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Thread: Raph's Format-o-rama!

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    Raph's Format-o-rama!


    The Format-o-Rama Squad has arrived. We are a group of site members who have displayed talent, diligence, and reliability in performing the more technically challenging portions of the RPs functions. Forum banners, character profiles, division threads, writing archives, and various other tasks are all within our abilities.

    I want a banner/profile/archive/division thread!
    All members of Format-o-Rama are under no requirement to accept a particular work. If your request catches someone's eye, they may choose to take your request. If it's not taken, do not get upset with our members. We're under no obligation to accept a request.

    What does it cost/require for me to get a request done?
    Format-o-Rama technically costs nothing - members take requests at their own discretion. However, we do have a tip box that donates directly to the forum to help fund its ongoing activities. If you'd like to pay back to us, please do so through that. If a Format-o-Rama member asks you for a direct payment (not of Kan or EXP Points, real money) please alert an Administrator.

    As for requirements, nothing much really. Check our members, see who is capable of doing what, and ask around. Leave a post in this thread and see if a member picks it up. There's not a lot of fuss about getting a request in.

    I want to be part of Format-o-Rama!
    Talk to an Administrator or me, we'll see what you're interested in doing and go from there.

    Spoiler for Staff List:
    Format-o-Rama Members:

    Seraph (Colin)
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    Put all the big dumb links in here I guess
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    Last edited by Seraph; 04-01-2014 at 01:18 AM.

  2. #2
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    11th Division Roster

    For Wayne, concerning the 11th Division Roster:

    Cost: 250 Kan

    Division Color: C00000







    Zanpakuto :: Tenzansatsu
    Heavenly Massacre


    Bankai :: Fuhen Souryokusen
    Eternal Total War







    Zanpakuto :: Furor Expuro
    Burning Rage


    Bankai :: Lupus Titan por Ferrum
    The Wolf Titan of Iron
    Last edited by Seraph; 02-12-2013 at 02:58 AM.

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    Haresuno "Kyo" Uchiharu - Captain of the Fifth Division (First post)


    Haresuno "Kyo" Uchiharu



    Captain of the Fifth Division


    • Age: 215
    • Height: 6'5"
    • Eye Color: Cyan
    • Hair Color: Black

    Haresuno has come a long way from the young man he used to be when he first joined the Spiritual Arts Academy. No longer is he the cold, brooding, and clipped officer whose single purpose was to show that filth from Rukongai could achieve higher status then nobles thought, or to simply gather strength. While some of those characteristics have gone for good, others still reside when needed. But it is for the better.

    The tall shinigami is now free from the mental restraints that hindered his creativity before. Allowing him to work on his landscaping and trap-making in a more diverse fashion. He has even managed to gather around him an array of friends and loved ones whom he happily appreciates. He is seen as more lively, and dramatic. Smiling at the growth of those around him, and frowning at the masses of depressed and angry.

    He still retained his endless need to help others reduce their suffering, and he hasnít become all that much more delicate when it comes to offering the truth of things, but he has improved his word skills at least a little. This, too, came with a cost. Because in order to learn to deal with others, Hayato Kibiyari sought to help his friend, and a little bit of the snarky assassin rubbed off on the Adept. Causing him to bring a little flair to his words or actions.



    His shihakushou is still ordinary and nothing special. A plain and unadorned robe of the shinigami, Haresuno is only recognizable by the unique design of his haori. Modified to hold an array of knives, a small cape is draped over Haresunoís left shoulder of his jacket. This cape is attatched to the back of the jacket, and comes a few inches below Haresunoís elbow.

    Haresunoís hair is a jet-black, and is tied back into a ponytail that falls past his shoulder blades. It is held there by a single red ribbon he received from Iida long ago. His bangs hang about his face, framing it and drawing attention to cyan (or azure) eyes set behind silver-framed glasses, and his stern facial features.

    As mentioned above, Haresuno is tall. He stands a good 6í5Ē, well above most of the other shinigami in Seireitei, and his body shows hard muscle of his own brutal training. That is, if people can see beneath the uniform. His scars are many, and range from elbow to his torso, to his waist, but none reaching down his forearm or neck, or below his waistline.

    Changes to his persona have not so much changed his posture. He still holds himself like a nobleman. All back straight, shoulders squared, and chest just slightly puffed out. Real proper like, and self-sure. Itís not so much out of habit nowadays, but instead is taken due to his confidence.







    Stats



    • Reiatsu: 56,007
    • Xiezhi ē 66,548
    • Sekiryoku Houshiki Xiezhi ē 66,548
    • Zanjutsu: 15,000
    • Hakuda: 15,000
    • Hohou: 11,007
    • Kidou: 15,000

    Kidou



    [2] Hadou #44 - One Hundred Wooden Arrows (75% Bypass)
    [3] Hadou #63 - Raikouhou (75% Bypass)
    [4] Hadou #82 - Kyakka (75% Bypass)
    [5] Hadou #93 - Gun no Kyousei (75% Bypass)

    [3] Bakudou #78 - Hakufuku (75% Bypass)


    Xiezhi


    In it's sealed form, Xiezhi is no different from a standard katana in shape, weight, and fold. The tsuba, on the other hand, is a circular tan guard with falling leaves on either side of the blade.

    When released, Xiezhi loses its katana appearance, and instead takes on the form of an intricate bronze-colored staff. The etched design of Xiezhi is meant to give off the appearance that the staff is made from inlaid scales. While it looks like a staff, this is not Xiezhiís true form, and when Haresuno wills it Xiezhi emits a curved blade from either end. The weapon is, in fact, a scythe. The blade is made up of Haresunoís reiatsu, and as such appears as a pulsing serrated edge with wisps trailing off every now and again.

    Gekitai

    Repulse
    By channeling 5% reiatsu into Xiezhi, Haresuno can create a powerful repelling force, which forces his target up to 8m toward or away from himself. The directions are straight and are designated by the thrust or slice of either Xiezhiís head or Haresunoís empty hand. Haresuno and Xiezhi are passively immune to similar repulsion abilities.
    Shuugyou

    Discipline
    Xiezhi is a versatile weapon, capable of being a staff or a scythe, capitalizing and enhancing Haresuno's adherence to multiple disciplines of combat. When fighting hand-to-hand or using Xiezhi, Haresuno's prowess is measured as the sum of his Zanjutsu and Hakuda: Zanken.
    X

    Upon releasing Bankai a grove of trees sprout into full health around Haresuno for the next 50m, with an enormous oak tree materializing behind Haresuno at the center. The trees are in full bloom and as time progresses the leaves turn and then begin to fall, transitioning from summer to winter. When the final leaves fall, Haresuno has reached the limit of his bankai.

    The center tree, Yggdrassil, itself is eight stories in height with massive roots and branches.

    The bronze staff of Haresuno's shikai, 6'8" in length, separates into five equal pieces which slowly revolve around him. Within a 2m radius, Haresuno is able to control these rods at will, individually or connected together, coating them in his glowing white reiatsu to give them a bladed edge. Haresuno can project a white blade of reiatsu or multiple blades from each rod, not exceeding the total length of the rods. While in hand, however, the maximum length is doubled.

    Kishi

    Knight
    Sekiryoku Houshiki Xiezhi is a versatile weapon, capable of being a staff, a scythe, rods, or swords, capitalizing and enhancing Haresuno's adherence to multiple disciplines of combat. When fighting hand-to-hand or using the rods of Sekiryoku Houshiki Xiezhi, Haresuno's prowess is measured as the sum of his Zanjutsu and Hakuda: Zanken.
    Koushou Gekitai

    Advanced Repulse
    By channeling reiatsu into the rods of Sekiryoku Houshiki Xiezhi, Haresuno can create a powerful repelling force, forcing his target up to 20m toward or away from the rod. Koushou Gekitai can be used in multiple directions at once. This ability costs 1% reiatsu per rod per round. Haresuno and Sekiryoku Houshiki Xiezhi are passively immune to similar repulsion abilities.
    Uchikesu

    To Deny
    By paying 5% of his reiatsu, Haresuno may attach two rods to an opponent and reverse their power - causing energy abilities, spells, and other projectiles within 10m to become attracted to the person, and lasts until the duration of the next round.
    Juusei

    Multiple Star
    At the cost of 4% of his reiatsu per rod used, Haresuno can lock an opponent in place. This requires at least three rods, which surround the opponent and simultaneously exert a powerful repulsion force. Once enacted, rods cannot be added or removed without breaking the effect and freeing the target.
    X


    Feats



    FLAVOR TEXTY GOODNESS ABOUT HARESUNO BEING A SPECIAL SNOWFLAKE.

    Unique Feats

    • Hitei Reiatsu

    Haresuno has been, much to his dissatisfaction, at the receiving end of too many powerful attacks. Many of which have been wrought through the mystical powers of reiatsu, only then to be unleashed upon him.
    In a much needed attempt to deter such events in the future, Haresunoís own reiatsu took on a unique property after some prodding. He has learned through trial and error that for the cost of 4% his overall reiatsu he is able to use his reiatsu to weaken, or even nullify, techniques up to the that amount.


    This effect will hit techniques within 10m of Haresuno. After each use, Haresuno must wait two turns before activating the ability once more.

    • What Must Lie Beyond the Glass Veil

    Among the house of enchanters there is no school of magic more widely appreciated then that of illusions. Those without experience will tell you it is useless, and that evocation or thaumaturgy are more valuable. Yet when it comes down to the visual abilities and sensational effects an illusion can have (especially when well crafted), they are quite hard to beat.

    Doubly-so when most enchanters are tricksters who revel in the numerous applications of misdirection and pranks.

    As a major enchanter in the Gotei, Haresuno cannot deny the fact that he has used some types of illusions (mundane or magical) for his own benefit. By mixing his acute attention to details and weaving the powers of a shinigami behind this skill, he pays 2% of his reiatsu for an illusion whose measurements are no bigger than 5 feet long, 5 feet wide, and 10 feet tall. One illusion may be created mid-combat, and the details are so realistic that one could interact with them accordingly.

    These illusions need not be stationary, or of scenery or objects. As long as the illusion fits the parameters, it can be moved to Haresunoís will and act as Haresuno sees fit.
    X

    FLAVOR TEXTY GOODNESS ABOUT HARESUNO LEARNING SHIT FROM PEOPLE.

    Trained Feats

    • Sword Slayer

    Dedication to the blade is an art form both serene and deadly in nature. For one to completely immerse their very soul into its mastery would mean that even attacks that fail to kill would cause affliction and great difficulty against the enemy. To many, the swings of their weapon alone herald an immortal power strong enough to cut entire mountains and rend whole oceans. A swordsmanís ascension into this heightened echelon of prowess manifests through his or her ability to completely ravage their targetís defenses to the point of utter submission.

    A practitioner of this technique may be able to embed 5% reiatsu into their sword for one whole turn. When an opponent manages to defend against their strikes, the aftermath is a damaging physical and psychological effect, causing the opponent to feel the primordial strength with which the masters of the blade control. For every parry and avoidance in that single round, not only will the target feel an increased staggering pressure from the userís strikes, but also suffer a dire, un-ignorable feeling of dread completely overwhelm and overrun their cognitive senses.

    This ability may be used up to three times in a battle.

    • Gyakuuryu

    When an adversary attempts a shunpo or similar speed-based movement, a practitioner of Gyakuuryu may pay the twice cost of shunpo, per shunpo, to jump into the enemy's slipstream and travel to the same relative location, even when that opponent is significantly faster.

    Alternatively, a practitioner of Gyakuuryu may pay twice the cost of a regular shunpo, per shunpo, to drag a willing target along with them. Every use of Gyakuuryu to drag someone along costs two Shunpo uses.

    • Kyopoku-ryu

    In recorded history - there are those whose skill in the field of Hakuda ascended to such a level that surpassed the barrier which once separated their efficacy from those more partial to Zanjutsu. Kyopoku-ryu, the art of Overturning Bad Luck, was formulated as a descendant of the more basic practice of Sekkinsen.

    Hanmeitai
    The core principle of Kyopoku-ryu is to attain a primordial balance between your position to your opponentís. That careful measurement is known as Hanmeitai, the Establishing Form. Paying 3% of their reiatsu per round to enter Hanmeitai, the user gains a distinct boost in their spatial awareness relative to the cost paid, allowing them to react instinctively to the movements of opponents within 5m. Training in Kyopoku-Ryu encourages close-quarters combat but favors anticipation and evasion over weathering direct hits.

    In addition, it assists their ability in identifying high-speed motion within this space, allowing them to recognize and track such movement at 35% of the user's movement stat rather than 50%.

    Midasutai
    While in Hanmeitai, the user may transition in an instant into Midasutai, the Disrupting Form. This form flows in-between the steps or motions of an enemy in order to break their stance. By flowing from the soft form of Hanmeitai into a sudden rigid stance and strike, the user of Midasutai is able to interrupt the opponentís attack, stunning them for a brief few seconds and preventing melee attacks during the following round.

    This technique costs 2% reiatsu; if the enemyís attack is greater than the combined cost of Hanmeitai and Midasutai, the interruption will fail to stun the target and instead leave the user vulnerable.

    Gyakutai
    While in Hanmeitai, an adept may follow-up with Gyakutai, the Reversing Form. Gyakutai may be used against a single target within range of Hanmeitai. Paying 4000 of their reiatsu, the user creates a direct parry of any single blow made with a weapon. If the parry is successful, the weapon is immediately rebounded with such force that the wielder is immediately disarmed.

    The amount paid into the Gyakutai is used to directly fuel the force the parry is made with, with the movement itself made at the full speed of their Hakuda. Due to the strain on both the userís reaction time and their muscle control, Gyakutai may only be used once per battle, per 7,500 Hakuda they obtain.
    X



    Last edited by Seraph; 08-12-2013 at 07:35 PM.

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    Kyuto Tounyuu



    Kyuto Tounyuu
    7th Seat of the First Division

    Reiatsu: 35,270
    Zanjutsu: 27,493
    Hakuda: 4,200
    Hohou: 2,800
    Kidou: 777

    [ Unique: Bank Shot ]
    [ Style: Shinkenjutsu no Mon ]
    [ Legacy: Armory ]
    [ GM: Zen Kiki ]
    Hitotsu: Mujuuryou, Bakudou #7, 70 Kidou

    Kidou
    Sai - Bakudou #1, 15 Kidou
    Shou - Hadou #1, 8 Kidou
    Mage Eye - Bakudou #5, 35 Kidou
    Shouaku - Bakudou #15, 100 Kidou
    Bansoukou - Bakudou #23, 150 Kidou
    Keeji - Bakudou #27, 100 Kidou
    Big Bang - Hadou #30, 300 Kidou
    Kyuto is a cheerful individual, and hard-working. While her opinion of her own skills may be exaggerated, she still trains hard to try to improve herself -- even though she thinks she's great, it's never good enough. She tends to speak without thinking as well as being generally loud and annoying, which makes it difficult for people to spend much time around her. In spite of this, she considers herself to have many friends, although only a few close ones.

    The girl had absolutely no talent or interest in kidou, although she learns a little at the insistence of her former classmate, Sayis. She keeps up with her hakuda and is naturally fast, but her obvious area of expertise is her zanjutsu, which she tries to impress upon Sayis.

    Kyu's seemingly endless energy and tendencies toward flightiness obscure the fact that she can be smart at times. Though the moments are few and far between, they nonetheless impress or surprise people who know her.

    Although she chose the Thirteenth division to aim for, Kyu looks up to the Eleventh division's captain, Leon Valiente Simeon. The stories that he killed over ten thousand hollows in a matter of minutes with his sword amazed the girl. Though she has told no one, one reason she trains so hard is in the hopes of replicating the feat.



    Kyuto is relatively short, standing a few inches over five feet. In fact, physically, she's small in almost every sense, leading to some light-hearted teasing from other girls in her division. She keeps her brown hair short in a tomboyish style, often wearing a white bandana with long tails. Centered on her forehead, the bandana has a symbol of a summer snowflake, symbolizing "hope."

    The girl has well-toned muscles, although she's built more for quickness than strength. She prefers to wear a sleeveless keikogi rather than the sleeved kosode most shinigami wear. Her white belt is too large for her; she ties it off at the side of her waist, leaving long trailing tails similar to the ones on her bandana.

    Kyu has bright, expressive grey-violet eyes that often shine with mischief. She usually wears a grin on her face, even when fighting. Due to her overabundance of energy, the girl displays a lot of body language to get her points across.





    Nananen Ki
    Seventh-Year Anniversary

    The sealed form of the zanpakuto flattens, then broadens and lengthens. The shape is similar to a machete or a wide dao. Upon release, Kyuís shihakushou changes color: her hakama becomes a bright tan and her keikogi turns a vivid red.

    Koushou

    Arsenal
    By paying 1% Reiatsu, Kyu can copy her blade. The copied weapon either appears in the air nearby or attached to the pommel of her other sword. Kyu can only have up to four swords connected together, and only up to seven swords total. By paying 5% reiatsu upfront Kyu tosses her current sword(s) in the air and they fall back to the ground as all seven swords, in the shape of a XIII: four blades connected in the shape of a shuriken, and three individual blades.
    Soubi

    Equipped
    Kyu can summon one weapon freely to her hand every round.
    X


    Shonanoka Nananen Ki
    Seventh-Day Memorial, Seventh-Year Anniversary

    When Kyu tosses up the form of her shikai and calls out, "Bankai!" the blades lengthen and broaden again, widening near the tip and curving to a sharp point, similar to a falchion blade. Though each blade is large enough to be wielded with two hands, they are no heavier than their shikai counterparts. Similar to her shikai, the weapons land in the formation of a Xiii: four swords connected at the pommel and three separate. However, where before there was one such set of seven swords, in Bankai Kyu summons seven sets of seven, for a total of forty-nine blades. These blades rain down upon the release of Bankai, solidifying in the ground all around her and her enemies. One hand clutches a four-bladed shuriken while the other hand holds three blades between her fingers.

    Kyuto's left eye turns amber while the right remains grey-violet. Her clothing changes again, becoming a fiery red sleeveless robe, split at her right hip to reveal her leg with loose tan leggings.

    Kabuto Hei

    Armored Warrior
    Kyu has mastery over all of her weapons, able to teleport them back to herself. Up to seven swords can be summoned to her hands per round: the first is free, but after that Kyu must pay 200 reiatsu per individual sword or 1000 reiatsu to call seven at once.
    Kyouken

    Strong Throwing Arm
    Burning 2% reiatsu per round, Kyu is able to throw her blades with great force, launching forward in a straight line with the full strength of her zanjutsu up to 40m.
    Dengeki Sakusan

    Blitzkrieg Tactics
    By paying 400 reiatsu, Kyu can instantly teleport to any of her blades within 15m, which must be immediately used for an attack or risk having the energy of the movement blow the weapon away. She can do this only once per round, separate from shunpo.
    Dai Arashi

    Raging Storm
    Shonanoka Nananen Ki's final attack involves utilizing up to seven blades within 15m of a single target. Kyuto pays 20% of her total reiatsu and enters into a hyper state. In an instant, Kyu attacks the target seven times, from multiple directions.

    Due to the strain, Kyu cannot use this attack more than once a battle.
    X





    Bank Shot
    Unique Feat: Final Release

    Kyuto always shunned kidou, professing that the demon spells were just a slower, flashier way of doing things that a sword could do better. Even though she's softened her views on kidou, she still has the mind-set that her weapons can do anything she needs them to. Because of that, she developed this technique.

    After pouring 300 reiatsu into a weapon, Kyu is able to ricochet the thrown weapon off of nearly any object or surface, up to ninety degrees.


    Shinkenjutsu no Mon
    Trained Style: Plot Missions

    Miyamoto Musashi once referred to the distance between two fighters as 'the Gate.'

    Shinkenjutsu no Mon refers to the distance between the practitioner and true swordsmanship, the mastery of kenjutsu that goes well beyond cutting techniques. A swordsman who claims utter control of their body and sword, as well as the battlefield, claims control over their fate. In this way, a Shinkenjutsu practitioner can resolve to win, still holding to the choice of whether to fight, whether to cut.

    Shinkenjutsu no Mon is the pursuit of this level of mastery, a level where one can win with or without the use of a blade, through understanding the sword and the flow of battle; a level where one can maim or even kill an opponent at will, and maintains the power to choose; a level where the swordsman acts as a master and becomes a diplomat of fairness in the living hell.

    Through continued study and practice, a swordsman may be able to throw open the Gate, and step through the opened way.

    Training: To learn Shinkenjutsu no Mon, it is necessary to find a practitioner who has mastered it. To be considered a master, a practitioner must have used all Shinkenjutsu no Mon techniques at least once and have GM approval. Initial training in Shinkenjutsu no Mon leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Shinkenjutsu no Mon, synergizing all their previous knowledge and gaining the rank of Adept.

    Mon no Seigyo

    Mon no Seigyo - "Controlling the Gate"
    Controlling the Gate -- the distance between oneself and the enemy -- is fundamental to the pursuit of the Shinkenjutsu no Mon.

    "All attacks must pass through the Gate to reach the target regardless of the angle of attack. When you deflect or parry attacks, when you are beyond the reach of the enemy's weapon, the Gate is closed. When your enemy strikes at you, let the Gate be closed, and when you strike, open it wide.

    Your gaze should be large and broad; perception is strong and sight weak. Set your eyes straight ahead, or upon the eyes of your opponent. Do not let your eyes be drawn away by the motions of a sword or fluttering in the wind; take in everything, not just what you are looking at. Know your opponent's sword and perceive his techniques."

    The practitioner enters a state of heightened awareness, reacting to peripheral vision and other senses while avoiding distraction by visual movement. In this state, the practitioner is able to act based on intimate knowledge of the physics of the sword and melee combat. Within a 10m radius, the practitioner can perceive incoming physical attacks, whether sword or fist or hollow claw, and possesses enhanced awareness of the extent and limits of range and threat from them. It is then up to the practitioner to control the Gate, keeping it closed to their enemies.
    Hariuke

    Hariuke - "Parry With the Flat"
    "The proper way to react to an opponent's attack is to slap the attack aside and strike him immediately as an extension of the same effort. You must take the initiative through the movement of the parry and take the initiative through the strike.

    In a parry, it is important to direct not just your opponent's attack, but your own as well. When you turn aside the enemy's attack, keep the point and edge of your own blade forward. In doing so, you are prepared for immediate counter-attack while your opponent is still at a brief disadvantage. Done correctly and with resolve, even if the opponent's strike is very strong, the point of your sword will not be knocked aside."

    While in Mon no Seigyo, the practitioner is capable of parrying an attack and counter-attacking in the same motion. This is only effective against physical attacks with strength up to 15% of the practitioner's Zanjutsu, and requires a one-round cooldown between uses.
    Sekka no Atari

    Sekka no Atari - "Spark From a Stone"
    "In a situation in which your sword and your opponent's are about to cross, do not think of using your hands. Think of quickly getting your body in close. If you think of reaching out with your hands, your body will inevitably remain distant.

    Now that you are in close, to execute this technique, you must strike quickly, with the three combined forces of your legs, your body, and your hands. This blow is difficult to execute, but if successful, the cadence of your opponent's attack or defense is now broken, allowing you to relieve him of his sword. Do not hesitate. With your opponent's sword in your possession, and while they are at a disadvantage, strike immediately. With diligent training you will be able to increase the force of the impact."

    While in Mon no Seigyo, the practitioner moves in close, within arm's reach of their opponent. Using the understanding of swordsmanship and the enhanced perception of Mon no Seigyo, the practitioner moves to disarm their opponent, following up with a body blow that knocks the enemy away. This technique costs 4000 reiatsu and is only effective against physical attacks with strength up to 15% the practitioner's Zanjutsu. When the movement is completed, the opponent is knocked back 15m and their weapon, if any, is in the practitioner's possession.

    Sekka no Atari may only be used once per battle per 7,000 Zanjutsu the user possesses.
    X

    Armory
    Legacy Technique: Thirteenth Division

    Check

    Zen Kiki
    GM Feat: Beautiful Things

    Although freed from the curse, a hint of the madness will always be present. In order to overcome the obscene vertigo brought on by Prometheus' curse, Kyuto decided to go with it, rather than against it. In doing so, imbalance became her balance. Kyu is able to fight at her full potential with any limb -- hands or feet -- regardless of any shift in balance.

    This technique is unique to Kyuto Tounyuu.
    Last edited by Seraph; 09-02-2013 at 02:24 PM.

  5. #5
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    Tsao Chen

    Chen is often both crude and arrogant. Whether in Cantonese or Japanese he does little to guard his tone or vocabulary regardless of the circumstances or people present. To those that call themselves his friends his intent changes even though his manner hardly does.

    Verbal cruelty isn't a highlighted goal but rather a symptom of his upbringing made worse by his mule-like stubbornness. Even though he knows the difference between what should and shouldn't be said - and is fully capable of displaying it - he rarely acknowledges it even if he knows his actions will bring him ruin.

    For the most part Chen is comfortable out in public whether heís familiar with the setting or not, and does possess a sense of humor even about himself. To him, nothing is too inappropriate or rude to talk about or poke fun at as long as everybody involved is ready to pay for the consequences of their words.

    Given the role that physical violence had played in his life he is no stranger to working out stress with oneís fists. While not quick to anger he knows better than some the therapeutic power of punching and getting punched. To him a fight isn't meant to be a duel to the death - quite the opposite. He largely views fighting as a recreational activity similar to a workout, even if he loses.


    Chaozhi Zhan
    Battle Tendency
    Douzhi - "Fighting Spirit"
    Douzhi requires 5% of Chenís reiatsu per round to remain active. All allies within a twenty-five meter radius of Chen will become imbued with the overwhelming will to fight until their opponent is toppled.

    Additionally, they will become capable of following up any ability/attack with an additional attack at the full value of their relevant combat statistic.

    Zhengchao - "Brawl"
    Zhengchao requires 4% of Chenís reiatsu to activate. For the remainder of the round all allies within a twenty-five meter radius will generate a four-meter shockwave directed at their target with each offensive ability/attack. The concussive damage of the shockwave is equal to the amount paid into Zhengchao and also generates physical force according to Chenís Combat statistic.

    Baoli Jizeng - "Violent Surge"
    Baoli Jizeng requires 15% of Chenís reiatsu to activate. All allies within a twenty-five meter radius will gain a brief regeneration factor. For the following two rounds all affected allies will regenerate a wound up to Moderate, reducing it by one category each round.

    However, Chenís allies have the option of eschewing this regeneration before it takes effect. By doing so, they will instead gain an increase to their primary combat statistic equal to the amount paid into this ability for the remainder of its duration. This increase does not affect ability thresholds.


    Quanming Xing Zhanyi
    All Battle


    THIS IS A POST SEPARATOR YOU DO NOT COPY-PASTE THIS WITH THE PROFILE LIKE WILL DID






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    ރ
    Twelfth Division - Tracking and Assassination




    Yamamura Eiji

    Height: 6'0"
    Weight: Undisclosed
    Eye Color: Black
    Hair Color: Brown
    Nationality: Japanese
    Ethnicity: Caucasian

    Parameters Classified

    Class Two Clearance Required
    :: *********

    Parameters Accessed

    Reiatsu: 15,655
    Zanjutsu: 0
    Hakuda: 8,155
    Hohou: 2,500
    Kidou: 5,000
    Kujikubofu, Hadou #24
    Tangent, Bakudou #32
    Kakushi Tsujiyaku, Bakudou #58
    Rikujoukourou, Bakudou #61
    Dankuu, Bakudou #81





    ރ




    Usually rushing into things without thinking first, Eiji can be a force to be reckoned with. Be it a brawl or a meal, you know this young man will jump into it with his head first. Although the conclusion is not always the best, he will not regret what he has done. Some may call him stubborn but he sees himself as determined Ė which may not always be the brightest way to go about things.

    Heís quite easy-going, he would let most insults and comments just slip by him. You could say that Eiji exists for the sake of his companions. With them being the dearest things he has in life, even the smallest remark about his friends would get him heated up. As hot-headed as he is, most people would call him a typical brawler, rough and uncontrolled.

    Standing tall, Eiji looks somewhat like a child. The young boy stands at just below six feet, which fits well in comparison to his somewhat bulky body. Though his height is normal for his age, both his facial structure and behavior isnít. Having his dark hair pulled back with a few strands standing tall on the top is not what distinguishes him, nor does small fluff of hair on his chin, that slightly resembles a goatee. Probably the first thing that you notice about him would be the awful scar that runs across his face. From the top of his left eyebrow, almost all the way down to the right side of his chin. The last thing one would notice about the shinigami would be his dull, brown eyes.

    There is nothing odd about his shihakushou, other than that he usually has the top of it pulled down to his waist. According to his friends, itís to show off his somewhat buff body, that heís strangely enough proud of. Across his left arm he bears a tattoo with the words ĎVita non minorisí inscribed.
    ރ


    The Assassin's Blade "

    きょうじん

    Although the blade is just a decoration, the might of this young boyís zanpakutou shouldnít be forgotten. The length of the katana is nothing special Ė a mere 60 cm blade with a hilt that has a third of its length. A sakura-shaped guard defines the asauchi to what it is - an object of simplicity and beauty.

    After releasing his zanpakutou, it completely vanishes. By grabbing the hilt with both hands, the young shinigami utters the release phrase and Kyoujin is released. The katana transforms into a pair of katars that the boy wears on each hand.

    The weapon turns into a tri-blade, with two longer blades to the sides, and a shorter one in the middle.

    ◖ Kagesochi ◗ "Shadow Step"
    Kyoujin's abilities are complementary to the art of assassination. Remaining unnoticed, striking swiftly, silently, and leaving without a trace. All of these principles are core to Kyoujin's modus operandi. Kagesochi in particular is a prime example of why Eiji's zanpakutou excels at silent killing. At the cost of 200 reiatsu per use, Eiji can enter a nearby shadow and move to another almost instantly. Each step is instant and can traverse up to 50m per turn. Eiji must wait two turns to perform another Kagesochi.

    ◖ Higureiken ◗ "Dusk Blade"
    Kyoujin's skills work synergistically with each other, ensuring that every strike deals the greatest possible damage in the shortest amount of time; a good assassin works fast, after all. Higureiken accomplishes this much-desired synergy by passively imbuing Eiji's blade with reiatsu whenever Kagesochi is active. When striking an opponent from the shadows, Eiji's attacks gain bonus damage equal to 15% of his Hakuda (this stacks with the existing damage from melee attacks). Each attack dealt by Higureken costs Eiji 15% of his hakuda in reiatsu.


    ރ


    The Darkness-Reflecting Assassin's Blade "

    はねい きょうじん

    After releasing his bankai, the assasin loses his two katar that he has worn. Instead, his hands are covered in a black cloth that seems to be done in by a professional fighter. The black threads are covered in what seems to be a tiny, almost invisible shadow.

    The young shinigami loses the previous shihakushou he had, and instead gets a new white one, that only goes down to his knees. At the end of the hakama, a rope is tied, to hold it still. The same kind of rope goes around his waist, acting like a belt. The top part of the robe is a normal kimono, with the exception of it only covering the left shoulder, leaving the right one completely naked. From the point of view of a person who has seen it, he looks a lot like his spirit; Kyoujin.

    ◖ Ukiyo ◗ "Sad World"
    As he releases his Zanpakutou and enters his bankai, anyone who is in the vicinity enters his world. A large area around him becomes covered in a large shadow where he can use all of his abilities to their maximum potential.

    As Eiji activates his bankai, an area covering thirty meters in a radius around him is covered in a shadow. The shadow expands, starting from where he is, going around him. The ability may seem like nothing but is in fact the best helping hand the reaper could ever need.

    ◖ Nijuushin ◗ "Doppelganger"
    Eiji is able to create a completely identical replica of his own shadow that spawns in a place of his liking. The doppelganger hides itself inside of the shadows, taking a amorphous form as it emerges from Sad World. At the cost of 4% of his reiatsu, Eiji can create one clone per round. The clones exists for four turns, moving freely all over Sad World at a speed equivalent to Eijiís hohou. As it latches on to its target, the shadow binds until it vanishes.

    As it is a shadow, it is completely intangible; wounding it would do nothing but to return it to its original shadow form.

    ◖ Kuikorosu ◗ "Devour"
    An ability thatís quite different from the assassin himself and strays completely off from his way of combat. By imbuing his fist with spiritual power, the assassin readies himself up for the big attack. The assassin draws his arm back, pendles his leg back and swings. The destructive power of the punch is 15% of Eijiís maximum reiatsu, increased by 4% for every shadow that is attached to his target. As soon as he hits, the shadows disappear together with the binding.

    ◖ Kagesochi ◗ "Shadow Step"
    Kyoujin's abilities are complementary to the art of assassination. Remaining unnoticed, striking swiftly, silently, and leaving without a trace. All of these principles are core to Kyoujin's modus operandi. Kagesochi in particular is a prime example of why Eiji's zanpakutou excels at silent killing. At the cost of 200 reiatsu per use, Eiji can enter a nearby shadow and move to another almost instantly. Each step is instant and can traverse anywhere inside of his Bankai. Eiji can use Kagesochi once per turn.

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