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Evil isn't always in the darkness. [2014 GRAND OPENING] 

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Reply 『Cast Archives』Shinigami Profiles
[Rukongai Illegal] Amaranth Trammel

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Kiiyashi

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PostPosted: Thu Jan 16, 2014 3:06 pm


xx A D V E N T ҉ C H R O N I C L E S
__________________________________________________________ ..
”Rank, Honour, Status, they all mean little to me. But if you would try to deny me my Kidō…"

╔═══════ x ═══════╗
—Amaranth Trammel --
╚═══════ x ═══════╝

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PostPosted: Thu Jan 16, 2014 3:07 pm


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        xx Amaranth Trammel
        They say curiosity killed the cat, but ignorance has slain many more…
        ___________________________________________________________________ ..
        Basic Criteria

        Name | Amaranth Trammel
        Alias| The Sorceress [Used by those within the Rukongai]
        Gender | Female
        Race | Shinigami
        Affiliations | Rogue
        Rank Held | Former Vice Kidō Chief, Currently an Exiled Shinigami


        .. _______________________
        Numerical Files


        Birth Date | 24/08
        Astronomical Sign | Virgo
        Age | 1070


        .. _______________________
        Physical Attributes


        Blood Type | O-
        Height| 176cm / 5’9”
        Weight | 95kg
        Ethnicity | Caucasian
        Eye Color | Amaranth's eyes are a deep violet colour, with streaks of both lighter and darker purple scattered around the pupil.
        Hair Colour | Amaranth’s hair is thick, and coloured a deep reddish-brown.
        Hair Style | Amaranth’s hair is wavy, reaching down to the middle of her back. Though some of her hair is left free to border her face and fall down to her collarbones, a ribbon tied around her head, from the back of the neck to the top of the head, directs most of her hair down her back.
        Physical Description| Amaranth is noticeably overweight, though not to a great extent, and somewhat pear-shaped, with her weight being distributed more on the lower half of her body. Her chest, while still larger than average, is a little smaller than one would expect of someone her size.
        Her face is round in shape, with a small nose, and lips that are slightly thinner than average. Amaranth’s body type ensures that, while her cheeks are somewhat plump and she has a slight double chin, her facial features are still relatively well defined.
        Wardrobe | A Haori over a standard Shinigami uniform, which is a little tight from her abdomen down, but otherwise fits well. The ribbon Amaranth wears in her hair is dark purple, with a chain embroidered along its length.
      • Haori style » Amaranth wears a garb akin to the traditional Captain’s Haori in design. However, it is a double sided garment, with one side behind pure white, and the other being a dark reddish-purple, with the Kido Corps insignia on the back. Normally, Amaranth wears the garment with the white side showing, this keeping the emblem on the other side hidden.
      • Haori Underside Color » A deep reddish-purple.

        .. _______________________
        Personal Attributes


        Quirks |
      • Amaranth doesn't use abbreviations when speaking. It's becomes it is, I'm becomes I am, they're becomes they are, etc.
      • Amaranth usually keeps one form of snack or another within pockets on the inside of her clothing, primarily cookies, and she is generally snacking on something at any given time.
      • Amaranth is an extremely curious and intelligent individual, though she generally prefers to learn through notes and books rather than taking a hands-on approach. Observation is her favoured method of learning, and in any large scale conflict, she prefers to keep foes at bay and just watch to see what happens.
      • She is also quite interested in the workings of Zanpakutōs, and enjoys seeing the various powers they command when unleashed, delaying any conflict where possible to observe the full extent of their abilities.
      • Unsurprisingly, she is also quite fond of Kidō, often trying out various combinations of the spells in an attempt to maximise their effects and strength.
      • When it comes to techniques and abilities, her curiosity is not limited to the powers of Shinigami. Any other entities, such as Hollows, also manage to draw her attention.
      • While content to follow rules, when they make sense, Amaranth is extremely distrustful of any that restrict knowledge or the freedom to learn.
      • Though usually kind, giving assistance to those who need it, if it doesn't harm her, Amaranth is quite protective of her few friends and allies, and should one of them be threatened, she will do what she can to aid them.
        Favors |
      • Kidō
      • Zanpakutōs
      • Learning
      • Knowledge
      • Reading
      • Eating
        Disdains |
      • Overly hot weather
      • Fools and obnoxious individuals
      • Running out of cookies.
      • Overzealous Shinigami trying to capture or kill her
      • The Gotei 14
        Preference of Food |
      • Cookies
      • Anything that isn’t listed in the dislikes
        Disliked Foods |
      • Bugs
      • Anything that still has its eyes
        Preference of Drink |
      • Anything Sweet

        .._______________________
        Something Unknown


        Fears |
      • Amaranth’s curiosity is enough to outweigh most fears, but she isn’t particularly fond of snakes

        Aspirations |
      • To master all of the standard Kidō abilities
      • To learn and eventually master the Kaidō techniques
      • To complete the Junshin
      • To investigate non-Shinigami powers and devise new Kidō to replicate them

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PostPosted: Thu Jan 16, 2014 3:12 pm


xx The price of knowledge is ever harsh…
____________________________________________________________ ..
If entire areas of Kidō are to be forbidden to Shinigami, then I shall no longer serve as one of them



        Prologue Humanity
        Time Frame? 1060 years ago


        Born into a minor noble family near the end of the 10th Century, Amaranth wasn’t expected, or allowed, to do much with her life, instead merely being used as a political bargaining chip, to be married off at some point for her family’s gain. Which, at the age of 16, was exactly what happened, being paired off with another noble and being sent to his castle. However, being more interested in the budding art of Alchemy, the young noble ignored Amaranth for most of the time, leaving her to do what she willed while he played around with chemicals and strange substances. Continuing for several years, Amaranth eventually gained some interest in Alchemy, too, occasionally checking in to see what the man she had been married away to was working on.

        It was during one of these visits, checking to see what concoction was bubbling away this time, that the noble discovered something amazing. Unfortunately, it was a highly volatile substance, and in the process of examining it, the noble managed to detonate it, taking out a wall of the room, leading to the collapse of part of the castle, and the deaths of those in the room.




        Chapter One Genesis
        Time Frame? 1060 years ago
        Feed her curiosity…

        Born in the Rukongai, Amaranth quickly discovered that she, unlike many of the others, needed to eat to replenish her energy. The understanding that this was due to latent Spiritual Powers, and her unconscious use of them, didn’t arrive until much later. While still young, her excellent memory ensured that there was always some work for her in the better off areas of the Rukongai, running errands or delivering messages, and those tasks only served to feed her curiosity further. After several years, Amaranth abandoned her former tasks, instead opting to barter knowledge, gathering secrets and trading the information to willing buyers.



        Chapter Two Testing
        Time Frame? 1000 years ago
        A fear of the unknown…

        With more time on her hands, and further intrigued by rumours of individuals performing ‘impossible’ acts, Amaranth sought to uncover the source of her hunger. Eventually, after long hours of experimentation, she managed to blast objects away from her, launching kinetic blasts from her finger tips. Not long after that, those who attempted to renege on deals and flee without completing their ends of the bargain were collapsing to the ground, bound with ropes of pure energy. While still refining her skills, Amaranth’s fortune changed yet again. Countless individuals, united in a fear of the unknown, surged the small hovel that Amaranth had taken up residence in, and though many of them were bound, blasted away, or destroyed entirely, she was eventually forced to flee. Gradually retreating from the 10th district, moving distracts away from the centre each time she fled, the mobs continued to rise until she left the Rukongai entirely, leaving her at the very outskirts of the realm.



        Chapter Three Kidō
        Time Frame? 900 years ago
        Gather more knowledge…

        Although she had been forced away from the most civilised areas of the Rukongai, and then out of even the barbaric outer regions, Amaranth was forced to push her newfound abilities to their limits to escape each time. As a result, her makeshift knowledge of Kidō increased exponentially, forcing her to systematically categorize and order the skills. In the relative peace that followed, being able to spend several days in one spot without being mobbed and attacked, Amaranth became aware of a voice that occasionally spoke in her head, occasionally nudging her in the right direction, though more often than not, it merely demanded that she gather more knowledge, seek out more information, and generally just let her curiosity rule. With the voice’s instructions aligning with what she intended to do anyway, Amaranth had no issues with following its occasional suggestion, and eventually, as she was drifting off to sleep, something different happened. Opening her eyes, she appeared to be in another realm entirely.



        Chapter Four Zanpakutō
        Time Frame? 800 years ago
        Awaken latent powers…

        Now standing in the midst of a forest, Amaranth found herself standing face to face with an inhuman figure, seemingly composed of shadows, bound with chains, and possessing no consistent form. With limbs shifting, fading, and reforming, and the countless mouths that covered its body shifting and grinning, the figure spoke. Revealing itself to be the individual who had been communicating with her, the entity briefly explained that the realm they were within was unstable. Due to the repeated use of Kidō, it stated, Amaranth had managed to awaken latent powers, and was now in a situation where she needed to learn to control them before they overwhelmed her. The task was simple; in essence, she needed to reach the sword interred in a structure to the north, before the realm was devoured entirely.
        Dashing to the north as her guide started to alter, lashing out with limbs and biting chunks out of the environment, Amaranth managed to find her destination rather quickly, but upon entering the immense building, discovered that the interior was labyrinthine in design. With twists, turns, and impossible angles, the hunt become exponentially more difficult, and by the time she found the sword at the top of the structure, much of the realm was desolate. Looking out from one of the windows, Amaranth was able to see a wide smudge of darkness across the newly formed wasteland, which gradually coalesced into a vaguely humanoid form. There was just enough time for the figure to turn her way before everything went black, and when she awakened moments later, she was back in her residence, with a sword lying beside her.



        Chapter Five Order
        Time Frame? 500 years ago


        In the centuries that followed, Amaranth refined her skills with Kidō, and managed to awaken her Shikai. Within the small building she had claimed, she studied Kidō and the Reiryoku required to utilise it. Behind the building, in the unused land and overgrown forests, she unleashed her spells, and sought to master her Zanpakutō. It was near the end of this period that she was approached by the Soul King. Drawn in by the allure of relative autonomy, barring a few conditions, and enticed by the possibility of organizing Kidō further, Amaranth accepted the deal that he proposed. Forming the Kidō Corps with the Captain of the Sixth Squad, taking the position of Vice Kidō Chief, Amaranth’s instructions were only to serve Soul Society, and to obey the commands of the Central 46.
        Alongside the 6th Division, those more focused on Kidō than other Shinigami, Amaranth and the Kidō Corps members worked to organize the various spells and techniques, structuring them so that even those who weren’t naturally gifted could utilise the powers. Occasionally moving away from Hadō and Bakudō, which proved to be the most basic techniques they worked with, Amaranth began using the techniques which became known as “Jikanteishi” and “Kūkanten'I”. Distrusting of the abilities, the Central 46 restricted the abilities’ use, declaring that they could only be used within the Kidō Corps grounds for experimental purposes.



        Chapter Six Research
        Time Frame? 400 years ago


        After completing her work with the ‘standard’ Kidō, Amaranth delved into other areas, working with Jikanteishi and Kūkanten'I at first, but she quickly hit the limits of the previously defined classes of spells. Turning her curiosity elsewhere, she once again sought to uncover the mysteries of her Zanpakutō, eventually stumbling over the possibility of Bankai. Over the span of a decade and a half, Amaranth delved into the technique, but never got around to achieving it, always ending up distracted by a new possibility with Kido or the need to further refine her Shikai. In the process of doing so, however, she devised the concepts for the Junshin abilities, extremely powerful Kidō spells that would test the very limits of Shinigami power. Creating each Junshin to serve a purpose outside of the normal realms of Kidō, and keeping the existence of each hidden from everyone, Amaranth was rather surprised when the Captain-Commander approached her with a similar concept.
        Having prepared a concept, but needing some slight aid in piecing it all together, the Captain-Commander made her way to Amaranth’s office and provided an outline of the ability. Several hours later, it was ready for testing. With the destructive power of the newly-devised Junshin expected to eclipse any other Kidō before it, the two tested it in the farthest reaches of Soul Society, well away from any casual observers. As the Junshin was unleashed, spawning a titanic beast that channelled an annihilating wave of destruction, Amaranth countered with one of her own, freezing the very energy that formed the blast. Despite her own Junshin, she was forced back, and the beam unleashed by the behemoth was left as a frozen mass, reaching up to the skies and towering over the surrounding trees.



        Chapter Seven Restrictions
        Time Frame? 250 years ago


        Upon hearing of the Kidō research that Amaranth had begun, and fearing what was possible with such power, the Central 46 summoned her to a trial. Within the proceedings, they fully prohibited the use of the formerly restricted Jikanteishi and Kūkanten'I abilities, and forbade the use and development of the Junshin. Unwilling to accept what the Central 46 decreed, a restriction on knowledge and a punishment for curiosity, Amaranth decided that her time with the Kidō Corps and Gotei 13 was over. Partially out of spite, and mostly because there were armed guards at the doors, Amaranth told them her decision, declaring that she would no longer serve under them, and then used the Forbidden Kidō to stop time and teleport away. Once the Kidō wore off, and time resumed its flow for the Central 46, Amaranth’s name was added to the “cease and desist” list.



        Chapter Eight Exile
        Time Frame? 250 years ago


        After escaping from the Central 46 Compound, Amaranth made use of the short time granted by the Temporal Kidō she had unleashed to gather her equipment, books, and supplies, moving them all into the building she had claimed as her own. Using the Spatial Kidō once more, the former Kidō Corps member relocated the entire building, placing it in the outskirts of the Rukongai, where she had resided before being recruited. Disguising its appearance with Kidō, and layering the surrounding area with barriers, Amaranth spent several years refining the structure of her new hideout, ensuring that her location would be impossible to pinpoint for any but the most dedicated Shinigami, and if someone did break in, they would have a hard time getting out again. To prevent discovery if she wandered into the Rukongai, primarily from someone recognising a Zanpakutō, she used her mastery of Kidō to alter her sword’s sealed form, shifting it into a ribbon which she then began wearing in her hair. Within her fortifications, Amaranth resumed her study of Kidō, developing countless new barriers to further bolster the building’s defences, and then continued her creation of the Junshin.

PostPosted: Thu Jan 16, 2014 3:14 pm



        xxMusabori-gui
        ___________________________________________________________ ..
        Consume…

        Zanpakutō Name | Musabori-gui (貪り食い)
        English Translation | Devourer
        Zanpakutō Element | Reiryoku
        Zanpakutō Spirit | Murabori-gui takes the form of a shadowy figure, with no notable features besides the mouths that cover its entire body. Its body is constantly shifting in terms of proportions, and the location of the mouths. In addition, it is also wrapped in thick chains, sometimes wound tightly enough to obscure parts of its body. [X]
        Zanpakutō Inner World | Musabori-gui’s Inner World is a large plateau, with a desolate wasteland filling the center. The wasteland is filled with rocky spires, most of which have chunks taken out of them, as if something has bitten through the very stone. The rest of the plateau is grassy forest, with the exception of an immense repository to the north, which contains every book, artifact and concept that is contained within Amaranth’s memory.

        _________________________..
        Spirit Files


        Zanpakutō Blade Type | Formerly a katana, but recent Kidō alterations have changed it into a ribbon.
        Sword Ribbon
        Zanpakutō Accessories | --
        Zanpakutō Sealed Appearance | Musabori-gui’s sealed form is that of a standard katana, with the only major changes being a reddish scabbard instead of the usual black, and the handle appearing to be wrapped in tiny chains. After Amaranth’s Kidō modifications, Musabori-gui’s sealed form is now the ribbon she wears in her hair. By grabbing the ribbon and sweeping it down in a slashing motion, it can be returned to its traditional sealed form, and deliberately dropping the weapon will cause it to revert back to the ribbon, which will automatically return to its usual position.
      • Blade Color » Steel Gray
      • Sheath Color » Reddish Brown
      • Hilt Color » Reddish Brown, with thin gray chains wrapped around it.
      • Tsuba Shape » Just a basic disc, the same colour as the sheath and hilt.
      • Length » 55cm as the blade

      • Ribbon Color » Dark Purple
      • Details » There’s a chain embroidered along the length of the ribbon
      • Length » 70cm

        _________________________..
        Shikai Files


        Zanpakutō Activation Statement | Consume, Musabori-gui
        Zanpakutō Blade Changes | The Shikai activation causes the blade to split into two reddish-purple ethereal chains, which wrap around Amaranth’s forearms. These chains seem to writhe of their own free will unless being directly used. [X]
        Shikai Abilities
      • Shōhi suru (Consume) – Passive
        Being in close proximity to Musabori-gui’s chains drains reiryoku, with a portion of it being transferred to Amaranth. Outside of melee range, this drain is minimal. In melee range [2m], however, this results in a constant drain on the attacker's reiryoku, making hit and run tactics more effective than prolonged melee combat.This is often used as the primary combat tool, to weaken a foe’s energy as well as injuring their body with the chains. It can also be used to reduce the power of oncoming Kidō. This effect is similar to that of reiatsu, slightly hindering the moment of those who get into range, but the strength of the drain is not enough to outright sap someone of their power.
      • Baindo (Bind) – Activated on command
        When activated, this ability lengthens the chains, allowing them to wrap around the target and hold them in place. Once this is done, the chains can constrict.
      • Dakitomeru (Restrain) – Activated on command
        This has a range of 2m, and can only be used at maximum efficiency on those below Captain Level. When used, this releases a network of purple chains that twist around the target and drag it to the ground. At Captain Level or higher, the target will merely be hindered, rather than immobilized. This can be used on Kidō and some Zanpakutō abilities.
        Shikai Control Level | Very Proficient.
        Shikai Duration | Unlimited


        _________________________..
        Bankai Files


        Zanpakutō Name | Ancheindo Musabori-gui (アンチェインド貪り食い)
        English Translation | Unchained Devourer
        Bankai Appearance | Ancheindo Musabori-gui takes the form of a dark purple hat, shaped like the ‘traditional’ conical witch’s hat, though one with a pair of red eyes and a grinning mouth filled with sharp teeth. There’s also a single loop of chain around the joint between the brim and the pointed tip. Ethereal chains can be created with a mere gesture, either to be flung at a foe or used as a weapon. The Bankai can be activated traditionally, with the Phrase “Bankai”, or by reaching up to grab the ribbon, and pulling downwards on it, as if to drag it over the face. [X]
        Battlefield Changes | In Bankai, the passive reiatsu drain from the Shikai form is amplified, potent enough to make unseated Shinigami pass out after a time, and effectively negating aura effects of other Bankai. While the reiatsu absorbed is stored within Amaranth’s body, any reiatsu absorbed beyond her body’s capacity causes her to gain weight, effectively reducing her speed and mobility the longer her Bankai is active. A minor Kidō has been devised so that Amaranth can temporally disable this effect.
        Bankai Limitations |
      • Less effective against ranged opponents
      • Physical attacks cannot be absorbed

        Bankai Strengths |
      • Extremely effective against energy based attacks
      • Punishes opponents who must enter melee range to attack

        Bankai Abilities
      • Shōhi suru (Consume) – Passive
        Being in close proximity to Musabori-gui’s chains drains reiatsu, with a portion of it being transferred to Amaranth. Outside of melee range, this drain is minimal. In melee range, however, this results in a constant drain on the attacker's reiatsu, making hit and run tactics more effective than prolonged melee combat. This is often used as the primary combat tool, to weaken a foe’s energy as well as injuring their body with the chains. It can also be used to absorb the power of oncoming Kidō. This effect is similar to that of reiatsu, slightly hindering the moment of those who get into range, but the strength of the drain is not enough to outright sap someone of their power.
      • Kuiiruyōni (Devour) – Activated on command
        Upon activation, this ability converts all of Amaranth’s excess body fat into pure reiryoku, granting her a significant boost of strength and energy. This ability has a cooldown period between uses, ensuring that there is a trade off between getting extra reiryoku quickly, and holding out, slowing down due to the gained weight, and then using it to gain an even greater boost. This ability does not heal wounds, but rather allows Amaranth to continually hurl out high level Kidō abilities until she is physically incapacitated. This ability has a minimum cooldown of [5 posts], and Amaranth must use it within [10 posts] of activating Bankai. After that, it will be used every [15 posts].
      • Tōgoku suru (Imprison) – Activated on command
        When activated, waving a hand releases a wave of purplish energy that, upon striking a target, wraps it in chains, which hinder their movement and slowly drag them to the ground. This is an upgraded variant of Dakitomeru.
      • Gan'yū (Contain) – Activated on command
        The most potent combat skill for Amaranth’s Bankai is Gan'yū, the ability to store up to three sets of three Kidō abilities and then release them simultaneously. While they can be prepared in battle, Gan'yū is best prepared when out of combat, ensuring that the incantations have been used to maximise the efficiency. The three sets of Kidō combinations for this ability are separated into Bakudō, Hadō and Sogaidō, with the release phrases “Gan'yū Bakudō”, “Gan’yū Hadō” and “Gan’yū Sogaidō” unleashing the corresponding Kidō combination. Each set can only contain one Kidō above level 80, so the other two must be below that level.

        Bankai Duration | Initially lasts until Kuiiruyōni has been used once, between [5 posts] and [10 posts]
        Bankai Status | Not yet obtained.

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PostPosted: Thu Jan 16, 2014 3:16 pm


        xxARCANE REAPER TALENTS
        _____________________________________________________..
        Without Kidō, the Shinigami are nought but thugs with swords

        Kido Background Knowledge | As the former Vice Kidō Chief, Amaranth's knowledge of Kido was rivaled only by the Captain of the 6th Division, and the Captain-Commander herself. Since leaving the Gotei 14, she has focused purely on Kidō, and thus has dabbled in aspects that were forbidden to the Shinigami Squads.
        Kido Expertise | Grand Master, Amaranth has mastered most of the traditional Kidō arts, and sought to push the limits of Kidō. In doing so, she created the Junshin, which were subsequently outlawed by the Central 46.

        _________________________..
        Kido Known

        Bakudō Known |
          Spell Name: Sai (塞, Restrain)
          Number: 01
          Incantation: Unknown
          Description: The practitioner, pointing his/her index and middle fingers at the intended target(s), causes the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people.



          Spell Name: Hainawa (這縄, Crawling Rope)
          Number: 04
          Incantation: Unknown
          Description: Binds enemies with a Reishi rope to stop their movement. The practitioner generates a crackling yellow energy rope within his/her hand(s) and throws it toward the opponent. The energy entangles itself around the opponent's arms and body, immobilizing them.



          Spell Name: Seki (斥, Repulse)
          Number: 08
          Incantation: Unknown
          Description: The practitioner generates an orb of light blue energy, which not only blocks attacks, but repels whatever strikes it.



          Spell Name: Geki (撃, Strike)
          Number: 09
          Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
          Description: The practitioner, drawing the symbols of the spell in the air, causes his/her entire body to permeate a red energy. The same red energy, engulfing the body of the target, causes complete paralysis.



          Spell Name: Hōrin (崩輪, Disintegrating Circle)
          Number: 09
          Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"
          Description: The practitioner, using the index and middle fingers, generates an orange hued tendril with spiraling yellow patterns which, ensnaring the opponent as the tendril wraps around their body, immobilizes them. The end of it remains in the hands of the user, allowing them to control the path of the tendril before and after capture. The Kidō can connect with another one of itself, if both have captured a target, and bind them together.



          Spell Name: Amekaze (雨風, Driving Rain)
          Number: 14
          Incantation: Unknown
          Description: Creates a large rain cloud that the caster can move over a target, then disperse it to release a torrent of rain over a limited area for several minutes (3 posts). This makes seeing difficult, and is often useful for water and electric types while hindering fire and earth types.



          Spell Name: Sekienton (赤煙遁, Red Smoke Escape)
          Number: 21
          Incantation: Unknown
          Description: The practitioner creates a cloud of red smoke, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing a quick getaway.



          Spell Name: Kyokko (曲光, Bent Light)
          Number: 26
          Incantation: Unknown
          Description: Hides the physical form and Reiatsu of the caster by bending light.



          Spell Name: Noren Mekuri (暖簾捲り, Curtain Stripping)
          Number: 27
          Incantation: Unknown
          Description: Nullifies types of illusory effects which may be used to conceal something from view. The practitioner, extending their hand, appears as though they are gripping thin air before stripping away the technique which is currently in effect. Doing so creates a light blue and violet aura around the object which is being revealed as it gradually comes into view.



          Spell Name: Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)
          Number: 30
          Incantation: Unknown
          Description: Crackling yellow energy gathers in the user's hand, who draws in triangle mid-air. The symbol creates solidified energy on the shape of smaller triangles from its three points and fires them at the intended target, pinning them to a nearby surface, slamming into his/her body in three places in the shape of a perfect triangle and immobilizing them.



          Spell Name: Tsuriboshi (吊星, Suspending Star)
          Number: 37
          Incantation: Unknown
          Description: Tsuriboshi is primarily used to catch. The spell creates a ball of blue energy that fires out six "ropes" from its center. The "ropes" attach themselves to any sturdy nearby object and the energy in the center solidifies into a flat elastic-like cushion. The spell can stop falling objects similar to a safety net.



          Spell Name: Enkōsen (円閘扇, Round Lock Fan)
          Number: 39
          Incantation: Unknown
          Description: Enkōsen is primarily used for defense. The practitioner can use either both hands or his/her Zanpakutō in a blocking motion. The spell generates a dull yellow energy, which takes the form of a large spinning disk of condensed reiatsu, in front of the practitioner, blocking an opponent's attack.



          Spell Name: Hakufuku (白伏, White Crawl)
          Number: 44
          Incantation: Unknown
          Description: The target sees the illusion of purple cherry blossoms falling around them. As their vision begins to blur and become unfocused, their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether, losing consciousness, only to awaken with an unclear memory of what occurred.



          Spell Name: Tōyochi (凍輿地, Frozen World)
          Number: 52
          Incantation: "Tundra and glacier spread forth into the air, in the realm of white night!"
          Description: This Kidō causes all moisture near the earth's surface to instantly freeze, causing jagged pillars of ice to jut up from the ground. The slightest touch by any spike or even the ground itself will result in the target being frozen to it, binding them to the ice until they can tear themselves free.



          Spell Name: Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows)
          Number: 58
          Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain."
          Description: Kakushitsuijaku heightens the user's senses and awareness to seize a target. The practitioner draws a circle, with the appropriate symbols set apart in four quadrants upon the ground, using a black powder. When they place their hands palms down just under the circle to activate the spell, the circle glows with a blue light as the symbols within the circle are animated, causing various numbers to appear within until the specific set is found. The number set seems to be a variation on longitude and latitude.



          Spell Name: Rikujōkōrō (六杖光牢, Six Rods Prison of Light
          Number: 61
          Incantation: "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
          Description: The practitioner points his/her index finger at the target, generating a spark of yellow energy, which summons six thin, wide beams of light, which, slamming into a target's midsection, hold them in place. The target is unable to move any part of their body, including the parts which were not struck by the beams.



          Spell Name: Hyapporankan (百歩欄干, Hundred Steps Fence)
          Number: 62
          Incantation: Unknown
          Description: The practitioner, generating a blue-white glowing rod of energy in his/her hand, throws it at the intended target. It multiplies into a hundred more rods, which, raining down on the target, pin him or her against a solid surface and completely immobilize them. It is hard to dodge in a small area.



          Spell Name: Sajō Sabaku (鎖条鎖縛, Locking Bondage Stripes)
          Number: 63
          Incantation: Unknown
          Description: The practitioner, raising his/her palm up to the target, closes his/her hand into a fist. The user calls forth yellow energy, taking a form of very thick rope, which ensnares the opponent, similar to Bakudō No. 4, but much stronger, instead binding the upper body of the target.



          Spell Name: Flowering Whirlwind, Barrier of Wind
          Number: 68
          Incantation: "Surging storm of spring, give us the protection of the westwind."
          Description: he user creates and surrounds themselves in a small tornado (cloud to ground), which uses intense air currents as protection against outside threats, while also physically attacking the user's surroundings with intense wind. The tornado will pull in anything that has insufficient power to penetrate it or break it, and whatever it pulls in is quickly driven straight into the ground on the outer edge of the funnel, with the force of the tornado's power behind it, following the direction of the funnel's winds. Lightweight materials will hit the ground and spread outwards, similar to exhaust coming from a space shuttle during launch. If an opponent lacks the physical strength to resist the power of the winds, they will be picked up and pulled into the funnel, and will be unable to escape the hold; physical strength becomes irrelevant when the opponent isn't in a position to resist, for instance, if they are in mid-air and cannot fly. The eye of the tornado is 15 feet in diameter, granting the user the room she needs to move about, if necessary.



          Spell Name: Tozanshō (倒山晶, Inverse Mountain Crystal)
          Number: 73
          Incantation: Unknown
          Description: As the spell ignites at a single point, blue energy extends upward to four points, which creates an inverted pyramid that solidifies into a barrier around the caster. The spell is usable around other already active spells. It can be used to trap others inside of it.



          Spell Name: Gochūtekkan (五柱鉄貫, Quintet of 1 kan Iron Pillars)
          Number: 75
          Incantation: "Walls of iron sand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end."
          Description: As a bright light is generated in the sky above the intended target, five incredibly tall and thick pillars, which are connected to each other by chains, pin the target to the ground.



          Spell Name: Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air)
          Number: 77
          Incantation: "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."
          Description: The spell transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell, to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster.



          Spell Name: Kuyō Shibari (九曜縛, Nine Sunlight Traps)
          Number: 79
          Incantation: Unknown
          Description: Kuyō Shibari is primarily used to disable. The practitioner creates eight black holes with purple outlines that emit spiritual energy in the personal space surrounding the target, with the ninth black hole manifesting itself in the center of the target's chest. The intended point is to severely immobilize the target.



          Spell Name: Dankū (斷空, Splitting Void)
          Number: 81
          Incantation: Unknown
          Description: A defensive wall is created to protect against an enemy's attack. The practitioner creates a translucent barrier in the form of a large rectangular wall. It is capable of stopping Kidō-based attacks with power up to level 89.



          Spell Name: Sanchūshin (三柱神, Three Pillar Gods)
          Number: 87
          Incantation: Unknown
          Description: A highly potent Bakudō used for self defense as well as containment. The Bakudō works by summoning three rune-covered, cylindrical pillars in the shape of a triangle around the user, that then creates a powerful barrier that can withstand even a Gran Rey Cero at point blank range. Conversely, it can also be used by Kidō Grand Masters to detain powerful individuals by creating a situation in which anything the trapped individual does to escape is rebounded onto themselves. This is difficult to do, however, as it requires the user to literally turn the Kidō inside out like one might do to a pocket. The latter both requires time and significant energy, making it unsuitable for combat and only useful for prisoner transport to and from prison.



          Spell Name: Jibōrensa (自暴連鎖, Despairing Chains)
          Number: 98
          Incantation: Unknown
          Description: Seven black chains ensnare a target and tighten every time the victim moves. The chains attach as follows; one on each wrist, each ankle, one on the waist, the neck, and then one loops around the chest in an X fashion.



          Spell Name: Part 1. Kin (禁, Seal)
          Number: 99
          Incantation: Unknown
          Description: The practitioner holds their palms away from themselves, with their arms extended out to the sides, and clasps their hands together, with the fingers intertwined intricately. The spell binds the arms of a target to their back like Bakudō #1, but with spiritual fabric and iron shafts.



          Spell Name: Part 2. Bankin (卍禁, Great Seal)
          Number: 99
          Incantation: "First Song - Halting wrap. Second Song - Hundred Serial Bolts. Final Song - Full Ban Great Mount."
          Description: The practitioner slams his/her fingers into the ground, releasing white spiritual energy which forms into a white fabric. As the fabric wraps around the opponent completely, covering him/her from head to toe (First Song), the opponent, being stabbed by numerous metal bolts (Second Song), is smashed with an immense metal cube from above (Final Song).



    Hadō Known |
      Spell Name: Shō (衝, Thrust)
      Number: 01
      Incantation: Unknown
      Description: The practitioner points at his/her target with his/her index finger, a small amount of energy is dispelled from the tip of the index fighter with enough force to thrust a considerable amount of kinetic force at a target causing the target to be pushed back a few feet from the caster.



      Spell Name: Byakurai (白雷, Pale Lightning)
      Number: 04
      Incantation: Unknown
      Description: The practitioner gathers high-density spiritual energy, which they discharge from both hands.Alternatively, the practitioner, pointing at the intended target with their index finger, can generate a concentrated bolt of lighting to use against the target.



      Spell Name: Tsuzuri Raiden (綴雷電, Bound Lightning)
      Number: 11
      Incantation: Unknown
      Description: The practitioner generates an electric current through any object they touch, which damages anything or anyone which is in contact with the object the current runs through.



      Spell Name: Fushibi (伏火, Ambush Flare)
      Number: 12
      Incantation: Unknown
      Description: The practitioner channels volatile reiryoku through an object that they touch, causing to to ignite along its surface and create a large explosion just after.



      Spell Name: Gō Ken (鋼拳, Hard Fist)
      Number: 15
      Incantation: Unknown
      Description: A relatively simple Hadō that covers the caster's fist in Reiryoku, allowing for added force behind a punch. Relatively speaking, it can allow a Shinigami with human-level strength to dent iron and makes their fist feel like an iron mass. Like other Hadō, it does not last long, only hardening the fist to give enough time to punch.



      Spell Name: Gurenbachi (紅蓮蜂, Crimson Bees)
      Number: 23
      Incantation: "Gather, spirits of flame. Ride the westward wind, show them your fury."
      Description: The user flings their hand, summoning forth a surge of fire that splits into a dozen wasp-like projectiles that detonate, causing explosions large enough to engulf a person.



      Spell Name: Shakkahō (赤火砲, Red Fire Cannon)
      Number: 31
      Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"
      Description: The user, generating high-temperature flames, discharges it from both hands or the finger, in the form of an orb (small, medium, or large depending on the power used. The destructive power released by the blast can vary between a simple explosion to a pillar of energy. In both instances, the spell causes concussive as well as burn damage.



      Spell Name: Ōkasen (黄火閃, Yellow Fire Flash)
      Number: 32
      Incantation: Unknown
      Description: The practitioner, raising their Zanpakutō horizontally in front of them, generates a yellow orb which widens itself along the length of their sword. Once it is fully charged, it fires outward as a horizontal blast, in a wide arc of yellow energy, at the target. This technique can be launched from the hand instead of a Zanpakutō, albeit producing a shorter arc.



      Spell Name: Sōkatsui (蒼火墜, Blue Fire, Crash Down)
      Number: 33
      Incantation: "Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws."
      Description: The practitioner, aiming the palm of their hand at the target, generates a torrent of blue spiritual energy and fires it at their target. The energy moves like a direct blast or a large wave of energy, depending on the amount of power placed into it.



      Spell Name: Kongōbaku (金剛爆, Adamantine Blast)
      Number: 37
      Incantation: Unknown
      Description: A blast of spherical red energy, similar in strength to a Sōkatsui blast.



      Spell Name: Haien (廃炎, Abolishing Flames)
      Number: 54
      Incantation: Unknown
      Description: A flame attack which eradicates the very existence of its target. The practitioner fires an oblong blast of purple spiritual energy from their hand that incinerates a target completely when it makes contact.



      Spell Name: Tenran (闐嵐, Orchid Sky)
      Number: 58
      Incantation: Unknown
      Description: The practitioner, levitating their Zanpakutō, lightly hits one end, causing it to spin like a fan. The practitioner, stopping it, creates a widening tornado-like blast, which is fired forward toward the target. A hand is usable as a catalyst of the spell if the Zanpakutō is not available.



      Spell Name: Raikōhō (雷吼炮, Thunder Roar Sear)
      Number: 63
      Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"
      Description: The practitioner generates a orb of yellow lighting above the palm of his/her hand. The practitioner can then release the built up energy at his/her target with a massive concentration of energy that appears as a high level lightning strike. The effect has devastatingly destructive results.



      Spell Name: Gaki Rekkō (牙気裂光, Raging Light Fang)
      Number: 68
      Incantation: Unknown
      Description: Creates a circle of energy before firing blasts of green light from its center in a cage-like formation.



      Spell Name: Sōren Sōkatsui (双漣蒼火墜, Twin Lotus Blue Fire, Crash Down)
      Number: 73
      Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens."
      Description: An advanced form of Sōkatsui, it has twice the effectiveness. The practitioner generates blue spiritual energy with his/her index and middle fingers. Once that energy is gathered the practitioner can make a push motion using the palms of both hands to push the gathered energy away toward the target in a concentrated blast.



      Spell Name: Hiryū Gekizoku Shinten Raihō (飛竜撃賊震天雷炮, Flying Dragon-Striking Heaven-Shaking Thunder Cannon)
      Number: 88
      Incantation: Unknown
      Description: The practitioner raises his/her arm forward and outstretched, occasionally using their free hand to grip the firing arm for extra support, with the palm facing flat toward the target, and fires a gigantic beam of electrical and spiritual energy which creates an enormous explosion.



      Spell Name: Kurohitsugi (黒棺, Black Coffin)
      Number: 90
      Incantation: "Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally self-destructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness!"
      Description: The practitioner generates a purple/black spiritual energy which, enveloping the target with a powerful torrent of gravity, takes the form of a box of black energy, covered in several spear-like protrusions. The spears, piercing the box, lacerate the one inside from head to toe. When uses with the incantation, the appearance is different, as is the power. The sky appears to darken as multiple boxes of black energy appear, each of them topped off with cross-shaped spears, before they multiply and enclose themselves on their victim. Aizen claims that, at least with the incantation, it has the power to distort space and time.



      Spell Name: Senjū Kōten Taihō (千手皎天汰炮, Thousand-Hand Bright Heaven Culling-Sear)
      Number: 91
      Incantation: "Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired"
      Description: The user generates around ten pink energy points and fires them all at the same focal point where the intended target resides. The culminating explosion is exceedingly devastating.



      Spell Name: Hyōga Seiran (氷河晴嵐, Glacier Vapor Storm)
      Number: 94
      Incantation: Unknown
      Description: Fires a massive wave of ice which can freeze its targets and the surrounding area. It is strong enough to destroy a group of Menos Grande with its sheer power and go through Dankū, which can block any destructive spell numbered 89 or less, though it took around fifteen seconds to do so.



      Spell Name: Ittō Kasō (一刀火葬, Single Blade Cremation) i
      Number: 96
      Incantation: Unknown
      Description: Ittō Kasō is a forbidden offensive technique. The practitioner can only activate the spell by using their own body as the catalyst. Due to this effect, it is referred to as the spell of sacrifice. The spell causes a massive pillar of red fire to erupt from the ground in the shape of a giant katana's tip.



Kaidō Known |
--
Forbidden Spells Known |
  • Jikanteish
  • Kūkanten'i


_________________________..
Shinigami Abilities


Zanjutsu | Amaranth’s Zanjutsu skills lie entirely in defense, and though she can hold off anyone below Captain level, she'll rarely, if ever, attempt to deal damage with a blade.
Hakuda | While Amaranth is quite knowledgeable about Hakuda, it is a skill she rarely employs, and actively avoids when possible, so beyond the theoretical aspects, she has virtually no talent here.
Hohō | While she is skilled with Shunpo, Amaranth is outmatched in terms of sheer speed by others on Vice-Captain level. Her agility, while greater than would be expected from her body, is still below average.
Durability | Amaranth isn’t the most durable of all Shinigami, but she can still take a decent beating.
Reiryoku | As a true master of Kidō, Amaranth’s Reiryoku reserves, regeneration, and her skill with manipulating the energy, are all of the highest order.
PostPosted: Thu Jan 16, 2014 3:18 pm


Custom Techniques - Amaranth's Custom Kidō


These Kidō spells were developed by Amaranth after her defection from the Gotei 14, and thus are unknown to other Kido users.


Sogaidō (阻害道, Way of Inhibition)


A category of Kidō devoted to barriers used for defensive purposes, and in some cases, attacking, as well as seals for suppressing power, etc. Focused spiritual energy formed into a solid form of energy. This energy can take on many shapes or colors as determined by the user. Barriers are protective in nature, and can be as simple as a barrier only protecting one direction or encompassing all sides of an area. Barriers can be used for containment, and some barriers can be used offensively. Barriers can mask spiritual pressure and can make one spiritually and physically invisible. The strength of a barrier is dependent upon the power of the user. Weak barriers are easily breakable, while strong ones can last for centuries. Certain barriers can be placed beforehand and activated later, while others require certain artifacts and time to activate.


    Spell Name: El Escudo (エル・エスクド, Eru Esukudo; Spanish for "The Shield")
    Number: 10
    Type: Barrier
    Incantation: Unknown
    Description: This technique summons a light green barrier when the user lifts their arm to block an incoming attack.



    Spell Name: Gokaisō Kiri (五階層霧, Five-Layer Fog)
    Number: 13
    Type: Barrier
    Incantation:
    Description: The caster creates a five pointed barrier around an area. This barrier presents itself as a haze in the air, but can be penetrated with no effort. Once an opponent has passed through, however, the barrier triggers a release of a thick mist throughout the entire area that is contained by the barrier itself. Thus, attempts to clear the mist are met with the resistance of trying to 'make space' in a confined area.



    Spell Name: Kyōmon (鏡門, Mirror Door)
    Number: 21
    Type: Barrier
    Incantation: Unknown
    Description: This spell creates a glass-like barrier that is difficult to break from the outside, but quite simple to break from the inside.



    Spell Name: Ishikimaku (意識膜, Awareness Membrane)
    Number: 30
    Type: Barrier
    Incantation: Unknown
    Description: The caster emits a white light from their body that spread out in all directions, creating a bubble-like membrane around a fixed location. For as long as this barrier is active, the caster has knowledge of persons entering and exiting this space, provided they walk through it. They can easily tell the number of individuals and gauge relative power level, but it gives no indication as to whom it might be. This membrane is non-solid and easily penetrated; cannot be broken through physical force, but it can be dispelled by a high level user.



    Spell Name: Tomaru Nagare Ikku (止まる流れ一区, Stop-Flow Ward)
    Number: 31
    Type: Barrier
    Incantation: Unknown
    Description: A pale orange, hexagonal prism barrier that envelops a severed limb or large wound area. Inside it, blood flow and decay come to a complete stop and infection is staved off, the barrier slightly dulling the pain felt to a certain degree.



    Spell Name: Fūkentai Hōin (封検体法印, Specimen Sealing Method)
    Number: #34
    Type: Seal
    Incantation: Unknown
    Description: A Kidō seal unique to the 12th Division which seals a material (no matter how large) inside of a test tube small enough to fit inside the pocket. While holding the test tube, the user draws the kanji for the Kidō in the air. A black fog then leaks from the tube, envelops the target material and pulls it inside as the tube shuts. Uncorking the test tube causes the sealed material to be spat back out. Due to the time it takes, it is hardly suitable for battle.



    Spell Name: Tōshizu Jōkaku (透視図城郭, Transparent-View Enclosure)
    Number: 35
    Type: Barrier
    Incantation: None
    Description: An invisible barrier created without motion or invocation that, rather than deflect a solid object, halts it in mid-air, wrapping around it and keeping it in place until the caster dispels it. Once dispelled, all caught objects clatter to the floor, unless still being held by the attacker. As this barrier has no need to motion or invocation, it is classified as one of the most versatile barriers to exist.



    Spell Name: Kitetsu Fuwa (気鉄不和, Spirit-Iron Discord)
    Number: 50
    Type: Seal
    Incantation: Unknown
    Description: A marking is applied to opponent, from up to three feet away, that flies through the air and sticks to their body. Upon contact (bare skin or not) it spreads, forming a fiery orange tattoo that covers their entire body. This seal disrupts an Arrancar's ability to condense reiryoku along the surface of their skin, essentially binding their ability to user Hierro. This also works on any individual capable of condensing reiryoku on their skin. This lasts for [4] posts.



    Spell Name: Kaijō Sanjūroku Vuōruto (開錠三十六ヴォールト, Unlock the 36th Vault)
    Number: 72
    Type: Barrier
    Incantation: Unknown
    Description: This Sogaidō creates a barrier space, a pocket dimension in which the user's Zanpakutō is kept. The user is free to summon their Zanpakutō from this pocket dimension or banish it to it at will. When summoned, it appears between their outstretched hands inside a prismatic barrier; when banished, this barrier reforms, splicing anything in the way and sending it thusly.



    Spell Name: Roppō Fūjin (六方封陣, Hexagon Seal Array)
    Number: 75
    Type: Barrier
    Incantation: Unknown
    Description: This technique is a barrier spell. The spell takes on the form of a 3 dimensional cross from both horizontal and vertical points of view. The barrier is meant to capture the opponent inside the structure and then seal them.



    Spell Name: Shisō Kekkai (四葬結界, Quad Burial Barrier)
    Number: 81
    Type: Seal
    Incantation: Unknown
    Description: Four spears are used to trap the target by their hands and legs. The target rises up into sky and is then sealed in a black coffin-like box with chains wrapping around it. The four spears then pierce the box all at once.



    Spell Name: Hako Okuri (匣遺, Farewell Box)
    Number: 84
    Type: Barrier
    Incantation: Unknown
    Description: The user seals an object inside of an orange barrier in the shape of a box. The user then teleports the box wherever he/she wishes it to go. May not be used to warp objects inside other people.



    Spell Name: Millón Escudo (ミジョン・エスクド, Mijon Esukudo; Spanish for "Million Shield")
    Number: 85
    Type: Barrier
    Incantation: Unknown
    Description: A light green, hexagonal barrier which is normally fixed to one central area and, when inactive, remains invisible. Upon contact with an outside force, the barrier enlarges to fully to protect whatever it is affixed to. The barrier protects from the attack, keeping it away from the target, gathers the energy in one area, and, momentarily absorbs the energy from the attack, forces the attack outward and away from the shield in effect, dispersing the attack altogether. It is powerful enough to block a point-blank Hollow mask-enhanced Getsuga Tenshō from Ichigo in his Bankai.



    Spell Name: Yotokeru Akinejiru (世解ける空き捩じる, Realm-Loosening Space Distortion)
    Number: 88
    Type: Barrier
    Incantation: Unknown
    Description: After making a series of hand movements, the caster conjures a formless barrier depicted by green energy that encases a set area of space and then changes the direction of the space itself, causing anything within to change its direction by turning the bounded space itself. Neither power nor momentum is lost during this attack.



    Spell Name: Amatsu Jōmon (天津城門, Imperial Castle Gate)
    Number: 90
    Type: Barrier
    Incantation: Unknown
    Description: This Kidō creates a series of layered, mandala-esque barriers around the user, protecting them from all angles. This barrier is incredibly powerful and is capable of tanking a Kurohitsugi without warping. Lasts for [3] posts.



    Spell Name: Ryubi no Jōmon (竜尾の城門, The Gate of Dragon Tail)
    Number: 95, Part 1
    Type: Barrier
    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."
    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.



    Spell Name: Koko no Jōmon (虎咬の城門, The Gate of Tiger Fang)
    Number: 95, Part 2
    Type: Barrier
    Incantation: Unknown
    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.



    Spell Name: Kikai no Jōmon (亀鎧の城門, The Gate of Turtle Shell)
    Number: 95, Part 3
    Type: Barrier
    Incantation: Unknown
    Description: This barrier is created by many small hexagons combining to form a honeycomb-like structure.



    Spell Name: Hoyoku no Jōmon (鳳翼の城門, The Gate of Phoenix Wings)
    Number: 95, Part 4
    Type: Barrier
    Incantation: Unknown
    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.



    Spell Name: Shiji no Saimon (四獣の塞門, The Gate of Four Beasts)
    Number: 98
    Type: Barrier
    Incantation: Unknown
    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.



    Spell Name: Hachigyō Sōgai (八爻双崖, Eight Joined Twin Cliffs)
    Number: 99
    Type: Barrier
    Incantation: Unknown
    Description: The barrier is a double dislocation barrier, which has the ability of erasing whatever is within it from existence and removing the space it takes up from an outsider's inner consciousness, making it so that one is not even able to perceive it is there. The very thought of getting close to it doesn't even occur to those outside it. It is so powerful and unique in composition that it cannot be undone by Shinigami Kidō.



Junshin


Upon first creating these abilities, the Junshin style of Kidō was outlawed by the Central 46, ensuring that only Amaranth is aware of the full collection of them. However, the Captain-Commander knows how to utilize one of these abilities.
Each Junshin ability has a unique medium which it affects.
Junshin abilities can be considered to be above level 100 rating, in terms of other Kidō, for both proficiency required, and reiryoku used.
These abilities are still being developed, and more will be created during the Roleplay.


    Spell Name: Tenka Hikari (天下光, lit. "Light Descended from Heaven")
    Number: 01
    Incantation: "Oh, ye god rain on the earth with crimson rain, and drape the earth in a black drape. Oh ye God rain on the earth with heavenly grave, and outstanding beauty, let your wrath bring us no pain . . . "
    Medium: Light
    Description: Heaven Light on Earth is the first spell Junshin. This Junshin spell is used with the hands, exactly to put it, the fingers. The Shinigami will say the Junshin's name and incantation (preferable with mastery) and a white light will glow from their index finger (right or left hand depending on the user's mastery of hands) and the light will either: one, stay on their finger and allow the light to lead them from a personal point, or two, launch the light into the air, or in a certain direction, and allow the light to spread across a certain amount of area. Heaven Light on Earth is mainly a harmless spell, and is used personally for self reasons, not attack, but it can blind, and stun an enemy if needed. The light can also shine brighter if the user raises their reiryoku to make the light brighter. In addition, the light of this Kidō illuminates reiryoku, making it visible to all, allowing the strength and control of the target to be more easily assessed.



    Spell Name: Garandōho (がらんどう歩, Void Steps)
    Number: 02
    Incantation: "Feet of the Demon on the path of daggers, Angels tread on the heights. Stroll through the bounds of space, and step beyond the night. Heavenly stroll, Hellish stalk, walk through the Void."
    Medium: Space
    Description: Void Walk is a movement based spell of Junshin. This spell requires the user to ‘warp’ sheets of concentrated reiryoku around themselves before blasting themselves towards another location, using the concentrated reiryoku to break through space and effectively ‘teleport’. By reducing the amount of reiryoku placed into the propulsion blast, and flattening out the sheets of reiryoku around them, a skill user could also use this ability to blast forwards towards an enemy; the folded sheets of reiryoku distorting space to the extent where they are have sharpness akin to razors. A mistake when using Void Walk can be fatal, as any misalignment of the reiryoku sheets could weaken the barrier and make it implode on the user as they teleport.



    Spell Name: Furei (腐霊, Tainted Soul)
    Number: 03
    Incantation: "The seething taint coils, corruption shrouds the divine. Molten ice rends the mind, and frozen magma rots the soul. From flawless diamonds, to crumbling coal. Power will always spoil, when even darkness can shine."
    Medium: Life
    Description: Taint is an advanced Junshin ability that utilizes the user’s reiryoku to corrupt the reiryoku of their foe. Upon the completion of the incantation, physical contact is required before some of the user’s reiryoku is corrupted and forced into the target, this taint making it more difficult for the afflicted to draw upon their reiryoku and should they succeed, they receive damage as they use it. After being activated, though before physical contact, the user’s arms appear to be shrouded in a seething mass of darkness, this tainted aura diminishes when the foe is tainted, and vanishes completely when the user regains control over their reiryoku.
    Taint requires direct physical contact and renders the user unable to use their reiryoku for a short period of time following its activation [2 posts].



    Spell Name: Kiokukanji (記憶感じ, Memory Impression)
    Number: 05
    Incantation: "Dream Fairy, Queen Maeve. Let her draw us to her while she is opening the gate."
    Medium: Self
    Description: By touching his or her forehead with their finger, the user is able to replicate a memory from their mind and pass it on to someone else by touching their chest. When the memory is retrieved, it is "pulled" from the forehead of the user and visually represented by a swirling cloud of deep purple energy that lingers around the hand used to replicate it. This disappears once the memory has been passed on.



    Spell Name: Kyojin (Titan; 巨人)
    Number: 07
    Incantation: "Blood and bone, sword and stone, unleash the beast, to destroy all known, arise..."
    Description: As a highly destructive spell, unique amongst the Junshin as being a purely offensive technique, it is rarely used, even when compared to other Junshin abilities.

    In order to use, the user must gather energy on their fingertips, and begin to draw out a summoning circle on the ground. It’s diameter must be eighteen feet wide and cannot be off in the slightest, or else this spell is useless. Then drawing out a very complex set of runes that must be precise. Once done, the caster runs out of the summoning circle, and must offer a sacrifice of sorts. Usually the blood of a young lamb or any other small animal can suffice for the sacrifice, but offering up some of the caster’s blood can be enough to trigger the summoning, Upon completing the sacrifice, the caster then begins to recite the incantation for this spell, as it is impossible to summoning the great beast from this spell without incantation. Once complete, everything goes silent for a brief moment, as suddenly a violent roar can be heard from below the ground, as the ground beneath the caster begins to shake violently.

    Then without warning, a giant sixty foot tall behemoth appears from the ground, as it almost immediately begins to charge up a rather powerful attack from between the tip of its two horns. Once a target’s been selected by the caster, the monster fires off this rather powerful attack, that’s capable of annihilating anything within it’s 300 foot line of fire. However, due to the amount of spiritual pressure needed to summon this beast along with controlling it, this ability is not recommended for repeated use.



    Spell Name: Hyōgajidai (氷河時代, Ice Age)
    Number: 08
    Incantation: "Memories of ice, dust of dreams, a race in exile, a world without seams. Contain the realms, withhold all sprains, preserve the elms, and wrap in chains. Imprison the hero, in absolute zero."
    Medium: Time
    Description: Ice Age is a potent Junshin technique that engulfs the target in an impermeable sheen of ‘frozen’ reiryoku which, once complete, will only thaw when a certain predefined condition is met. The spread of this sheen, while not slow, can be diverted somewhat, as it spreads over all it touches. This means that, if the target can make the sheen cover too large an area, they can escape being fully surrounded by it. This can be used to preserve anything, from living entities to Kidō. This technique requires close proximity with the target to use.



    Spell Name: Kakeru Kikotsu (掛ける気骨, Soul Bind)
    Number: 09
    Incantation: "The chains of fate ensnare, destiny unravels, time grinds to a halt as the shinigami babbles. Forsworn oaths and forsaken ties, shatter the void and rend the skies. Bound to a form, restricted to a state, the woven threads seal your fate."
    Medium: Time
    Description: Soul Bind is an advanced Junshin ability that suppresses the ability to activate releases. Following the incantation, the user raises both hands into the air before a silver pulse is released. Upon contact with this pulse, the ability to activate releases such as Resurreccións and Shikai/Bankai is suppressed until the Kidō wears off [Four Posts]. The user is also affected by this ability and cannot activate a release while it is active.



    Spell Name: Haji no Ishuku (把持の萎縮, Grasp of Atrophy)
    Number: 10
    Incantation: "Rot, Decay, Destroy, Unbind, eat away at soul and mind. Rot, Decay, Destroy, Unbind, wither the earth and devour the skies. Rot, Decay, Destroy, Unbind, consume all life, and the sun, blind."
    Medium: Death
    Description: Grasp of Atrophy is an advanced Junshin ability that decays almost all matter around the user. Upon activation, a shimmering haze shrouds the user, the size equivalent to the amount of reiryoku placed into the Kidō. Anything that comes into contact with this haze is slowly decayed, the unnatural substance slowly eats away at everything, and though high levels of reiryoku can slow the decay down or keep it at bay for a short time, it cannot truly be stopped until the user releases the Kidō. Extremely precise control of reiryoku is required to avoid destroying everything.



    Spell Name: Oni Waruken (鬼割る剣, Demon's Ripping Sword)
    Number: 11
    Incantation: "My soul dyed dark with blood stains, my eyes mask a hidden pain, my soul soaked with others death, the sands of time prevent their final breath, my life lives with hidden lies, my world is soaked with crimson skies, blood splash red, the cries of the dead, lying on the brink of death, love for myself, never another. Blood splash red, crying in my bed, dark eyes crying to see their final breath. Going as far as to threaten a life, let ye darkness bring heavenly life.... "
    Medium: Dimensions
    Description: This spell requires two users whom are skilled in controlling their reiryoku reserves. One user must remain in the location where the spell was cast, while the other can travel to the desired location.
    The two users, deemed Seigi Hokōsha (正義歩行者, Righteous Walkers), initiate the spell by first drawing an arcane circle where one user stands on the sun and the other the moon. Next, the two users must draw blood from their palms and drip it into the center star. This is done to ensure that the spell will bind the two of them, allowing a direct connection for trans-dimensional travel.
    The two, now "one", will recite the incantation in unison, palms extended to face the other. After reciting, the two must press their palms to the ground causing the arcane circle to glow bright green. The users then reach into their sun or moon and pull out a sword, comprised of pure, raw reiryoku solidified and made stable. Only the two users can wield these blades; if a non-caster is to touch the blade, then the spell will become corrupted and cease.
    As stated before, one user must remain in the location where the spell was cast. The other will slash at the open air, emitting a white slash and resulting in a wide rip in the dimension. This rip is highly unstable and only allow five travelers to pass through per usage [[this accounting for the trip to and from]]. This rip in the dimension leads to any desired location NOT in the current dimension but only remains open for a total of ten hours [[depending on the skill of the users]]. The portal closes once the departure is made and can be reopened with the sword.
    The amount of time left of use is shown by the sword. It will begin to dissolve as the time passes. Once the swords are completely disintegrated, the spell ends.



    Spell Name: Tentei no Iyoku (天帝の意欲, Will of the Creator)
    Number: 12
    Incantation: "Reality bends, yielding to will. All limits released, twisted by skill. Shattered lands frozen still, Eternal life reduced to nil. Fates swirl and gods watch until, the prophecies they at last fulfil."
    Medium: Belief
    Description: Will of the Creator is the ultimate in Kidō abilities, the strongest and most difficult to perform of all the Junshin spells. Upon activation, the user wills objects into being, converting mass and energy from the world around them into their desired creation. Only living beings of a great enough strength can resist being turned into fuel for this Kidō, anything with lower than human intelligence would only be able to resist for a short time. Any as strong as humans, or stronger however, would be able to resist. After activation, the user has roughly two minutes to utilize the Kidō’s effects before the ability vanishes. This cannot create mass or energy, only convert pre-existing bodies into the desired form. Absolutely perfect Reiryoku control is required for this ability due to its immense difficulty and sheer reiryoku requirement for its use.




Kiiyashi

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Kiiyashi

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PostPosted: Thu Jan 16, 2014 3:20 pm


User Image
Rogue Shinigami
--Kidō Specialist--

Amaranth Trammel
Rogue Kidō Master








HERE IS WHERE THE WORDS GO
WORDS AND LETTERS AND THINGS








Gan'yū Status
Bakudō: #, #, #
Hadō: #, #, #
Sogaidō: #, #, #


[imgright]http://i238.photobucket.com/albums/ff246/Valk_Dragonbane/Roleplaying/AmaranthAdventChronicles_zps5e2869a4.png[/imgright][align=left][color=indigo][b]Rogue Shinigami[/b]
--Kidō Specialist--[/color][/align]
[align=center][color=indigo][url=http://www.gaiaonline.com/guilds/viewtopic.php?t=24186579]Amaranth Trammel[/url]
Rogue Kidō Master[/color][/align]







[align=center]HERE IS WHERE THE WORDS GO
WORDS AND LETTERS AND THINGS[/align]







[align=right][color=purple][b]Gan'yū Status[/b]
[u]Bakudō:[/u] #, #, #
[u]Hadō:[/u] #, #, #
[u]Sogaidō:[/u] #, #, #
[/color][/align]
PostPosted: Thu Jan 16, 2014 3:23 pm


Reserved.


This profile was approved in the correct location, just moved it to avoid intense profile clutter.

Kiiyashi

Hallowed Genius

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