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Mirouni

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PostPosted: Tue Dec 29, 2009 9:15 am


Okey, so here is what I can think of so far for what we need.

* A Comprehensive rules list.
- I will most likely tackle this, as I want to make sure that several important rules are enforced. I will most definitely be running the rules through you guys before settling on them though, so we don't have any bias and we make sure that we don't leave anything out. Yay teamwork!!

* Welcome thread, main OoC thread, questions thread.
- Just some basic threads to get people ready for role-playing. What would really help is if we could work together to figure out a FAQ list, so that members could have answers readily available to them.

* Character Skeleton Thread, Character creation rules.
- I would like this skeleton to be rather unique-ish. Meaning that it isn't a copy-paste of another guilds. I would also like it to have several cosmetic edits so that we avoid the notorious "ugly profile" syndrome.

* Squads set up.
- Before we can even think about getting some members in here, we need to fill..
Squads 1-13, Leader of Las Noches, (Vizards will be skipped for now), We need to decide on what to do about the Bount, and the Quincy.

If you guys can think of anything else, please feel free to post here and let me know. ^_^
PostPosted: Tue Dec 29, 2009 10:52 am


Welcome thread, Main OOC, and Questions are done.
Skeleton basics are done.
And I would like to ask to take Squad 12.

Captain_Iu_Hana


Mirouni

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PostPosted: Tue Dec 29, 2009 12:58 pm


Excellent. ^_^
I'll go look over the skeleton basics in a moment. 3nodding
As for squad 12....
I was kinda hoping to take control of that myself. Now that I think about it however, I will probably just work in concert with squad 12, and have another captain actually be in charge of the squad.
So in answer... Yes. As soon as you have a profile drawn up, let me know and I'll take a look at it. ^_^
PostPosted: Tue Dec 29, 2009 1:10 pm


If you want it, I can take 13th as well. I could probably work a character for ANY squad.

Captain_Iu_Hana


Mirouni

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PostPosted: Tue Dec 29, 2009 1:12 pm


Well, if you truly have your heart set on 12th, I am fine with letting you have it. 3nodding
PostPosted: Tue Dec 29, 2009 1:42 pm


I would like the Nibantai >.> (D2)

I have a special character I created in another guild who was a human who had been Shinigamified by a formed Junibantai Taichou. Shes alot like Yoruichi but she carries no Zanpakuto since she's technically half human.

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Mirouni

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PostPosted: Tue Dec 29, 2009 1:44 pm


Ohayo, Joey-kun!

Are you specifically wanting the position of Head of the Onmitsukido, or just Squad two?
PostPosted: Tue Dec 29, 2009 1:54 pm


Squad 2.

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Captain_Iu_Hana

PostPosted: Tue Dec 29, 2009 1:55 pm


I will be using Iu Hana Kuchiki in this guild. Do I have permission to use the last name?
PostPosted: Tue Dec 29, 2009 2:00 pm


@Iu: As long as you are comfortable with accepting the burdens of being that families head of house. 3nodding (See the end part of my first-draft rules)

@Joey: Does your character have a zanpakuto, and just not carry one? Also, I'm slightly uncomfortable with the half-human aspect of your character.. I could take a look at it and put it to a vote though. *shrug*

Mirouni

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Captain_Iu_Hana

PostPosted: Tue Dec 29, 2009 2:03 pm


I don't mind at all. :p
PostPosted: Tue Dec 29, 2009 2:09 pm


((Here is her profile. If you don't like it then I think I'll use my Arrancar/Espada, I just don't wanna use Mikhail.))

Софья Павличенко

Theme Song: We Are All One

User Image

Name: Sof'ya Pavlichenko

Aliases/Nicknames: The Harbinger

Age: 17

Seat: Nibantai Taichou

Height: 5'8"

Weight: 126lbs

Physical Description: Sof'ya is a red headed girl with a provocative figure and dress to go along. She has about the appearance of a normal 17 year old though slightly taller. She has gorgeous flawless skin and looks as though she could be a fashion model. She is a fairly tall girl with porcelain skin that makes her look almost angelic. For clothing she sports a pair of thigh high stockings, high tech that allow her to be bare foot with a tough skin over top of her own. She wears a hooded dress and on her right arm she has a long arm sleeve as seen in the photo as well and on her left wrist she has a bracer of types. Around her neck dangles a long black necklace. Her right hand also has a type of thumb jewelry and on her left hand there are thimble like accessories on all of her fingers. Lastly there is a sickle and hammer tattoo at the very top of her chest, just below her neck.

Personality: Sof'ya has a very tough exterior. Because of her past she's had to battle with being a being of two worlds, as explained in her history she's a Human test subject that could utilize Kido and Hoho abilities. Never feeling as though she belonged amoungst the humans she left to Soul Society. Upon arriving she experienced increased descrimination and prejudice. Due to her feelings of abandonement and segregation Sof'ya cut herself off from her emotions and became a cold bitter girl. Never getting close to anyone for too long Sof'ya has effectively removed herself from society. She can take an insult without flinching and rarely banters or talks to anyone if at all. Talk is cheap and words are cruel. Sof'ya acts upon her gut instinct and believes strongly that actions speak louder than words.

Skills/Abilities: Sof'ya had always shown interest in the Martial Arts. Upon inheriting her Grandfather's fortune, Sof'ya began learning from the masters of various Martial Arts across the globe. She is a master of Systema, German Ju-Jutsu and Krav Maga. Sof'ya is also highly agile and flexible. When it comes to physical prowess Sof'ya has naturally one of the best foundations which are then heightened by her Hoho abilities and Shinigami powers. She is in fact so proficient in hand-to-hand combat that she securely carries no weapons on her persons.

Biography: Sof'ya was abandoned shortly after birth, the fate of her parents unknown. Raised in orphanage after orphanage Sof'ya never had a stable living enviroment. She was often swept up in the arms of hopeful parents who later returned her to the orphanage because she refused to speak or interact with them. At a very young age she began to study different political ideals and fell in love with the Communist or Socialist ideal. When she would speak to others she often put them off by speaking cruely of humanity or democracy and freedom. Sof'ya essentially raised herself and when she reached 16 years of age she was released from an orphanage to face the world alone. The first few days were hell, the first few weeks long and the first year had been a struggle. Upon her 17th birthday however she inherited something from her Grandfather's will. Even though he'd never met her, Sof'ya had been his only grandchild and he sought that she lived a comfortable life for the rest of her years. Investing the money, allowing it to grow and living on her Grandfather's estate in Karakura town Sof'ya grew up more than comfortably. Anything she desired she could acheive, not with just money but with hard work, strategy, and careful planning.

Sof'ya as a child had had full access to her spiritual awareness. She could see Shinigami and Hollow alike. Living in Karakura town was hard because she could see the happenings but pretended as if they didn't exist. One day however she had had a near death experience with an Arrancar. Sof'ya's life had been saved by the Junibantai Taichou or 12th Division Captain at the time. Taking her to Soul Society he had betrayed her trust and performed explicit tests on her. Inadvertantly Shinigamifying her he had unlocked a whole new world to Sof'ya, one she would have rather not experienced. The Junibantai Taichou that had performed the forbidden experiments upon had been executed and Sof'ya had been locked away in Soul Society until she pleaded her innocense and vowed to do as the Gotei 13 commanded. When the Sereitei had been thrown into a Civil War an outcast just like herself had taken her under his wing. Mikhail Bolshevik the late Nibantai Taichou and former Soutaichou had taught her everything he could. Giving her access to exclusive powers and handing her his Captaincy Sof'ya had inherited once again something she had not expected. This is where her story starts.

Spiritual Powers: Sof'ya was a very spiritually aware human who displayed spiritual awareness from birth. After being a test subject to a former defective Junibantai Taichou she became "Shinigamified" and found herself carrying Shinigami abilities minus a Zanpakuto. She could use Kido and Hoho techniques but had no real attacks to call her own. That was when she was taken under the wing of the late Nibantai Taichou and instructed in the ways of Shunko and Hanki which have become a trademark of hers.

Shunkō [Flash Cry] - An advanced technique that combines hand-to-hand combat and Kidō energy to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, enhancing their arms and legs for battle. The Kidō itself can also be controlled and fired at opponents from the body.

Hanki [Reverse Demon] - This technique is an ability used during Shunkō, which nullifies an opponent's Kidō by hitting it with a Kidō of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements.

Hoho

Shunpo [Flash steps] - a movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps.

Utsusemi [Cicada] - It allows for a movement at great speed leaving an afterimage behind. The agility and speed of Hohō can be enhanced and improved through mastery of it, concentration, and training. The foremost practitioners of this technique are those assigned to the Onmitsukidō.

Senka [Flash Blossom] - a special shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" and "Hakusui" in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are.

Bakudou

#1. Sai [Restrain] - Locks a target's arms in place behind their back.

#4. Hainawa [Crawling Rope] - An energy rope entangles the target's arms.

#8. Seki [Repulse] - Creates a round shield that seems to temporarily paralyze and repel whatever strikes it.

#9. Geki - Engulfs the target in red light, completely paralyzing them

#9. Hōrin [Disintegrating Circle] - Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. 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 is able to connect with another one of itself if both have captured a target and bind them together.

#12. Fushibi [Ambush Flare] - A net formed from an attachment point on the caster, can be small or large depending on the reiatsu force behind it. Has been used before in conjunction with Hadō #31: Shakkahō.

#21. Sekienton [Red Smoke Escape] - Creates a blast upon activation and is used like a ninja's smoke bomb.

#26. Kyakko [Curved Light]- Hides the target from sight, by bending light. The spell has the ability to totally hide the presence and reiatsu of the user or specified object.

#30. Shitotsu Sansen [Beak-Piercing Triple Beam] - Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of a perfect triangle.

#37. Tsuriboshi [Suspending Star] - Creates a star-shaped cushion of Spiritual Energy, which anchors it to nearby objects with "ropes" of spirit particles. It can stop falling objects, acting like a safety net.

#39. Enkosen [Arc Shield] - Summons a shield of condensed reiatsu to block opponents' attacks.

#58. Kakushitsuijaku [Summoning of the Tracking Sparrows] - Tracks and locates any spiritual force the user focuses on. To activate it, the user must draw a circle on the ground, cut into four parts with a specific character in each. The incantation animates the circle, causing various numbers to appear within until the specific set is found. The number set seems to be a variation on longitude and latitude.

#61. Rikujōkōrō [Six Rods Prison of Light] - Summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams.

#62. Hyapporankan [Hundred Steps Fence] - A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.

#63. Sajo Sabaku [Locking Bondage Stripes] - Similar to Bakudō No. 4, but stronger, this spell binds the arms of a target.

#73. Tozanshō [Inverse Mountain Crystal] - Creates an inverted pyramid-shaped barrier around the caster.

#75. Gochūtekkan [Quintet of 1 kan Iron Pillars] - Summons five incredibly tall and thick pillars which are connected to each other by chains to pin a target to the ground.

#77. Tenteikūra [Heavenly Rickshaws in Silken Air] - 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.

#81. Danku [Splitting Void] - Creates an energy barrier in the form of a rectangular wall. According to Byakuya, it is capable of stopping destructive spells up to #89.

#99. Kin [Seal] - Binds the arms of a target to their back like Bakudō #1, but with spiritual fabric and iron shafts.

#99. Bankin [Great seal] - This spell covers the target from head to toe with spiritual fabric (First Song), stabs them with numerous metal bolts (Second Song), and then smashes them with an immense metal cube (Final Song).

Hadou

#1. Sho [Thrust] - Pushes the target away from the caster.

#4. Byakurai [Pale Lightning] - The user fires a concentrated, powerful lightning bolt from their finger.

#11. Tsuzuri Raiden [Bound Lightning] - Electric current flows through any object the user touches and is able to lead electricity, damaging any target that is in contact with the object the current runs through.

#31. Shakkahō [Shot of Red Fire] - Fires a ball of red energy at a target.

#33. Sōkatsui [Blue Fire, Crash Down] - Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power.

#54. Haien [Abolishing Flames] - Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact.

#58. Tenran [Orchid Sky] - A widening tornado-like blast is fired towards the target.

#63. Raikōhō [Thunder Roar Cannon] - Fires a massive wave of yellow energy at a target.

#73. Sōren Sōkatsui [Twin Lotus Blue Fire, Crash Down] - Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety.

#88. Hiryugekizokushintenraiho [Flying Dragon-Striking Heaven-Shaking Thunder Cannon] - Fires a gigantic electricity blast of spiritual energy resulting in an truly enormous explosion.

#90. Kurohitsugi [Black Coffin] - Forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe. Its appearance and function is reminiscent of a common magician's trick, as well as certain torture devices used during the Spanish Inquisition.

Forbidden

Jikanteishi [Temporal Stasis] - It is a spell that halts time in a specific area.

Kūkanten'i [Spatial Displacement] - Teleports a specified portion of space from one point to another, transporting even other active Kidō spells.

Other

Hakufuku [White Crawl] - This technique muddles the consciousness of its target.

Kyōmon [Mirror Door] - It creates a glass-like barrier which is difficult to break from the outside, but quite simple to break from the inside.

Garganta [Throat] - The technique used by Hollows to move to and from Hueco Mundo. It literally tears open the dimensional fabric separating the worlds, revealing a tunnel of whirling, torrential energy that must be focused and solidified to create a discernible pathway

Shisō Kekkai [Quad Burial Barrier] - 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.


Saint Sims

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Mirouni

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PostPosted: Tue Dec 29, 2009 2:29 pm


I actually really like that profile.. But you cannot be captain of a squad without a zanpakuto... I would be prepared to let you have it if you could draw one up for her, or to give you control of the Onmitsukido, but not squad two, if you changed her last name to Shihouin. sweatdrop
PostPosted: Tue Dec 29, 2009 2:35 pm


I could very well add Shihouin onto the end and Take the Onmitsukido

Saint Sims

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Mirouni

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PostPosted: Tue Dec 29, 2009 2:37 pm


Okey! Why don't we do that for now, and then if you end up wanting to take squad two later, we can do something with her discovering her zanpakuto?
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