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Tsai Mule

PostPosted: Tue May 29, 2007 3:47 pm


DO NOT POST YOUR SHIKAI UNTIL YOU ARE AT LEAST LEVEL 4
FAILURE TO COMPLY WILL RESULT IN A PERMA-BAN!


Please post here the abilities of your zanpakuto when it obtains shikai form. Nothing god-mode will be approved and the same goes to anything unoriginal so please do your best when creating your zanpakuto and its abilities. when posting a zanpakuto for approval please use the following form:

Zanpakuto name: "In Japanese with English translation on italics"
Look: "What your sword looks like when it has its sealed form"
Shikai look: "What changes does it suffer and what does it look like when it changes into shikai"
Call: "What you yell when awakening your zanpakuto."
Powers: "Any powers your zanpakuto have ?"
Techniques: "Any technique you can perform when using your zanpakuto, example Ichigo's Gettsuga Tenchou".

Techniques should follow this format:

Name/Translation - Description

Effect:

Reiatsu Cost:

Requirements
Level:
Zanjutsu:
Reiatsu:
Reiatsu Control:

-Tsai


Important Notice #1 - Please Read
Since I've already given out two warnings in the past two weeks, you guys obviously don't read the first post. So just to make sure you read this, I've put it in a quote Ohhh~

Due to the pages and pages of unapproved shikai in the last topic. I've decided to recreate one so that the Cap'n can have an easier time approving them when he's not so busy. Also, to make sure people don't just post a shikai, complain that it never gets approved, and then leave, I've added that you need to be at least level 4 before you can even get it approved.
-Tsai Lin


Important Notice #2 - Please Read
After discussing the system with Kenkaru, we have determined that shikai abilities will gain their abilities and damage based on what the players submit. Of course, these will all be subject to approval by Kenkaru and Myself.

This means that all players will need to adjust their shikai abilities accordingly, and submit them for reapproval with their updated damage calculations.

For now, the only example we have is that of a current NPC, Shirotori Hitomi, whose ability has the following technical addition.

We will try to make certain that we approve shikai as quickly as possible now, however again note, until you reach level 4, you should not post your shikai for approval.
-Dischord


Shikai Ability Example
Odori no Nagareboshi [Dance of the Shooting Star] - This ability is used as primarily a projectile type offensive attack, the Odori no Nagareboshi is an assault from the front, with the stars being thrown while the blade is moved in a defensive mannerism.

Effect: This particular attack splits into seven attacks, with each star getting its own attack. Each individual star does damage equal to Shikai Damage + 2 Dmg per RP spent for a max of 20 additional dmg per star. Each RP must be spent per star. While this can increase the damage considerably, it also drains RP quickly, as each star must be enchanted separately.

Reiatsu Cost: 30

Requirements
Level: 5+
Zanjutsu: 20+
Reiatsu: 30+
Reiatsu Control: 30+
PostPosted: Sun Jul 08, 2007 8:26 am


Zanpaku-to name: Mikonoumono Sessou (Honored Wild-King)

Type: Melee

Appearance:
•Of Avatar: http://i67.photobucket.com/albums/h289/Flora55/AnimeTiger.jpg
●(Unsealed): Sessou Musha differs from the normal katana shapes that most shinigami carry. Instead of being a straight sword, Sessou Musha stays straight only for about two inches from the hilt, then it curves outward. The actual blade's length is five feet, but it's curved so it's only about four feet. The guard is oval, the longer sides on the flat of the blade and an image of a spider's web is raised on it's surface, only the very tips of the web reaching the actual edge.
●(Shikai): In it's initial release, the hilt lengthens into a five-foot pole, which increases the difference between strength, versatility, or speed. The pole is made out of a black metal, which is intricately laid with a gold pattern. The blade atop this pole is three feet in length, one foot wide, and only a centimeter thick; the spearhead has the shape of a club (from a deck of cards) but is hollow except for an inch all around. On the bottom of the pole is a small, simple short blade which Kaosu can use to jab like an additional spear or stick into the ground. The blade on top is, for the most part, pretty ordinary. The only 'decoration' that the steel top possesses is a kanji on the top of the blade, both sides. The kanji reads 'Honor'.

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

Shikai Power:
● Chivalrous Charge 'Kyouyuu Ryou': If the blade of Mikonoumono Sessou hits a part of the opposer's body, the zanpaku-to will make a circular mark around the wound, more commonly known as the ‘Seal of Honor’, completely blocking the flow of reiatsu to that specific part of the body. This can only be broken if Kaosu wills it so or is knocked unconcious.

It only lasts for five turns in the beginning, but eventually can be mastered so that it lasts as long as Kaosu wants it to (like Soi Fon's Suzumebachi).

(Techniques):

•Aristei (Greek; one-on-one combat): When Kaosu stabs the end of his zanpakutou into the ground and pours reiatsu into it, Kaosu creates an arena around himself and a targeted opponent. Everything about this move is internal; nothing outside can get in or break it. This ability also negates all reiatsu attacks, so physical combat is necessary.

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

Requirements:
Reiatsu Cost: 25
Level: 10
Zanjutsu: 25
Reiatsu: 15
Reiatsu Control: 30
---------------------------------------

•Tagabuke Sabaki 'Mutual Warrior Drain': More of a 'last-ditch' technique, Tagabuke Sabaki takes all the remaining reiatsu that Kaosu has and turns it into a high-speed, heavy attack that mutually discharges all reiatsu from both Kaosu and his opponent if it hits. If the opponent has shikai in effect, it returns to it's unsealed form.



Requirements:
Reiatsu cost: All of remaining rp
Level: 12
Zanjutsu: 30
Reiatsu: 25
Reiatsu Control: 35

Effects:
* Roll Reiatsu Check: [1d20 + REI MOD]
* If successful, opponent loses all reiatsu for the remainder of the battle and if opponent is in shikai, he/she returns to her normal zampakuto form.
* +5 to accuracy, one round
* +5/10 to max/min damage, one round

Hymn of the Silent


Dischord

Nerd

PostPosted: Sun Jul 08, 2007 10:14 pm


Nasi Karaz
Zanpaku-to name: Mikonoumono Sessou (Honored Wild-King)

Type: Melee

Appearance:
•Of Avatar: http://i67.photobucket.com/albums/h289/Flora55/AnimeTiger.jpg
●(Unsealed): Sessou Musha differs from the normal katana shapes that most shinigami carry. Instead of being a straight sword, Sessou Musha stays straight only for about two inches from the hilt, then it curves outward. The actual blade's length is five feet, but it's curved so it's only about four feet. The guard is oval, the longer sides on the flat of the blade and an image of a spider's web is raised on it's surface, only the very tips of the web reaching the actual edge.
●(Shikai): In it's initial release, the hilt lengthens into a five-foot pole, which increases the difference between strength, versatility, or speed. The pole is made out of a black metal, which is intricately laid with a gold pattern. The blade atop this pole is three feet in length, one foot wide, and only a centimeter thick; the spearhead has the shape of a club (from a deck of cards) but is hollow except for an inch all around. On the bottom of the pole is a small, simple short blade which Kaosu can use to jab like an additional spear or stick into the ground. The blade on top is, for the most part, pretty ordinary. The only 'decoration' that the steel top possesses is a kanji on the top of the blade, both sides. The kanji reads 'Honor'.

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

Shikai Power:
● Chivalrous Charge 'Kyouyuu Ryou': If the blade of Mikonoumono Sessou hits a part of the opposer's body, the zanpaku-to will make a circular mark around the wound, more commonly known as the ‘Seal of Honor’, completely blocking the flow of reiatsu to that specific part of the body. This can only be broken if Kaosu wills it so or is knocked unconcious.

It only lasts for five turns in the beginning, but eventually can be mastered so that it lasts as long as Kaosu wants it to (like Soi Fon's Suzumebachi).

(Techniques):

•Aristei (Greek; one-on-one combat): When Kaosu stabs the end of his zanpakutou into the ground and pours reiatsu into it, Kaosu creates an arena around himself and a targeted opponent. Everything about this move is internal; nothing outside can get in or break it. This ability also negates all reiatsu attacks, so physical combat is necessary.

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

Requirements:
Reiatsu Cost: 25
Level: 10
Zanjutsu: 25
Reiatsu: 15
Reiatsu Control: 30
---------------------------------------

•Tagabuke Sabaki 'Mutual Warrior Drain': More of a 'last-ditch' technique, Tagabuke Sabaki takes all the remaining reiatsu that Kaosu has and turns it into a high-speed, heavy attack that mutually discharges all reiatsu from both Kaosu and his opponent if it hits. If the opponent has shikai in effect, it returns to it's unsealed form.

Requirements:
Reiatsu cost: All of remaining rp
Level: 12
Zanjutsu: 30
Reiatsu: 25
Reiatsu Control: 35

Effects:
* Roll Reiatsu Check: [1d20 + REI MOD]
* If successful, opponent loses all reiatsu for the remainder of the battle and if opponent is in shikai, he/she returns to her normal zampakuto form.
* +5 to accuracy, one round
* +5/10 to max/min damage, one round


Not Approved

There should be a break for technique #1, because this is a seal, not a trigger. You need to set a breaking point for the technique, as people would be able to break out of this. The duration is fine, however.
An arena has an open top, what you're thinking is more of a dome.
What is the Reiatsu Check for the third technique is necessary for? This is not specifically defined.
Last ditch techniques don't make quite as much sense for a Shikai, but it's your choice, of course. Once you can specify the above questions, we can go ahead and approve the shikai for you.
PostPosted: Sun Jul 22, 2007 12:48 am


Zanpakuto name:
Munashii [Void]

Look:
Munashii has a very unassuming appearance. It appears as a standard katana whose hilt has small spines sticking out and crossguard spirals somewhat chaotically yet gracefully. When the blade is drawn, the kanji "Mamoru" can be seen at the base and a small groove follows the entire length of the flat of the blade on either side. The sheath is rather plain, including the pink ribbon tied at the base. It's ninety centimeters long.

Shikai look:
Hikari always fights with both her zanpakutou and 'her' sheath. Upon entering shikai, she has the kanji "Mamoru" (to Guard) 'etched' in blood-red upon her forehead. She now holds two swords, one a katana and one a tantou. The katana occupies her right hand, and the tantou occupies her left hand. It's obvious her zanpakutou had undergone a transformation, but its the sheath that has undergone the grandest as it has become a second sword.

The katana is longer and pitch black. The base of the blade has the kanji "Ofensu" now. The first one-hundred twenty-two centimeters of the blade is almost perfectly straight. The last twenty centimeters gently curve to end the blade. It looks almost too straight to be a katana, but the gentle curve allows it to retain that look. The hilt is oddly elongated with spines that look longer. There's now a tassel with the same gleam as the moon. The crossguard loses the swirl to become a half-moon. The katana really looks like an ordinary blade, nothing too ornate about it.

The tantou also has a pitch black blade, and the kanji at its base reads "Defensu" as if to match and oppose the katana. The hilt is just short enough to fit in Hikari's hand, and there is no tassel to speak of. The crossguard is zealously oversized, as if to emphasize the kanji on both blades. It actually sweeps down to cover the side of her arm that would be exposed in battle (the "outer" arm) down to her elbow. It seems rigid and quite sturdy. The most unique feature of the tantou is the final eight centimeters of the blade. It seems to sweep out in an allusion to fire.

Call:
Shurikesu, Munashii! [Erase, Void!]

Powers:

Upon entering shikai, all RP consumed by Shuusoku are regained. All modifier penalties as a result from Shuusoku from the sealed state are removed.

Shuusoku [Resolved] - Hikari has two, basic stances. When she's defensive, she can only attack with each hand once per round (no matter her normal attack per round). The advantage to this stance is +1 dodge per level. She cannot release Yobi while in a defensive stance; though, counters still accrue. When she's on the offensive, she periodically (every 3 rounds of combat) releases a pounding reiatsu pulse that can flat foot her opponent [lose agility and awareness modifier to dodge] for one round. This is treated as a free action reiatsu check, no other modifiers used [attack: d20 + reiatsu modifier] [dodge: d20 + reiatsu modifier]. In shikai, this does not deplete RP, but there are no higher tier effects.

Shinkan [Silence/Fuse] - Hikari's dodge is increased by 1 per 10 points in reiatsu control. In the case of a technique being used against her, there is a chance of it fusing into the void, and to her power. Upon a successful dodge, this is done as a free action attack [agility modifier * 0.5 + awareness modifier + 2 per 10 reiatsu control] where the technique user may dodge [base dodge + awareness modifier + 4 per 10 reiatsu sense].

Yobi [Reserve] - At first, Hikari's shikai seems to give her nothing but a few new techniques and better chance to dodge (because 'void absorbs stuff'). Her normal attack and damage do not increase. This is, in fact, a deception. With every normal attack made, a number is added to a stack counter. This is with every hit or miss. At any point, Hikari may expend an attack phase to use any number of counters she has accumulated. These counters use shikai damage calculations [base + strength modifier + zanjutsu modifier + reiatsu modifier] but kidou attack modifiers.

Techniques:

Fuku Souken [Copy Creation]
Hikari can use any technique she has copied thanks to Shinkan. She must meet the minimum requirements to actually use the technique. If she cannot use the technique normally outside of shikai (as in hasn't learned/mastered it), she takes penalties to using it. If she hasn't learned it, she has half the chance of the attack succeeding, deals half the damage, and any RP cost is doubled. If she hasn't mastered it, modifiers are treated as 2 less (for the sake of the technique only), skill calculations are not taken into damage, and cost is 50% higher. As a note, shikai and bankai abilities may be absorbed by Shinkan, but they can only be used in an equal or higher state. They are treated as learned but not mastered for the sake of attack and damage calculations (minimum requirements must still be met).
Effect: varies
Reiatsu Cost: varies
Requirements
Shikai

Kuuhaku Awa [Vacuum Bubble]
Hikari surrounds herself with reiatsu to partially deflect incoming attacks for a number of rounds equal to her reiatsu modifier.
Effect: ignore vitality modifier * 1.5 + 2 per kidou + 2 per reiatsu control damage per round
Reiatsu Cost: 28
Requirements
Level: 7
Kidou: 30
Reiatsu: 34
Reiatsu Control: 40

Kanjin Isou [Vital Removal]
Hikari tightly squeezes the grip of her katana zanpakutou while bringing that fist close to her face. A red reiatsu, which could be mistaken for blood at first glance, begins seeping out between the cracks in her fist. This reiatsu suddenly jumps out toward a target before proceeding to drain reiatsu from the target to replenish Hikari. The attack is standard kidou + 2 per 10 reiatsu control. The dodge is base + awareness + 4 per 10 reiatsu control
Effect: drains 30% - 100% of Hikari's maximum RP from target and regenerates hers by that amount.
Reiatsu Cost: 25% Hikari's maximum RP
Requirements
Level: 10
Kidou: 40
Reiatsu: 42
Reiatsu Control: 50

Ikoi [Rest]
Hikari extends a distortion over a wide field which causes a feeling of relaxation and calm. This is treated as an attack [standard kidou + reiatsu modifier] that can be dodged [standard dodge]. Once under the influence of the field, Hikari determines what is experienced. She can heal [for additional RP cost per person beside herself] or create an attack of opportunity.
Effect: attack of opportunity; heal self and x additional person(s) for vitality modifier + 6 per 10 kidou + 2 per 10 reiatsu control * level
Reiatsu Cost: 40 + 15 per person (up to 5)
Requirements
Level: 15
Kidou: 60
Reiatsu: 46
Reiatsu Control: 70

Bakyu-mu Kizu [Cut into Vacuum]
A technique focusing the spacial distortions of Munashii into a single cut. At first, the cut appears normal in every respect, except it doesn't bleed. Then, as if a twisted joke, blood spurts out as if being sucked by the vacuum of the void. It hurts like mad. This is Hikari's penultimate strike, and there's a telling sign she's about to use this. She crosses her arms over her chest and stretches her swords so they arch behind her. The attack is difficult to read because one strike will be a feint as she swings them, full force, towards her opponent.
Effect: feint swing at half normal attack, real swing at twice normal attack, normal damage from zanpakutou upon successful attack, all stack counters released at wound as if target were flat footed
Reiatsu Cost: 60
Requirements
Level: 20
Zanjutsu: 60
Reiatsu: 54
Reiatsu Control: 90

Munashii Dansu [Void Dance]
A technique that has Munashii living up to its call. This is Hikari's ultimate attack in shikai. Hikari draws back and launches into a wild frenzy of attacks (twice as many at 2/3 accuracy). To the target, this may appear to be a desperation move. It is far from it. She is in full control and understands exactly what she is doing. A few attacks may land, but they are all predictable and easy to avoid, despite how many and quickly they are launched. Each swing is, of course, opening a spacial tear. These, however, are not being added to the stack counter. This attack is deadly for another reason. The moment the fury of attacks end, Hikari jumps back, tightening her grip on both katana and tantou zanpakutous. As she does this, a chaotic swirl of reiatsu seems to emit from her At this point, the real attack [agility modifier + reiatsu modifier + 2 per 10 kidou + 2 per 10 reiatsu control] that must be dodged [base + agility modifier + awareness modifier + 4 per 10 reiatsu sense] begins here. Those spacial tears Hikari opened now expand and connect together, enveloping the target for devastating damage.
Effect: target's current HP is divided by vitality modifier
Reiatsu Cost: 180
Requirements
Level: 30
Zanjutsu: 70
Kidou: 90
Reiatsu: 90
Reiatsu Control: 110

ChaosHuntress


Dischord

Nerd

PostPosted: Thu Aug 23, 2007 1:37 am


ChaosHuntress
Zanpakuto name:
Munashii [Void]

Look:
Munashii has a very unassuming appearance. It appears as a standard katana whose hilt has small spines sticking out and crossguard spirals somewhat chaotically yet gracefully. When the blade is drawn, the kanji "Mamoru" can be seen at the base and a small groove follows the entire length of the flat of the blade on either side. The sheath is rather plain, including the pink ribbon tied at the base. It's ninety centimeters long.

Shikai look:
Hikari always fights with both her zanpakutou and 'her' sheath. Upon entering shikai, she has the kanji "Mamoru" (to Guard) 'etched' in blood-red upon her forehead. She now holds two swords, one a katana and one a tantou. The katana occupies her right hand, and the tantou occupies her left hand. It's obvious her zanpakutou had undergone a transformation, but its the sheath that has undergone the grandest as it has become a second sword.

The katana is longer and pitch black. The base of the blade has the kanji "Ofensu" now. The first one-hundred twenty-two centimeters of the blade is almost perfectly straight. The last twenty centimeters gently curve to end the blade. It looks almost too straight to be a katana, but the gentle curve allows it to retain that look. The hilt is oddly elongated with spines that look longer. There's now a tassel with the same gleam as the moon. The crossguard loses the swirl to become a half-moon. The katana really looks like an ordinary blade, nothing too ornate about it.

The tantou also has a pitch black blade, and the kanji at its base reads "Defensu" as if to match and oppose the katana. The hilt is just short enough to fit in Hikari's hand, and there is no tassel to speak of. The crossguard is zealously oversized, as if to emphasize the kanji on both blades. It actually sweeps down to cover the side of her arm that would be exposed in battle (the "outer" arm) down to her elbow. It seems rigid and quite sturdy. The most unique feature of the tantou is the final eight centimeters of the blade. It seems to sweep out in an allusion to fire.

Call:
Shurikesu, Munashii! [Erase, Void!]

Powers:

Upon entering shikai, all RP consumed by Shuusoku are regained. All modifier penalties as a result from Shuusoku from the sealed state are removed.

Shuusoku [Resolved] - Hikari has two, basic stances. When she's defensive, she can only attack with each hand once per round (no matter her normal attack per round). The advantage to this stance is +1 dodge per level. She cannot release Yobi while in a defensive stance; though, counters still accrue. When she's on the offensive, she periodically (every 3 rounds of combat) releases a pounding reiatsu pulse that can flat foot her opponent [lose agility and awareness modifier to dodge] for one round. This is treated as a free action reiatsu check, no other modifiers used [attack: d20 + reiatsu modifier] [dodge: d20 + reiatsu modifier]. In shikai, this does not deplete RP, but there are no higher tier effects.

Shinkan [Silence/Fuse] - Hikari's dodge is increased by 1 per 10 points in reiatsu control. In the case of a technique being used against her, there is a chance of it fusing into the void, and to her power. Upon a successful dodge, this is done as a free action attack [agility modifier * 0.5 + awareness modifier + 2 per 10 reiatsu control] where the technique user may dodge [base dodge + awareness modifier + 4 per 10 reiatsu sense].

Yobi [Reserve] - At first, Hikari's shikai seems to give her nothing but a few new techniques and better chance to dodge (because 'void absorbs stuff'). Her normal attack and damage do not increase. This is, in fact, a deception. With every normal attack made, a number is added to a stack counter. This is with every hit or miss. At any point, Hikari may expend an attack phase to use any number of counters she has accumulated. These counters use shikai damage calculations [base + strength modifier + zanjutsu modifier + reiatsu modifier] but kidou attack modifiers.

Techniques:

Fuku Souken [Copy Creation]
Hikari can use any technique she has copied thanks to Shinkan. She must meet the minimum requirements to actually use the technique. If she cannot use the technique normally outside of shikai (as in hasn't learned/mastered it), she takes penalties to using it. If she hasn't learned it, she has half the chance of the attack succeeding, deals half the damage, and any RP cost is doubled. If she hasn't mastered it, modifiers are treated as 2 less (for the sake of the technique only), skill calculations are not taken into damage, and cost is 50% higher. As a note, shikai and bankai abilities may be absorbed by Shinkan, but they can only be used in an equal or higher state. They are treated as learned but not mastered for the sake of attack and damage calculations (minimum requirements must still be met).
Effect: varies
Reiatsu Cost: varies
Requirements
Shikai

Kuuhaku Awa [Vacuum Bubble]
Hikari surrounds herself with reiatsu to partially deflect incoming attacks for a number of rounds equal to her reiatsu modifier.
Effect: ignore vitality modifier * 1.5 + 2 per kidou + 2 per reiatsu control damage per round
Reiatsu Cost: 28
Requirements
Level: 7
Kidou: 30
Reiatsu: 34
Reiatsu Control: 40

Kanjin Isou [Vital Removal]
Hikari tightly squeezes the grip of her katana zanpakutou while bringing that fist close to her face. A red reiatsu, which could be mistaken for blood at first glance, begins seeping out between the cracks in her fist. This reiatsu suddenly jumps out toward a target before proceeding to drain reiatsu from the target to replenish Hikari. The attack is standard kidou + 2 per 10 reiatsu control. The dodge is base + awareness + 4 per 10 reiatsu control
Effect: drains 30% - 100% of Hikari's maximum RP from target and regenerates hers by that amount.
Reiatsu Cost: 25% Hikari's maximum RP
Requirements
Level: 10
Kidou: 40
Reiatsu: 42
Reiatsu Control: 50

Ikoi [Rest]
Hikari extends a distortion over a wide field which causes a feeling of relaxation and calm. This is treated as an attack [standard kidou + reiatsu modifier] that can be dodged [standard dodge]. Once under the influence of the field, Hikari determines what is experienced. She can heal [for additional RP cost per person beside herself] or create an attack of opportunity.
Effect: attack of opportunity; heal self and x additional person(s) for vitality modifier + 6 per 10 kidou + 2 per 10 reiatsu control * level
Reiatsu Cost: 40 + 15 per person (up to 5)
Requirements
Level: 15
Kidou: 60
Reiatsu: 46
Reiatsu Control: 70

Bakyu-mu Kizu [Cut into Vacuum]
A technique focusing the spacial distortions of Munashii into a single cut. At first, the cut appears normal in every respect, except it doesn't bleed. Then, as if a twisted joke, blood spurts out as if being sucked by the vacuum of the void. It hurts like mad. This is Hikari's penultimate strike, and there's a telling sign she's about to use this. She crosses her arms over her chest and stretches her swords so they arch behind her. The attack is difficult to read because one strike will be a feint as she swings them, full force, towards her opponent.
Effect: feint swing at half normal attack, real swing at twice normal attack, normal damage from zanpakutou upon successful attack, all stack counters released at wound as if target were flat footed
Reiatsu Cost: 60
Requirements
Level: 20
Zanjutsu: 60
Reiatsu: 54
Reiatsu Control: 90

Munashii Dansu [Void Dance]
A technique that has Munashii living up to its call. This is Hikari's ultimate attack in shikai. Hikari draws back and launches into a wild frenzy of attacks (twice as many at 2/3 accuracy). To the target, this may appear to be a desperation move. It is far from it. She is in full control and understands exactly what she is doing. A few attacks may land, but they are all predictable and easy to avoid, despite how many and quickly they are launched. Each swing is, of course, opening a spacial tear. These, however, are not being added to the stack counter. This attack is deadly for another reason. The moment the fury of attacks end, Hikari jumps back, tightening her grip on both katana and tantou zanpakutous. As she does this, a chaotic swirl of reiatsu seems to emit from her At this point, the real attack [agility modifier + reiatsu modifier + 2 per 10 kidou + 2 per 10 reiatsu control] that must be dodged [base + agility modifier + awareness modifier + 4 per 10 reiatsu sense] begins here. Those spacial tears Hikari opened now expand and connect together, enveloping the target for devastating damage.
Effect: target's current HP is divided by vitality modifier
Reiatsu Cost: 180
Requirements
Level: 30
Zanjutsu: 70
Kidou: 90
Reiatsu: 90
Reiatsu Control: 110


Not Approved. Please read the notes below.

You used too much math! >_> I hate math and you made me read through pages of it while skimming your sword. I hate you right now, know and understand this.

Three powers is a little much, but this is personal opinion. Over all, the powers are quite sound, though void = negation, not storing. You're talking about something like a pocket dimension, and also; some attacks are specific to a single weapon - other weapons may not be able to duplicate these. You need to keep that in mind.

Fuku Souken - Refer to my notes as above.

Kuuhaku Awa - This is a little questionable, but I'll allow it with a minor modification. Don't apply the +2 per reiatsu control. You can only modify vit modifier 8 1.5 + 2 per 10 kidou ranks.

Kanjin Isou - you need to actually -touch- the opponent in order to drain their reiatsu.

Ikoi - We're not using Attacks of Opportunity in the guild at all. I'm going to say this needs to be worked on.

Bakyu-mu Kizu - Approved.

Munashii Dansu - Approved.
PostPosted: Thu Aug 23, 2007 7:16 pm


NOTE: Anything marked with a
  • has been altered.


    Zanpakuto name:
    Munashii [Void]

    Look:
    Munashii has a very unassuming appearance. It appears as a standard katana whose hilt has small spines sticking out and crossguard spirals somewhat chaotically yet gracefully. When the blade is drawn, the kanji "Mamoru" can be seen at the base and a small groove follows the entire length of the flat of the blade on either side. The sheath is rather plain, including the pink ribbon tied at the base. It's ninety centimeters long.

    Shikai look:
    Hikari always fights with both her zanpakutou and 'her' sheath. Upon entering shikai, she has the kanji "Mamoru" (to Guard) 'etched' in blood-red upon her forehead. She now holds two swords, one a katana and one a tantou. The katana occupies her right hand, and the tantou occupies her left hand. It's obvious her zanpakutou had undergone a transformation, but its the sheath that has undergone the grandest as it has become a second sword.

    The katana is longer and pitch black. The base of the blade has the kanji "Ofensu" now. The first one-hundred twenty-two centimeters of the blade is almost perfectly straight. The last twenty centimeters gently curve to end the blade. It looks almost too straight to be a katana, but the gentle curve allows it to retain that look. The hilt is oddly elongated with spines that look longer. There's now a tassel with the same gleam as the moon. The crossguard loses the swirl to become a half-moon. The katana really looks like an ordinary blade, nothing too ornate about it.

    The tantou also has a pitch black blade, and the kanji at its base reads "Defensu" as if to match and oppose the katana. The hilt is just short enough to fit in Hikari's hand, and there is no tassel to speak of. The crossguard is zealously oversized, as if to emphasize the kanji on both blades. It actually sweeps down to cover the side of her arm that would be exposed in battle (the "outer" arm) down to her elbow. It seems rigid and quite sturdy. The most unique feature of the tantou is the final eight centimeters of the blade. It seems to sweep out in an allusion to fire.

    Call:
    Shurikesu, Munashii! [Erase, Void!]

    Powers:

    Upon entering shikai, all RP consumed by Shuusoku are regained. All modifier penalties as a result from Shuusoku from the sealed state are removed.

    Shuusoku [Resolved] - Hikari has two, basic stances. When she's defensive, she can only attack with each hand once per round (no matter her normal attack per round). The advantage to this stance is +1 dodge per level. She cannot release Yobi while in a defensive stance; though, counters still accrue. When she's on the offensive, she periodically (every 3 rounds of combat) releases a pounding reiatsu pulse that can flat foot her opponent [lose agility and awareness modifier to dodge] for one round. This is treated as a free action reiatsu check, no other modifiers used [attack: d20 + reiatsu modifier] [dodge: d20 + reiatsu modifier]. In shikai, this does not deplete RP, but there are no higher tier effects.

  • Shinkan [Silence] - Hikari's dodge is increased by 1 per 10 points in reiatsu control.

    Yobi [Reserve] - At first, Hikari's shikai seems to give her nothing but a few new techniques and better chance to dodge (because 'void absorbs stuff'). Her normal attack and damage do not increase. This is, in fact, a deception. With every normal attack made, a number is added to a stack counter. This is with every hit or miss. At any point, Hikari may expend an attack phase to use any number of counters she has accumulated. These counters use shikai damage calculations [base + strength modifier + zanjutsu modifier + reiatsu modifier] but kidou attack modifiers.

    Techniques:

  • Munashii Suraisu [Void Slice]
    Hikari slides her katana across her tantou, so that grating metal can be heard, before violently thrusting her katana towards a target. The distance between them is too great for either zanpakutou to hit, so this attack is based on standard kidou attack modifier plus an additional 1 per 10 reiatsu control, and damage is standard shikai. If the target is hit, a cut, much like one from a blade, appears, but there is no blood. The injury is also numb. At lower levels, this attack is only effective when it strikes the arms or legs of a target. In this case, acquires either a -4 penalty to attack or - 8 penalty to dodge. Things start to get interesting when Hikari reaches level 18, 22, 28, 32, and 38. At first, any effect only lasts for 2 rounds. At each 'level up' (new requirement level) when a new effect is added, an additional 3 rounds is added (for a total of 20 rounds).
    Effect: varies by where struck, 2 - 20 rounds based on level
    Level 1: target -4 attack (arm) or -8 dodge (leg)
    Level 2: target -1 reiatsu modifier (gut); +6 RP cost
    Level 3: target -1 awareness modifier (back)
    Level 4: target -1 strength modifier (arm) or -1 agility modifier (leg)
    Level 5: target -1 intelligence modifier (head); +12 RP cost
    Level 6: target -1 vitality modifier (chest); Hikari may now release Munashii Suraisu up to her normal number of attacks per round but RP cost increases by 50% per additional release
    Reiatsu Cost: 12 + 50% per additional release (Level 6) (no more than standard 1H attacks per round)
    Requirements
    Shikai
    Level 1 - Hikari Level 5
    Level 2 - Hikari Level 18
    Level 3 - Hikari Level 22
    Level 4 - Hikari Level 28
    Level 5 - Hikari Level 32
    Level 6 - Hikari Level 38

  • Kuuhaku Awa [Vacuum Bubble]
    Hikari surrounds herself with reiatsu to partially deflect incoming attacks for a number of rounds equal to her reiatsu modifier.
    Effect: ignore vitality modifier * 1.5 + 2 per 10 kidou damage per round
    Reiatsu Cost: 28
    Requirements
    Level: 7
    Kidou: 30
    Reiatsu: 34
    Reiatsu Control: 40

  • Kanjin Isou [Vital Removal]
    Hikari tightly squeezes the grip of her katana zanpakutou while bringing that fist close to her face. A red reiatsu, which could be mistaken for blood at first glance, begins seeping out between the cracks in her fist. This reiatsu pours over her sword before she attacks (for her normal attacks per round). Her Yobi do not accrue during this attack, which steals reiatsu from the target to replenish Hikari.
    Effect: +2 per 10 reiatsu control to hit, drains 20% - 40% of Hikari's maximum RP from target per landing attack and regenerates hers by that amount, overflow heals her HP by 1/4 remaining
    Reiatsu Cost: 15% Hikari's maximum RP
    Requirements
    Level: 10
    Kidou: 40
    Reiatsu: 42
    Reiatsu Control: 50

  • Ikoi [Rest]
    Hikari extends a distortion over a wide field which causes a feeling of relaxation and calm. This is treated as an attack [standard kidou + reiatsu modifier] that can be dodged [standard dodge]. Once under the influence of the field, Hikari determines what is experienced. She can heal [for additional RP cost per person beside herself], which ends Ikoi immediately, or reduce opponents dodge and attack capabilities for a certain amount of time.
    Effect: opponent(s) attack and dodge modifiers are reduced by half for 5 to 10 rounds based on RP spent; heal self and up to 5 additional persons for vitality modifier + 6 per 10 kidou + 2 per 10 reiatsu control
    Reiatsu Cost: 40 + 25 per additional round; 40 + 15 per additional person
    Requirements
    Level: 15
    Kidou: 60
    Reiatsu: 46
    Reiatsu Control: 70

    Bakyu-mu Kizu [Cut into Vacuum]
    A technique focusing the spacial distortions of Munashii into a single cut. At first, the cut appears normal in every respect, except it doesn't bleed. Then, as if a twisted joke, blood spurts out as if being sucked by the vacuum of the void. It hurts like mad. This is Hikari's penultimate strike, and there's a telling sign she's about to use this. She crosses her arms over her chest and stretches her swords so they arch behind her. The attack is difficult to read because one strike will be a feint as she swings them, full force, towards her opponent.
    Effect: feint swing at half normal attack, real swing at twice normal attack, normal damage from zanpakutou upon successful attack, all stack counters released at wound as if target were flat footed
    Reiatsu Cost: 60
    Requirements
    Level: 20
    Zanjutsu: 60
    Reiatsu: 54
    Reiatsu Control: 90

    Munashii Dansu [Void Dance]
    A technique that has Munashii living up to its call. This is Hikari's ultimate attack in shikai. Hikari draws back and launches into a wild frenzy of attacks (twice as many at 2/3 accuracy). To the target, this may appear to be a desperation move. It is far from it. She is in full control and understands exactly what she is doing. A few attacks may land, but they are all predictable and easy to avoid, despite how many and quickly they are launched. Each swing is, of course, opening a spacial tear. These, however, are not being added to the stack counter. This attack is deadly for another reason. The moment the fury of attacks end, Hikari jumps back, tightening her grip on both katana and tantou zanpakutous. As she does this, a chaotic swirl of reiatsu seems to emit from her At this point, the real attack [agility modifier + reiatsu modifier + 2 per 10 kidou + 2 per 10 reiatsu control] that must be dodged [base + agility modifier + awareness modifier + 4 per 10 reiatsu sense] begins here. Those spacial tears Hikari opened now expand and connect together, enveloping the target for devastating damage.
    Effect: target's current HP is divided by vitality modifier
    Reiatsu Cost: 180
    Requirements
    Level: 30
    Zanjutsu: 70
    Kidou: 90
    Reiatsu: 90
    Reiatsu Control: 110

  • ChaosHuntress


    Hymn of the Silent

    PostPosted: Thu Aug 23, 2007 8:19 pm


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

    Type: Melee

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

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

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

    Technique roll (if initial strike successful): 1d20 + (1.5 * Rei Mod)
    Break roll: 1d20 + Rei Mod
    -----------------------------------------------------------------------------
    (Techniques):

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

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


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

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

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

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

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

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


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

    Benefits:
    •First Chant:
    -5 to Dodge
    +5 Accuracy
    Damage to Kaosu halved.

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


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

    Requirements:
    •Level: 25
    •Zanjutsu: 25
    •Kidou: 15
    •Reiatsu Control: 35
    PostPosted: Sat Aug 25, 2007 6:11 am


    Nasi Karaz
    Shikai


    Approved

    Dischord

    Nerd


    Dischord

    Nerd

    PostPosted: Mon Aug 27, 2007 4:49 am


    ChaosHuntress
    Shikai


    Approved
    Reply
    The Roots Of Soul Society

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