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Posted: Fri Jul 22, 2011 8:11 am
Information Name: N/A Alias: Yūrei-chan (幽霊 ちゃん, “Little ghost”) Actual Age: 150 Appearance Age: 15 Gender: Female Sexuality: Heterosexual Personality: Yūrei-chan is not fond of people. It is not that she is mean but with the formative years of her life unknown to her, she is introverted by choice. That means that she is a girl of very few spoken words. Her general attitude to life is neutral and slow but when fighting or in practice, she is the fiercest opponent that one could hope to endure one day. She does not pretend to be someone that she is not and it is for that reason that she is angered very quickly by other people especially when they say something stupid to her ears. She does not care inherently for posts and titles. If she does not like you, do not expect an honorific from her or a greeting for that matter. She does not waste pleasantries where they are not deserved. People could consider her a friend but she would not return the acknowledgement more than likely. She likes to be alone. She does not see the need for people and this can be misconstrued as shyness especially by those who do not know her well. As for matters of the heart, it is not an issue. Like people, there is no use for it in her mind, apart from pumping and cleaning blood. She is not heartless. This is her response to a less than appealing card dealt by life.
Biography: With the first eighty years unknown to her, this orphaned girl was adopted by a man that she grew to know as Erudaa (エルダー, Elder). She does not know who her parents were as well as if she had any other relatives. The only reason that she or anyone else knows anything from the appearance age of eight is that Erudaa took her under his wing and admitted her into the Shinigami Academy eventually for showing exemplary signs of spiritual pressure. In spite of her young age, Yūrei-chan found no reason not to try her best at everything that she did while in the school system. Throughout her academic career, the girl studied hard and fought to be known within the top three of every class that she attended. However, it could not be helped to notice that her physical preference was Hakuda to the point that she was the assistant teacher for such classes before reaching halfway through the education process. Her second specialty became Kendo while Kido was left to fester as a last resort. Her physical strength was astounding and increased only as the years passed.
Unfortunately, apart from her natural affinity for close combat and other earned successes, Yūrei-chan was not known for extra-school participation. She was not seen often hanging out with anyone. She was not even a teacher’s pet. It was this habit, as observed by her fellow students, which gave her the nickname and eventual name, “Yūrei-chan”. The sobriquet became based on the speed that she exhibited during practice, Hakuda or not, as well. Eventually, she graduated from the academy with honors in the aforementioned areas while she maintained average in intelligence. As the same way that she had entered, she left with no friends or acquaintances. Due to some advice from the teachers, who were not scared of her, she took a standard katana with her and applied to join the Gotei 13. Specifically, she looked into joining the Jūbantai upon Erudaa’s advice. However, he would not tell her why that particular Division was so important apart from that it would help in finding out from where she came. This simple clue fueled her need to speak with the Captain because Erudaa had never lied to her before and he would not start from now. What he could not tell her was that he was a family friend, the one that her parents had entrusted to find and keep safe their daughter if anything happened to them. Unfortunately, this came to pass and he trained and cared for the young girl as his own, never mentioning that he knew of one relative, an aunt, the Jūbantai-Taichō, Akiyama Eriko. Hopefully, meeting the older woman would be enough and the truth would reveal itself eventually. In addition to the instructions about which Division to join, Erudaa managed to pass on a silver necklace to her, one that she recognized and had been trained by him to use properly. Like everything else, she had only him to call family and trust that he would not let her fall.
Theme Song: Alice - Avril Lavigne Division: Jūbantai Rank: Fukutaichō Appearance Height: 4’ 9” Weight: 98 lbs. Hair Color: Orange-Brown Eye Color: Blue Usual Clothing: Vest jacket, shirt, and short plaid skirt Reiatsu Color: Black Zanpakutō Position: Its usual position is held over her shoulder or tied to her back in a diagonal fashion. Other Appearance: N/A Accessories: There are bells in her hair where it is tied and a silver chain with a circular pendant, a tribal feline design within the circle.
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Posted: Fri Jul 22, 2011 8:12 am
ZanpakutōInner World Appearance: Yūrei-chan’s inner world is a vast, dark desert with a large moon, but no clouds. It possesses a very eerie atmosphere as not much wind passes through it and it is night all of the time.Original Link Meiryō (明瞭, Clarity ) is a standard–length katana with a black and white tsuka, black tsuba and a matching saya. There is nothing extra-special about her sealed appearance. Upon release, Meiryō does not undergo any physical changes, but the general area darkens around both Yūrei-chan and her opponent, making it harder for other people to see. She is used to the darkness. Meiryō, also known as Meimei (冥々, Dark), is a white Bengal tiger. Personality-wise, she is quite lazy, prefers her alone time as well, but has an even worse temper than that of Yūrei-chan. She stands at 7' approximately on her hind legs and 4' 6" when sitting on all fours. Original Link for katana Original Link for tiger Shikai: It is triggered by the command, Kageru za Akari (陰るザ明かり, Dim the Lights )
Shikai Special Ability: Hōmatsuteki Tamashii (泡沫的魂, Transient Soul) The properties of Yūrei-chan’s body are modified so that she is able to pass through solid objects without having to think about it. However, this ability works only with larger structures than her such as buildings, walls, the floor, and the like. It does not work against offences made with a sword or the elements such as fire, water, and wind.
Tamashii no Sasagemono (魂の捧げ物, Sacrifice of the Soul) Type: Offensive/Verbal Callout/Activated In order to activate this ability, Yūrei-chan allows herself to be damaged by energy-based attacks such as Kido spells or personally customized offences of a similar technique, and even types of Cero. Once hit, she stabs the ground at her feet forcefully with her katana and says the name of the attack. Instantly, blackened reiatsu flares around her in the form of a giant, wild cat before she lunges herself forward in the direction of the opponent. What has happened is that her soul has been replaced by that of such a feline. Therefore, her fierce fighting style is enhanced to the point that it is purely instinctive and animalistic. Use of her katana is optional since she is able now to bite and to scratch like an actual cat. This intense change of behaviour and physical capabilities lasts for two posts. By the third post, her heightened senses return to normal. Her strength and natural speed are not increased by any measure for the duration and it does not take a lot out of her so this ability can be used over and over. However, there is a resting period of one post after the two.
Seishin no Bika (精神の美化, Beautification of the Spirit) Type: Offensive/Verbal or Mental Callout/Activated A wave of dark reiatsu is released with a slashing motion from her blade. The destructive power can counter that of a Gillian Cero. The amount distributed per release is constant and cannot be dwindled or increased. This ability is likened to the act of cleansing of one’s soul.
Senshi no Shinzō (戦士の心臓, Heart of a Warrior) Type: Defensive/Verbal Callout/Activated Yūrei-chan presses her katana against her body, hugging it almost. Her body glows white faintly before a black, enlarged version of a human heart forms around her completely, expanding from her own heart. The strength of this barrier is able to withstand Kido up to #50 and a Gillian Cero easily.
Haikei Jōhō (背景情報, Background Information) Type: Neutral / No Callout / Passive As a battle or sparring session progresses, Yūrei-chan’s susceptibility to body language, tone of voice and choice of words increases. She notices it more and becomes better at guessing what those clues can mean. It is also affected by what she knows about the person before the situation and what they divulge about themselves during the fight. Her ability to formulate accurate assumptions and conclusions becomes above average but this level intuition is available only when she has entered Shikai as well as she is in battle, spar or not. Outside of those conditions, she does not pay attention to much and fails at picking up the most basic of clues.
Obtained?: (Available to all ranks)
Bankai: Tamashii no Meiryō (魂の明瞭, Clarity of the Soul) Unlike her Shikai, both Meiryō and Yūrei-chan are changed physically. While Meiryō, the katana, morphes into a 6' long carbon steel sword, Yūrei-chan's schoolgirl-like outfit slips off her body to reveal a well-fitting, black and white corset-type dress with golden lining and black combat boots. Original Link Bankai Special Ability: Zensuii (全推移, Complete Transition) Her physical ability to pass through things knows no limits in this form. For a lack of better terminology, she is a little ghost essentially. It does not matter if she is aware of what is coming towards her or not, it will pass right through her without causing any physical harm to her. However, she can solidify her hands to hold and lift things as well as her legs and feet for kicking. In order to distinguish when the aforementioned body parts are solid or not, since she is a little ghost, she will be faded generally but once any of the previously mentioned body parts is not faded but opaque, they are vulnerable to damage and injuries. Unfortunately, this form cannot be held all of the time and lasts usually for four posts at a time, with an interim of two posts. During such posts, she is fully opaque and solid, meaning that she can be damaged physically.
Tarotto Kyōran (タロット狂乱, Tarot Frenzy) Type: Offensive/Defensive/Verbal Callout/Activated This ability is based on the Major Arcana portion of the Tarot cards used for divinatory purposes. There are twenty-two cards in total and each one possesses a different ability. Unfortunately, she cannot call on a specific card. In order to summon any of the cards, Yūrei-chan must call the broad name for this ability and one of the available cards will appear face down on the side of her blade that is facing her. No one card will appear more than once. The name of the card is read to activate its power.
Baka (馬鹿, The Fool) #0 Type: Defensive/Verbal Callout/Activated A copy of the holder jumps out of the card and takes his or her place for one attack and it must be an energy-based offence as described previously.
Mahōtsukai (魔法使い, The Magician) #1 Type: Offensive/Verbal Callout/Activated The holder is able to change their Zanpakuto into another weapon of his or her choice for one post. In the second post, the Zanpakuto will revert to its original sealed appearance.
Kōnisō (高尼僧, The High Priestess) #2 Type: Passive/Verbal Callout/Activated This card works only if the holder’s opponent has something related to the fight to hide such as a plan to fake an attack so as to psyche out him or her or something of that nature. If that is not the case, this card is absolutely useless. The knowledge of the opponent’s true intentions is apparent only for one post. In the second post, the holder’s level of intuition returns to normal for that person.
Jotei (后, The Empress) #3 Type: Offensive/Verbal Callout/Activated Once the face of this card is facing an incoming energy-based attack, it is able to absorb all of its power and convert that into dark energy that takes the shape of twenty-two clones of the holder. The clones copy the holder’s own energy-based counter-attack for the original offence, multiplying the force of it twenty-three fold.
Kōtei (皇帝, The Emperor) #4 Type: Passive/Verbal Callout/Activated The card drives its holder on pure, aggressive instinct, which might or might not be a good thing for him or her. It is confrontational in nature and has this effect on the one who wields it for one post alone.
Shisai (司祭, The Priest) #5 Type: Defensive/Verbal Callout/Activated Once this card is drawn and activated, its holder is driven, uncharacteristically or not, to bring the spar or battle to an end, to encourage peace or a shared understanding amongst those involved. This change of mentality does not affect the opponent, as in they feel a need for peace as well. That does not happen. Also, like the other similar cards, this effect lasts for one post.
Koibitodōshi (恋人同士, The Lovers) #6 Type: Offensive/Verbal Callout/Activated An incoming energy-based attack affects both the holder and the one from whom it originated. In mid-journey, the incoming offence splits equally, one half for the opponent and one for the holder. However, if either party makes to resist their designated half, the full force of the original attack will be felt by that person.
Heisha (兵車, The Chariot) #7 Type: Defensive/Verbal Callout/Activated The holder is encased in a medieval-styled armor made of his or her reiatsu, one that can withstand a Gran Rey Cero easily and barely the power of a Cero Oscuras. This is the only ability that works against both sword and energy-based offences and that lasts for two posts. In the third post, it disappears completely from the holder’s person.
Chikara (力, Strength) #8 Type: Defensive/Verbal Callout/Activated This card works both ways for all involved. While the holder is able to counter an attack quite effectively, he or she is aware that the same will be true for the opponent when it comes to his or her next offence. The holder is able to oppose any attack with any response even if it is to shift its direction with a palm of a hand. However, this ability will be available to the holder’s opponent once he or she attacks again. This card does not take into consideration the individual strength and skills of those involved, whether its ability is helpful or not.
Yosutebito (世捨て人, The Hermit) #9 Type: Neutral/Verbal Callout/Activated The holder’s Zanpakuto spirit is forced to materialize and to analyze its master’s strategy up to that point with help hopefully about how to proceed. This does not take into consideration the individuality of the Zanpakuto spirit as well as if the opponent will allow such deliberation or not between the two. If the analysis is interrupted, the spirit returns to its Inner World and the battle continues whether or not the holder was helped or not.
Sachinowa (幸の輪, The Wheel of Fortune) #10 Type: Offensive/Verbal Callout/Activated The holder is granted the use of one of his or her opponent’s abilities or skills, individualistic or not, inclusive of Zanpakuto powers. This refers to abilities and skills that have been executed so far in the battle or sparring session. If this is the first card to be drawn, it is completely useless.
Kōsei (公正, Justice) #11 Type: Defensive/Verbal Callout/Activated To keep things within balance, if an opponent is stronger than the holder, the strength of the incoming attack from him or her is reduced to the level of the holder. If vice versa, the strength of the holder’s counter attack will be reduced to meet that of his or her opponent.
Tsuru Otoko (吊る男, The Hanged Man) #12 Type: Offensive/Verbal Callout/Activated Any energy-based attacks such as Kido and Cero are stopped and held suspended there once the card is activated. The holder must count four seconds aloud before sending his or her own energy-based attack. This offence will combine with the one in suspension as it heads for the opponent. However, if the opponent tries to add to his or her offence before the holder reaches the number four, that attack joins with the one in suspension against the holder.
Shi (死, Death) #13 Type: Offensive/Verbal Callout/Activated The first single attack with such intent after this card is drawn is considered a death blow. It does not matter the type of attack, it will kill the one for whom it is meant. However, this will be possible only under a combination of two conditions: The opponent is not as strong as the holder as well as that the attack hits where it is supposed to hit. Every offense after that works on its own merit.
Kinshu (禁酒, Temperance) #14 Type: Offensive/Verbal Callout/Activated Both the holder and his or her Zanpakuto spirit are molded to form a new being for one post. What one lacks; the other makes possible. Neither strength nor speed of the holder is increased or enhanced by this temporary combination. Each brings what they can to the forefront and in the second post, they are separated.
Akuma (悪魔, The Devil) #15 Type: Offensive/Verbal Callout/Activated Seemingly the second stage of Kinshu (禁酒, Temperance), the holder is transformed completely into the shape of his or her Zanpakuto spirit. However, this card works only for those whose Zanpakuto spirit is an animal in its true form. It does not matter if it possesses the ability to transform into an animal, supernatural or not. If it is not an animal at heart, this card will not work. Once transformed, the only powers available to the holder are the natural abilities of the animal in question. This is not a case of the Zanpakuto spirit taking control of its master’s body. The alteration lasts for one post.
Tō (塔, The Tower) #16 Type: Defensive/Verbal Callout/Activated This is not a good card for the holder. A tower of darkened reiatsu as tall as the holder appears around him or her, but it does not hold up well even to a Gillian Cero. Once hit by something of that destructive power, it shatters and it is up to the holder to take care of himself after that. This temporary and essentially weak shield is not limited to defense against energy-based attacks, but it is probably less practical in other situations such as sword fighting.
Sutaa (スター, The Star) #17 Type: Defensive/Verbal Callout/Activated The card itself changes into a glowing, black star. This star must be eaten in five bites for it to work, one bite for each peak. A bite has to be chewed and swallowed properly before another is taken. Once this is accomplished, the holder is healed of all wounds and/or cleansed of any adverse effects put on him or her by an opponent. Lost limbs will not be grown again, but the wound will seal itself. If the consumption of the star is interrupted, no healing will be administered to the holder. The star lasts for one post.
Tsuki (月, The Moon) #18 Type: Offensive/Verbal Callout/Activated For one post, darkness falls upon the battlefield to the point that only a singular moon can illuminate the area and that it does. It is the type of disturbing darkness that would frighten easily those of a weak spirit and/or scared of the dark and supernatural in reality. However, for the holder, it is very exciting and he or she has no problem with giving into it, using the shadows and vision impairment to their own benefit. The opponent is welcomed to use the apparent darkness for his or her benefit as well. In the second post, the darkness is lifted and the original time of day is restored. This card does not work if it is nighttime already. It is all about finding the darkness amongst the light.
Taiyō (太陽, The Sun) #19 Type: Offensive/Verbal Callout/Activated Being the complete opposite of Tsuki (月, The Moon), this card causes the battlefield to brighten to the point of being almost a blinding white and a minimal amount of shadows. This hinders both the holder and opponent, unless the opponent is able to overcome this some way. However, under these conditions, the holder is restricted to using his or her body and/or sword to battle for this one post. This card does not work in the daytime. In the second post, everything is reverted to what it was before the card was activated.
Saiketsu (裁決, Judgement) #20 Type: Offensive/Defensive/Verbal Callout/Activated This is the only exception to the main rule that no card can be used more than once during a single battle as that it must be a random draw. The holder is given one chance to redraw a specific card that he or she feels failed her when it was drawn the first time. It is giving that ability another chance. All relevant limitations are still intact.
Sekai (世界, The World) #21 Type: Defensive/Verbal Callout/Activated This card is very special and will not appear in a battle or sparring session until the holder’s Zanpakuto spirit deems him or her master of the provided Bankai powers. Once the spirit makes this milestone known to the holder, he or she is able to create black orbs in the palm of her hand that negate incoming energy-based attacks that equal Gran Rey Cero and weaker than that. The ability to create these black orbs is lasting and is not restricted to one or two posts. However, it must be activated for this to be possible and that will not be possible until the holder is considered a master of his or her Bankai.
Seishin no Kurobika (精神の黒美化, Dark Beautification of the Spirit) Type: Offensive/Verbal or Mental Callout/Activated This is an evolution of Seishin no Bika (精神の美化, Beautification of the Spirit). The sword has to be swung in a similar fashion, but as a sign of what is to come, the blade will darken to the point of being pitch black. Its destructive power is three times that of its precursor. The sword can be swung against something such as the ground to travel across it in order to reach the opponent. However, if this technique is used, it will travel in a straight line whereas if swung through the air, the wave of dark energy may have a curved trajectory.
Obtained?: (Lieutenants and Captains Only)
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Posted: Fri Jul 22, 2011 8:13 am
Shinigami Techniques Shunpo Expert With her natural speed and reflexes, she was more than capable of learning the art of this quickly and efficiently to the point that she has honed a certain level of expertise on it.
Hakuda Expert Like other known practitioners, she does not utilize a specific fighting style, but she is capable within her own right to fight on par with other such people. Unique Abilities Haato no Yogoreru (ハートの汚れる, Smudge the Heart) This is a two-hit ability. During battle or sparring, Yūrei-chan must hit the opponent’s heart in the same spot twice in order to stop it. One hit will damage it severely, but the second one is needed for death. If she misses on the second hit, that is a fresh bruise to count. The force of this strike is more than enough to break through the ribcage and touch the heart through the skin. The hits can be made with either any part of her katana or her fists.
Neko no Honshitsu (猫 の 本質, Essence of the Cat) Due to the necklace and the training that she did with Erudaa for it, Yūrei-chan has obtained the ability to alter her physical body into that of a white, fluffy, blue-eyed, normal sized kitten. Currently, when in that form, her voice resembles that of a little girl. However, as she grows, this form will grow into an adult cat as well as that her voice will be the same in either one eventually. The transfiguration is activated by Yūrei-chan kissing the pendant twice in quick procession. Once she is a kitten, the necklace is a collar with the pendant unchanged, acting as a tag. To revert to her normal human body, she must pass one of her paws over the pendant twice in quick procession.
Kuroi Ribon (黒いリボン, Black Ribbon) By pressing her fingers against the edge of one of the ribbons in her hair and pulling them away from it, Yūrei-chan is able to produce a ribbon-like materialization of her reiatsu. Each of these ribbons can be opened to reveal a void in their reality and is used to store things that she might not be able to keep on her person at the time. Once the object(s) is placed into the void, the ribbon seals itself and she ties it on to her body. What makes this especially beneficial is that the ribbon shrinks and expands to fit the body part in question when she turns into a cat and reverts to human at a later point in time so she can carry her Zanpakuto with her in that form. However, this ability can only be used to carry handheld objects and will not accommodate even the smallest of energy based attacks. Once a ribbon has been used, that is opened, sealed, and reopened for retrieval, it withers away. Fortunately, there is an endless supply of them as long as Yūrei-chan is alive. Miscellaneous Information Likes: Alone time, Erudaa, Meiryō Dislikes: Forced communication, idiots Fears: Learning who she is in reality Shinigami Point System Zanjutsu
Zanpakutō - 100 Swordsmanship - 100 Kidō
Knowledge - 50 Skill - 50 Agility
Combat
Hakuda - 100 Resist Damage - 100
Physical Strength
Strength - 100 Endurance - 100
Reiryoku
Reiatsu - 120 Hierro - 120
Total Points ~ 1180
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Posted: Fri Jul 22, 2011 8:16 am
Posting FormatsNormal/Shikai:[align=center][url=http://www.gaiaonline.com/guilds/viewtopic.php?t=21866383][IMG]http://i608.photobucket.com/albums/tt162/Naomi-Jane_photo/91542-1.jpg[/IMG][/url]
[color=#6D7B8D][size=20][b]J[/b]ūbantai-[b]F[/b]ukutaichō[/size][/color]
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[color=black][b][size=16]УȖЯЄI-ҪΗΛȠ![/size][/b][/color]
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[color=black][size=18][b]S[/b][/size]ometimes I wish that I knew myself...[/color]
[color=#25383C][size=18][b]S[/b][/size]o that I may feel beyond this...[/color]
[color=#6D7B8D][size=18][b]S[/b][/size]patial Identity.[/color]
[align=right][url=http://www.youtube.com/watch?v=vyDRbx8nWFg][IMG]http://i608.photobucket.com/albums/tt162/Naomi-Jane_photo/mnmgif015.gif[/IMG][/url][/align]
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Posted: Tue Jul 26, 2011 8:01 pm
Put Shunpo and Hakuda Expert under Shinigami Techniques.
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Posted: Wed Jul 27, 2011 6:30 am
Thank you, Anna. Is that all?
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Posted: Sat Jul 30, 2011 10:08 pm
Perhaps give a duration for her Zensuii? Her becoming almost permanently intangible while still being able to attack is a bit of a game breaker. Might wanna remove the amplification part of Kougou it already summons clones that can counter-attack, I doubt it needs that.
Aside from that, it's approved. 3nodding
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Posted: Sat Jul 30, 2011 11:16 pm
1. I gave a time period for Zensuii.
2. With reference to Kougou, the amplification is due to the fact that it is twenty-two other people doing the same attack as she. It does not mean that her sole attack is amplified in any way. It is one twenty-third of the whole counter-attack. Is this the problem? I suppose that I will write that it is multiplied by twenty-three.
Thank you, otherwise.
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Posted: Mon Aug 01, 2011 6:55 am
Hmm... I'd prefer if it was three posts, but that's just pushing it. xd Perhaps simply have it that the counter-attack is done by only one person but is amplified by 23 times? Question though, why 23 exactly?
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Posted: Mon Aug 01, 2011 9:23 am
1. Thank you~ 2. Well, the twenty-two clones are because of the 22 cards in all and well, plus her. I just thought that it would keep it related somehow.
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Posted: Tue Aug 02, 2011 3:07 am
Ah, that explains it.
Hmm... well in that case I think your original idea works best. Creating 22 clones and all of the generating the same counter-attack force and such. 3nodding
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Posted: Tue Aug 02, 2011 3:49 pm
Jotei I'm afraid of this somehow turning into a situation where Yurei is a captain and counters a Kidō with, say, a Senjū Kōten Taihō, and multiples that 23x, which would be... a lot.
Chikara I'm not really sure I understand this one. The way I read it is that Yurei could potentially backhand a final technique from a Bankai and knock it away. o.0
Shi Am I reading this right as being an instant-kill scenario? That's pretty over-powered in my opinion.
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Posted: Wed Aug 03, 2011 7:39 am
Jotei Yurei cannot use Kido above #50.
Chikara If such a situation arises, it will play out that way more than likely. It is one card, though and to maintain the random nature of Tarotto Kyōran, I will be doing a dice roll for each time Yurei draws a card in a separate thread to the RP.
Shi Well, it is but it will only work if the other person allows their character to be hit where I specify where Yurei's hit is supposed to land. It will not be written as an auto-effect.
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