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PostPosted: Sun Sep 09, 2007 12:20 pm


Zanpakuto name: Wahr Selbst True Self

Type: Kidou
Look: The weapon is a dual bladed scythe and it looks extremely plain. When in it's sealed form, the scythe is just a plain smooth wooden shaft that has a blade on either side. The top blade curves to the left and down, an intricate design covering the blades and the back end of the blade a thick plated steel that can be used like a hammer. the bottom blade is the same except it curves to the right and up.
Shikai look: When the zanpakutou goes through it's change into a shikai form, it's shaft splits into two shafts in a + shape, the blades also split in half and flip over to create simetrical sides, two blades off each of the four ends. Then there is another blade that comes out of the end of the shaft itself, away from the two scythe blades that come out of the sides, off the end there is a spike, much like a spear tip that comes off each end of the weapon. .then, in the middle, where all of the shafts meet, there is a large circular piece of metal that has a bar through the middle of it on the inside so it may be grabbed and held by. The circle is large enough to enclose the fist and still have room, guarding the hand very well. On the outside of the circle there is an engraving wit hthe same symbols that are upon Haro's body. It reads I am you, and you are me, your knowledge in our unity.

Upon each one of the blades there is still intricate designs, though now, instead of just lines swirling and twirling in random ways, there is more to it then that. Upon the outside of each set of blades there is a different set of words. Upon the first top side from the left first blade to the right third it says: Fire, Burn, Warmth. Then upon the left set of blades it says: Water, Drown, Thirst. On the bottom blades it says: Earth, Crush, Produce. Then on the final set to the right it says: Air, Slice, Breath. The first for each was the element, followed by it's ability to cause harm, and then it's usefulness towards survival. Each of them would play a role in their use when Haro was to use the unsealed form.
Call: Know Yourself, Wahr Selbst, True Power!


Powers

Blood Memory: If a strike is accomplished upon an opponent, the weapon will forever remember that opponent's blood, and when the weapon is thrown, it will hone in on that blood signature upon thought command by Haro. It will not stop attacking that blood until it is called back to the hands of it's master.

Elemental Barrier: All damage sent towards Haro is met by a barrier of the four controlled elements that reduces damage by 50% while the weapon is unsealed. Though each time the barrier activates itself it drains Haro's reiatsu by 5.

Symbol Chaos: Every sixth turn Haro takes, the symbols on the front of his zanpakutou change into one symbol, chaos. The symbols on his body all change as well, mimicing the symbol on the front of the circle peice of the zanpakutou. For this turn only, all attack and dodge bonus' are doubled, but all rolls are halved. (20 is still auto-hit, even though halved, and both 1 AND two are auto-faliures, since 2 halved is 1). Costs 10 reiatsu every time it is activated.

Elemental Destruction: If the enemy is hit four times (once by each of the elemental blade sets) then on the fifth hit, the center circle piece of the weapon blasts kidou energy through the blades and the circle itself and it amplifies the damage by three times. (5 damage would be 15, 80 damage would be 240. so on)

Techniques

Invisible Barrage
The air set of blades begin to glow a bright white color and it radiates outwards slightly. Then when the weapon is swung it releases an invisible barrage of wind blades. The blades all fly at the opponent, curving in from different angles and aiming to slice them into pieces.
Effect:
Strength: normal attack + 3 per 10 kidou
The opponent is taken in by a full frontal assult by blades they can't see, and they must dodge with only one dodge, though there are a total of five attacks. If they fail to dodge against the previously stated formula with a normal dodge, then they are hit by five attacks with a quarter of their normal damage.

Reiatsu Cost: 25

Requirements
Level: 10
Kidou: 20
Reiatsu: 35
Reiatsu Control: 36

Incinerate
The fire set of blades begins to glow a bright red color and it radiates outwards. As soon as the fire set of blades hits the opponent, any material, flesh or clothing alike will immediately explode into flames, if a dodge is made, the opponent's zanpakutou will also catch fire upon touch, but it will go out quickly after causing no damage.
Effect: After the opponent has caught fire, they will remain in flames for four turns. Each turn they must roll a d20, and if they roll a 1-5 the first turn, their reiatsu overpowers the flames and saves them from damage. As well as if they roll a 6-10 on the second turn, an 11-15 on the third turn, or a 16-20 on the fourth and final turn. If they fail to save from the damage, it takes 10% of their total hp each time.

Reiatsu Cost: 55

Requirements
Level: 12
Kidou: 10
Reiatsu: 30
Reiatsu Control: 30

Elemental Bind
All blades upon the weapon begin to glow their separate colors and after a few seconds the glow that is emitted launches off and shoots towards the opponent in strings that wrap around their legs. the elemental strings do not bind them into place, but weight them down and cause their mobility to fall.
Effect:
Causes the opponent's dodge bonus to be reduced by 50%.

Reiatsu Cost: 10 per active turn.

Requirements
Level: 18
Kidou: 26
Reiatsu: 42
Reiatsu Control: 45

Drown
The water set of blades begin to glow a bright blue color and it radiates outwards slightly. But after it radiates outwards, when the weapon is swung towards the opponent, it releases a blast of water that looks just like ordinary water, but it is directed by the demonic arts, and shapes around the opponent's head in a sticky immobile mass of water.
Effect:
Strength: Base DC 10 + 1 per 10 kidou + reiatsu mod
Break: d20 + reiatsu mod + half vit mod
The opponent is faced with a check every turn, and every time the opponent fails to make the break, they take a 50% loss to their attack and dodge rolls due to disorientation. Then, if they fail three times in a row, they suffer a 20% loss to their hp, due to lack of oxygen. Another three turns failed to break causes another 20% loss, and then if they fail another three times, it is a final 50% loss before the technique is automatically broken, leaving the enemy with 10% of their total health.

Reiatsu Cost: 50

Requirements
Level: 20
Kidou: 30
Reiatsu: 45
Reiatsu Control: 48

Life-Trap
The earth set of blades begins to glow bright green and the color radiates outwards. Then Haro slams the spear-like blade of the earth section into the ground and the glow shoots down into the ground and then flies outwards through the ground towards the opponent. When it reaches the opponent, massive slabs of rock on each side of him or her rip out of the ground and then slam together upon the opponent, encasing them within it, not crushing them. Then, while they are encased, their health is slowly drained from their bodies and trapped within the rock to be transmitted back to Haro when he needs it.
Effect:
There are only normal attacks and dodges for this technique, but the damage done is the amount of hp taken and stored within the earth that can be at any time transferred from the earth back into Haro's body.
Damage: 100-300


Reiatsu Cost: 80

Requirements
Level: 30
Kidou: 50
Reiatsu: 50
Reiatsu Control: 80
PostPosted: Thu Sep 20, 2007 2:10 am


Zanpakuto name: Kazechikara Strength of Wind

Look: The lower half curves backwards, curving again so the top half has a normal curve. The guard is made of upward curving spikes, and a large spike is on the bottom of the handle. It has no sheath, so she keeps it in the back of her sash. While it's there, most of the blade breaks apart and reforms as two bracelets, one on each of Haruko's wrists.

Shikai look:The blade straightens and becomes a creamish, off white color. It also shortens to about four feet long. The blade is separated into 12 different sections, each four inches long. These sections can come apart and reform into one of several shapes, with up to a one inch gap between the segments. The segments are held together by bands of intense wind, strong enough to repel another zanpakto as if it were a solid object. The hand guard takes the shape of half a dozen feathers, each about three inches long and arranged in a circle, extending around the hilt, perpendicular to it.

Call: "Gust Gallantly, Kazechikara!"

Powers: Earodainamikkusu Aerodynamics - No matter what form its in, Kazechikara has the ability to control winds, to an extent. This is done automaticly in movement, winds being summoned to help Haruko get to her destination faster every time she moves, while shikai is activated.
Effect: +10 Hohou as long as Kazechikara remains in Shikai.

Kuuchuu Buranketto Air Blanket - A decent amout of air forms a sort of cushion around Haruko as long as Kazechikara is released to shikai. This causes all blunt objects (including fists and weapons such as staffs and maces) to be slowed down before they come in contact with her. This does not effect blades, however, as they can easily cut through the weak barrier.
Effect: All attack and damage rolls done by Hakuda and blunt weapons suffer a -1 penalty.

Techniques:
Shikai Forms:
Kazechikara Strength of Wind - In this form, the blade is straight and compacted, making it appear to be a normal four foot long katana. This is the initial form, and every time Kazechikara is released, it starts out in this form.
Effects:
Rp Cost: 0
Rp Upkeep: 0
Requirements
Level: 5
Reiatsu: 30
Reiatsu Control: 30

Kazechikaraken Strong Wind Blade - In this form, the wind bands extend to their full length. The blade, however, remains straight, except now it is lengthened to five feet long instead of four. This gives Haruko a small offensive advantage.
Effects: +2 on all zanpakto attack rolls.
Rp Cost: 5
Rp Upkeep: 2 per turn
Requirements
Level: 9
Reiatsu: 35
Reiatsu control: 45

Kazechikara, Seishuku Tatsumaki Strength of Wind, Silent Tornado - Using her reiatsu, Haruko reshapes the blade into a spiral, which starts out short, but widens near the end. The edge of the blade is along the outside of the spiral. Although the zanpakto's size is shorter, it is also faster and easier to maneuver, so no negative ramifications come from the size. However, there are no blatant positives to this form, it is just required for different techniques. After the rearrangement, the bands of air dissipate, and the sections of blade reseal together in their new form. This form is not taxing at all to the user, and in fact actually causes a calming bliss to overcome them.
Effects: Reiatsu Recovered at a rate of 5% per post in which no Rp is used.
Rp Cost: 20
Rp Upkeep: 0
Requirements
Level 20
Reiatsu: 45
Reiatsu Conrol: 80

Kazechikara, Hitofuki Kachuu Strength of Wind, Gusting Vortex This form is much like Seishuku Tatsumaki,however the air bands are reformed and fully extended, increasing the blades length. The key point of this form is that it draws in air, causing it to swirl around it, as if it were a vortex. This significantly increases its defensive capabilities.
Effects: +4 on all dodge rolls.
Rp Cost: 45
Rp Upkeep: 6 per turn
Requirements
Level: 26
Reiatsu: 50
Reiatsu Control: 95

Kazechikara, Hageshii Shippuu Strength of Wind, Violent Hurricane This is the pinnacle form of Kazechikara's shikai. While similar looking to Hitofuki Kachuu, it has some major changes. First it, the bands are overwhelmed with reiatsu by the transformation and become over sized, causing Kazechikara to become four feet long, and nearly two feet wide at the end. Also, the blade spins, and although at a slow rate, it causes incredibly fast winds to whip around it, increasing not only the blades speed, but its parrying and defensive abilities as well. This requires incredible skill, and if this form is unlocked, it means that that Haruko is on the doorstep of her bankai. This form however, is incredibly taxing and cannot be maintained for long periods of time.
Effects: +7 on all attack rolls, +7 on all defense rolls
Rp Cost: 100
Rp Upkeep: 20 per turn
Requirements
Level: 38
Reiatsu: 95
Reiatsu Conrol: 120

Shikai Techniques:
Kazechikara/Kazechikaraken:
Kazetonneru Ketatamashii Windtunnel Piercing - A large amount of reiatsu is stored up in the twelfth section (the one that is the tip of the blade) of Kazechikara. An stabbing attack is then attempted, at normal zanjutsu attack roll. If succesul, the reiatsu is released in a gust of wind, into the target.
Effect: 150% Shikai damage
Reiatsu Cost: 20
Requirements
Level: 6
Zanjutsu: 30
Reiatsu: 30
Reiatsu Control: 30

Suraisukaze Slicing Wind - A massive amount of air is collected on the end of Kazechikara, drawn and compressed using reiatsu. Then, when Kazechikara is swung, the air is released, accelerated, and guided using reiatsu. It travels in a straight line forward, for as far as 100 meters, with enough speed that the wind acts as a blade. The odd thing about this technique is the slice can moves through non-living items (such as clothing, armor, walls, and stone) without even leaving a scratch on it, and come out on the other side with its speed and power unaffected.
Effect: 200% Damage, the target's damage reduction effects are negated this turn
Reiatsu Cost: 40
Requirements
Level: 10
Zanjutsu: 40
Reiatsu: 35
Reiatsu Control: 50

Hojoken Subeta Supporting Wind Sword - Haruko uses the air control effect of Kazechikara to push the blade at amazing speeds, allowing her to attack incredibly fast, yet at a cost to accuracy.
Effect: 1 extra attack this turn, but str mod is not applied to any attacks this turn. Also, the extra attack only gains 1/2 zanjutsu mod and gets str mod subtracted from it.
Reiatsu Cost: 55
Requirements
Level: 19
Zanjutsu: 60
Reiatsu: 45
Reiatsu Control: 65

Eagyakujou Air Frenzy- This is basicly a combination of Suraisukaze and Hojoken Subeta. The blade is reenforced with reiatsu and air, and Kazechikara's wind control abilities propel the blades along a incredible speeds.
Effect: Haruko attacks an extra attack this turn at -4 attack mod, all zanpakto attacks this turn deal 125% damage.
Reiatsu cost: 70
Requirements
Level: 38
Reiatsu: 95
Reiatsu Conrol: 110

Seishuku Tatsumaki/Hitofuki Kachuu:
Sumasshukaze Smashing Wind - Similar to Suraisukaze, in this attack, instead of using reiatsu to just guide it as it travels, the attack is actually reinforced with the reiatsu of the user, causing immense damage. The end result is the target being pummeled under the brute force of the reiatsu smashing the high-speed air into them. This attack is powerful enough to shatter almost any creature or substance it comes into contact with.
Effect: 250% Damage, all damage reduction stats are halved.
Reiatsu cost: 60
Requirements
Level: 28
Zanjutsu: 80
Reiatsu: 60
Reiatsu Control: 75

Sune-kuken Snake Blade
Only useable if Haruko has been hit this turn. Haruko makes no attack and instead makes a roll (with the mod that of a normal zanjutsu attack, with her reiatsu mod added). If succesful, Haruko's zanpakto rearranges itself in a tight coil around the enemies zanpakto, immobilizing both weapons.
Effect: Neither target nor user can use zanjutsu attacks for three rounds.
Reiatsu cost: 25
Requirements
Level: 33
Zanjutsu: 50
Reiatsu: 50
Reiatsu Control: 75

Sune-kukiba Snake Fang
Can only be used if Sune-kuken is currently in effect. Kazechikara's twelfth blade section is shot out at the opponent, its position against the enemy's zanpakto used to make the high speed attack nearly unavoidable.
Effect: The enemy does not get awareness mod added to dodge for this attack only, can only be used once per round. (Other attacks [non zanjutsu, due to Sune-kuken being needed for this attack to work] can still be made, up to the normal number of attacks) Attack is teated as a zanjutsu attack. If the target avoids the attack, but does so with a total roll that is five or less more than the attack roll for this attack, then the target's zanpakto is pulled from their hands. If this happens, Sune-kuken's effect fades and Haruko is able to use zanjutsu attacks again, however the opponent remains unable to do so for thier next round.
Reiatsu Cost: 60
Requirements
Level: 33
Zanjutsu: 75
Reiatsu: 65
Reiatsu Control: 100

Hageshii Shippuu:
Reikoku Kagai Relentless Assault
Kazechikara starts to continually whip the winds around the opponent at astounding speeds, the winds travelling so fast the can pierce flash and break bone.
Effect: One extra attack is made each turn for 5 rounds, using the modifier for a normal kidou attack.
Damage: 100-150 + 2-4 per 10 ranks in Kidou +Reiatsu mod.
Reiatsu Cost: 90
Requirements
Level: 39
Kidou: 50
Reiatsu: 95
Reiatsu Control: 120

Gokuin Tentou Haretsu Seal of the Exploding Heavens
Haruko uses all of her reiatsu fora final, all out attack. To do this, she puts her thumbs and forefingers together and holds them over her chest, and focuses her reiatsu through her heart. The attack itself comes in the form of a brilliant, bright white beam. This also causes a tatoo that is nearly pure white, save the outside trim and some lines on the inside for detail, in the shape of a pair of angel wings to appear on her forehead.
Effect: As long as the seal remains on her head, Haruko may use any form of her zanpakto without paying the transition cost or upkeep. She cannot, however, recover reiatsu while it is upon her. It will also have a use in bankai.
Damage:10-20 per Reiatsu point spent + Kidou modifier.
Rp Cost: All remaining Rp.
Requirements
Bankai Unlocked

Awesome Comes Standard
Vice Captain

Mega Smoker

8,600 Points
  • Risky Lifestyle 100
  • The Perfect Setup 150
  • Brandisher 100

Dischord

Nerd

PostPosted: Thu Sep 20, 2007 9:07 am


Raven62
Shikai


Not approved. Please refer to my notes below.

Blood Memory: Approved

Permanent Barrage: No. Gaining extra attacks is something you get by level, not by gaining Shikai. This power is not approved.

Unfaltering Strength: Again, no. You're not allowed to power your shikai up this way, and you should have known that before ever submitting this.

Symbol Chaos: This.. is kind of iffy. Doubling your attack and dodge, but halfing your dice is kind of pointless. Everything that has an active effect must have a RP cost of some sort. The cost doesn't need to be extreme, but it does need a cost.

Incinerate: This power is approved, except we think you need to be at least level 12 in order to use it. Your RC needs to be at least 55.

Invisible Barrage: Approved, but the reiatsu cost for this power shouldn't be quite as high, we'll say about 25, considering it's effect.

Suffocate: Er, the name of this power is a little misleading, since you drown them, instead of suffocating them, which is just taking away air. I'd say what they have to check against would be Base DC 10 + 1 per 10 kidou + reiatsu mod. That total number is what they have to beat when they roll, in order to break the ability. You wouldn't get to roll a d20 opposting them for that. The check will be d20 + reiatsu mod + half their vit mod, since it affects their physical form. This allows, in higher level, it to remain roughly even.

The technicals on this are fine.

Demolish: The 'strength' you keep mentioning makes no sense, it would be a normal attack to hit someone, and taking a % of their health for smacking them between two slabs of rock makes no damn sense to me.

The required Reiatsu should be 50, same with Kidou. Reiatsu Control should be 80-90.

For the actual ability, instead of just hitting them with the slabs of rock, why not create a dome of earth that sucks their health away? That would make more sense. If you want to do damage, you need to do straight up damage, not health percentages for this attack.

If you don't want to change the attack and do a % anyway, you need to do some revamping, and run it by us later. 80% in one shot is too much.
PostPosted: Thu Sep 20, 2007 12:46 pm


Raven62
Shikai


Sorta Approved, Read Notes Below

Elemental Barrier: Approved, but make it 25% instead of 50%.

Elemental Destruction: Approved, but if you miss on the fifth hit, you have to start the chain of elemental attacks over. Damage should be doubled, but not tripled.

Elemental Bind: Approved, but they instead lose the agility modifier to dodge, and only get half their total hohou modifier to dodge.

Life-Trap: Not Approved, we need some specific information on how exactly the hitpoints are returned to Haro, and how much he gets back, is it a percentage, or higher? Does he get back everything he drained?

Everything else on the weapon looks fine now, please repost once you have everything edited.

Dischord

Nerd


ascghvdfsiugvbhe

PostPosted: Thu Sep 20, 2007 7:11 pm


Zanpakuto name: Wahr Selbst True Self

Type: Kidou
Look: The weapon is a dual bladed scythe and it looks extremely plain. When in it's sealed form, the scythe is just a plain smooth wooden shaft that has a blade on either side. The top blade curves to the left and down, an intricate design covering the blades and the back end of the blade a thick plated steel that can be used like a hammer. the bottom blade is the same except it curves to the right and up.
Shikai look: When the zanpakutou goes through it's change into a shikai form, it's shaft splits into two shafts in a + shape, the blades also split in half and flip over to create simetrical sides, two blades off each of the four ends. Then there is another blade that comes out of the end of the shaft itself, away from the two scythe blades that come out of the sides, off the end there is a spike, much like a spear tip that comes off each end of the weapon. .then, in the middle, where all of the shafts meet, there is a large circular piece of metal that has a bar through the middle of it on the inside so it may be grabbed and held by. The circle is large enough to enclose the fist and still have room, guarding the hand very well. On the outside of the circle there is an engraving wit hthe same symbols that are upon Haro's body. It reads I am you, and you are me, your knowledge in our unity.

Upon each one of the blades there is still intricate designs, though now, instead of just lines swirling and twirling in random ways, there is more to it then that. Upon the outside of each set of blades there is a different set of words. Upon the first top side from the left first blade to the right third it says: Fire, Burn, Warmth. Then upon the left set of blades it says: Water, Drown, Thirst. On the bottom blades it says: Earth, Crush, Produce. Then on the final set to the right it says: Air, Slice, Breath. The first for each was the element, followed by it's ability to cause harm, and then it's usefulness towards survival. Each of them would play a role in their use when Haro was to use the unsealed form.
Call: Know Yourself, Wahr Selbst, True Power!


Powers

Blood Memory: If a strike is accomplished upon an opponent, the weapon will forever remember that opponent's blood, and when the weapon is thrown, it will hone in on that blood signature upon thought command by Haro. It will not stop attacking that blood until it is called back to the hands of it's master.

Elemental Barrier: All damage sent towards Haro is met by a barrier of the four controlled elements that reduces damage by 25% while the weapon is unsealed. Though each time the barrier activates itself it drains Haro's reiatsu by 5.

Symbol Chaos: Every sixth turn Haro takes, the symbols on the front of his zanpakutou change into one symbol, chaos. The symbols on his body all change as well, mimicing the symbol on the front of the circle peice of the zanpakutou. For this turn only, all attack and dodge bonus' are doubled, but all rolls are halved. (20 is still auto-hit, even though halved, and both 1 AND two are auto-faliures, since 2 halved is 1). Costs 10 reiatsu every time it is activated.

Elemental Destruction: If the enemy is hit four times (once by each of the elemental blade sets) then on the fifth hit, the center circle piece of the weapon blasts kidou energy through the blades and the circle itself and it amplifies the damage by two times. (5 damage would be 10, 80 damage would be 160. so on) If the fifth attack is missed however, the chain must be restarted in powering up the attacks.

Techniques

Invisible Barrage
The air set of blades begin to glow a bright white color and it radiates outwards slightly. Then when the weapon is swung it releases an invisible barrage of wind blades. The blades all fly at the opponent, curving in from different angles and aiming to slice them into pieces.
Effect:
Strength: normal attack + 3 per 10 kidou
The opponent is taken in by a full frontal assult by blades they can't see, and they must dodge with only one dodge, though there are a total of five attacks. If they fail to dodge against the previously stated formula with a normal dodge, then they are hit by five attacks with a quarter of their normal damage.

Reiatsu Cost: 25

Requirements
Level: 10
Kidou: 20
Reiatsu: 35
Reiatsu Control: 36

Incinerate
The fire set of blades begins to glow a bright red color and it radiates outwards. As soon as the fire set of blades hits the opponent, any material, flesh or clothing alike will immediately explode into flames, if a dodge is made, the opponent's zanpakutou will also catch fire upon touch, but it will go out quickly after causing no damage.
Effect: After the opponent has caught fire, they will remain in flames for four turns. Each turn they must roll a d20, and if they roll a 1-5 the first turn, their reiatsu overpowers the flames and saves them from damage. As well as if they roll a 6-10 on the second turn, an 11-15 on the third turn, or a 16-20 on the fourth and final turn. If they fail to save from the damage, it takes 10% of their total hp each time.

Reiatsu Cost: 55

Requirements
Level: 12
Kidou: 10
Reiatsu: 30
Reiatsu Control: 30

Elemental Bind
All blades upon the weapon begin to glow their separate colors and after a few seconds the glow that is emitted launches off and shoots towards the opponent in strings that wrap around their legs. the elemental strings do not bind them into place, but weight them down and cause their mobility to fall.
Effect:
Causes the opponent's dodge to lose it's agility modifier and only get half the hohou mod.

Reiatsu Cost: 10 per active turn.

Requirements
Level: 18
Kidou: 26
Reiatsu: 42
Reiatsu Control: 45

Drown
The water set of blades begin to glow a bright blue color and it radiates outwards slightly. But after it radiates outwards, when the weapon is swung towards the opponent, it releases a blast of water that looks just like ordinary water, but it is directed by the demonic arts, and shapes around the opponent's head in a sticky immobile mass of water.
Effect:
Strength: Base DC 10 + 1 per 10 kidou + reiatsu mod
Break: d20 + reiatsu mod + half vit mod
The opponent is faced with a check every turn, and every time the opponent fails to make the break, they take a 50% loss to their attack and dodge rolls due to disorientation. Then, if they fail three times in a row, they suffer a 20% loss to their hp, due to lack of oxygen. Another three turns failed to break causes another 20% loss, and then if they fail another three times, it is a final 50% loss before the technique is automatically broken, leaving the enemy with 10% of their total health.

Reiatsu Cost: 50

Requirements
Level: 20
Kidou: 30
Reiatsu: 45
Reiatsu Control: 48

Life-Trap
The earth set of blades begins to glow bright green and the color radiates outwards. Then Haro slams the spear-like blade of the earth section into the ground and the glow shoots down into the ground and then flies outwards through the ground towards the opponent. When it reaches the opponent, massive slabs of rock on each side of him or her rip out of the ground and then slam together upon the opponent, encasing them within it, not crushing them. Then, while they are encased, their health is slowly drained from their bodies and trapped within the rock to be transmitted back to Haro when he needs it.
Effect:
There are only normal attacks and dodges for this technique, but the damage done is the amount of hp taken and stored within the earth that can be at any time transferred from the earth back into Haro's body. He absorbs the precise amount of health that the one-turn attack absorbs and he does so through the rocks in which sandwiched the opponent break down into air particles, carrying the health and linger within the air around him, until he breaths it in when needed. Though if he does not take it all in or discard it within the same round the attack is done, it costs 10 reiatsu a round to keep the health lingering.
Damage: 100-300


Reiatsu Cost: 80

Requirements
Level: 30
Kidou: 50
Reiatsu: 50
Reiatsu Control: 80
PostPosted: Thu Sep 27, 2007 7:37 pm


((Thank you, Dischord!!!))

Zanpaku-to Information
Zanpaku-to name: Sessou Moukokouenshu (Honored Fierce Tiger Flame Lord)

Type: Melee

Appearance:
•Of Avatar: http://i67.photobucket.com/albums/h289/Flora55/AnimeTiger.jpg
●(Unsealed): Sessou Moukokouenshu differs from the normal katana shapes that most shinigami carry. Instead of being a straight sword, Sessou Moukokouenshu stays straight only for about two inches from the hilt, then it curves outward. The actual blade's length is five feet, but it's curved so it's only about four feet. The guard is oval, the longer sides on the flat of the blade and an image of a spider's web is raised on it's surface, only the very tips of the web reaching the actual edge.
●(Shikai): In it's initial release, the hilt lengthens into a five-foot pole and a roaring noise expands from Kaosu along with a field of flames. The long pole increases the difference between strength, versatility, or speed and is made out of a black metal, which is intricately laid with a gold pattern. The blade atop this pole appears like this, and when Kaosu has enough reiatsu the blade will constantly be on fire. On the bottom of the pole is a small, simple short blade which Kaosu can use to jab like an additional spear or stick into the ground.

Call: "Fight on hallowed battlefields, Sessou Moukokouenshu AWAKE!"

Shikai Abilities:
● Chivalrous Charge 'Kyouyuu Ryou': If the blade of Sessou Moukokouenshu hits a part of the opposer's body, the zanpaku-to will make a circular mark around the wound, more commonly known as the ‘Seal of Honor’, completely blocking the flow of reiatsu to that specific part of the body. More easily destroyed by either the unconciousness of Kaosu or if he wants it gone, the break requires high mastery over one's reiatsu.

Technique roll (if initial strike successful): 1d20 + (1.5 * Rei Mod)
Break roll: 1d20 + Rei Mod
Effect:
•On arms: Kidou/Bakudou/Boubi/ anything that requires reiatsu negated until broken.
•On legs: All Hohou bonuses negated until broken.


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(Techniques):

•Aristei (Greek; one-on-one combat): When Kaosu stabs the end of his zanpakutou into the ground and pours reiatsu into it, Kaosu's reiatsu burns a large circle around himself and a targeted opponent, walls of flames grow higher and then finally domes out to allow no chance for escape. Everything about this move is internal; nothing outside can get in or break it. This ability also negates any and all reiatsu attacks past the initial casting, so physical combat is necessary.

Escape roll: [1d20 + Reiatsu mod]
User's roll (initial cast): [10 + Zanjutsu Skill Mod + Strength Mod * 0.75 + Reiatsu Mod * 0.25]

Requirements:
•Level: 10
•RP used: 15
•Reiatsu Control: 30
•Zanjutsu: 35


•Crashing Hell Fire 'Tsuiraku Gouka': A long, dedicated move that requires complete mastery of the shikai; Tsuiraku Gouka is what defines Sessou Moukokouenshu as a combat, fire-based zanpakutou. The technique has two endings; it depends on what Kaosu needs from the technique. After fully completing the first chain, Kaosu dons a heavy suit of armor that boosts his accuracy his damage, and his defense. After fully completing the second chain, Kaosu's body and everything he comes in contact with lights on fire. This form increases his attack and dodge ability, plus if his opponent comes in contact with him, the limb/clothing that he was touched with may burn.

•Entrance Chant :
With flames that destroy come now to heed.

Kaosu spins his zanpakutou in the air, creating a circle of flames that lay before him.
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•First Chant 1:
What first known of fire, destructive and vile, come now full circle.

•First Chant 2:
Spin your chaos, let loose your anger.

By stabbing Sessou Moukokouenshu into the center of the circle, fire roars to fill the circle, and then spins rapidly around Kaosu, in essence creating a thick ring of fire around Kaosu.
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•Second Chant 1:
Taste impending doom, hell has come crashing down upon you!

•Second Chant 2:
There will be no chance to fear, hell has come crashing down upon you!


The fire fills the space between Kaosu and the ring, scorching the ground as it shoots upwards into the sky, dispersing any clouds because of it's heat. Soon the pillar of flames ebbs, and only Kaosu remains alit with flames, covering his body head to foot. The flames either quickly solidify, covering Kaosu head to foot in a blood-red armor, or remain to surround his body like some fiery devil.
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Technical note (Crashing Hell Fire 'Tsuiraku Gouka'): Three turns must be used with completely no attack on the opponent for technique to be complete.

Benefits:
•First Chant:
-x to Dodge
+x Accuracy
Damage to Kaosu halved.
(x being the number sacrificed to dodge to add to accuracy)


•Second Chant:
+10 Accuracy
+5 Dodge
+5/+10 to Max/Min damage.


•Training posts: 50
•Mastery posts: 100
•Unlock 'Second Path': Complete Training

Requirements:
•Level: 25
•Zanjutsu: 25
•Kidou: 15
•Reiatsu Control: 35

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