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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 31, 2009 9:38 pm
Points to Consider and General Rules1. Unless otherwise specified, any Shinigami can learn the following Kidō or Abilities in the Shinō Academy. However, the Shinigami must meet all requirements set for each Kidō or Non-Kidō. 2. Entry level Shinigami start out with only 1-10 of both Hadō and Bakudō. This is the only time a RPC automatically gains a Kidō. Gaining a new rank does not automatically entitle you to that seat's Kidō, you must train for it. Fear not, you can train for several Kidō at once in our sub-guild, Bleach 12s Academy.3. Certain Non-Kidō listed will require you to train with certain teachers, visit the Academy to find out who. 4. Certain Shinigami have elemental alignments regarding their Zanpakutō and almost all Kidō have an elemental alignment as well. This is a small system where those with an alignment matching a Kidō are able to perform that certain Kidō with more power and once more than those without this alignment. For example;
Hei - Light aligned (Kokoro no Kagayaki): ~ Rikujōkōrō: Light aligned. |Alignment Match| 3x of use, double power. ~ Tenran: Wind aligned |No match| 2x of use, standard power.
Hibiki - Wind aligned: ~ Rikujōkōrō: Light aligned. |No match| 2x of use, standard power ~ Tenran: Wind aligned. |Alignment Match| 3x of use, double power.Users with dual elements that use dual element Kidō get the same power up, not a doubled version of the power up. So if a Fire and Wind user used Hadō #65. Burning Spirit, they would only be able to use it once more and the power would only double. All members are responsible for matching up their own Kidō alignment and specifying extra use in their profile. Without it in the profile, you may not do so. 5. Limits for Shinigami 20th to 15th - 15 15th - 10th - 20 10th - 4th - 35 3rd - 45 Lieutenant - 50 Captain - 60 6. Eishōhaki (incantationless spells) ~ Lieutenants can do Eishōhaki up to 50 ~ Captains can do it to 80. ~ The 5th Division Captain can perform Eishōhaki up to 99, and retain the original power of the spell. If there is no incantation listed, simply say your character said the incantation, then used it. If there is one listed, then you must say it.
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Posted: Thu Dec 31, 2009 9:40 pm
Hadō (破道, "Way of Destruction") DoneHadō (Destructive spells): refer to offensive spells which harm an enemy or cause damage. 20th Seat and Higher (Entry Level Shinigami): 5x of use
Hadō #1: Shō (衝, Thrust) Description Pushes the target away from the caster.
Hadō #2: Beniikazuchi (Crimson Thunder)
 Description A beam of deep red lightning is blasted from the user's pointing finger towards the enemy. It's intention is to make so much noise, that it breaks the enemy's orientation. Its strike is not very strong but the impact can make superficial bruises. It's a good Hadō for initiates.
Hadō #4: Byakurai (白雷, White Lightning)
 Description Fires a concentrated bolt of lightning from the caster's forefinger.
Hadō #5: Kūkū no Akuryoku (Grip of the Void)
 Description This art creates a short-lived bubble of nothingness around its target, causing weak spirits to explode. Stronger beings are not affected at all.
Hadō #8: Kutsūnomaru (Circle of Pain)
 Description This art creates a shining circle of yellow around the feets of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger.
15th Seat and Higher 4x of use
Hadō #11: Tsuzuri Raiden (縛られた電光, Bound Lightning)
 Description 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.
Hadō #20: Nesshō (熱傷, burn)
 Description Allows user to interlace energy into an item for the purpose of creating a flame. The flame is hottest about two millimeters from the object. Energy is constanly drained from the user to keep the flames burning. The flames can not be put out by conventunal methods. The user would likely pass out if this were kept up for more than 4 posts.
Hadō #27: Breaking Palm Description A direct Kidō attack, this move must be done at point blank range. The user of this attack focuses kidou energy into one of their hands, the entire hand soon becoming covered in the energy. The energy is constant, and will stay as long as the person wills it to. This technique gives the hand a great destructive force, allowing it to punch holes in walls and greatly increase that person's striking power - to the point of being able to fracture or break bone. The power of the fist becomes stronger the longer the person keeps the energy concentrated, the energy becoming more taxing to keep it going. The largest cost is in between successful strikes when the energy has to renew itself. In stronger shinigami this technique can even allow them to destroy large structures without a Zanpakutō.
10th Seat and Higher 3x of use
Hadō #31: Shakkahō (赤火砲, Shot of Red Fire)
 Description Fires a ball of red Reiryoku at a target.
Hadō #33: Sōkatsui (蒼火墜, Blue Fire, Crash Down)
 Description Fires a burst of blue Reiryoku at a target in a similar manner to #31, but over a wider area and with more power.
Hadō #35: Tenken (Sword of Heaven) Description This spell is about as big and flashy as they come below the sixties. Meaning, of course, that if you use it, everyone knows where you are. Worse, it can be easy to dodge, if you recognize that it's coming. But if you don't, This spell summons a straight long sword, about eight feet long, made of pure Kido that falls from the sky and pierces the spell's target through. It takes one or two seconds from the time the incantation is complete for the sword to cross the space from heaven to earth (depending on how much the target moves.) The sword is capable of "homing" on its target, but it can't track more than fifty feet away from its original target point. The sword can easily be shaken by Shunpo, dodging just before impact, or just by running into a building (not so much a dodge, but it prevents the person getting hit.) A person failing to dodge, on the other hand, is skewered like Mongolian barbeque.
Hadō #37: Thousand Burst Description A ball of energy is focused in the palm of the hand. When released the ball travels a very small distance before exploding into a thousand small spheres of spirit energy, spreading out as they travel. In a modern context it is most similar to the blast from a shotgun loaded with 100 buckshot, and can easily overwhelm a target through by spreading out the contact area of between the spheres and the target. Maximum effective range is no greater then 30 metres before the spheres become too diluted to do much damage.
Hadō #38: Altar Description The user presses their hands to the ground as they chant this spell. Stone javelins shoot forth from the ground, surrounding the opponent. They all come down on the person, shredding them. It starts out with four javelins. However two javelins are added for every additional level used. Each javelin appears ten feet from the target, they are all about one yard in length and four inches in thickness.
Hadō #42: Uchū no Shinjitsu (Truth of the Universe)
 Description This art destroys not the body, but the mind of its victim, overloading its senses with a massive torrent of information streaming in much too quickly.
Hadō #47: Dead Air
 Description A lot of air is compressed to the size of a golf ball in the palm of the hand. This heavily compressed air is thrown at the opponent. When the ball makes contact or when the user detonates the sphere, the released air acts like a vacuum blade. Fifteen metres range. Any further requires more energy to keep the air concentrated.
Hadō #48: Burst Stream
 Description The user of this spell gathers energy into their hands. The energy then calls upon the elements of water, causing a spherical ball of liquid to form between the users palms. The energy is then shot out with a great burst of strength. A small (one foot) screw-like whirlpool shoots from the orb blasting right at the target. The whirlpools lasting time varies on level. Beginners can only hold it for two posts, but higher ups can hold it for up to four. Higher-level shinigami can use this technique with one hand and can even control the whirlpools direction. Even higher-level shinigami can create whirlpools so strong that anything nearby will be caught in them.
Hadō #49: Ikijigoku (Hell on Earth)
 Description This destructive art incinerates the moisture inside and outside of the target, boiling it alive. It is neither nice to watch nor easy to cast, draining its user quite a bit but can destroy most hollows up to the Gillian class.
Hadō #52: Bakuhatsu no Chakudan (爆発 の 着弾, Detonating Impact)
 Description Similar to the first blasting spell, Sudden Impact, this releases a blast of air from the hands of the caster, but instead of the 'normal' one, this one is huge in comparison and is supercharged with spirit energy, detonating on impact, thus the name. It uses a lot of strength to cast it.
Hadō #53: Big Hammer Description A large hammer appears in the air as a manifestation of the user's spiritual pressure and smashes the opponent to the ground.
5th Seat and Higher 2x of use
Hadō #54: Haien (廃炎, Abolishing Flames)
 Description Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact.
Hadō #58: Tenran (闐嵐, Orchid Sky)
 Description A widening tornado-like blast is fired towards the target.
Hadō #60: Chaining Blast Description The user shoots a ball of light through their opponent, the light does not hurt the opponent at first however. From that ball, five points of light are created behind the target and strung together by a string of kidou energy. The first ball acts as a guiding point for the attack. The first ball explodes, knocking the target into the other points which then explode on contact with the target.
Hadō #63: (Raikōhō (雷吼炮, Thunder Roar Cannon)
 Description Fires a massive wave of yellow energy at a target.
Hadō #65. Burning Spirit
 Description The user creates a massive tornado of whirling fire that consumes and destroys everything inside.
Captain and Vice-Captain Only 1x of use
Hadō #67: Chain Reaction Description The user of this spell injects their kidou energy into the ground. They then direct it to the target(s) of their choice. Once the Kidō is under them, it creates a marking around whatever limb it touches. The energy then shoots up from the ground, and if it marked someone it will even follow after them. The Kidō can even be manipulated to be used in traps, or even to destroy the earth beneath your opponent and cause them to fall.
Hadō #72: Burst Geyser
 Description Four flaming geysers of lava and magma begin to shoot forth from the ground. The geysers start to twist and turn, creating four powerful whirlpools. The flaming whirlpools then start to converge, moving in on the target and trapping them in a single, gigantic whirlpool of fire.
Hadō #73: Sōren Sōkatsui (双蓮蒼火墜, Twin Lotus Blue Fire, Crash Down)
 Description Essentially a doubled version of Hadō #33, this spell fires two shots of blue fire with greater potency than the single-shot variety. 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."
Hadō #88: Hiryūgeki Zoku Shinten Raihō (飛竜撃賊震天雷砲, Flying Dragon-Striking Heaven-Shaking Thunder Cannon)
 Description Fires a gigantic electrical blast of Reiryoku resulting in an truly enormous explosion.
Captain Only 1x of use
Hadō #90: Kurohitsugi (黒棺, Black Coffin)
 Description 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. Incantation "When day breaks, the coffin blots out the sun. Surround, pierce, and take my enemy out."
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II Palmtop Tiger II Vice Captain
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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 31, 2009 9:43 pm
Bakudō (縛道, "Way of Binding") DoneBakudō (Binding spells): are a broad category of defensive spells which block or repel attacks or freezes enemies in place. 20th Seat and Higher 5x of use
Bakudō #1: Sai (塞, Restrain) Descritption Locks a target's arms in place behind their back.
Bakudō #2: Kabe (壁, Wall) Description This spell erects a wall of spiritual energy in front of its target. It is neither high nor wide though, so most spirits, Hollows and Shinigami are just able to jump over it or go around it.
Bakudō #4: Hainawa (這縄, Crawling Rope) Description An energy rope entangles a target's arms.
Bakudō #8: Seal of Patience Description When invoked, the seal creates a white mark on the casters right palm. When this mark is touched to a living being, the mark is transferred to it's body and turns black. From that moment, the flesh touched by the mark becomes rooted to that location in space, relative to the earth. What this means is that the part of the body that bears the mark cannot be moved from that location without being forcefully removed from the body. And even if that is done, it will continue to float there until the spell is released. While it's low rank is due to the extremely low amount of spiritual power required to activate, the spell itself is actually quite complicated and difficult to pull off properly. For this reason, most Shingami pass it up for other sealing spells that are just as effective for far less hassle.
Bakudō #9: Geki (撃, Strike) Description Engulfs a target in red light, completely paralyzing them.
15th Seat and Higher 4x of use
Bakudō #12: Fushibi (伏火, Ambush Flare) Description 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.
Bakudō #13: Earthern Maw
 Description Creates incredibly strong tendrils of dirt that spring from the ground and ensnare the arms and legs of the opponent. Because the nature of the tendrils is somewhat tricky, the caster must be close to the target. Five metres is the maximum range. Otherwise the strength won't be sufficient to hold the opponent.
Bakudō #16: Ryūsa (流砂, Quicksand)
 Description This art effectively anchors the victims feet to the earth, denying any movement. It can be broken with enough strength, though.
Bakudō #Bakudō #21: Sekienton (赤煙遁, Red Smoke Escape) Description Creates a blast upon activation and is used like a ninja's smoke bomb.
Bakudō #25: Betobetokenwonuku (Sticky Draw) Description Freezes the sword in the sheath. If not already drawn out, the opponent won't be able to pull the zanpakutou out of the sheath for two posts, depending on the level of the user.
Bakudō #26: Kyakko (曲光, Curved Light)
 Description 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.
Bakudō #28: Ikari (錨, Anchor) Description The user of this Kidō shoots their energy out in the form of a thick strap. The strap wraps around the target's torso, and then an energy spike shoots from it. The spike is connected to the strap and will shoot out, dragging the trapped victim with it. The spike will either drag the victim back about twenty feet or burrow them into whatever hits it before then. When that spike hits something (or burrows into the ground), three more spikes will shoot out in all directions. The spikes will bind the victim in their spot. They will then dissipate after twenty seconds, and can only be broken by someone of moderately higher spiritual energy than the user.
10th Seat and Higher 3x of use
Bakudō #37: Tsuriboshi (吊星, Suspending Star) Description 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.
Bakudō #39: Enkosen (円閘扇, Arc Shield) Description Summons a shield of condensed Reiryoku to block opponents' attacks.
Bakudō #45: Beast Fang Description The user raises their hand, clinching their fingers like fangs. A large red jaw (about five feet large) then shoots from that fist, fangs formed from pure Reiryoku. The fangs then latch onto the target, trapping them in its grasp and biting down on them harder and harder until the spell dissipates about twenty seconds later.
Bakudō #50: Sokubaku (束縛, Shackles) Description This demon art denies any and all movement of the targets arms and feets, binding them together at the back of the target's back.
5th Seat and Higher 2x of use
Bakudō #58: Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows) Description When the caster inscribes a symbol upon the ground, the targets' locations and movements can be identified. 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!"
Bakudō #61: Rikujōkōrō (六杖光牢, Six Rods Prison of Light)
 Description Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place. Incantation "Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!"
Beyond this point, brute force will not release you from these Bakudō.
Bakudō #63: Sajō Sabaku (鎖条鎖縛, Locking Bondage Stripes) Description Similar to Hainawa, but stronger. This Bakudō pins the target's arms to their side with a thick white chain.
Bakudō #75: Gochūtekkan (五柱鉄貫, Quintet of 1 kan Iron Pillars)
 Description Summons five incredibly tall and thick pillars to pin a target to the ground. Incantation "Walls of ironsand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end."
Bakudō #77: Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air) Description When the caster inscribes a symbol in the air and chants the incantation, telepathic communication with any or all people that the caster or his/her comrades have encountered is possible. 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."
Bakudō #78: 1000 Knives Torture Description Heavy cloths of Kidō wrap around the target, forming into an iron sarcophagus. The user then clinches their fist and one thousand small knives of energy start to levitate around the sarcophagus. Since this was used as interrogation tactic in the old days, the user can control them when the knives are plunged into the coffin. However, the longer they wait the easier it is for the person to break free.
Captain and Vice-Captain Only 1x of use
Bakudō #81: Danku (斷空, Splitting Void) Description Creates an energy barrier in the form of a rectangular wall. According to some information, based on its power, it is capable of stopping destructive spells up to #89.
Bakudō #89: Kōchinomaru (Circle of Confinement) Description Basically, this spell erects a spherical barrier of immense strength around the target, denying any form of movement outside of it and even dissipating most attacks up to a 3rd Seat level.
Captain Only 1x of use
Bakudō #98: (Black Chain of Despair)
 Description 7 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. Created by Kitsune-tono
Bakudō #99 Part 1: Kin (禁, Seal) Description Binds the arms of a target on their back like Bakudō Number 1, but with spiritual fabric and iron shafts.
Bakudō #99 Part 2: Bankin (卍禁, Great seal) Description This spell covers a target from head to toe with spiritual fabric (first song), stabs them with numerous metal blades, or nails (second song), and then smashes them with an immense metal cube (final song). Incantation First song: Halting Fabric (初曲・止繃, shokyoku: shiryū). Second song: hundred linked bolts (弐曲・百連閂, nikyoku: hyakurensan). Final song: Great seal of 10,000 forbiddings (終曲・卍禁太封, shūkyoku: bankin taihō)
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Posted: Thu Dec 31, 2009 9:44 pm
Chiyudō (治癒道, way of healing)Chiyudō, the art of healing, used to aid fellow Shinigami. These Kidō are limited to the 4th Division healers. However, any Shinigami is allowed and encouraged to learn a maximum of 2 Chiyudō from #30 under. Chiyudō are a special case and can only be taught by the 4th Division Captain. 20th Seat and Higher (Entry Level Shinigami): 5x of use
• Chiyudō #3: --- (---, Knockout Gas) Description The user palms the victim's face and emits a knockout gas from the palm of their hand, thus putting them into a healing-inducing sleep. This Chiyudō works best on weakened targets, and will only make a healthy target slightly sleepy. Created by Kitsune-tono
• Chiyudō #6: Kōrīduke (氷漬け, Putting Down in Ice)
 Description Uses ice Reiryoku to cover an affected area to reduce swelling. Effectively reduces swelling after 1 post.
• Chiyudō #10: Kyokubumasui (局部麻酔, Local Anesthetic) Description The user places their hand on the affected area and pumps numbing Reiryoku into the wound. This Chiyudō only goes skin deep. Created by Kitsune-tono
15th Seat and Higher 4x of use
• Chiyudō #17: Keikatsu (啓活, Hiroshi Life) Description Heals burns and scrapes.
• Chiyudō #24: Kōrīdume (氷詰め, Packing in Ice)
 Description Not to be confused with #6 and is a Chiyudō that is 4 times more powerful. Uses ice Reiryoku to put an severed appendage in cryogenic stasis so that it may be reattached at a later time. This will only work on smaller appendages (i.e. fingers, toes, ears, etc) and not limbs. Created by Kitsune-tono
• Chiyudō #28: Shōshaku (焼灼, Cauterization)
 Description Uses fire Reiryoku to seal a wound with fire. This Chiyudō should not be taken lightly, as using such a thing will make a weak-willed user pass out. Created by Kitsune-tono
• Chiyudō #29: Version A - Kagenui (影縫い, Shadow Stitch)
 Description Dark threads stitch up gashes, but leave a lasting imprint of darkness to the affected area, hindering use of it in non-darkness users. This Chiyudō should only be used as a last resort by non-darkness users when death by blood loss is imminent. Created by Kitsune-tono
• Chiyudō #29: Version B - Kagenui no Gyakuten (光縫い, Reversal of the Shadow Stitch)
 Description Used to reverse the imprint of darkness left by Kagenui. This Chiyudō will only remove the effects of Kagenui after a total of 6 posts. Use before that will result in nothing. Created by Kitsune-tono
Both versions of #29 count as a single Kidō.
10th Seat and Higher 3x of use
• Chiyudō #30: Iyashi (癒し, Comfort) Description The purpose of this Chiyudo is to induce comfort for people on the brink of death. Should nothing else be an option, this Kido is a last resort used to make the journey into death completely pain-free. Created by Kitsune-tono
• Chiyudō #45: Masuichuusha (麻酔注射, anesthetic injection) Description The user gathers Reiryoku at their finger tips into the shape of a semi-tranparent hypodermic needle. The user then injects the victim with numbing Reiryoku that works on the entire limb or area. (Eg, leg, arm, head, torso, pelvic area.) Created by Kitsune-tono
5th Seat and Higher 2x of use
• Chiyudō #60 Reitōhozon (冷凍保存, Cryopreservation)
 Description This Chiyudō is roughly 3 times more powerful than #24 and is used in the same way. It uses ice Reiryoku to put a severed limb in cryogenic stasis so that it may be reattached at a later time. Created by Kitsune-tono
• Chiyudō #63 Zōketsu (造血, Blood Making) Description This Chiyudō conjures blood of any type out of thin air which the caster can then redirect into an open wound to reverse severe blood loss from heavy wounds. It is best to make a new cut and feed the blood into the new one rather than an existing wound, as complications could arise. Created by Kitsune-tono
Captain and Vice Captain only 1x of use
• Chiyudō #90: Taishōryōhō (対症療法, Makeshift Solution) Description Essentially an tripled version of #30. This Chiyudō inscribes an ornate seal onto the victim's body that fades into the skin after 4 posts; the user of this Chiyudō can make the seal resurface at any time. This Chiyudō can comfort those with certain diseases, but not reverse the effects. For example, those with Tuberculosis will no longer experience pain from their symptoms. This Chiyudo is permanent, but be warned that pain is the body's way of telling the brain that something is wrong, thus leading to death if you aren't careful. Incantation "Remove the restrictions placed upon this being, cure pain and discomfort, then sever the bonds that hinder progress." Created by Kitsune-tono
Captain only 1x of use
• Chiyudō #99: Zenji (全治, Complete Recovery) Description Heals all wounds whether they be internal or external. This Chiyudō, while the most powerful, does not regrow lost limbs or appendages, but rather seals such a wound perfectly, leaving no scar tissue whatsoever. Be warned that in the event this Chiyudō is used, the lost limb cannot be regrown or reattached. Created by Kitsune-tono
More to come. >_<
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II Palmtop Tiger II Vice Captain
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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 31, 2009 9:52 pm
Bōgyōdō (Way of Support) DoneBōgyōdō, the art of support. These Kidō are used to aid the Shinigami in battle or just for everyday use. 20th Seat and Higher (Entry Level Shinigami): 5x of use
Bōgyōdō #3. Blue Mist
 Description Covers a ten foot area with a thick blanket of blue mist, which centers on the target. Making it near impossible to see normally. It only lasts for two posts.
15th Seat and Higher 4x of use
Bōgyōdō #22. Bikan (美観, Beautiful Sight) Description A flexible spell, designed to sharpen the vision of those it is cast upon, by enabling the recipient to "see" speed. Bikan increases the ability to see by up to 10% depending on spirit pressure. So for example, casting the spell while fighting a speedy opponent would mean that would the caster would "see" the opponent moving only at normal speed. Flexibility is given to the duration of the spell effect and the number of those it can be used on. The maximum time limit of the spell is three posts (meaning the effect can only be used on one recipient), and the maximum number of recipients is three (meaning the maximum time on each is one post.)
Bōgyōdō #25. Bansōkō (絆創膏, adhesive plaster) Description A thick padding of spiritons gathers at the users hands and feet. While this spell is active, the user gains the ability to latch onto wall by pressing up against them with said appendages. The compression even allows the user to run on vertical structures with ease.
10th Seat and Higher 3x of use
Bōgyōdō #35. Hōkai (崩壊, Collapse) Description When a barrier is formed from Kidō, the user of this spell can counter it. The spell shoots out a spear like projectile, the projectile then breaks through the barrier and negates it. This bow's energy then scatters around in a ten meter radius, and shoots out strange runic symbols into the air. The seals keep the same spell from being cast within thirty seconds of this spells activation while the user is in the field. Also, the spell has to hit the barrier, or else it won't know what it's negating.
5th Seat and Higher 2x of use
Bōgyōdō #58. Banshiissei Description A binding art removal spell. The user chants the spell and concentrates. This focuses a greater amount of energy out of the user to push away and nullify a binding spell. Since there are many different types of binding, there is no set rate. It takes about three to ten seconds depending on how much the spell has formed and how powerful it is (the more powerful binding taking at least ten or more seconds to break). So, the effects are not instant and any damage that occurs from the spell itself stays. When the binding is released however, a bright flash is released, allowing the user to escape. However, the flash only lasts for a few seconds itself.
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Posted: Thu Dec 31, 2009 10:17 pm
Non-Kidō/Uncategorized Kidō DoneAir Walk Description The ability of a Shinigami to walk through the air by focusing Reishi into a small platform to walk upon. Requirements Must be a 4th Seat or Higher.
Dashing Description A most basic technique that allows the user to throw him/herself to a certain direction using a certain angle of which way the the stance is directed and executed. Based on an individual's atributes, dashing can be quite a moderately fast move instead of running. Also depending on the distance, dashing can be quite useful if in closer range to the opponent. Requirements None
Shunpo (瞬歩, Flash Step) Description This demon art corresponds to a "haste" or "boost" skill, allowing a shinigami to move his or her body within a certain distance at super-speed. It is speculated that this art works in combination with foot combat, hohō. Requirements Must be of Captain or Lieutenant level.
Senka (闪花, Flash Blossom) Description A special Shunpo technique where one moves to their opponent's 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. Requirements Must be a Captain and hold at least a 9 in the Agility Field and at least a 7 in the Zanjutsu Field.
Shunko (瞬閧, Flash Cry) Description 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. Requirements Must be a Captain and hold a 10 in the Kidō Field and at least a 9 in the Hakuda Field.
Hanki (反鬼, Reverse Demon) Description 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. Requirements Must be able to perform Shunko.
Utsusemi (空蝉, Cicada) Description Way of Onmitsu, 3rd of the Shihō. It allows for a movement at great speed, leaving an afterimage behind by sacrificing an article of clothing. Requirements Must be of Captain level and hold at least a 9 in the Agility Field.
Seppa (石波, Stone Wave)
 Description This technique turns whatever it is aimed at into sand. It has a variety of uses, ranging from cushioning a fall to creating quick escape routes. Requirements Must be of at least 3rd seat level.
Hakufuku (白伏, White Crawl) Description This technique muddles the consciousness of its target.
Kyōmon (鏡門, Mirror Door) Description It creates a glass-like barrier which is difficult to break from the outside, but quite simple to break from the inside.
Shimoku (紫木, Purple Wood) Description This ability causes the opponent to become poisoned should they inhale the purple gas emitted by using this Kidō.
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II Palmtop Tiger II Vice Captain
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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 31, 2009 10:19 pm
Advanced/Forbidden Kidō Done Usable only by the 5th Division Captain
Jikanteishi (時間停止, Temporal Stasis) Description A forbidden Kidō that halts time in a specific area.
Kūkanten'i (空間転位, Spatial Displacement) Description A forbidden Kidō used to teleport a specified portion of space from one point to another, transporting even other active Kidō spells.
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Posted: Thu Dec 31, 2009 10:22 pm
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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 31, 2009 11:35 pm
The question still remains though, what about those with no "elemental" alignment?
And what about the kido spells that have no "elemental" alignment?
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Posted: Thu Dec 31, 2009 11:36 pm
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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 31, 2009 11:39 pm
... Meh, I guess I can live with that. *finds something else to ask about*
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Posted: Fri Jan 01, 2010 12:56 am
I honestly feel like scrapping the Bōgyōdō idea, mostly because some of them seem like they'd have to be auto-hits for them to work.
I've never seen anyone use them... save that Mimi girl.
Some of you guys might want to check out Shunko, Senka, and Utsusemi to see if you meet the new criteria. This, I feel, is a good way to balance it out a bit, because I saw too many captains with some of these abilities. Some changes will need to be made to profiles, I'm sure. Yes, this does mean you guys will need to make sure you actually apply the point system to your RPC before you can "legally" have these techniques. >_<
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II Palmtop Tiger II Vice Captain
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Posted: Fri Jan 01, 2010 1:14 am
Looks like I have some point updates to do... Looks good, though.
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Posted: Fri Jan 01, 2010 6:17 am
I think the Bogyodo which would require one to autohit should just be taken out. I didn't read them so I'm not sure how many would be left if that would be done though...
I think this is better than the current system we're using because one, it was made to fit the point system Dante made and two, it's not as long as the one Zalian made since it doesn't have a Kido exchange thing which no one really cares about. Plus, this has elemental advantages.
For the non-Kido techniques, do we still have to learn them in the academy? Except the ones which are already in our profiles from before of course.
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Posted: Fri Jan 01, 2010 7:47 am
So with this new system would we be able to learn all of the kido or is there still a restriction on the amount we can have?
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