright, this will be my last notes on this profile. Just toss on a, say eight post CD onto Judgement and I think it will be okay.

As for the manipulation range, mind cutting it down to 20 meters? This would give her, with Presence active, a fairly sizable range to work with as well as the opponent having to worry about two fire breathing targets. Your other moves are fine and after this is done, your profile's approved.

And again, sorry for all the derping and work.

iChan-Chan
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PostPosted: Sat Dec 14, 2013 8:54 pm


iChan-Chan
Skyerideon

Alright, this will be my last notes on this profile. Just toss on a, say eight post CD onto Judgement and I think it will be okay.

As for the manipulation range, mind cutting it down to 20 meters? This would give her, with Presence active, a fairly sizable range to work with as well as the opponent having to worry about two fire breathing targets. Your other moves are fine and after this is done, your profile's approved.

And again, sorry for all the derping and work.


Donskies ^.^
PostPosted: Sat Dec 14, 2013 8:58 pm


Approved. Sorry for the delay, and welcome back.

iChan-Chan
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PostPosted: Sat Dec 14, 2013 9:03 pm


iChan-Chan
Approved. Sorry for the delay, and welcome back.


Nah! Its all good, I hope everything is ok lol Are you tired?? I a glad to be back ^.^
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