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05-04-2008, 02:12 AM
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| Special Jounin Join Date: Apr 2006 Location: In what was the greatest nation in the world. Well i'd say that wouldn't i XD
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All information here has been provided by numerous people in this RP. I would like to thank them all. My reason for doing this is because I have not been able to update key things like Rules and division lists which has been bugging me for ages because it means they appear out dated to new people who join. You are free to post new information just like before in this thread so don't be shy. This also keeps it tidy for the MOD's and i have talked to Zoey about this too. Thank you all and i hope its ok. ((Thanks to Shane)) 1st division Ichibantai [Leadership] crest: ![]() insignia: ![]() 2nd division Nibantai [Hakuda/Hohou(Assasination)] crest: ![]() insignia: ![]() Taichou: Johon Zera Fukutaichou: 3rd Seat: Kronos 4th Seat:Souji/Tyler 5th Seat: Latus 6th Seat: Tamkara 3rd division Sanbantai [Psychological Warfare] crest: ![]() insignia: 4th division Yonbantai [Medical] crest: ![]() insignia: ![]() Taichou: N/A Fukutaichou: - Bhavahara Third Seat: - Anne Unseated Shinigami: 5th division Gobantai [Human Relations] crest: ![]() insignia: 6th division Rokubantai [Law Enforcement] crest: ![]() insignia: ![]() Rokubantai Law Enforcement/Peacekeeping Taichou: Hara Fukutaichou: Kisada 3rd Seat: Kuroda 4th Seat: Faul 5th Seat: Tatsuya 6th Seat: Tamkara Unseated: Eztli Shinigami: Hara Shoto Kisada Faul Tamkara Tatsuya Eztli 7th division Nanabantai [Physical Training / warfare] crest: ![]() insignia: ![]() 7th Division Nanabantai Physical Training and Warfare "Sanity is for the weak" Taichou:Axel Fukutaichou: Kaisen 3rd Seat: 4th Seat:Leo 5th Seat: 6th Seat: Courtney Unseated Shinigami: 8th division Hachibantai [Lazyness] crest: ![]() insignia: 9th division Kyuubantai [Peacekeeping] crest: ![]() insignia: 10th division Juubantai [Investigation] crest: ![]() insignia: 11th division Juuichibantai [Zanjutsu] crest: ![]() insignia: ![]() Taichou- Koi Fukutaichou- 3rd seat- Dark Senin 4th seat- 5th seat- Zodiark Unseated Masaru Zakachi Fritz 12th division Juunibantai [Science] crest: ![]() insignia: ![]() Taichou: Nicho Kiennes Fukutaichou: Mana Hikaru 3rd Seat: 4th Seat: Lodium 5th Seat: Takashi 6th Seat: Masaru Unseated: 13th division Juusanbantai [Kidou] crest: ![]() insiginia: ok all done, enjoy ^^ ((Please note i have updated this Kidou list with more from the Manga and have also added in a few rules on Kidou, these rules are the unspoken rules that have been used before now anyway i am simply putting them into words so that new RP's know what to do and Close combat Users don't feel completely outclassed when a Kidou user fires off quick sucession of attacks. This is something that i have been frequently asked to see to and update so i am sorry it has taken time but as is everyone there are things to be done. I hope i can get everything in order with time. Also note that Ranks and Seats refer to the RANK chart not a division rank or seat.)) Kidou Information Originally Posted by Senso updated as Manga moves on: All credit for none Bleach Manga spells goes to Final Ultima where ever he may be, and also the Bleach Advent Soul role play. Original Bleach spells of course are taken from the Manga. Kidou Rules: Ok lots of talk on this so i was dwelling on it all of today at work and thats why i have updated this list. What is Kidou: Kidou (Demon Magic) Is the summoning of a second energy form by use of Reiatsu, chants and symbols. The summoned energy can take the form of various powers, mostly it is elemental or physical manifestations i.e. Fire balls -> huge swords falling form the sky. Kidou is split into three parts, raw, Destructive and Binding. Raw is simply raw Kidou in its untamed state there is not much use for it unless the person is a highly skilled Kidou user. Destructive Kidou is simply kidou that destroys things. This takes the form of blasts, or AOE spells where the spell destroys what it hits or is captured within. Binding Kidou is as stated Kidou that binds. It takes on various forms including Elemental types and physical types. The primary power of Binding Kidou is not to kill the opponent but to suppress their movement or their powers leaving them defenceless. First the time taken to learn spells: All spells unless other wise stated take at minimum 4 days of RL study to complete. After level 50 the spells require 7 RL days to complete after level 70 they take 14 RL days to complete and 90+ as well as Taichou level abilities takes RL 4 weeks of study to complete. In each of these cases another 1 week RL time is required of training before a spell can be used without Chant. You can cast lvl 90 spells as long as you have Kidou in your top three BUT for each rank down from top it will take you another week to learn the spell so a lvl 90 spell which you would have to be a Taichou to learn anyway will take someone who has Kidou in their third Rank position it would take 6 weeks to learn and another 3 weeks to master (RL time scale) Also note that lvl 60+ spells can only be mastered by a seated shinigami up until lvl 80 which can only be mastered by a seated shinigami of 3rd seat or above and have Kidou in their top 3. ((Seated refers to RANK CHART seats.) Secondly Multi Casting: This was first properly noted in the bleach manga not so long ago and was classed as an Officer rank ability requiring the caster to chant two spells laced together so that they end at the same time and fired in short succession. For this reason to begin with you must have Kidou in your TOP 3 RANKS, then you must also be on 4th seat in the RANK'S CHART to use this ability. Thirdly Number of Spells cast in a post: This has changed with time and with questions asked and points made so i have kinda jumbled all the ideas together. 1st: if you have Kidou and Speed in your top 3 Rank skills OR have Shynpou (top three total of points for Students) You can move and cast in one post. 2nd: The Multi Casting rule above. You can move before you cast but not after. Also it is draining as you have just used double your Reaitsu in one go with heightened concentration. 3rd: Chanting obviously the longer the chant the less you will be able to do in a post. For this reason chants if a caster must chant a spell (meaning they have not mastered it enough to do it without chant or it is not strong enough etc.) the move and cast only rule applies. 4th: If the chant is over lvl 50 it will take 2 posts to chant but you can still move in this time until the chant ends and you must aim and fire or what ever is necessary for movement. Please note that some spells require to be stationary or in deep concentration to cast. For this reason obviously the above rules do not apply, always do as stated by the spell if your not sure then observe these above rules as a guide. Remember you can still move unless otherwise stated so don't think that you are being out done by close combat fighters. Using Kidou is a tactical fighting style where you must outwit your opponent, if you don't think you can manage this i would suggest choosing something other than Kidou as your characters main three abilities. Binding Kidou: Binding Art 1: Bakudou no Ichi: Sai; meaning Obstruction, is a low level Kidou that forces the targets arms behind them, preventing them from using them. This spell is good for Shinigami that would prefer to restrain the opponent, but generally only works against weaker opponents. Have one of your fists clenched, with the exception of your middle and index fingers, which should be fully extended and pointing upwards. Concentrate your reiatsu to the tip of your fingers, and then make a horizontal or diagonal slashing motion across your target. Binding Art 2: Hikari no Mekurumeku (Blinding Light) Description: This art does just what it says, blinding its target with a brilliant flare of white light. It is useless as anything but a short distraction or to create a short breather. Incantation: "The angel guarding the gates of ****! Draw your sword and set it aflame, illuminate those within the darkness! Blasting Spell, the Second: Hikari no Mekurumeku!" Binding Art 4: Crawling Rope (hainawa) An energy rope entangles a target's arms. Binding Art 8: Barrier (Seki) Creates a small circular barrier on one arm that can deflect physical attacks, the power is dependant on now strong the caster is and how strong the attack it is blocking is. For instance if a 3rd seat used it to block a captains Zanjutsu attack the shield would break. Binding Art 10: Everlasting Grudge Description: By utilizing the power of gravity, this demon art literally doubles the weight of the victim being targeted. Although the victim is capable of movement, albeit very sluggishly, speed enhancement techniques such as Shyunpa are nullified. However, this spell can easily be countered by exerting a strong spiritual pressure around one's body. Incantation: "You weigh the souls of humanity, Judicator, and separate the just from the wicked. None shall escape from justice. Binding art number nine, Everlasting Grudge." Number #13: Sorainju - Sky Ribbon Description: Creating materializes bond that look like ribbons around and opponent, the Ribbons instantly constrict the Opponent and wraps around the body tightly. Number #21: Lightning Paralysis (Raiden's Trap) Description: A lightning based spell in which the user applies spirit pressure onto the molecules surrounding his arm and supercharges them. The supercharged molecules are then launched from the user's hand and wrap around the target. Not only does this restrict movement by paralysing the target's muscles and joints, but it periodically sends electrical jolts through their body as well. Number #24: Chains of Air Description: Wisps of air form into thousands of nearly invisible chains which seek to bind and restrict the target. The strength of this ability is very limited, and could be broken easily by most seated shinigami (or hollows of equivalent strength). This ability is designed more to distract the target rather than confine it. Binding Art 26: Kyakko; Can hide the signature of what ever the Kidou is cast upon, whether it is another Kidou or a shinigami's Reiatsu. Binding Art 37: Tsuriboshi; Creates a Web out of Kidou energy that can be used to capture things like a spider web. Binding Art 39: Enkosen; Creates a large circular shield in front of the user that in size is as wide as they are tall. This spell is much like a continuation of Binding art 8 Seki. Number #43: Hikangoku (Ice Prison) Description: By freezing the moisture in the air around the enemy, the user creates manacles of ice that grasp around the ankles and wrist of the enemy and bind them together. The ice, of course, is super natural and is stronger the steel. Number #50: Sokubaku (Shackles) Description: This demon art denies any and all movement of the targets arms and feet, binding them together at the back of the target's back. Incantation: "Come forth from the between! Lords of the eight directions, take the gift bestowed by thy benevolence away! Let anger swell in thy chest and let this worm writhe without hope! Binding Spell, the fiftieth: Sokubaku!" Binding Art 52: Bara no Kabi (Cage of Roses) Description: Creates a Tight cage of super hard plants which blossom into roses, not to mention it has thorns. Characters of Demon arts, appeared and faded as Ryusuke wrote them, 'Len''Kei''Dan''Cho''Lan' Incantation: "Life of the earth, Tears of the heavens, Come together here To hear my plea. Grow together, Mingle, Unite, Form a bond that evil cannot fight. Grow into a mighty bond That will hold thy enemy. Plants of the earth, Vines of a tree, Grow together to form The Rose bond Green! Binding Art 54: Flow of Ice (Made by Mana) This spell simply turns all water in the viewable area into ice. Chant: As time flows water flows, in the eyes of god all time stands still, gods above freeze water as you freeze time. Binding Art 58: Bakudou no Gojuu Hachi: Kakushi Tsuijyaku; meaning Picking Tose, Chasing Quail, is a medium level Kidou used by Shinigami for tracking purposes. While requiring a long chant to perform, the benefits of doing so more than compensate, as it is remarkably efficient at locating anyone with a high enough Reiatsu to locate. Form the appropriate symbols on the ground, then force your hands against that ground, letting your reiatsu flow from your arms, through your hands and into the symbol. If performed successfully, numbers indicating location will appears. Chant: "Heart of the south, eye of the north, fingertips of the west, heel of the east, gather with the wind and scatter with the rain!" Binding Art 61: Bakudou no Rokujuu Ichi: Rikujyoukourou; meaning Six Truncheon Light Prison, is an effective Kidou in which the opponent, once targeted; is restrained by concentrated reiatsu. This concentrated reiatsu applies pressure from six directions in order to restrain the opponent and potentially crush their bones. Binding Art 62: Hyappo Rankan: 100 Stepped Rails. Creating a white pole of Kidou the user throws the newly formed Kidou at the opponent. After it is released 100 more poles appear in the air launching at the chosen enemy. If a pole strikes it pierces the opponent not causing any physical damage but weighing down the enemy and making it difficult to move. Binding Art 63: Sajou Sabaku: meaning Chain streak chain bind. Wraps the opponent in a thick layer of huge chains from shoulders down. Binding Art 64: Kashou sono Reikon (Burn the soul: made by Mana): This Kidou is a touch type Kidou, once the chant has been cast the symbol for judge burns in fire on their palm. When they hit the target nothing initially happens. If that target then attacks anyone they become judged and the point that was touched will explode in a fire ball.Spell remains in effect for 3 posts. Chant: Celestial temple, guide my hand, burn with righteous flame and mark the the sins of the damned. Binding Art 62: Kashou Sono Reikon. Action: User must paint the black ink symbol for justice on their hand. Binding Art 68: Akusui Gaikaku (Water Castle, Mana Kidou): This Kidou surrounds the enemy in a gigantic dome of water with no gap. The user can chose to keep the water in its form or to release it crushing down on the enemy within. If the Enemy tries to escape by swimming into the water or through it they will be pushed out by the force that holds the water in place. This can be broken through with a powerful enough attack but at the risk of having the entire mass of water fall in on them. Kidou can be held for 7 posts. Chant: "Water of life, water of purity, water that cannot quench a sinners thirst. Rise up and show your spender, surround sinners and wash away the impure souls. Binding Art 68: Akusui Gaikaku." Binding Art 75: Quintet of Iron Pillars; Summons five incredibly tall and thick pillars to pin a target to the ground. Incantation: “Walls of iron sand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end. Binding Art 77: Bakudou no Nanajuu Nana: Tenteikuura; meaning Heaven's Fortress, is a medium level Kidou used by Shinigami for communication. Upon completing the chant, the user may instantly deliver a message to any person he or she wishes, provided that the user can sense the target. You must first place markings on your arms to allow for this channeling method. The markings must be in the shape of a horizontal line followed by a connecting vertical line, followed by a connecting horizontal line, and so forth for the whole length of the arm. Extend both arms out with palms flat, then move both hands to indicate the directions you wish to send the message, finally returning the hands to their previous position. Chant: "Black and white net! Twenty two bridges, sixty six crown strings, footprints, distant thunders, mountain peaks, valleys, night shadows, cloud sea, cyan line! Fill up the circle and zoom to the edges of the sky!" Binging Art 81: Dankuu (Rejection Void) Description: A wall shaped, see through Barrier that protects from any Kidou of lvl 90 or lower. Binding Art 89: Kouchinomaru (Circle of Confinement) Description: Basically, this spell erects a spherical barrier of immense strenght around the target, denying any form of movement inside of it and even dissipating most attacks up to a captain powerlevel. negates the reiatsu of anyone inside of it, making it only breakable from an outside force by the initial creator Incantation: "The eternal gates, block the way! Deny thy gift and twist the ground! Grasp firmly, lock yourself and never let go! The supreme prison, the ender of pathways! Binding Spell, the eighty-ninth: Kouchinomaru!" Binding Art 93: Kyuuten ko-ru (Heavens Call: Created by Mana): This Kidou binds the caster in an impressive display of a ray of golden fire. The fire surrounds the user in a radius of their arm's length. The Fire is hot enough to melt metal and absorbs all fire attacks whilst also evaporating all water just being near. In exchange for this near invulnerability the caster can move whist on fire however the caster also takes damage whilst in this form being drained of Reiatsu and the heat blisters them but not as bad as anyone else. (spell lasts for 3 posts) Chant: "Wheels of fate turn for me, turn my eyes skyward and my heart into the burning furnace of righteousness. Take my body, burn it bright, burn like the fires of damnation to judge the wicked and protect your servant. Binding Art 93 Kyuuten ko-ru." Actions: Spell requires a circle of red ink to be drawn around the caster and the symbol for fire to be drawn over their left eye. Binding art 94: Kamiyonanayo Bankotsu (Seven Heavens courage, Mana Kidou): A suppression type Kidou, after the chant and the actions seven pillars of lightning shoot from the sky at the enemy. If they are hit by a lightning bolt they do not receive any damage but loose the ability to use an element. The first bolt is yellow and suppresses Lightning the second is red suppressing fire the third is dark blue suppressing water the fourth is white suppressing air the fifth is brown suppressing earth the sixth is light blue suppressing ice the seventh is is the most powerful and is black suppressing Reiatsu... This means that the elements can't be used outside of the body. so whilst the Reiatsu one might be in effect the enemy doesn't loose Reiatsu and they can use it in their body but cannot project it in any form. This is a Kidou mostly used against Elemental based shikai and Kidou users. Chant: Seven, ancestors, seven spokes in the wheel. Call down to earth, call out your power, suppress the sinful so that they may never abuse your power. Bring courage to those who would use you for right. Binding art 94: kamiyonanayo Bankotsu. Action: The caster must write the symbol for each of the suppressions in a circle around the area the enemy will be in. This does not mean the small area exactly where the enemy is standing but in a radius where the symbols can be seen by the caster at the most. This Kidou is best used when setting up a trap. Binding Art 95: Time's Deadly Hand (Mana, Kidou): This Kidou creates a square space within which time moves slower than outside. The enemy inside the trap will notice that they are moving incredibly slowly. The downside to this is that anything that enters the field moves slowly so spells that are cast into it would slow down as well as if someone entered into the field. This sell would be most useful to set up a long spell after it. Action: four points in a square must be created using symbols of a egg timer at each point. four more must be placed inside of the square in the shape of a rectangle. When the Enemy is within the rectangle the user must flow Reiatsu around the square. When the field is fully formed the rectangle will glow brightly and take the shape of an egg timer slowing the time within the square. Binding Art 99 part 1: Bakudou no Kyuujuu Kyuu: Kin; meaning Restraint, is a binding spell that restrains your opponent much like with Sai, but is a strengthened version that creates a physical binding as well as a spiritual binding. Binding Art 99 part 2: Great seal; This spell covers a target from head to toe with spiritual fabric (first song), stabs them with numerous metal blades (second song), and then smashes them with an immense metal cube (final song) Incantation: First song: halting fabric, second song: hundred linked bolts, final song: great seal of 10,000 forbiddings. Other binding Kidou of unknown name and number: Binding art ??: Double layered Barrier; (estimated at lvl 90+) By clapping hands first in above and then in front of yourself to create a barrier around an area that is chosen. The shield looks like an old style japanese building and is in the colour of the caster's Reiatsu. The barrier becomes invisible rendering what is within completely invisible to the outside world. This is done by giving all near it a suggestion that it is not really there, first sealing all that is within behind the first barrier to stop Reiatsu escaping and secondly to put it slightly out of phase with the real world using the second barrier. This barrier can be maintained without the users concentration as long as it is not being attacked from the outside. It is incredibly hard to break into but can easily be passed out of. White Crawl: (Estimated lvl 70+) Creates an area of effect that can be from knocking out those within to destroying everything within the chosen radius. The larger the radius the less effect it has depending on the users Skill in Kidou. Binding art ??: Mirror Door; (Estimated lvl 65+) This was used to seal Momo Hinamori's hospital room. It creates a glass-like barrier which is difficult to break from the outside, but quite simple to break from the inside. Destructive Kidou: Destruction Art 1: Sudden Impact, The Shinigami places both hands in front of him to release a strong blast of air. If concentrated enough can knock a perfect hole through a wall. No incantation required. Destructive Art 2: Hikari no Mekurumeku (Blinding Light) Description: This art does just what it says, blinding its target with a brilliant flare of white light. It is useless as anything but a short distraction or to create a short breather. Incantation: "The angel guarding the gates of ****! Draw your sword and set it aflame, illuminate those within the darkness! Blasting Spell, the Second: Hikari no Mekurumeku!" Destructive Art 4: White Lightning; Fires a concentrated bolt of lightning from the caster's forefinger. Destructive Art 8: Kutsuunomaru (Circle of Pain) Description: This art creates a shining circle of yellow around the feets of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger. Incantation: "The eye of the great dragon! Come before me, seeker of torment, lord of endings! Cast thy sight and pass thy judgement! Blasting Spell, the Eighth: Kutsuunomaru!" Destructive Art 9: Shotgun Description: creating an orb of energy either in one or both hands, the ball then explodes while its in still located in the hand, the explosion is only in one direction as the energy disperses into a spread of energy, creating a shotgun effect. This attack is more effective against multiple opponents rather than one, since it covers a large area Incantation: "From the light above I summon thy power, to strike down my enemy in a blast of holy light, blasting spell the ninth, Shotgun!" Destructive Art 10: The Scorching Description: A fire based spell in which the user focuses his spirit pressure into the molecules surrounding the target, and superheats them. Upon will (usually by closing his fist or snapping his fingers), the activity of the molecules increase drastically and cause a chain reaction, exploding instantly and damaging the target. Incantation: unknown Destructive Art 20: Reeling Touch Description: Touching the target with your middle and index finger sends them reeling, falling, or flying in the direction you push them. Distance pushed is dependent on your spiritual power, and that of the targets. Since Ayame is a Captain, Reeling touch may send a target falling or flying for 50-60 feet, if she concentrates to use this art to the best of her ability, Aya will use this art to create space between her and her target. Incantation: unknown Destructive Art 25: Earth Breaker Description: By placing their hand flat on the ground, a Shinigami then releases energy into the very earth which travels underground to below their target. This energy can then be directed to follow the target while their hand is still connected to the earth. Upon removing their hand, the energy spikes up in a huge explosion that bursts out from the earth. Incantation: "From the depths of the earth I call forth destruction, to attack thy enemy through the ground which they stand, blasting spell the twenty-fifth Earth Breaker!" Destructive Art 30: Marikodos (Chaos Rain) Description: This art creates thousands of tiny blades to fall from the sky. The blades are so small they could be mistaken for rainfall and often a target is attacked before he realizes it. The area of effect is relatively small, but once inside that area it is near impossible to deflect. Incantation: unknown Destructive Art 31: Hadou no Sanjuu Ichi: Shakkahou; meaning Red Flame Cannon, is a low level Kidou generally mastered by academy students, in which after a short chant your target is hit by an amber red explosion. A powerful Kidou if the explosion hits the target full on, and is basically a weaker but shorter version of Soukatsui. Incantation: Ye Lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, The sea barrier surges, March on to the south! Destructive Art 33: Hadou no Sanjuu San: Soukatsui; Blue Fire, Crash Down Fires a burst of blue spiritual energy at a target in a similar manner to 31, but over a wider area and with more power. Incantation: Ye Lord! Mask of flesh and bone, all creation, flutter of wings, ye who bears the name of Man! Truth and temperance, Upon this sinless wall of dreams unleash but slightly the wrath of your claws! Destructive Art 35: Tenken (Sword of Heaven) Description: This spell is about as big and flashy as they come below the sixties. Meaning, of course, that if you use it, everyone knows where you are. Worse, it can be easy to dodge, if you recognize that it's coming. But if you don't... This spell summons a straight long sword, about eight feet long, made of pure Kidou that falls from the sky and pierces the spell's target through. It takes one or two seconds from the time the incantation is complete for the sword to cross the space from heaven to earth (depending on how much the target moves.) The sword is capable of "homing" on its target, but it can't track more than fifty feet away from its original target point. The sword can easily be shaken by Shyunpo, dodging just before impact, or just by running into a building (not so much a dodge, but it prevents the person getting hit.) A person failing to dodge, on the other hand, is skewered like Mongolian barbeque. Incantation: unknown Destructive Art 46: Tatsugaze (Dragon Gale) Used by: Sakuraski Ryusuke, Ibuki Koja, Katsu Kayane Description: By placing both hands together with the open palms facing out, A silvery golden orb of energy is created. IN a sudden blast of Hurricane winds, traces of golden and silver dragons can be seen dancing and soaring through the channel. The Wind is strong enough to blow a parked car into the air and toss it a few feet away. It has a wide area of effect and has a high chance to hit, and because of its strength it will drain a fair amount of energy to cast. This is an attack that is meant to blow a target away or simply clear and area of debris. Incantation (full version): "Spirits of the wind of the northern sky The glare of a dragon's serpent eye I summon you both to unite the winds To excel the power that I give in. Cry of the wolf, howl of the night Sing the notes to the flowers height Use them together in this fight To clear a path of unclear sight Hear the legends of an untold tale Fear the blast of the Dragon Gale!" Destructive Art 54: Abolishing Flames; Incinerates a small target completely. Destructive Art 58: Tenran: (Imperial Inspection... Apparently... but its a whirlwind go figure.) By spinning a Zanpakutou in front of themselves the caster creates a vortex of spinning wind that drives forward in a whirlwind toward the enemy. There is no definitive idea of damage, however there is a likely chance of being sun out of control or the impact causing blunt damage or whipping damage as the wind smashes into the enemy. Destructive Art 63: Hadou no Rokujuu San: Raikouhou; meaning Thunder Roar Cannon; is an incredibly powerful composite Kidou, containing both the piercing lighting affect of Byakurai, and the destructive force of Shakkahou. However, in order to produce the desired affect, one must have particularly strong and well concentrated reiatsu. Chant: "Ye Lord, mask of blood and flesh, all creation, flutter of wings, ye who bears the name of man, Inferno and Pandemonium, the sea barrier surges, march on the south!" Destructive Art 66: Twin Lotus Blue Fire, Crash Down; Essentially a doubled version of 33, this spell fires two shots of blue fire with greater potency than the single-shot variety. Incantation: Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens. Destructive Art 76: Hayate Gakuzento (Hurricane Terror) Description: The user focuses their spiritual energy into the wind around them. They force it to go into a sphere around them and pump power into it. The wind picks up and makes a powerful shield that works defensive and offensive. Can deflect any and all projectiles, unless states otherwise. The user may literally explode the move, which causes a ripple effect (The users forces the sphere of wind to break, making the winds go opposite directions at high speeds. This is used as a quick defence against multiple opponents, otherwise is left alone. Incantation: unknown Destructive Art 80: Bleeding (Nicho Kidou) This spell increases the blood flow in the enemies body making it flow faster out of any open wounds making them loose strength at a faster rate for 3 posts. Chant: Blood that flows, blood that binds, blood that breaths life. See the impurity of the body you inhabit, reject its inpure form and bleed. Destructive art 80 Bleeding Action: Caster cuts their hand and traced the word blood into the air whilst releasing Reiatsu through that hand. Destructive Art 84: Ikijigoku (Hell on Earth) Description: This destructive art incinerates the moisture inside and outside of the target, boiling it alive. It is neither nice to watch nor easy to cast, draining its user quite a bit but can destroy most hollows up to the Menos-Medio class. Incantation: "By the fires of Gehenna, burning bright! The claw from the beyond, tearing away the light of existence! Blasting Spell, the eighty fourth: Ikijigoku!" Destructive Art 90: Hadou no Kyuujuu: Kurohitsugi; meaning Black Sarcophagus; is an overwhelmingly powerful Kidou that contains the opponent within a large, black box that slowly breaks apart. The black energy slashes at the opponent many times as it separates from it's original box shape. Using it often results in death for anyone but the toughest of opponents. However, this move requires reiatsu and concentration beyond the level of Taichou. Also, it should be noted that if one does not perform the chant correctly, the Hadou is considerably weaker. Destruction Art 92: Purity of the Seven Fates (Mana Kidou) This powerful destruction kidou summons down seven bolts of Kidou Lightning in large beams one after the other in short succession. Chant: One wheel, seven fates, one sinner. Cast down the might of god. Gather all your power, gather all your judgement and deem those below guilty. Devastate all those who would harm your servant with fate itself. Purity of the seven Fates. Dual type Kidou: Reverse Demon (Taichou level only Kiduo must be in top three and requires (RL) 5 weeks of study to complete and another (RL) 2 weeks to master): This spell nullifies an opponents movement and Kidou spells by manipulating raw Kidou energy and rotating it in reverse at the exact same speed as the opponents movement or spell It can also be launched like a bolt of lightning over a distance searing anything in its path. Because of the raw Nature of the ability the wearers clothes are torn at the arms and back as the Kidou must be held and concentrated in these areas for the Kidou to work. It looks and sounds like heavy thunder and lightning sounding and spinning around the user. ((Thanks to Yachiru)) Figured that it's overdue to mention the fact that, in fact!, the Fourth Division does have its own set of Kidou specifically meant for medical purposes. Now, I've never put a lot of stock into this, because to be honest, it rarely comes to a point where it's necessary to use a Kidou of this sort, but I'll put a couple down here, namely the two I've openly used so far. I'll expect people like Nin and Bops to hit me up with some they've thought of, since they'll at least be active with them - so you two, let me know! FOURTH DIVISION MEMBERS: You will almost immediately be taught Kidou 6, as it requires very little reiatsu control on the whole, so be aware of this. Be aware the reiatsu healing is not a Kidou. When reiatsu surrounds the hand and heals a wound, that is done by forceful reiatsu manipulation, and is used to close wounds and mend bones on a small levels or, given a serious amount of time, larger levels. This is, I repeat, not a Kidou - it is simply a technique that all Fourth Shinigami are taught to use in the academy in place of strength-based control. Medical Kidou Number 6: Joint Prison "O lords of the clouds, do not rain on these wounds with tainted water! Bring forth salvation, unleash stability and strength! Medical Kidou Number 6, Joint Prison!" The caster holders his arms out at his sides, palms facing outward and away from him. The incantation is chanted, and reiatsu immediately pools to both palms. The right hand will feel cold, the left will feel hot. The palms are then slammed together in front of the caster. The longer this compression is held, the stronger the Kidou will become, but this requires intense reiatsu manipulation and is suggested for only competent users. Barring the need for extra power, once the palms touch, they can be thrusted outward, which will release an invisible wave of energy. The first individual that is struck by it will, in effect, have every single joint in their body locked exactly how they are at the time of impact. This is a temporary paralysis Kidou meant for problematic individuals in surgery. Note: In lower levels, without sufficient charging, the paralysis could last as short as 10 seconds. A Taichou-level individual who uses this Kidou, including the chant, and charges it for 30 seconds could paralyze a low-level Shinigami nearly indefinitely. Medical Kidou Number 11: Stasis "Hold the worm straight, from one end to the other, and softly pull with gentle might. End the wriggling, end the struggle, and envelope all with peace. Medical Kidou Number 11, Stasis!" All that is needed to preform this is a finger tip pressed against an individual's chest. Once preformed, Stasis completely numbs the body of the target based on the desire of the caster. Therefore, simply an arm could be numbed fully, or both legs, or the stomach, or the head, or everything at the same time. The numbing last until canceled by the will of the caster. Medical Kidou Number 16: Blood Detection "In the eyes of those who wish to see is a scent ignored by the casual glance, and in our eyes are noses, capable of things given only to those who deserve them! Medical Kidou number 16, Blood Detection!" This is not as simple to preform as six. The palms are pressed together in front of the caster, and a massive amount of reiatsu is pooled into the fingers, grinding against itself to create friction. The hands then erupt into flame, which lifts into the air and splits apart depending on the situation. Flames will seek out spilled blood by searching for iron in the air. This Kidou can only find blood that is 3 days old or less. These flames are not effected by water, as they are not real fire. Medical Kidou Number 70: Blood Replacement "Drain the body of impurities and instill strength of iron and steel. From the east bring sun, from the west bring water, and mix together everlasting life. Medical Kidou Number 70, Blood Replacement!" One of the most strenuous of the Medical Kidou, Blood Replacement can only be preformed by top-level Shinigami. It requires insurmountable amounts of reiatsu to sustain and a daunting amount of patience. This Medical Kidou completely removes the blood from an individuals body, places the body in a state of stasis, and then supercharges blood regeneration rate by nearly eight hundred percent, gradually replenishing the entire body's blood supply. This is used when incurable poisons are in the blood stream, or an individual has lost so much blood that it is impossible for them to survive long enough for a transfusion. Soldier's Cocktail: Increases healing rate and available reiatsu for a limited period of time. Blood Replacement Pills: A concoction high in iron, these pills increase the speed at which blood is regained by a small, but efficient amount. Bandages: Self-explanatory. Reiatsu Boosters: Pills full of sugars and protein, these temporarily boost available reiatsu and reiatsu regeneration. Metabolic Infusion Pill: Speeds up reiatsu regeneration and healing, while offering a boost of energy. ((Thanks to Zoey and OD-Funk))Okay so, EVERYONE READ THIS PLEASE, this is for everyone to understand that us people less fortunate of using alot of Kidou, and Reiatsu buffed attacks, actually have some sort of power.. when in a fight, I've seen it happen a few times, someone uses a sword technique which should actually have affect, and said opponent shrugs it off, as if it doesn't happen. Due to Axel using Phyiscal based attacks, I know many people, wouldn't take his great skill and power in this area into account, as it isn't rated in the SS level charts.. unfortunately, this makes fighting for me, and others like me, very hard at times, and somewhat Biased, so I'm going to post up, every physical based attack ,Axel knows, has mastered, and uses, ALOT while fight. Point Break: An Attack based on the raw physical power of the users muscles, he or she, builds up tension in his upper body, before exerting it through the tip of the blade in a single strike, the power of this attack, increases your weapon jabs damage, DRAMATICALLY, cutting through most things, even Zanpaktou if the opponents ability in Zanjutsu, and general attacking power is inferior, the initial hit of the attack, also, isn't a straight forward pulse of energy, it's an area of affect, meaning, even if it is blocked succesfully, the shock of the great force exerted, damages, and cuts, the opponents arms, basically, if you want to avoid taking no damage from this, dodge it. Shock Strike: A sword technique, it takes a long time to learn, but once mastered, it becomes the wielders normal base attack, each slash of the users blade, sends out a pulse of energy, damaging muscle fibers, cutting the skin, and even damaging organs, it's power is gauged by the ammount of physical power and force the user can dish out, so someone at the level of Kaisen, would only be able to cut the opponents skin, where as Axel would bust your lungs open, damage from this is unavoidable, you cannot completely block it, you can block it so the damage caused is minimal, and but a single scratch, IF you're that good, BUT , like point break, if you want to avoid all damage, you must dodge. Pulse Wave: the 'combination' of both Shock strike, and point break, building up tension in the upper torso, Axel slashes outwards with his sword, releasing this tension into a concerntrated outlet of kenetic energy, it's unseeable, being kenetic energy.. but, it eventually distrupts air and such, becoming a visible fluxuation, it's damage is high, you can try and block, but it's affects will break through, it damages the innards, and the outer skin of the opponent, cutting at the body like a steak knife, like the other two.. the only way to truely stop damage from it, is to dodge. These are basically the only moves people might of payed little to no attention to during a fight, due to Axel just incorporating them into his normal attacks, and not making much description of them... I shouldnt need to have to describe them for every swing I make. he has alot more, but i usually give them a description, as they're far more complicated. Zoey might want to add a few moves to this also, as I remember she has a few similar to those mentioned above.. people may not pay much attention to. Okay this list took a bit to construct, but they are all attacks I have done and kept in the back of my mind with the intention of formally posting them like this. Also, some of the dojo houses are ones that I think would be helpful and easy to build on while providing a few selections of zanjutsu styles. All houses and styles exist within the dojos if anyone had ever cared to learn or join they would have learned a few of these forms by now. Please remember none of them require reitsu. They have their strengths and weaknesses and as mentioned above, reitsu or kidou is not a neccessity to bypass an attack or simply dismiss it. There is a vast range of ways to go about this without 'flaring' up to win. Attacks Multi-strike: A series of fast sword thrusts and jabs allowing for the illusion that the opponent is being stabbed multiple times at once. A beginner will often start out at two-four while a more advanced fighter may illustrate eight to twelve attacks at once. This is not entirely about attack speed. It is also important for precise accuracy. An experienced swordsman will know where to hit along the torso, aiming for the more likely and critical location. This is primarily agility and precision. There is no reitsu. Mitsubushu: A powerhouse attack. Not available until intermediate to experienced swordsmen. A great deal of strength and stamina is required for this attack. Dominantly an offensive move, but can provide a major opening if not performed quick enough. For beginners, a SMALL amount of reitsu may be adjusted to the attack but that is strictly in substitution for strength. It is not needed later on. The move requires a great deal of training for the body in power and speed. Trainers must practice the art of striking weaponless in a wind based setting before moving onto the next step. (can be explained further if you like) A great deal of upper body strength is simultaneously adjusted. Agility is a must. The attack is performed with the flat part of the sword. It curves over into a slash, building and collecting momentum as it is slammed onto the victim or object. The result can be direct or indirect. Damage can include destroying boulders into debris, crush bones, burst arteries and veins, or send your opponent body first into the nearest wall. The edge of the blade cannot be used for this reason as it does not deliver the same form of power, instead cutting and slicing through the air and then the object. The flat is a must. Ripple: Brute Strength. A quake attack. Loose wrist movement. Defensive, can be used as offensive simultaneously. Sword is flipped over and the hilt is thrust into the ground like a power drill. The perimeter around the fighter collapses or shakes, pieces of the ground jutting and smashing up. (A miniature quake.) Size of surrounding damage is determined by power and velocity of the performance. Perimeter is also gained through experience and training. A counter to some forms of physical kidou. REMINDER: This is not for the physically weak. Dojos and Attack styles Iaido Dojo~ Nukitsuke: Resorting to single handed fighting. The use of handling one’s sword with the dominant hand. Angle, timing and control are necessary to perform swift, speedy movements and moving onto the offense. Goes well with a shynpo and constant foot work. Good posture is required. The body should be turned at an angle, the torso never directly exposed. Any cut or attempted slash should be made from the movement of the front foot as the Body Weight is giving power to the cut. Push your weight behind it. Stabs and jousts can work well in penetrating reitsu shield defenses. Kiritsuke (fool’s attack): Striking to the imaginary enemy. Implementing fake attacks to force out the opponent’s weak areas. It is usually done into a pattern of fake, fake, jab. One real attack in the mixture of several fake. The full force of the strike should be given, extreme concentration restricting the fighter to pull back their weapon at the last moment. Jyuppen: Cut in four directions coming up from the rear or side. Timed best by catching an opponent off guard. This move requires speed, and fluid movements. The blade should only move twice. Cuts are deep. Buko Ryu Dojo~ Divine Step - Foot work. Lots of foot work. Heavy meditation, calling on the inner spirit to slow one’s heartbeat down. Sword fighting performed in the manner of fluid steps in the art of dodging, deflecting, and retaliating in one smooth movement. Motion of the Ocean. The body should be relaxed, the mind should be in a post-meditative state. It is a skill required of zanjutsu dominant fighters in dire times of combat or simply a way to deflect power or strength fighters. Noble Fighting. Muso (heavens) - A brutal and murderous attack. One or two blades. Any sharp edge will do. For experienced swordsmen only. Overtaking the opponent from the rear or front, high leveled agility required for absolute arm and body movements. The feet are planted firmly as the fighter literally slashes their opponent into ribbons in a blink of the eye. The edge should cut deep into the flesh, the slashes should be a blur. A difficult move to block. This attack looks graceful but will end with a Dead hollow lying in a pool of blood in several pieces. Affective against long distance fighters once in range and may easily tear apart a shield of use varying on their level. Bujinkan Dojo~ (Three Formal Houses) 1.) Ladainha: A zanjutsu fighting style within the Bujinkan house. Originally an African form of fighting it has been adjusted. Capoeira martial arts with the use of a weapon. Side-to-side movement. From there, the combatants move to perform a variety of attacks and evasions. Much of the movements focus on the feet rather than the hands, emphasizing evasion over blocking. A sword thrown into the mix more appropriately confuses the enemy on what is and isn’t attacking, offering an extra length or two by the sword. This form of fighting is extremely affective after adjusting one’s self from a formal style such as Iaido to purposely confusing the opponent in a rhythmic, swaying and acrobatic tendency of their limbs and torso. The body must become one with the sword. Also to note, it becomes increasingly difficult to read the fighter’s moves as the evasion and strikes tend to be highly unpredictable. Greatly affective against shyunpo and speed opponents as a defensive and offensive tool. Also for experienced fighters. 2.) Gedan: One of the most ruthless forms of fighting in a most majestic way. EXTREMELY DIFFICULY to learn. Requires little power but a great deal of knowledge, accuracy and precision. One mess can end their life. This house is entirely willed to cutting and puncturing pressure points, specific crucial arteries, and certain veins throughout the body. A simple jab, or cut to an exact location may lead to victory. The fighter must have intense knowledge of the human or hollow anatomy. Results can be shown with a simple thrust, cutting off blood supply to the heart or brain, causing internal damage, increase fatigue or restriction of movement. NOTE: while sword abilities will be required to affectively perform a successful attack or at the very least get in range of their opponent, it is more noted this is for patient fighters willing to take the time to study and memorize exact locations. If you’re not this type of fighter ie brute strength, impatient etc, this is not a style for you. This does take time to learn and is a capable style outside the zanjutsu expertise. List of possible areas: Femoral Artery (thigh) – heavy bleeding. Restricts running or shyunpo greatly. Dangerous. Deep Femoral Artery (femur; along the thigh) – major artery. Internal bleeding, numbing intense pain down to the foot. Life Threatening. Pulmonary Vein(chest) - Four of them. Bring blood to the heart. Damage should be obvious. Abdominal Aorta (abdominal cavity) - Supplies blood to the abdominal cavity. Delirious, shortness of breath, heavy bleeding, possible death. Deadly. Jugular Vein (jugular) – deoxygenated blood to the head and back to the heart. Common sense if you’re cut or jabbed here. Deadly. Thoracic Aorta (left ventricle) – Supply blood to the head, neck, thorax, upper limbs. Heaviness to inability to wield weapon are the first major signs. Brachial Artery (upper arm) – Inability to wield weapon. Sharp pain, numbs entire muscles in the arm. Limb is useless. MUST be slashed however. Deep Palmar Arch (palm) – Inability to wield a weapon efficiently or a two handed weapon. Lots of bleeding. A deep cut must be made affectively. Femoral Vein (hunter’s canal, middle of thigh) – Life Threatening. Several other veins drain into this one. Pressure Points: Above the elbow joint- jab using the hilt of the sword (temporary paralyzes of limb) Forarm- jab using the hilt of the sword (stun them. Low bleeding) 3.) Chiburi: The weapon is always kept in a low position. This house is the art of fighting and blocking from down to up, always slashing at an upwards angle instead of coming down or striking by curving the blade side to side. It is an awkward style the fighter must learn to feel comfortable using. One hand is always placed behind the hilt in a block formation, the pointed edge always facing outwards. This is so when the blade comes up it will slash without the need for turning or adjusting the blade. For defensive moves, it is not used to block but to rather repel or deflect the opponent’s sword into a different position while retaliating in the same manner. Speedy movements, extreme accuracy. Low stance, and decent time reaction. Affective sword guard. Chudan- One single movement, affective with a shyunpo, particularly against hollows. Slicing underhand, cutting your opponent in half. Batto – Same form of attack, used in place for fighters who are in a bind. While arms and legs may be tied or restrained, the fighter must inhibit their body in such a way to bend back, countering the blade to follow and ultimately breaking the bind. This however, varies on the level of the bind used and the level of experience of the fighter. (Meaning someone who just graduated cannot get out of a third seat’s bind. Common sense!) It requires a great deal of concentration, flexibility and a certain amount of physical strength. Seite- Defense. The only time the blade or bokken is brought up, directed straight out in front of the body or over the body, using both hands it is spun at the very end of the hilt at extreme speeds creating a funnel. Used to deflect objects, long distance attacks, and some kidous. Better related to a ceiling fan. This style can be used correctly with proper speed and timing. Perfect wrist and movements are required. For intermediate to advanced users. Skill level will vary. Firstly I will point out an important fact, your rank in this chart does not reflect your division rank. I will give two examples, Ikkaku (11th Division 3rd seat) He is Taichou level but is only a third seat. Nano-Chan (8th Division) She is Fuku-Taichou yet is weak and as far as we can see doesn't even have shikai. So understand that even if you get a high seat in a division that doesn't mean you are stronger than someone of a lower seat in another division. That is why we have this rank chart so that you can properly see your ability compared to another person. Right now as to how the Chart is worked out. Firstly the major aspect is commitment that is a constant flow of posting and interacting. Power is not just given away if your posting is erratic and sparse people will over take you. Respect, this is a more general thing in that you can be a bad guy in the RP but due to an excellent quality of RP'ing people respect you for your posts and hard work you put into them, Take Yachiru, Zoey, Hara well all the long time members and you will see what i mean, they are constant apart form the odd breaks and their posts are truly detailed. Even if they are baddies they still have respect. What is not taken into consideration is over all time in the RP, i won't look at that i will look at your commitment to posting. There are people who have been in the RP since it started but you will hardly see them post would it be fair to give them a high rank whilst people who are newer constantly post and make good posts staying committed right through stay below them? NO so over all time doesn't count only your continued commitment. However there are two instances where this applies. Shikai and Bankai, you must have been graduated for a minimum of 3 mounts before you can obtain shikai and for a year to obtain Bankai. On top of this YOU MUST have shown commitment to the RP, that means you can only get it on those exact dates IF you have constantly posted without taking breaks, made good posts and especially for Bankai shown everyone and who ever the GM is at the time that you deserve it as an RP'r and aren't just going to abuse that power in some god modding way. Ok lastly on the topic of Bankai and Shikai, remember that the rank chart doesn't reflect division ranks. We set it out this way so that you can relate to it easier. In our rank charts seated positions only start once you achieve Shikai and then over time you climb the ladder through your commitment. You will find as you go people will RP with you more and so forth with this you will find when it comes time to gain Bankai or become a Taichou which has to be generally agreed upon by the majority of the RP'rs in this RP that you will be able to obtain the title of Taichou and get bankai. Where you see that people of Fuku-Taichou level have Bankai this means that A: they have only just achieved Bankai. Or B: They have not been seen fit to gain Taichou in the RP. Ok thank you all for reading any Questions please direct to me (Nicho) or who ever the GM of the time is. Ok thank you here is the rank chart: Soul Society Power Systems by Rank Taichou: Hara: Hakuda Kidou Hohou Reaitsu Control Zanjutsu Nicho Kiennes: Spirit pressure Hohou (Spirit pressure + Hohou pretty much same) Kidou Zanjutsu Hakuda Axel: Zanjutsu Hohou Spiritual Pressure Hakuda Kidou Other Notes: Shikai increases strength and speed. (shikai is constant release) Shoto Kisada: Hakuda Spiritual pressure Hohou Zanjutsu Kidou Johon: zanjutsu Spiritual pressure hakuda hohou kidou Kaisen: zanjutsu hakuda Hohou reiatsu kidou Mana Hikaru: Hohou Kidou Spirit pressure Zanjutsu Hakuda Koi: Zanjutsu Hohou Reiatsu Hakuda Kidou Fuku-Taichou: Kronos: Reiatsu Hohou Zanjutsu Kidou Hakuda Anne: Kidou Hohou Hakuda Spirit Pressure Zanjutsu Leo: Zanjutsu Hohou Reiatsu Hakuda Kidou Souji: Zanjutsu Reiatsu Kidou Hohou Hakuda Tyler: Zanjutsu Reaitsu hohou hakuda Kidou 3rd Seat: Latus: Hohou Zanjutsu Reiatsu Hakuda Kidou Tatsuya: Hohou Zanjutsu Reiatsu Hakuda Kidou 4th Seat: Naga: Zanjutsu Hakuda Hohou Reiatsu Kidou Eztli: Hakuda Houhou Reiatsu Kidou Zanjutsu Zakachi: Zanjutsu Hohou Reiatsu Hakuda Kidou Tamkara: Reastiu Hohou Kidou Hakuda Zanjutsu Faul: Reiatsu Kidou Hakuda Hohou Zanjutsu Lodium: Reiatsu Hohou Kidou Zanjutsu Hakuda Takashi: Reastiu Kidou Hakuda Hohou Zanjutsu 5th/6th Seat: Masaru: Zanjutsu Hakuda Reiatsu Hohou kidou Fritz: Spirit Pressure Hohou <Below here are bottom skills barely worthy.> (ask spoken by Yachiru.) Hakuda Kidou Zanjutsu Xavier: Zanjutsu Hohou Reiatsu Hakuda Kidou Ultimate: Zanjutsu Hohou Reiatsu Hakuda Kidou Janza: Reiatsu Zanjutsu Hohou Kidou Hakuda Anton: Zanjutsu Hakuda Hohou Reiatsu Kidou Other/Unseated: Rayf: Hakuda Zanjutsu Hohou Reiatsu Kidou Mikama: Zanjustu Hohou Hakuda Reiastu Kidou Kiyame: Kidou Reiatsu Zanjutsu Hohou Hakuda Pluto Rikudou: Zanjutsu Hohou Reiatsu Kidou Hakuda Misaki: Kidou Reiatsu Zanjutsu Hohou Hakuda Sam: Zanjutsu Kidou Reiatsu Hohou Hakuda __________________________________________________ Individual Ability Ranks: Zanjutsu Power Levels Rank: Taichou: Axel Johon Kaisen Koi Nicho Shoto Mana Hara Fuku-Taichou: Leo Souji Tyler Kronos Anne 3rd Seated Officers: Latus Tatsuya 4th Seated Officers: Naga Zakachi Lodium Eztli Tamkara Takashi Faul 5th/6th Seated Officers: Masaru Xavier Ultimate Anton Janza Fritz Other/Unseated: Rayf Mikama Pluto Sam Mikashi Kiyame Hohou Power Levels Rank: Taichou: Mana Nicho Hara Axel Koi Shoto Kaisen Johon Fuku-Taichou: Kronos Anne Leo Tylor Souji 3rd Seated Officers: Latus Tatsuya 4th Seated Officers: Eztli Zakachi Tamkara Lodium Naga Faul Takashi 5th/6th Seated Officers: Fritz Xavier Ultimate Janza Anton Masaru Unseated/Other: Pluto Rayf Mikama Kiyame Mikashi Sam Hakuda Power Levels Rank: Taichou: Hara Shoto Axel Kaisen Johon Koi Nicho Mana Fuku-Taichou: Anne Leo Tylor Kronos Souji 3rd Seated Officers: Latus Tatsuya 4th Seated Officers: Eztli Naga Faul Takashi Zakachi Tamkara Lodium 5th/6th Seated Officers: Anton Masaru Xavier Ultimate Janza Fritz Unseated/Other: Rayf Mikama Kiyame Pluto Mikashi Sam Kidou Power Levels Rank: Taichou: Hara Mana Nicho Johon Shoto Kaisen Axel Koi Fuku-Taichou: Anne Souji Kronos Leo Tylor 3rd Seated Officers: Latus Tatsuya 4th Seated Officers: Faul Takashi Tamkara Lodium Eztli Naga Zakachi 5th/6th Seated Officers: Fritz Janza Masaru Xavier Ultimate Anton Other/Unseated: Kiyame Misaki Sam Pluto Mikama Rayf Spiritual Pressure Power Levels Rank: Taichou: Nicho Shoto Johon Mana Hara Axel Kaisen Koi Fuku-Taichou: Kronos Souji Tylor Leo Anne 3rd Seated Officers: Latus Tatsuya 4th Seated Officers: Tamkara Faul Lodium Takashi Eztli Naga 5th/6th Seated Officers: Fritz Janza Masaru Xavier Ultimate Anton Unseated/Other: Kiyame Misaki Mikama Pluto Sam Rayf
__________________ Join the SS RP one of the biggest in NM: http://www.narutomania.com/forums/soul-society/ "There is nothing either good or bad, but thinking makes it so." :~ William Shakespeare "Know your enemy and know yourself and you need not fear the outcome of 100 battles." Sun Tzu Last edited by Nicho Kiennes; 02-12-2008 at 07:00 PM. |
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01-06-2008, 10:04 PM
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ok, so im gonna try to elaborate on axel, and kaisens fighting style so everyone understands it a bit better. the atacks are kinetic raw power, so some people aer confused by how they work, understandably so. Right, The way it works, the Attack isn't actually there, there is no energy, no nothing, it's just a release of pure physical movement, and hemped up power, Axels and Kaisens muscles are so strong, so well trained, because of the way they fight, and their styles, they have actually evolved to a point where if they tense these muscles.. long enough, and center the energy build up on apart of their body (hands, feet, sword, etc) the release is so strong it actually amplifies our movements, so a kick is no longer just a kick, the force that drives through with it, actually leaves the body, and travels outwards, taking on the form of whatever we have used for it, a sword, it'll be sharp, a punch, blunt, etc etc, there is no attack actually there, it's just raw powerful shock. just a very very strong vibration. you can stop the damage you take from it by putting up barriers.. cutting it with your sword.. but you can't slow it down, nor can you fully 100% block it. The only way to avoid all damage from it, is to dodge it. the fighting style was made to fight Bankai users, without going into Bankai, it's not just an attack, it also increases speed using the same principles. Although, its not so much for hohou. another thing i wanted to put out there, is the difference between hohou, and fighting speed. Many people don't understand, hohou, is basically running speed. or ability to get out of the way of an attack. Your speed in battle, is gauged by your skill in that catagory. so for instance; in a hand to hand fight, if one fighter is an excellent hakuda user, and has hohou as their weakest skill, the'd still be able to block or even close quarters dodge(leaning to one side or the other, yet not moving their feet, or moving them only a little.) very quickly. since hohou has no effect in close quarters combat. If im wrong in anything i've posted here, please feel free to correct me, GM's, or taichou's, or anybody, who see's an error in what i've said. We all make mistakes, if i have, i'd like to be corrected.
__________________ ^Thanks to Sexy Latina for the sig! thanks again go to takuroONE from deviant art for the fantastic ava. ss rp name - kaisen tenshu ~ aka sekkaku kaisen zanpaktou spirit- seiryu tiamat. a large powerful dragon. division - 7th |








