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Posted: Tue Oct 17, 2006 7:51 am
The Battle System:This battle system was created for many reasons, these reasons include the need of stats for shikai and bankai unlocking, the need of fairly rewarding training and obviously to prevent god mode. The system was created as a simplified version of my Naruto role playing guild game system. The system is based on stats and skills to measure your power. All of these will increase in different way, meaning more activity means more rewards. This battle system was created by me and so I hold all the rights over it. The sources used for this battle system are:
My head, a copyright of me... The D20 copyright of Wizards of the coast. The Bleach anime and manga a copy right of "TV Tokyo holds most of the rights along it's creator and work team. If you need to use this battle system for reference or whatever send me a pm asking for authorization. Stealing creative work and art without permission is against the Gaia ToS.
Thank you.
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Posted: Tue Oct 17, 2006 8:29 am
Body and Soul:Shinigami as well as other creatures have two forms of manifesting themselves. These are the physical form or the body and the other one is the soul. Soul can be divided in two aspects. The physical form of the soul "Shinigami body" and the soul energy "Reiatsu". Whenever a shinigami or any other creature is wounded in battle the creature life force starts to decrease leading the creature to its end or dead. The same goes for the soul energy, if a creature ever crosses the limits of its soul the soul itself will be destroyed. Resulting in some cases the lost of one's shinigami powers and in others the lost of our own existence. In this guild battle system these two aspects will be measured by two stats:
Hp: “Hit points” The Hp is a term known by anyone who plays Rpgs, Hp represents your ability to remind alive and conscious during battle. A person is both conscious and alive during battle for as long as he has more than one hp, if the person hp is reduced to -1 the person is unable to continue fighting meaning, you are unable to move or stand, moving your mouth to speak is hard but possible and your life is slowly escaping you. A person who’s hp reaches -5 or less is unconscious completely unaware of its surrounding and un able to take any action, during this state you are considered to be helpless and a fatal blow might be delivered if desired. A person in this state can remind alive for a number of round equal to his vitality modifier after that the person dies of mass bleeding. A person who reaches -10 dies. Rs: “Reiatsu points” These are similar to rpg games Mp. With reiatsu you can perform kidou, zanjutsu attacks that require reiatsu and also you can avoid damage to a certain level “The same way Zaraki Kempashi does”. If you ever run out of reiatsu “0 points left” you will automatically be un-able to use kidou or any kind of attack that requires reiatsu. During this time people will be unable to sense your reiatsu. If a shinigami ever forces his soul to use kidou without any reiatsu points left the soul will withstand heavy damage making the shinigami loose part of his powers. “Will result in negative levels” Death and Negative levels Death is something well all tries to avoid however is also something that we all must face some day. When a character dies there is no way to bring him back to life? There is just one but that way will remind as a secret for until someone discovers it during the story. As explained above a character dies when he or she reaches –10 hp, to avoid this increase your character vitality as much as possible so he/she can withstand more and more hits in combat. Also increase your awareness and agility so you can avoid getting hit.
Negative levels:
Negative levels are aware to people that actually forces their soul over the limit. When you obtain a negative level your current level will be reduced a few times, however your experience count won’t be reduced. Meaning you will have to get more experience than normal to regain your lost levels. When a negative level is obtained the crew will automatically reduce your stats as needed and will make a record of this incident on your character’s journal. “That is way is important that everyone has a journal in the journals sub-forum”
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Posted: Tue Oct 17, 2006 9:09 am
Stats:In this battle system six attributes will determine the physical and intellectual aspects of your character aspects of your character. These stats will increase every time you gain levels and every time you complete any kind of training. As some stats increase some others might decrease. An example of this could be the fact that if you increase your strength too much the size of your muscles might decrease your agility. Avoiding training will decrease your character's strength and vitality making him weaker over time. so remind active all the time to avoid this. The stats that will form your character are the following:
Strength: Strength is really self explanatory, the stronger your muscles are the stronger you are in terms of physical combat and so the more damage you will deal with a single blow. Strength is extremely important for people that relay on close combat, meaning Hakuda and zanjutsu fighters might want to increase this stats as much as possible, while long ranged fighters such a Quincy might want to increase their dexterity instead. Agility: Agility is another self explanatory stat, this status determines how agile and fast your character is as well as his eye and hand coordination. High dexterity is needed by everyone to increase their chances of dodging an attack, however a high number on this stat is more desirable by characters who relay on long ranged weapons such as Quincy and characters with ranged attacks on their zamapkutous such as Abarai Renji Zabimaru. Vitality: Vitality represents your character's health and resistance to attacks. This stats is one of the most important one for everyone without exception since it increases your Hp. High Hp means higher chances of coming home alive. vitality also represents your character's stamina, making this stats a must increase for people that tent to fight or train for prolonged times. Awareness: Awareness represents your character ability to feel his surroundings, this increases his ability to dodge an attack by increasing his reaction time. Awareness and agility are intimate related to each other since the both of them are needed for the same results. Awareness also increases your chances of feeling someone reiatsu or listening to someone who is trying to sneak attack you from behind before they do so. Intelligence: Intelligence measures your character mental attribute, how quick he learns and good he is at designing tactics is intimate related to this status. Intelligence gives you bonus skill points which are needed to increase your character combat skill aspects. Reiatsu: The most Bleach flavored status. reiatsu represents your soul power, your ability to withstand another person reiatsu, the power of your kidou and the damage dealt by Quincy arrows as well as powers related to reiatsu release, such as Chad's arm beam and Ichigo's Getsuga tenchou. High levels of reiatsu are also needed for obtaining Bankai and high level kidou.
The way stats work:
All stats work as bonus increases for different areas of your character development. Meaning this stats represent your physical and mental aspects and so they increase your combat capabilities. Each and every stats will be accompanied by a modifier that can be negative or positive. This modifier is the number you use to calculate your bonus in each area. A modifier is always the number divided by 2 minus 5. An example of this would be 18.
18 divided by 2 is equal to 9 - 5 = 4. So the modifier is 18 is +4 "+ because is a positive number"
In the case of 8 the modifier would be -1. Why ? Because 8 divided by 2 is equal to 4 - 5 = -1.
To get the modifier of the desired number simply use your computer calculator the formula is always the same. {Number divided by 2 - 5" The result is the modified.
Status Uses:
Strength: Increase melee attack damage. Increase melee attack accuracy. Increase the chances of successful grapple check. Increases the chances of bone braking attacks. Agility Uses: Increases your Initiative checks. Increases your Dodge bonus. Increases your chance of successfully striking a long range attack. Vitality: Increases your character Hp total. Increases your character stamina. Awareness: Increases your character dodge bonus. Increases your ability to sense reiatsu. Increases your ability to sense presences in your surroundings. Intelligence: Increases the number of skill points earned per level. Increases your character metal capacities. Reiatsu: Increases your soul power. Increases the number of Rp you earn per level. Increases the damage dealt by all your hadou spells. Increases the duration of your bakudou spells. Increases your reiatsu pressing. Must have Reiatsu 20+ to archive Shikai. Must have reiatsu 100+ to archive Bankai.
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Posted: Tue Oct 17, 2006 10:12 am
Dodge and Accuracy: Attacking and dodging are the most important aspect of every combat as they represent the line between life and dead, victory and defeat, glory or disgrace. In this battle system as well as many others the person will use two different status. These status will be called "Accuracy bonus and Dodge bonus". Both stats will be modified by their corresponding status and require the roll of a D20. These two status are also the core of this battle system along the D20 and will be explained below.
Accuracy Bonus:
The Accuracy bonus represent your ability to successfully strike and wound your enemy. Your accuracy becomes more keep as you obtain more battle experience. Thanks to this an experienced opponent might make more advanced combos against enemies. The number of attacks you can make against an enemy increased by one every six levels. Since not everyone is as skilled with melee and ranged combat, the accuracy bonus is divided in melee bonus and ranged bonus. Each of them is modified by a different status as well. Strength for melee and agility for ranged. Because of this is far recommended that Quincy increase their dexterity while shinigamis should increase their Strength.
Dodge Bonus:
The Dodge bonus represent your ability to successfully dodge an attack. To dodge an attack a human being relays on tree physical aspects. The first one is the natural ability to react to danger. This is represented in the battle system as a Neutral 10. The second one is your ability to move at high speed with gracious flexible moves. This is represented in the game system as your agility modifier. And finally is the ability to react to your surroundings and the ability to stay alert for more upcoming blows. This is represented in the battle system by your awareness modifier. All together make the formula for your dodge bonus.
Attack and Dodge formulas: Melee attack: 1d20 + Accuracy bonus + Strength modifier. Ranged attack: 1d20 + Accuracy bonus + Agility modifier. Dodge Bionus: 10 + Agility modifier + Awareness modifier. Dodge: 1d20 + Dodge bonus.
Extra Attacks for high experience levels:
1 - 1 2 - 2 3 - 3 4 - 4 5 - 5 6 - 6/1 7 - 7/2 8 - 8/3 9 - 9/4 10 - 10/5 11 - 11/6 12 - 12/7/2 13 - 13/8/3 14 - 14/9/4 15 - 15/10/5 16 - 16/11/6 17 - 17/12/7 18 - 18/13/8/3 19 - 19/14/9/4 20 - 20/15/10/5 21 - 21/16/11/6 22 - And so on...
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Posted: Thu Oct 19, 2006 9:48 am
DamageWhen someone engages in battle the only way to win these battles is to deal enough damage to kill or knockdown the enemy. How much damage you deal in combat is based on how strong your body and soul is as well as the type of weapon you have or the spell you cast. In this guild battle system the damage total will be obtained by using the random number feature. Each weapon will have a standard minimum and maximum damage to both sides of the coin you add the appropriate modifier depending on the type of attack. More of how to deal damage will be described ahead.
Zampakutou Damage:
Every zampakutou that stays on their sealed katana form will have a standard damage of 1 - 10 To this damage you add the strength modifier. If you are you are using your weapon with both hands then you also add and extra half of your strength modifier. If your zampakutou is a daisho based zampakutou and you are fighting with a sword in each hand then you add only half of your strength modifier to each sword attack however you gain an extra attack per round, this bonus increases every 10 levels. Also you suffer a -2 in every attack if you are fighting this way.
Shikai Damage:
The damage of your zamapkutou on shikai form will increase to 1-14 also you add double strength modifier if you are holding your sword with both hands and your whole strength modifier if you are using a daisho based zampakutou. Extra damage or bonus might be added depending on your zamapkutou.
Bankai Damage
Bankai damage will be determined by me depending on your bankai.
Hakuda damage.
Hakuda will have a standard damage of 1-4 this damage increased on both sides by adding your strength modifier. The damage dealt by Hakuda is smaller than that deal by a zampakutou for obvious reasons. However you also receive extra attacks when fighting with Hakuda combinations. Hakuda extra attacks increases every 4 levels instead of every six.
Dealing Damage with Kidou:
Each spell will have it's own standard damage and will be listed in a different thread. When dealing damage with a Kidou spell you add your reiatsu modifier to the minimum and maximum damage of the spell. Bakudou spell will will have a standard duration that will be increased by your reiatsu modifier.
Quincy Bow damage:
The Quincy bow deals damage depending on the type of bow you are using. The standard reiatsu bow have a standard damage of 1 - 8 + reiatsu modifier. And can fire an arrow for every reiatsu point you have. More bows will be added soon.
Damage Resumed:
Standar Katana Zampakutou: 1 - 10 + Str mod. Standar Katana Zampakutou "Two handed": 1 - 10 + Str and 1/2 Str modifiers. Standar Katana Zampakutou Daisho: 1 - 10 + Half Str per sword. Shikai Sword: 1 - 14 + Double Str modifier. {Other bonus might apply} Hakuda: 1 - 4 + Str modifier. Bankai: Damage will be given when Banaki is archived. Zanjutsu Techniques: Damage will be given. Quincy Bows: 1 - 8 + Reiatsu modifier. Kidou: Damage will be given in a separate thread. You always add the reiatsu modifier to the damage.
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Posted: Thu Oct 19, 2006 11:44 am
Staring Status:Every character have the following stats no matter their clan, race or ability. To those basics stats you will distribute 40 extra points. for example if you add 2 points to strength then you will have a strength total of 10 and 38 points left. All character starts with 4 + intelligence modifier X 4 Skill points. Example: Le say you have an intelligence modifier of 12 that's a +1 modifier. 4 + 1 = 5 X 4 = 20. Meaning you have 20 skill points to distribute along your four combat skill. Te following are the basic stats that you start with before distributing your points.
Staring Stats: Hp = 20 + vitality modifier. Rp: 10 + reiatsu modifier. Strength: 8 Agility: 8 Vitality: 8 Awareness: 8 Intelligence: 8 Reiatsu: 8 Dodge Bonus: 10 All Skills in 0. Increasing your stats: To increase your stats your character must either train a way that increases his stats or win levels. Levels and experience will be awarded when your character successfully complete a mission, kill a hollow or spar with someone else. To gain levels your character must obtain insight and knowledge of the way life work this insight is called experience and so is given the name Experience points or Exp. Exp will be given by the crew when an event that might give you any experience occurs.
Training:
Training is a self explanatory term, you train, practice, exercise or learn new things from a more experienced master in other to obtain knowledge or polish your skills. In other to obtain a basification in your stats you must train for a time equal to seven days in real life, making 10 post minimum per day. If this requirement is not met then our stats will increase once 70 training post are made post. Once this requirement is meet your stat will be increase by an extra +2. Training can affect a maximum of two stats each time and a minimum of one stat. When your training time has been completed people report it in the training report thread located “here”.
Experience and levels:
As explained before to obtain levels you must first obtain experience. Experience is obtained the following ways:
Killing hollows. “Each will award a different amount of experience depending on its power.” Sparing with a master or training partner “Will be award depending on the level difference” Successfully completing a mission: “Each squad leader is responsible for giving missions to its members.” To obtain a level you must successfully obtain a total of 1000 experience points per level. Levels extend from 1 to 50 for Shinigamis and Ryokas and 1 to 100 for Vizards and Arracars. This level wall difference represents the soul maximum power limit. “As explained by Aizen” Each time your character obtains a level you will receive the following bonus:
Level up rewards: 6 +1 per vitality modifier Hp increase. 2 +1 per reiatsu modifier Rp increase. 4 Extra ability points. 2 +1 per intelligence modifier skill points award. +1 Accuracy points. You might receive extra attacks per round depending on your level. Might meet the requirements for a new spell or zanjutsu technique.
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Posted: Mon Oct 23, 2006 10:36 am
Skills:Skills represent how skilled you are in a certain area of combat. As everyone knows there are four essential methods for a shinigami to fight. Zanjutsu, Hakuda, Hohou and Kidou. Each shinigami might walk the path he want and master only one of these four methods or walk all four, however by in creasing more than one the shinigami has to sacrifice the increment of the other tree. Like in the series this skill will use the same four essential methods of fighting as combat skills. Each will have a different effect on your character's ability to deal damage with any type of attack as well as increasing his chances of dodging. Following this small explanation are the four essential fighting methods:
Combat Skills:
Hakuda: Technique used in hand-to-hand combat. This type of combat often involves great danger because the shinigami is fighting unarmed. This technique plays a role in the supreme battle technique known as shunkou, which is executed by compressing a high concentration of kidou into any part of the shinigami's body. Hakuda Skill bonus: For every 10 skill points placed on this skill the shinigami will earn a +2 bonus on his minimum damage and +4 maximum damage when fighting unarmed. He also recives a +2 in his attack bonus when using Hakuda. Hohou: If a shinigami is attacking using hakuda, this technique is necessary to assist their movement. It is not a direct offensive technique, however, it can be used to gain the upper hand in a zanpakutou battle. If this technique is mastered, the shinigami will be able to make high speed movements that can't be traced by the eye, called shunpo. Hohou Skill bonus: For every 10 skill points placed on this skill the shinigami will earn a +4 in his dodge bonus.
Kidou: A noble magic that can only be used by shinigami. There are two types of spells: bakudou ("binding spell") and hadou ("blast spell"). Bakudou are mainly used to restrain a target, however, there are some auxiliary spells that can be used for defense or communication. Hadou are mainly used for direct attacks on an opponent. The spells are numbered 1 through 99, and increase in power and difficulty of casting, as the number increases. Some of the higher order bakudou not only bind the target, but are also capable of attacking offensively. These spells are classified as fuusatsugata ("deadly binding type"). When a shinigami masters kidou, they are able to cast spells hastily by bypassing the incantation for the spell. To gain this high level of power, a shinigami must go through intense training. Kidou Skill bonus: For every 10 skill points placed on this skill the shinigami will earn a +2 bonus on his minimum damage and a +4 bonus on his maximum damage when using Hadou and and a +4 minutes duration when using Bakudou.
Zanjutsu: Combat using a zanpakutou. This the most basic technique every shinigami knows and the one most seek to master unless they are born five natural tools. Zanjutsu Skill bonus: For every 10 skill points placed on this skill the shinigami will earn +2 bonus on minimum damage and a +4 bonus on his maximum damage when using a zanjutsu technique or dealing damage with his zampaktuou. He also recives a +2 bonus on his attack bonus when using zanjutsu.
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Posted: Mon Oct 23, 2006 10:56 am
Shikai and Bankai Requirements:Shikai: To obtain Shikai you must be at least level 5 and have a reiatsu stat of 20 or more. After that you must make 30 or more role-playing post to unseal your sword shikai. Remember all Shikais and bankai must be approved by ME.
Bankai: To obtain bankai you must be at least level 35 and have a reiatsu stat of 60 or more. After you meet these requirements you must make a 1000 post training to unseal your sword bankai. Of course you can ask another person to role-play you sword spirit with you or you can do it on your own. You will of course receive experience for training to obtain Bankai.Quincy Arrancar Variations:"Coming Soon"
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Posted: Mon Oct 23, 2006 10:58 am
Kidou:Bakudou:
Bakudou #1 - Sai ("Obstruction") Sai, is a low level Kidou that forces the targets arms behind them, preventing them from using them. This spell is good for Shinigami that would prefer to restrain the opponent, but generally only works against weaker opponents. Requirements: Kidou 15 Ranks Levels 2+ Intelligence 16+ Effect: Victim cannot attack or make any action that requires the use of his/her arms. Breaking: Strength check DC: 10 + User Reiatsu modifier + 2 Per point 10 points in kidou the caster have. Rp Cost: 4 Rp.
Bakudou #9 - Geki ("Conquer") Surrounds the target in a red light that restricts movement. Incantation: Disintegrate, black dog of Rondaniini. Look upon your burning soul and sever your throat. Requirements: Kidou 25 Ranks Levels 8+ Intelligence 26+ Effect: Victim cannot attack or make any non-verbal action. Breaking: Strength check DC: 18 + User Reiatsu modifier + 2 Per point 10 points in kidou the caster have. Rp Cost: 10 Rp.
Bakudou #58 - Kakushitsuijaku ("Call forth the tracing sparrow") Traces the location of a target soul. Incantation: Heart of the south, eye of the north, fingertip of the west, heel of the east, gather by wind, and scatter by rain. Requirements: Kidou 30 Ranks Levels 16+ Intelligence 30+ Effect: Traces target location. Casting time: 4 rounds. Rp Cost: 20 Rp.
Bakudou #61 - Rikujoukourou ("Six staves of binding light") Caster points his finger at the target with his reiatsu focus on the end of his finger. As the name of the spell is pronounced six rods made of light completely seal the victim’s movements. Requirements: Kidou 36 Ranks Levels 20+ Intelligence 36+ Effect: Victim cannot attack or move from its position Breaking: Strength check DC: 30 + User Reiatsu modifier + 2 Per point 10 points in kidou the caster have. Rp Cost: 40 Rp.
Bakudou #75 - Gochuutekkan ("Five pillar iron brace") An iron chain is fastened, then five pillars seal the target's whole body. Incantation: Wall of iron sand, pagoda of priestly form, shimmering fireflies of iron, fill until the silent end. Requirements: Kidou 50 Ranks Levels 25+ Intelligence 40+ Effect: Victim cannot attack or make any action. Breaking: Strength check DC: 35 + User Reiatsu modifier + 2 Per point 10 points in kidou the caster have. Rp Cost: 50 Rp.
Bakudou #77 - Tenteikuura ("Heavenly rickshaw of the silky sky") Directly relays a message to any number of target souls. Incantation: Net of black and white, 22 bridges, 66 peerless domains, footprints, distant thunder, crest of the mountains, volatile earth, enshroud by night, sea of clouds, blue formations, rise into the towering circle and charge across the heavens. Requirements: Kidou 40 Ranks Levels 30+ Intelligence 40+ Effect: Create a telekinetically link between the caster and a desired number of targets. This link allows the caster to speak on the target’s minds for a short period of time. Rp Cost: 30 Rp. + 2 Rp. per target.
Bakudou #99 - Kin ("Seal.") Partly immobilizes the target's body Requirements: Kidou 90 Ranks Levels 30+ Intelligence 40+ Effect: Kin ("Seal. ") Partly immobilizes the target's body. Break: “Unbreakable” Rp Cost: 50
Bakudou #99 Second Style - Bankin ("Complete seal") The first song called shiryuu ("halting wrap") constricts the target with a bandage-like cloth. The second song called hyakurensan ("100 joined locks") pierces the target the timber. The final song called bankin taihou ("final prohibition, immense seal") drops an immense boulder over the target. Requirements: Kidou 100 Ranks Levels 40+ Intelligence 60+ Effect: Binds the victim and deals immense physical damage. Damage: 200 – 400 + Reiatsu modifier + 4 per 10 ranks in kidou the caster have. Break: Reiatsu check DC: 20 + Caster Reiatsu mod + 2 per kidou skill rank the caster have.
Hadou:
Hadou #4 - Byakurai ("White lightning") Fires a bolt of white lightning from the caster's finger. Damage: 20 – 50 + 4 per Kidou rank the caster have. Reiatsu cost: 10 Rp. Requirements: Kidou 20 Ranks Levels 5+ Intelligence 16+
Hadou #31 - Shakkahou ("Red Flame Gun") Attacks the target with a red blast of fire. Incantation: ruler, mask of flesh and blood, all creations of the universe, fluttering of the wings, ye who bears the name of man! Scorching heat and disorder, evolve the transposition of the southern sea barrier. Damage: 28 – 60 + Reiatsu mod + 4 per Kidou rank the caster have. Reiatsu cost: 16 Rp. Requirements: Kidou 20 Ranks Levels 6+ Intelligence 20+
Hadou #33 - Soukatsui ("Blue Fireball") Fires blue fire blasts at the target. Incantation: Oh ruler, mask of flesh and blood, all creations of the universe, fluttering of the wings, ye who bears the name of man! Truth and temperance, strike but slightly your claw upon this wall which feigns ignorance of sin! Damage: 40 – 80 + Reiatsu mod + 4 per Kidou rank the caster have. Reiatsu cost: 34 Rp. Requirements: Kidou 26 Ranks Levels 8+ Intelligence 26+
Hadou #54 - Haien ("Incinerating Flame") Launches four balls of pure reiatsu that completely detroys a target by burning it to ash. Damage: 200 – 350 Reiatsu mod + 4 per Kidou rank the caster have. Reiatsu cost: 100 Rp. Requirements: Kidou 100 Ranks Levels 40+ Intelligence 50+
Hadou #63 - Raikouhou ("Roaring Thunder Burn") Gathers reiatsu in the palm of the hand to call forth a wave of thunder that seeks the target. Incantation: Bone of a straggling beast, spire, crimson crystal, disc of steel, when the wind shifts, and the emptiness ceases, let the clash of lances resonate through the relinquished castle. Damage: 250 – 400 Reiatsu mod + 4 per Kidou rank the caster have. Reiatsu cost: 150 Rp. Requirements: Kidou 120 Ranks Levels 45+ Intelligence 60+
Hadou #90 - Kurohitsugi ("Black Coffin") Summons a black coffin, which surrounds, then severely damages the target. Damage: 2000 – 4250 Reiatsu mod + 4 per Kidou rank the caster have. Reiatsu cost: 600 Rp. Requirements: Kidou 250 Ranks Levels 60+ Intelligence 80+
Other classes of Demon Arts:
Hakufuku ("White Prostration"): Causes a target to lose consciousness. Kyoumon ("Mirror Gate"): A high class barrier that reflects attacks from the outside. However, it is easy to break from the inside.
Connection to the Shiba Family:
Kakaku Shahou Niban Kagizaki ("Crane Flower Archery 2nd style: Adhering Blossom"): A two-part incantation spell. The initial spell controls the launch and its direction, then continuation spell is used to adjust the acceleration and axial position.
Initial Spell Incantation: Yonder, brown avarice covet control of the 36 directions. 72 pairs of illusions, 13 pairs of hunting horns, the right hand of a monkey grasps the star. Embraced by the sun of 25 rings, the cradle of the sand gives forth blood.
Continuation Spell Incantation: Fate of the three sparrows, bond of the four dragons, obstructing the five directions, return to the six villages. Heavenly wind, orangutan, spoon, cane of elm, a thousand ashes, a thousand wisdoms, the measure of white clouds, tread not on the scarlet light that embraces the moon...
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Posted: Thu Nov 09, 2006 10:49 am
FAQ:Questions and Answers:
Is the battle system obligatory for everyone ? Yes... Where is the list of Kidous with their respective damage ? I'm working on it... 1000 post for Bankai is abusive !!! Want Bankai ? Eat Bankai. Will you actually do the training to obtain Bankai Ken ? Who said I wanted a ******** bankai ?
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