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12th Division Captain

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on Thu Sep 26, 2013 11:46 am
Shikai:
Shikai Release Command: Tsuki ni mieru (月に見える-Look to the moon)
Shikai Appearance:
Shikai Powers: The blade seems to be constantly dripping some sort of black ooze. And with a single hand gesture or swing of the sword this black ooze becomes black demonic looking wolves. Up to four wolves at a time. The cool down per wolf destroyed to be regenerated is 3 posts but there are four that are prepped to be summoned on stand by. Meaning that only four wolves can be out passively at a time however when one is destroyed its cool down starts and up to four replacements can be done during the cool down. These are considered basic attacks and there fore are scaled to the weaponry(Zanjutsu) for strength and speed. The range these Wolves can move is up to 60 meters from the user These last until destroyed via the site scale. (reference to site scale at the bottom.)
Shikai Abilities:

Name: Chimamire no Mayonaka(血まみれの真夜中-Bloody Midnight)
Type: Defensive|Bakudō
Rank: Adept
Range: 3 metres
Duration: 5 posts
Cooldown: 10 posts
Description: A wave of dark Water Washes up Ashlands arm from the hilt as the eye on the sword looks at him. Coating him in a black shroud. This Black Shroud reaches out and deflects anything his adept level spell or lower that enters his range. This technique follows site tier rules as listed at the bottom



Tier rules:
Basic Attacks vs Techniques: The primary schools of combat (Bogenschießen, Zanjutsu, Hakuda etc.) have techniques, much like Hadō does. As such, when a basic attack like a non-technique sword swing, collides with a technique, the technique will always win. For example, a Transcender rank Arte de la Espada's basic sword swing strikes an amateur rank defensive technique like Bakudō #8: Seki, the amateur rank technique will always win. However, this does not apply to Hierro and Blut techniques that harden the person's skin. A basic sword swing can cut through one of these techniques if there is at least a 5 tier difference. For example, an amateur Hierro/blut technique can block up to Adept rank. However, an expert swordsman would be able to cut through it.

Basic Attacks vs Basic Attacks:

No Difference: This is when the tiers are the same. For example, two amateur rank Zanjutsu users, or two Master rank Hakuda users. They will be perfectly matched when they lock swords, with their strength being identical.
One Tier Difference: This is where there is a One Tier Difference. For example, Amateur vs novice, or master vs Grandmaster. The higher ranked individual has a minute advantage. For example, if a Master in Zanjutsu locked swords with a Grandmaster in Zanjutsu, they would essentially be equal, though the higher tiered individual will have a small advantage.
Two Tier Difference: This is where there is a Two Tier Difference. For example, Amateur vs Apprentice, or master vs Transcender. The higher ranked individual has a noteworthy advantage. For example, if a Master in Zanjutsu locked swords with a Transcender in Zanjutsu, the higher ranked individual would begin to overpower the lower ranked individual.
Three Tier Difference: This is where there is a Three Tier Difference. For example, Amateur vs Intermediate, or Advanced vs Transcender. The higher ranked individual has a clear advantage. For example, if an Advanced user of Zanjutsu locked swords with a Transcender in Zanjutsu, the Transcender would easily overpower the lower ranked individual. At this point, direct confrontation by the lower ranked individual is essentially pointless, forcing them to fight with strategy rather than direct confrontation.
Four Tier Difference: This is where there is a Four Tier Difference. For example, Amateur vs Adept, or Expert vs Transcender. The higher ranked individual has a domineering advantage. For example, if an Expert user of Zanjutsu locked swords with a Transcender in Zanjutsu, the Transcender would effortlessly overpower the lower ranked individual.
Five Tier Difference: This is where there is a Five Tier Difference. For example, Amateur vs Expert, or Adept vs Transcender. The higher ranked individual has an immense advantage. For example, if an Adept user of Zanjutsu locked swords with a Transcender in Zanjutsu, the Transcender would overpower the lower ranked individual so dramatically, that merely clashing swords with them would cause the lower ranked individual's blade to begin to crack and dent.
Six Tier Difference and higher: This is where there is a Six Tier Difference or higher. For example, Amateur vs, Advanced or Intermediate vs Transcender. The higher ranked individual has complete domination. For example, if an Intermediate user of Zanjutsu locked swords with a Transcender in Zanjutsu, the Transcender would overpower him so dramatically that he could cut clean through the lower ranked individual's Zanpakutō.


Technique vs Technique: Techniques interact in different ways depending on how they function. Two offensive techniques colliding are calculated on a tier system, shown below. All binding techniques state their own weaknesses, and barrier techniques detail what they can block.

No Difference: This is when the tiers are the same. For example, two amateur rank Hadō techniques, or two Master rank Gintō techniques.
Cancel each other out. These techniques are the same power, and when they collide, will cancel each other out.
One Tier Difference: This is where there is a One Tier Difference. For example, Amateur vs novice, or master vs Grandmaster. When these two spells meet, the higher ranked one will devour the lower ranked technique and continue on. However, the higher ranked technique will only have 25% of it's initial power left.
Two Tier Difference: This is where there is a Two Tier Difference. For example, Amateur vs Apprentice, or master vs Transcender. When these two spells meet, the higher ranked one will devour the lower ranked technique and continue on. However, the higher ranked technique will only have 75% of it's initial power left.
Three Tier Difference or higher: This is where there is a Three Tier Difference or higher. For example, Amateur vs Intermediate, or Advanced vs Transcender. When these two spells meet, the higher ranked one will devour the lower ranked technique and continue on. The power of the higher ranked technique will be unaffected by this encounter.


Amateur rank:
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: 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: 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: Hadō #1: Shō
Canon/Custom: Canon
Type: Offensive|Hadō
Rank: Amateur
Range: 8 metres
Duration: instant
Cooldown: 2 posts
Description: Shō is the most basic of all the Hadō techniques. The Shinigami merely points one of their fingers at the target. They then generate a sudden burst of Reiryoku, which forces the opponent back a few feet.

Name: Hadō #2: Kase
Type: Supplementary|Hadō
Rank: Amateur
Range: 8 metres
Duration: Instant
Cooldown: 2 posts
Description: Kase is one of the most basic of all Hadō techniques. The Shinigami simply points their finger towards the target, before curling it inward. As they do this, they generate a suction effect with their Reiryoku, pulling the target in. This effect has enough force to make an unsuspecting target stumble and lose their footing.

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.

Novice rank:
Name: Sonikkusuingu
Type: Offensive|Zanjutsu|Hohō
Rank: Novice
Range: The user's Blade
Duration: Instant
Cooldown: 3 posts
Description: Sonikkusuingu is a basic technique used by practitioners of Zanjutsu. It combines the principles of swordsmanship with the ways of Shunpo to launch the user's blade in a rapid fire swing. Because of this, the Shinigami must also be Novice rank in Hohō. To perform Sonikkusuingu, the Shinigami raises his blade, holding it out horizontally to one side. They then fire their arm using a burst of Reiryoku, in a similar way to how Shunpo works. This increases the speed of the swing dramatically, making it harder to block. It does not, however, make it move at a speed where the opponent cannot perceive it, regardless of the rank of the user's movement or perception.

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: Hadō #11: Tsuzuri Raiden
Canon/Custom: Canon
Type: Offensive|Hadō
Rank: Novice
Range: Dependant on the surface it's applied to, to a maximum range of thirty metres
Duration: 1 post
Cooldown: 3 posts
Description: Tsuzuri Raiden is one of the most basic of all offensive Hadō techniques. The Shinigami merely speaks the name of the technique, and touches a surface. As they do this, they send an electrical current into the surface. This current then travels along it, assuming it is a surface that can conduct electricity, such as steel. If it connects with an enemy, it will electrocute them, causing them to lose muscle control as well as causing first degree burns. It can be blocked by a Novice rank defensive technique, such as a Kirchenlied or a Bakudō.

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: 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.

Apprentice level:

Name: Bakudō #30: Shitotsu Sansen
Type: Supplementary|Bakudō
Rank: Apprentice
Range: 20 metres
Duration: 2 posts
Cooldown: 6 posts
Description: Shitotsu Sansen is a basic Bakudō technique, designed to disable the target. The user focuses Reiryoku to the palm of their hand, dragging it to form a triangle. The energy, after the triangle is drawn, solidifies at the corners and then fires at the target. This pins the target to a nearby surface and holds them by the solidified corners. This does no damage, but immobilizes the targets body entirely.  An individual with at least Adept rank in their secondary can overpower this, or it can be destroyed by striking it with any Hadō or Bakudō of equal or higher rank. Users of Hierro and Blut can also block this by using a technique of the same rank.

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.

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: 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.

Intermediate level:
NameChikaku
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.

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.


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.


Adept level:
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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