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on Wed Jan 30, 2013 7:10 pm
Name: Tobu
Type: Supplementary|Hohō
Rank: Amateur
Range: Up to twenty metres
Duration: Instant
Cooldown: 2 posts
Description: Tobu is a basic movement technique. It allows the Shinigami to kick off the ground with much more force than normal, allowing them to leap many metres into the air. They do this by flooding their legs with Reiryoku and then firing it into the ground as they kick off. This allows the Shinigami to get airborn rapidly, as well as to approach an enemy with speed.

Name: Fuuton Hokousha
Type: Supplementary|Hohō
Rank: Novice
Range: The base of the user's feet.
Duration: Unlimited
Cooldown: None
Description: Fuuton Hokousha is the art of walking on the air. It allows the Shinigami to walk on the air by creating and sustaining tiny platforms of Reiryoku at their feet. By doing this, the Shinigami can walk through the air as though it were solid. The Shinigami can also use this to regain his footing after being knocked flying.

Name: Fuzen Shunpo
Type: Supplementary|Hohō
Rank: Apprentice
Range: Up to 7 metres
Duration: Instant
Cooldown: 4 posts
Description: Fuzen Shunpo is an incredibly basic variation of Shunpo, and is the first form a Shunpo user must learn. The Shinigami will consolidate Reiryoku in their legs, and then kick off using it, allowing them to move a short distance so quickly that to the untrained eye, it appears as if they have "blinked" a short distance. As this is an incomplete Shunpo, even the untrained spiritually advanced person can follow the movement to a degree, but it will appear to these individuals as though you are blinking a few inches forward in rapid succession rather than one sleek movement. This technique can be followed by someone with a perception of at least 2 tiers lower than the technique, or 2 tiers of movement lower, allowing them to effectively guard against an assault delivered combined with the Shunpo. This technique, while it appears as though they are teleporting, is simply an incredibly rapid straight line movement, and as such they cannot move through physical objects, nor does it give them immunity to damage. So, if there is a wall of fire between the individual and their destination, it will still burn them as they go through.

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Name: Zanpakutō no bu-meran
Type: Supplementary|Zanjutsu
Rank: Amateur
Range: 20 metres
Duration: Instant
Cooldown: 16 posts
Description: Zanpakutō no bu-meran is a technique where the Shinigami summons their Zanpakutō if they have lost their grip upon it. As it builds upon the bond between the Shinigami and their Zanpakutō, it requires at least Adept rank in Zanpakutō. The Shinigami merely extends their arm towards the direction of their Zanpakutō, speaking aloud it's name and ordering it to return. The Zanpakutō, unless being physically held back by an enemy, will then rocket towards the Shinigami, landing in their hand by the hilt.

Name: Suikawari
Type: Offensive|Zanjutsu
Rank: Apprentice
Range: The user's blade
Duration: Instant
Cooldown: 4 posts
Description: Suikawari is a basic Zanjutsu swords strike designed to provide a powerful downwards swing. The practitioner will leap into the air, swinging their blade downwards between their legs. This will drive the blade down with immense force, able to easily tear an individual in two.

Name: Agitowari
Type: Offensive|Zanjutsu|Hohō
Rank: Adept
Range: The user's blade
Duration: Instant
Cooldown: 6 posts
Description: Agitowari is an advanced Zanjutsu technique that allows for a precision cut of extreme force and speed. Agitowari uses the principles of Hohō, and as such requires that the user is at least Intermediate rank in it. The practitioner will draw their blade, lunging at the intended target at pace. They when then drag the blade across their intended target's abdomen in a powerful strike that can cleave them cleanly in two, leaving them bi-sectioned.

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Name: Tsukihirate
Type: Offensive|Hakuda
Rank: Amateur
Range: Self, with the shockwave having a range of 5 metres.
Duration: Instant
Cooldown: 2 posts
Description: Tsukihirate is a basic rank strike, used by practitioners of the Hakuda way of fighting. It is a palm thrust, which, similar to Hadō #1: Shō, sends out a shockwave that can knock it's target back several feet, even without direct contact. Direct contact, however, can send the target flying back a significantly further distance.

Name: Sonikkusutoraiku
Type: Offensive|Hakuda|Hohō
Rank: Novice
Range: Self
Duration: Instant
Cooldown: 3 posts
Description: Sonikkusutoraiku is a basic strike that combines Hakuda with Hohō. As such, it requires novice rank in both Hakuda and Hohō to learn. Sonikkusutoraiku launches a Hohō aided kick. The user will raise their leg, and then, by applying the principles of Shunpo to it, fire the leg in a sudden burst of speed and force. It has the ability to send the target flying on impact, as well as causing micro fractures in bone.

Name: Tesshō
Type: Offensive|Hakuda
Rank: Apprentice
Range: Self
Duration: Instant
Cooldown: 4 posts
Description: Tesshō is a basic rank strike, used by Practitioners of the Hakuda way of fighting. It is a palm strike, where the user focuses Reiryoku into the base of the palm of their hand, and then unleashes it on contact to greatly increase the force of their strike.

Name: Oni Dekopin
Type: Offensive|Hakuda
Rank: Intermediate
Range: Self
Duration: Instant
Cooldown: 5 posts
Description: Oni Dekopin is an intermediate rank strike, used by experts in the Hakuda way of fighting. Oni Dekopin is a simple technique, where the user consolidates a large level of Reikryoku into the tip of their finger, and then flicks it at the enemy. On impact, Oni Dekopin has enough striking power to send an enemy flying hundreds of metres.

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Name: Hadō #33: Sōkatsui
Type: Offensive|Hadō
Rank: Intermediate
Range: 35 metres
Duration: Instant
Cooldown: 5 posts
Description: Sōkatsui is an intermediate offensive Hadō technique. The user aims the palm of their hand at the target, forming a small sphere of blue Reiryoku, which will then burst out as a wave of energy towards the intended target. It may be blocked by an Intermediate rank defensive technique, such as a Kirchenlied or a Bakudō.

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Name: Bakudō #21: Sekienton
Type: Supplementary|Bakudō
Rank: Apprentice
Range: 10 metres
Duration: 2 posts
Cooldown: 6 posts
Description: Sekienton is a basic Bakudō technique, designed to hide the movements of the user, either to augment an attack or to aid in escape. The Shinigami performs this technique but pointing their palms downwards towards their feet and speaking the name aloud. Their hands will produce a burst of light red smoke, which will rapidly expand and cover an area of roughly ten metres. This smoke shall last for two posts.

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Name: Kagi no Senkaimon
Type: Supplementary|Chikaku
Rank: Amateur
Range: Inter-dimensional
Duration: Instant
Cooldown: None
Description: Kagi no Senkaimon is a technique designed to allow the user to travel in-between Soul Society and the World of the Living by opening the Senkaimon. To perform it, the Shinigami merely has to thrust their Zanpakutou forwards, and then turn it to the right like a key. This will open the Senkaimon before them, and produce a hell butterfly to guide the Shinigami to their destination. Only Shinigami can travel through the Senkaimon. This technique cannot be used in combat.

Name: Reiraku
Type: Supplementary|Chikaku
Rank: Novice
Range: five Kilometres
Duration: Instant
Cooldown: None
Description: Reiraku is a fundamental perception technique designed to help a spiritually active person see energy beyond what they can passively feel. To perform it, all the Shinigami has to do is close their eyes and focus for a few seconds. Once they reopen their eyes, they will be surrounded by thousands of small strands, known as spirit ribbons. Average human beings with little to no Reiryoku have white ribbons. Shinigami have red ribbons. Quincy and Fullbringers have green ribbons, while hollows have blue ribbons. all these ribbons lead back to the person the Reiryoku originates from, allowing the individual to follow it to it's source.

Name: Chikaku
Type: Supplementary|Chikaku
Rank: Intermediate
Range: Ten Kilometres
Duration: Instant
Cooldown: 5 posts
Description: Chikaku is an advanced perception technique designed to detect individuals with spiritually active levels of Reiryoku. The individual shuts their eyes, releasing a pulse of Reiryoku that pings back in a similar fashion to sonar. It only replies to individuals with enough Reiryoku to see spirits, eliminating the issue Reiraku has with being flooded with many irrelevant ribbons. These Reiryoku sources are seen as flames, with the flame being larger the more Reiryoku the target has.

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Shikai Release Command: Ayatsuru In'ei no Ningyôtsukai
Shikai Appearance: The form which Ryou's Shikai takes moves right along with the Shinigami's thought process in and out of combat. Normally holding his Zanpakutō in his right hand, means that his sword simply seems to mold down around it. Like a dark shadow consuming the appendage only to take on the form of a very short scale armor gauntlet. It ends a bit below the wrist, and doesn't seem to offer much in the way of armor protection, except on the top of his fingers with a red colored metal that is done in a scaled pattern for flexibility. Also the armor on the back of the hand is a bit thicker, because of its vulnerability to being hit, while the palm is more flexible.

The color of the glove like most things Ryou owns is solid black, but it is all full of a few interesting designs. All of which are colored red, and are mostly swirls or cracks going across it. The one on the back of his palm is the most intricate being that it is the image of his spirit holding a marionette with a puppet at the ends of the strings. These part though, are simple the superficial, but truly it is his Zanpkuto’s way reminding him that it is always there. So that if he ever loses a reason to fight for those around him, at least he will never forget to fight for it.

It is at the tips of Ryou's fingers that the weapon of his Shikai lay. Coming out of each fingertip is a blade, which are all strong for their size. Each one adds to the length of its respective finger by two and one half, plus they rub together quite frequently because of Ryou's nervous tick. Though it is obvious by their nature that they are not the main weapon, but are the points from which this Shinigami controls his amusing game of shadow puppets. Still that doesn't keep them from being a deadly weapon, and if Ryou is able to position himself correctly he will certainly use his Shikai to kill directly.

Shikai Powers: The Shikai itself is mostly made for hand to hand combat based fighting. Which means that normally Ryou prefers to get in close to his enemies to try and use the five claws that are on his hand. Each blade is made of an almost unbreakable material, and is sharped in a manner to increase the sound of Ryou's fingers twicthing together. The main purpose of the blades when it comes to Ryou's abilties is the connection they create to any shadow that he touches. This then allows him to manipulate the shadows in various forms to use on the attack and defense, as well as purposes of causes distraction and chaos. The last thing is done by the creatures that he can create out of his own shadow.

Shikai Abilities:

Name: Kage no ken (Swords of Shadows)
Type: Offensive| Hado
Rank: Intermedate
Range: 30 meters/The shadows go away if he leaves a 40 meters from them
Duration: 8 post
Cooldown: 5 post
Description: This ability is Ryou’s main form of attack and what he uses to give his defensive fighting style a strong offensive. With Kage no ken he is able form, up to seven stabbing tendrils, either his own shadow or a shadow that he has touched with his shikai. The tendrils are made completely out of the shadow and will attempt to either stab the target or sword fight with them, since it takes an almost knife like shape. Ryou controls the actions of the shadow himself with finger movements of his Shikai if needed. If it not his own shadow that the tendril is set to come from, then he must be able to see it, and it can’t belong to another person.

Name: Kage no tate (Shield of Shadows)
Type: Defensive| Bakudo
Rank: Intermedate
Range: 30 meters/The shadows go away if he leaves a 40 meters from them
Duration: 8 post
Cooldown: 6 post
Description: Kage no tate is basically the more defensive version of Kage no ken, in the fact that the tendrils are more formed to be a shield than a sword, plus is quite a bit stronger when deflecting blows and energy. Plus the number that can be deployed is reduced to 5 instead of 7 like in the sword ability. It can be deployed at the same time as 4 tendrils form Kage no ken, and at this point limits his movement, and must come from his own shadow directly.

Name: Yami no akumu (Nightmares of the Darkness)
Type: Offensive| Hado
Rank: Intermedate
Range: They must stay within 40 meters of Ryou
Duration: 5 post
Cooldown: 8 post
Description: Nightmares of the Darkness is the best expression of In'ei's split personallity. As ability creates 6 gremlien looking creatures out of Ryous shadow with each pair having blue, green, pink glowing eyes respectively... as well as playful tone that belies there nature. that count as having novice rank in melee. Becuase of the fact they are tricksters who attempt act in ambush with Ryou and so therefore are more shealthy then they are deadly when you come face to face with them. Any oppenanets require Intermedate rank in perception to see them when they are in shadows. Each creature can be distroyed with a Novice rank tech.

Name: Kage no bēru (Veil of the Shadows)
Type: Defensive| Bakudo
Rank: Intermedate
Range: He can move to any shadow conected to the one he fades into
Duration: Instant
Cooldown: 5 post
Description: Veil of Shadows gives Ryou the ability to fade into a shadow that he touches. When doing this it makes him much harder to dectect both visably because he is hiding in the dark, and also trying to sense him becomes more diffucult. Which is why the person has to have a precepition that is + 1 the rank of this ability to detect Ryou when he is hiding in this manner. Also he can move to any shadow touching the one that he has faded into, though doing so brings down his ability to hide by -1 rank from the +1 rank for every movement. Also an attempt to surprise attack form this postion will also have the same effect causing a immedate -2 drop in the current rank.

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Bankai Release Command: The Mad Puppeteers Court (Maddo kugutsu-shi no kōto)
Bankai Appearance: To unleash his Bankai Ryou has to reach back and draw his claws up his back. The moment he does he speaks the name of his bankai and suddenly three black lung dragon like worms with growing blue, pink, and green eyes come out. Each of them calling themselves, “Jugde, Jury, and Jaberwocky.” They symbolize his spirits different spiritual personalities, with the first being Sukai, The second is In’ei and the third is Ningy. Also five of the sword tendrils come out, and his claws lengthen by ½. Then Jury, simply lays a stove top hat on his head. His clothing seems to become like that of a hobo like gentlemen, with belt like straps that are wrapped around his arms under his suit in a sleeve like manner, and also around his abdomen. Overall giving him an odd Mad Hatter like appearance.

Bankai Powers: Judge, Jury, and Jaberwocky: These three tendrils represent his spirit in the real word, and also talk like them. Though in a more demonic manner. The three of them are strengthened by being within the area of the Court, and also simply by the fact that they count as a defensive, and offensive tentacle. They themselves are also allowed to use an part of the court as a way of lauching supirse attacks… to dive in and out of, so that they can attack form below… or above if Ryou has been successful in feeling up a building with his courtroom. Also the ability causes six of the sword tentacles to stick of Ryou’s back along with the three spirits, and like the spirits these can be guided in and out of parts of the Court that is created. Plus they give him a speed boost of +1 rank.

Bankai Abilities:

Name: The Madman’s Court
Type: Offensive|Hado
Rank: Intermedate
Range: 150 meters
Duration: 10 post
Cooldown: Once per thread
Description: This is the Bankai’s most basic ability and it’s major purpose is that it strengthens his original abilities. What Madman’s Court allows him to do is to create shadows out of his weapon hand so long as he leaves it on spot for a set amount of time. The larger the amount of time, the larger the shadow, and this can even be done in thin air, but this shadow shrinks back in on itself in an instant. While in the area of shadow courtroom, the person is tallyed by the presence of their shadow as another defendent in the court... and so strengths the attacks of the Judge, Jury, and Jaberwocky against them. Also it allows for Ryou to create 2 of his beast for every person in the court, with the number now limited to 8.

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