Post by Zou ۞ on Nov 4, 2010 20:06:48 GMT -5
Name: [Kyousou Ningen (The Strong Man)]; Class 0, Rank Level 4, Captain Commander
Real Age: [1247]
Age of Appearance: [55]
Height: [6'5]
Weight: [200 lbs.]
Fighting Style: [Kyousou Ningen. As of his appointment to the job of Captain Commander, rumors of him already began to fly around. This man is said to be the strongest Captain Commander ever to take seat, even more powerful than the First and Second. His power runs far beyond run of the mill, and beyond what anyone has ever seen before. He refused to join the Zero Division, and in fact is so strong that no one in the Zero Division is stronger than him either. (That very last part is probably just a rumor.) However, it is also true that he rarely fights. He believes that it is the job of the Captain Commander to maintain and ensure Soul Society's peace. Therefore, it is his job to command those that are fighting. However, when need be, this man will fight.
When Kyousou Ningen does battle, he removes his shirt, and reveals his upper body. Previously, he had minimal scars as a combatant. Now, he is covered in scars from wounds inflicted upon him by the Emperor of the Vandenreich. But, as a result of this one and only true defeat scarring his record, he has become that much stronger. When he was in his youth, he stood at 7'8 in height. The wounds inflicted upon him by the Emperor were so great that his entire body had to be reconstructed, resulting in the loss of a great deal of bone and flesh. Through the molding of Squads 4 and 12, the Captain Commander was restored to a humanly shape, but came out much shorter. ...But with another advantage. A younger body than before.
With this younger body, the Captain Commander is capable of many more physical feats of far more impressive caliber than he has been capable of in centuries. He is now far closer to his still long lost prime, and is capable of tapping into the physical abilities which made him known as the strongest, and which characterized him taking on the name "Kyousou Ningen," literally meaning "Strong Man." By taking on this name, the Captain Commander solidified his fame in history forever.
The Captain Commander is not unlike the 33rd, Tamajosho Aryuusai, the Hakuda master. What makes this Captain Commander even more powerful is his expertise in unarmed combat. He is a master of stand-up combat, particularly boxing. What Jinbei Kawada claims to have mastered, the Captain Commander scoffs at. His expertise in boxing is tremendous. Not only are his fundamental skills beyond perfect, but his speed and execution are also flawless. Not only is he technically perfect, but he can string together combinations and defenses so instantly and fluidly that some have wondered if he can actually predict the future. Most notably, his footwork often offsets enemies so much that they lose their balance and fall. Even if he makes no kicks, the Captain Commander's fighting skill is excellent.
And, especially when boxing, he always has defenses. He is able to defend every single attack that comes over to him, whether it be kick, punch, blade, spell, or anything else that one might consider. His ability to mix it into his combo and seamlessly integrate his defense in and continue attacking, all without any ceasing of motion whatsoever, is what allows the Captain Commander to totally outclass all enemies in hand to hand combat. And, additionally, considering his age, he has incredible cardio, with tremendous stamina reserves providing him with the ability to continue to fight on and on and on, without stopping for anyone.
But, boxing is NOT Kyousou Ningen's strongest ability in hand to hand combat. While many believe that Kyousou Ningen is exclusively a boxer, that is incorrect. Takedowns are some of his greatest assets, and he is an expert at them, so perfect that most opponents are not even aware that they have been brought down. But, why is he so good at these? Because Kyousou Ningen's greatest skill in unarmed combat is grappling. His ability to counter enemies with a grappling move is seamless. It's perfect. He has claimed to see the world rotating in slow motion when grappling, and is able to quickly calculate and deduce every single possible attack for himself and all enemies, as well as the defenses to all of these, in a single second when grappling.
It doesn't matter if it's arm bars, leg locks, triangles, or chokes. He can do them all, and do it perfectly. All of these will end the enemy in less than a second. In the human world, it can take several seconds to end an enemy with these. Kyousou Ningen, with a super body in a super world, can do it in less than a second. In less than a single heart beat, an enemy could find that they have had both of their arms completely destroyed. The skill associated in this is also associated with disarming opponents. Kyousou Ningen's physical ability is, therefore, the most perfect form of expression of combat.
He keeps coming regardless of wounds. During battle, Kyousou has a habit of calling those that he encounters "pitifully naive" or "pathetically young." This is a hint at his age, which displays how much mastery he has, how skilled he is, and how powerful he has become over the years as a result of his age. Kyousou is, perhaps, the Strongest Captain Commander. The rumors suggest it, and the few times that he reveals his powers suggest it.
This even goes so far as to have granted him the nickname "The Strong Man." It is because of his great strength that as soon as he took power, not a single thread could dare to challenge Seireitei. There are simply no enemies on par with Kyousou Ningen, and therefore no possible way to invade successfully. Anyone that dares attempt to face Kyousou Ningen is blasted out of the way like a filthy dog.]
Appearance: [Truly an impressive sight regardless of position. At six foot five as a result of his new, younger body, he is also extremely large. His shoulders, arms, and chest are all enormous, and his abdominals are unexpectedly tight for a man his age. It's not even because of height. Height is impressive, but there are many of similar height. What makes him seem more impressive and larger than most of those he comes across, even those who are taller than he is, is his muscle mass. His sheer size, which lets him overpower his enemies very easily, and how strong he looks are both what make him incredibly intimidating. One can only imagine what he was like in his prime.
His Captain's Haori is worn respectively, as is his shinigami robe. He doesn't have anything custom in his outfit. However, he has the haori exaggerated, much larger than the usual one, and the shinigami robe is much the same way, with the exception of the normal sized pants. The reason for this is simply to fit him because of how big a man he is as well. Kyousou's shoulders are simply that huge.
He has huge muscles, and a towering 6'5 figure. His muscles aren't always necessarily visible because of the haori, but they're so massive that it appears he's been taking super steroids. It appears to be octaceps, or something ridiculous like that. Also, his pack is gigantic, going past 12 or 14 even. There is no hair on his torso, for it is shaven completely clean to reveal his muscles. Not just this, however, for even his legs and the rest of his lower body are muscular.
He has short white hair in a crew cut, and very few wrinkles. The way age is discerned is through the constantly, usually never batting eyes, and the general lack of movement. His crew cut is normal, except that it's gray. He also has powerful, stern gray eyes, tanned skin, and a gray beard. He is often seen with his arms crossed.]
Face Claim: Monkey D Garp
Personality: [He has the odd habit of calling anyone that he battles "pitifully naive" or "pathetically young", signifying his great age. Being battle hardened on the field, he isn't too forgiving, and he does tend to tolerate no failure. On top of this, Kyousou is a battle hardened machine when need be. During battle, everyone has to clear out of the area, or they're going to die. That is the general strength behind this Captain Commander.
In addition to this, he follows the rules of Soul Society to the letter, never deviating. This is because being the Captain Commander, he must show a good example. Once rules are broken, he cannot be stopped. One man's justice cannot compare to the whole world's justice. A firm believe is held in this quote, which the 33rd Captain Commander once started. While Kyousou does idolize that Captain Commander, he believes that this person was actually extremely weak compared to him.
That same Captain Commander is the one that sent Kyousou on a certain mission, and Kyousou of course hasn't seen him since, and so he isn't aware of that power anyway. Having developed into an old man, Kyousou has all the wisdom and benefits of age, and is oftentimes good at delivering it. However, since he's the Captain Commander, he's also pretty straightforward about what's wrong with a person, and so he may end up hurting them emotionally before he manages to get his advice clear through to their heads.
Caring deeply about Soul Society, and having no other love but this, Kyousou Ningen is a Captain Commander that Soul Society can be proud of. In addition to this, he's also more ferocious than a thousand hurricanes put together. There is actually nothing that could possibly deter him from keeping Soul Society safe, and that's that.]
Powers: [Insert Below]
Sealed appearance of Zanpakuto:
The Captain Commander sacrificed his formerly existing twin Zanpakuto in order to gain this single one. It wasn't much of a loss. He still has Ryuujin Jakka, so he technically still has two Zanpakuto. But, this Zanpakuto here, this new one that he has gained, is mightier than the other two put together. It might not seem like it at first, but trust me, it is. In sealed form, it's an ordinary looking katana with nothing special about it. Plain oval guard, black wrapped hilt, normal sword, black sheathe. Nothing extraordinary about it, until it's released. Consider it "The General's Sword." That's what this is called.
"Shine brightly, Kogane Ippanteki."
They called it "The General's Sword" because that's just what it is. Ever heard of the game shogi? It's an ancient Japanese form of chess, also often termed "general's chess." It is one of the most complex strategy board games in the world, and is the most popular existing board game in all of Asia. What characterizes shogi is the brilliance behind the strategies. Unlike regular chess, within which the number of available strategies dwindles with loss of pieces, shogi has an infinite amount of strategies regardless of how many pieces are taken.
Kyousou Ningen's Zanpakuto, Kogane Ippanteki, is based on the game of shogi. The sword immediately disappears upon activation of Shikai, and gives way to a golden glow of reiatsu around Kyousou Ningen. By contrast, a silver glow of reiatsu will form around one of his opponents. If there are multiple opponents, the others will become consumed by a red glow. If Kyousou Ningen has allies, they will become consumed by a blue glow. Now, here's where the game gets good. At first it appears to just be glowing, but it's actually a giant game of shogi. The pieces? People. BUT, not just people. In the event that there aren't enough people to create the game of shogi, then Kyousou Ningen can either designate objects as game pieces, or create enormous, fiery hot orbs of reiatsu to serve as pieces.
Now, several restrictions play on Kyousou Ningen's power. First, he has no techniques. As a result, his power is allowed much more powerful, and thus all enemies and allies can be forced to play Kyousou Ningen's game of shogi. Second, the enemy MUST have full pieces. If they do not, Kyousou Ningen will deliver to them control of their own hot red orbs of reiatsu. Theirs will be red, Kyousou's will be blue. Third, there must be even distribution. The enemy and Kyousou must both possess all the typical pieces of shogi. An enemy must be relegated position of "King." Likewise, Kyousou Ningen must relegate himself or one of his allies as King. Usually he is King. Hence silver and gold glows. Enemy King is silver, allied King is gold. From there, all pieces must be designated. Objects can also be designated. In this case, objects, as well as the hot orbs, will be possible to move.
Now, here's where it gets different. It doesn't automatically do a board set up. It just relegates the properties of pieces to various targets, and provides the proper amount of pieces. Each piece has its own restrictions of movement and power.
King - A King can only move forward up to five feet at a time, but can move in any direction desired.
Rook - The rook can move any distance, but only orthogonal, or in other words, forwards, backwards, and right and left.
Bishop - Can move any distance, but only diagonally.
Gold General - Can move five feet in an orthogonal fashion, meaning forwards, backwards, left, and right. Can also move five feet diagonally forwards. Cannot move diagonally backwards.
Silver General - Can move diagonally backwards or diagonally forwards, or can move forwards straight. In all cases, the limit is five feet.
Knight - The knight can move only at an angle. Five feet forward, and then another five feet diagonally forward from there. During its movement, the "knight" becomes intangible until it arrives where it wants to. It cannot skip any part of the movement however, and must perform the exact movement.
Lance - Can move any distance forwards, but can go no other direction.
Now, here's where it gets tricky. This isn't a turn based game. Shogi may be turn based, but this is a Zanpakuto power, meant to benefit the wielder. Anyone can move at any time, but will find that they are absolutely restricted based on their piece designation. Kyousou Ningen picks all piece designations. Now, while everyone is moving, there are a few strategic anomalies. First, when an enemy piece is defeated or destroyed, it can be recreated on the user's side at any time, to be used by the user. The enemy also gains this advantage. This also applies to actual people. If Kyousou Ningen were to kill one of his enemies, he could revive them temporarily as a zombie serving him fully with their powers and skillset operational, and without the personality quirks that made them an ally of his enemy to begin with. The game is over when one king is taken. Unlike shogi, which constitutes surrounding the king, this game requires the king be killed. If such occurs, ALL PLAYERS WHOSE KING DIED WILL BE KNOCKED UNCONSCIOUS AND FEEL INTENSE PAIN.
Unlike shogi, the anomaly of "promotion" does not exist in this Zanpakuto.
All of this is the Shikai. While at first it may seem like a Bankai level ability, the scale of it is small enough to be considered a miniature game, more than a full scale one. This makes it "Shikai." The Bankai is far more aggressive.
Let's talk about the Bankai, which is called, Suishin Kogane Ippanteki. (Promoted Golden General)
It still follows the theme of shogi, but now from a different point of view. Previously, the game had been played from the point of view of the pieces. Now, the game focuses instead on the player. And, what better player than a god who excels at such strategy games and at multitasking?
The form of this Bankai is an enormous golden statue which mirrors all of Kyousou Ningen's stats, except scaled to the size of the statue, which is roughly two hundred feet tall. This golden statue can use any of the Strong Man's techniques. The difference is that from its back, chest, sides, etc, or maybe even just floating around it somehow, the golden statue has a hundred arms, and eyes all over its body. It is all-seeing, and the Captain Commander can see through any of these eyes. He sits inside of the statue itself, in the heart area, directing it with his mind, as if it were his own body. What makes this the player? The fact that pieces still exist. ALL RULES of Shikai still apply, except that now the Captain Commander must designate an ally as King. If that ally is brought down, so too will be the Captain Commander's Bankai. Otherwise, the Captain Commander feels pain every time one of his pieces is captured. But, that's it. That's the Bankai. The rules of Shikai still apply, and thus the opponent is still stuck with all limitations. The Captain Commander, who is now the player rather than a piece, has no movement restrictions.
Now, we must also discuss Ryuujin Jakka. The Captain Commander, like all before him, can use this blade, and its fiery Shikai. But, the Bankai is what differs. Unlike Satsujun, who could utilize "Ryuujin Jigoku," a sky full of black fire, the Captain Commander utilizes a different form of the Bankai. "Ryuujin Rengoku." This creates an enormous flooding cube of water for miles all around in the area. The area becomes an underwater area. But, this isn't just any water. It's water hotter than the flames of Ryuujin Jakka, kept in liquid state by its intense magical powers. Almost nothing can survive more than a second in the water without becoming ash, save for the Captain Commander himself. And, the water can also crush down with intense pressure for those who can survive it . It also possesses a property allowing it to dissolve reiatsu completely and erase the power of those trapped in the water. This is considered the strongest Bankai.
Purpose: Plot Purposes; Second Arc and Third Arc
4/12/23: Stats have been updated in accordance to changes previously made but never published in bringing the CC to proper standards. Old stats will be included in a spoiler for the sake of transparency.
The Captain Commander is a Rank 4 Brave Type. In accordance with his rank, he has an additional 400 SP, leaving him at 2200 SP total. As with all SP-awarding ranks, he can spend 500 SP in a single stat instead of the normal 400 cap.
Strength - [500 x 3] (1500) Points
Speed - [400 x 2] (800) Points
Spiritual Pressure - [400 x 0.5] (200) Points
Reiatsu Strength - [300 x 0.5] (150) Points
Light Aura - [90] Points
Dark Aura - [10] Points
Instinct - [300] (300) Points
Senses [200] (450) Points
Energy sensory - [100] (100) Points
Healing Expertise - [0] (0)Points
Total SP: [2200] Points
Skills
[Hakuda] [4]
[Boxing] [3]
[Grappling] [3]
[Battle Analysis] [3]
[Damage Recovery] [3]
[Strength of Will] [3]
[Illusion Resist] [1]
History: [Insert Below]
Minoru Kato. The runt of a family of two parents and thirteen total sons. Born prematurely, and the size of a bottle of juice, and weighing virtually nothing, he was the eighth child. It was expected that he would die within a week of being born. And yet, he persevered, and was not. Growing up in a wild, poor district of North Rukongai, so far that it did not even possess a name, one would have expected him to be killed quickly. For him to have fallen behind all twelve of his brothers, all of whom quickly became skilled in athletics, crafting, or something else to help them get by. But, Minoru did not fall behind. From the age when he could understand his place in the world, he knew that he just needed to work harder than the rest of them.
At the tender age of four, having expressed this to his eldest sibling, he was taken by this sibling to see the master of a local martial arts dojo. It was here that he was introduced to a man who had been disciple to mighty Shigekuni, who once had been master of an enormous criminal empire. Minoru was taught to box and grapple, so that he would be able to defend himself. At first, the work was difficult, and he cried every day at practice. But, he still attended every day, for hours. After the first month, he was no longer the weakest student there. Others had sent equally young children to learn to defend themselves, and after the first month he was beating some who had been there for far longer.
After the first year, Minoru had the technical knowledge to defeat some who had been going for over five years, but lacked the physical strength. After two years, he understood how to use even his young body to its maximum current potential. Using his fast reflexes, he began to divide his time between hunting in the nearby forest for small animals such as squirrels, and training. Because of thirteen hard working siblings, his family was never hungry, but food was still scarce enough that it was not easy to get by. To achieve extra nutrients, Minoru would consume many squirrels or possums each day.
After ten years, Minoru was able to best nearly anyone in the dojo on technical skill alone. His physical strength, however, was immeasurable for his age. Impressed with Minoru, his master recommended that he enter into tournaments held in the middle circles of Rukongai. There, winning fights would earn him a great deal of money that he could send back to his family. Minoru accepted this offer, and his master signed him up for an amateur fight. In his first fight, Minoru destroyed his opponent in twenty seven seconds, breaking both of his opponent's arms, and shattering several ribs. His opponent never fought in the circuits again.
That same year, Minoru had nine more fights, and trained diligently for all of them. After his record became 10 - 0, Minoru was confident enough to begin entering the professional level in the inner circles of Rukongai. His family had already received enough money to relocate to a much wealthier district, but Minoru would not be satisfied until they no longer had to work for their meals. He continued to make the enormous trek to his dojo every day to train, and live out of that poor district except during the one day when he had to fight each time he had a fight.
In the higher echelon, Minoru, after roughly eleven years of training, was able to go toe to toe with those who possessed abnormal bodies. Men who resembled animals, and were over ten feet tall. Monsters who could lift entire houses. It was around this time that in addition to his training, Minoru began hunting and eating much larger animals. Bears, lions, hippos. In time, Minoru, who had started the smallest, but worked the hardest, grew. After ten years of training he had already become an average height and size. But, after three years in the inner Rukongai circuit, and with a flawless, undefeated record, Minoru grew far larger. He was seven feet tall when at last he asked his sensei to put him in the most difficult circuit of all - world class.
World class meant that he would face off against some who were Soul Reapers, both retired and still active, or nobles of tremendous power, or those who had trained their entire lives just for the glory. After fourteen years of training and growth, Minoru was the hardest worker there, still. His first few fights, he won with some difficulty, finding that combat against more than martial arts, for example against Zanpakuto and Kido, was extremely difficult without possessing either. To compensate, he began strength training, until after a year, he was able to crush his opponents completely.
It was then that Minoru noticed a voice in his mind, and that his body, despite growing, was not aging much. His physical strength had skyrocketed, as had his speed. He began to wonder what was happening to him. Seeking out his sensei, he was told to seek out Shigekuni, who could help him. And so, Minoru went to find Shigekuni, and traveled to the Seireitei, at the heart of Soul Society. There, Shigekuni took in Minoru upon hearing that the latter was a former disciple's student, and started to teach him in the art of Hakuda, of Hado, and of spiritual connections. Feeling that there was great potential in Minoru, Shigekuni helped him to unlock a Zanpakuto, and gain tremendous power.
Minoru had earned more than enough money for his family by then, and so his only goal at that point was to get stronger, and continue to make life better for them. He had one fight a year to provide them with huge sums of money, but otherwise, went silent for the next ten years. When next he made an appearance in the fighting circuit, he had become much larger and more muscular, and gained enough strength to overpower spells with his fists alone. Dominating in the inner circuit, Minoru was titled "The Strong Man," and to demonstrate his commitment, changed his name to "Kyousou Ningen."
It is unknown when Kyousou Ningen stopped showing up in fights. It is also unknown for how many years he secretly served Shigekuni as an executioner. But, it was one day, when Kyousou Ningen's entire family was already very well off, that he was told of a new mission. At the time, Shigekuni's greatest fear as Captain Commander was the monster they called Cain. While Cain existed only in myths and legends, and hadn't been seen in thousands of years, Shigekuni considered Cain a reality, and assumed that if Hueco Mundo were to grow strong, it would be because of Cain. So, he sent Kyousou Ningen away to seek out a way to kill Cain, and then to seek out Cain himself, and kill him.
Over a thousand years later, an older man named Kyousou Ningen appeared in the Seireitei again, a year after the death of 34th Captain Commander Aryuu Juuken. The Strong Man, who had found a way to kill Cain, and was shown by old records to be of tremendous ability, was made Captain Commander out of emergency. Since then, his ability has allowed him to keep the position.
During the Vandenreich invasion, he was badly injured, enough so to need his body reconstructed. But, now upon his return...He has become far more powerful than ever.
Real Age: [1247]
Age of Appearance: [55]
Height: [6'5]
Weight: [200 lbs.]
Fighting Style: [Kyousou Ningen. As of his appointment to the job of Captain Commander, rumors of him already began to fly around. This man is said to be the strongest Captain Commander ever to take seat, even more powerful than the First and Second. His power runs far beyond run of the mill, and beyond what anyone has ever seen before. He refused to join the Zero Division, and in fact is so strong that no one in the Zero Division is stronger than him either. (That very last part is probably just a rumor.) However, it is also true that he rarely fights. He believes that it is the job of the Captain Commander to maintain and ensure Soul Society's peace. Therefore, it is his job to command those that are fighting. However, when need be, this man will fight.
When Kyousou Ningen does battle, he removes his shirt, and reveals his upper body. Previously, he had minimal scars as a combatant. Now, he is covered in scars from wounds inflicted upon him by the Emperor of the Vandenreich. But, as a result of this one and only true defeat scarring his record, he has become that much stronger. When he was in his youth, he stood at 7'8 in height. The wounds inflicted upon him by the Emperor were so great that his entire body had to be reconstructed, resulting in the loss of a great deal of bone and flesh. Through the molding of Squads 4 and 12, the Captain Commander was restored to a humanly shape, but came out much shorter. ...But with another advantage. A younger body than before.
With this younger body, the Captain Commander is capable of many more physical feats of far more impressive caliber than he has been capable of in centuries. He is now far closer to his still long lost prime, and is capable of tapping into the physical abilities which made him known as the strongest, and which characterized him taking on the name "Kyousou Ningen," literally meaning "Strong Man." By taking on this name, the Captain Commander solidified his fame in history forever.
The Captain Commander is not unlike the 33rd, Tamajosho Aryuusai, the Hakuda master. What makes this Captain Commander even more powerful is his expertise in unarmed combat. He is a master of stand-up combat, particularly boxing. What Jinbei Kawada claims to have mastered, the Captain Commander scoffs at. His expertise in boxing is tremendous. Not only are his fundamental skills beyond perfect, but his speed and execution are also flawless. Not only is he technically perfect, but he can string together combinations and defenses so instantly and fluidly that some have wondered if he can actually predict the future. Most notably, his footwork often offsets enemies so much that they lose their balance and fall. Even if he makes no kicks, the Captain Commander's fighting skill is excellent.
And, especially when boxing, he always has defenses. He is able to defend every single attack that comes over to him, whether it be kick, punch, blade, spell, or anything else that one might consider. His ability to mix it into his combo and seamlessly integrate his defense in and continue attacking, all without any ceasing of motion whatsoever, is what allows the Captain Commander to totally outclass all enemies in hand to hand combat. And, additionally, considering his age, he has incredible cardio, with tremendous stamina reserves providing him with the ability to continue to fight on and on and on, without stopping for anyone.
But, boxing is NOT Kyousou Ningen's strongest ability in hand to hand combat. While many believe that Kyousou Ningen is exclusively a boxer, that is incorrect. Takedowns are some of his greatest assets, and he is an expert at them, so perfect that most opponents are not even aware that they have been brought down. But, why is he so good at these? Because Kyousou Ningen's greatest skill in unarmed combat is grappling. His ability to counter enemies with a grappling move is seamless. It's perfect. He has claimed to see the world rotating in slow motion when grappling, and is able to quickly calculate and deduce every single possible attack for himself and all enemies, as well as the defenses to all of these, in a single second when grappling.
It doesn't matter if it's arm bars, leg locks, triangles, or chokes. He can do them all, and do it perfectly. All of these will end the enemy in less than a second. In the human world, it can take several seconds to end an enemy with these. Kyousou Ningen, with a super body in a super world, can do it in less than a second. In less than a single heart beat, an enemy could find that they have had both of their arms completely destroyed. The skill associated in this is also associated with disarming opponents. Kyousou Ningen's physical ability is, therefore, the most perfect form of expression of combat.
He keeps coming regardless of wounds. During battle, Kyousou has a habit of calling those that he encounters "pitifully naive" or "pathetically young." This is a hint at his age, which displays how much mastery he has, how skilled he is, and how powerful he has become over the years as a result of his age. Kyousou is, perhaps, the Strongest Captain Commander. The rumors suggest it, and the few times that he reveals his powers suggest it.
This even goes so far as to have granted him the nickname "The Strong Man." It is because of his great strength that as soon as he took power, not a single thread could dare to challenge Seireitei. There are simply no enemies on par with Kyousou Ningen, and therefore no possible way to invade successfully. Anyone that dares attempt to face Kyousou Ningen is blasted out of the way like a filthy dog.]
Appearance: [Truly an impressive sight regardless of position. At six foot five as a result of his new, younger body, he is also extremely large. His shoulders, arms, and chest are all enormous, and his abdominals are unexpectedly tight for a man his age. It's not even because of height. Height is impressive, but there are many of similar height. What makes him seem more impressive and larger than most of those he comes across, even those who are taller than he is, is his muscle mass. His sheer size, which lets him overpower his enemies very easily, and how strong he looks are both what make him incredibly intimidating. One can only imagine what he was like in his prime.
His Captain's Haori is worn respectively, as is his shinigami robe. He doesn't have anything custom in his outfit. However, he has the haori exaggerated, much larger than the usual one, and the shinigami robe is much the same way, with the exception of the normal sized pants. The reason for this is simply to fit him because of how big a man he is as well. Kyousou's shoulders are simply that huge.
He has huge muscles, and a towering 6'5 figure. His muscles aren't always necessarily visible because of the haori, but they're so massive that it appears he's been taking super steroids. It appears to be octaceps, or something ridiculous like that. Also, his pack is gigantic, going past 12 or 14 even. There is no hair on his torso, for it is shaven completely clean to reveal his muscles. Not just this, however, for even his legs and the rest of his lower body are muscular.
He has short white hair in a crew cut, and very few wrinkles. The way age is discerned is through the constantly, usually never batting eyes, and the general lack of movement. His crew cut is normal, except that it's gray. He also has powerful, stern gray eyes, tanned skin, and a gray beard. He is often seen with his arms crossed.]
Face Claim: Monkey D Garp
Personality: [He has the odd habit of calling anyone that he battles "pitifully naive" or "pathetically young", signifying his great age. Being battle hardened on the field, he isn't too forgiving, and he does tend to tolerate no failure. On top of this, Kyousou is a battle hardened machine when need be. During battle, everyone has to clear out of the area, or they're going to die. That is the general strength behind this Captain Commander.
In addition to this, he follows the rules of Soul Society to the letter, never deviating. This is because being the Captain Commander, he must show a good example. Once rules are broken, he cannot be stopped. One man's justice cannot compare to the whole world's justice. A firm believe is held in this quote, which the 33rd Captain Commander once started. While Kyousou does idolize that Captain Commander, he believes that this person was actually extremely weak compared to him.
That same Captain Commander is the one that sent Kyousou on a certain mission, and Kyousou of course hasn't seen him since, and so he isn't aware of that power anyway. Having developed into an old man, Kyousou has all the wisdom and benefits of age, and is oftentimes good at delivering it. However, since he's the Captain Commander, he's also pretty straightforward about what's wrong with a person, and so he may end up hurting them emotionally before he manages to get his advice clear through to their heads.
Caring deeply about Soul Society, and having no other love but this, Kyousou Ningen is a Captain Commander that Soul Society can be proud of. In addition to this, he's also more ferocious than a thousand hurricanes put together. There is actually nothing that could possibly deter him from keeping Soul Society safe, and that's that.]
Powers: [Insert Below]
Sealed appearance of Zanpakuto:
The Captain Commander sacrificed his formerly existing twin Zanpakuto in order to gain this single one. It wasn't much of a loss. He still has Ryuujin Jakka, so he technically still has two Zanpakuto. But, this Zanpakuto here, this new one that he has gained, is mightier than the other two put together. It might not seem like it at first, but trust me, it is. In sealed form, it's an ordinary looking katana with nothing special about it. Plain oval guard, black wrapped hilt, normal sword, black sheathe. Nothing extraordinary about it, until it's released. Consider it "The General's Sword." That's what this is called.
"Shine brightly, Kogane Ippanteki."
They called it "The General's Sword" because that's just what it is. Ever heard of the game shogi? It's an ancient Japanese form of chess, also often termed "general's chess." It is one of the most complex strategy board games in the world, and is the most popular existing board game in all of Asia. What characterizes shogi is the brilliance behind the strategies. Unlike regular chess, within which the number of available strategies dwindles with loss of pieces, shogi has an infinite amount of strategies regardless of how many pieces are taken.
Kyousou Ningen's Zanpakuto, Kogane Ippanteki, is based on the game of shogi. The sword immediately disappears upon activation of Shikai, and gives way to a golden glow of reiatsu around Kyousou Ningen. By contrast, a silver glow of reiatsu will form around one of his opponents. If there are multiple opponents, the others will become consumed by a red glow. If Kyousou Ningen has allies, they will become consumed by a blue glow. Now, here's where the game gets good. At first it appears to just be glowing, but it's actually a giant game of shogi. The pieces? People. BUT, not just people. In the event that there aren't enough people to create the game of shogi, then Kyousou Ningen can either designate objects as game pieces, or create enormous, fiery hot orbs of reiatsu to serve as pieces.
Now, several restrictions play on Kyousou Ningen's power. First, he has no techniques. As a result, his power is allowed much more powerful, and thus all enemies and allies can be forced to play Kyousou Ningen's game of shogi. Second, the enemy MUST have full pieces. If they do not, Kyousou Ningen will deliver to them control of their own hot red orbs of reiatsu. Theirs will be red, Kyousou's will be blue. Third, there must be even distribution. The enemy and Kyousou must both possess all the typical pieces of shogi. An enemy must be relegated position of "King." Likewise, Kyousou Ningen must relegate himself or one of his allies as King. Usually he is King. Hence silver and gold glows. Enemy King is silver, allied King is gold. From there, all pieces must be designated. Objects can also be designated. In this case, objects, as well as the hot orbs, will be possible to move.
Now, here's where it gets different. It doesn't automatically do a board set up. It just relegates the properties of pieces to various targets, and provides the proper amount of pieces. Each piece has its own restrictions of movement and power.
King - A King can only move forward up to five feet at a time, but can move in any direction desired.
Rook - The rook can move any distance, but only orthogonal, or in other words, forwards, backwards, and right and left.
Bishop - Can move any distance, but only diagonally.
Gold General - Can move five feet in an orthogonal fashion, meaning forwards, backwards, left, and right. Can also move five feet diagonally forwards. Cannot move diagonally backwards.
Silver General - Can move diagonally backwards or diagonally forwards, or can move forwards straight. In all cases, the limit is five feet.
Knight - The knight can move only at an angle. Five feet forward, and then another five feet diagonally forward from there. During its movement, the "knight" becomes intangible until it arrives where it wants to. It cannot skip any part of the movement however, and must perform the exact movement.
Lance - Can move any distance forwards, but can go no other direction.
Now, here's where it gets tricky. This isn't a turn based game. Shogi may be turn based, but this is a Zanpakuto power, meant to benefit the wielder. Anyone can move at any time, but will find that they are absolutely restricted based on their piece designation. Kyousou Ningen picks all piece designations. Now, while everyone is moving, there are a few strategic anomalies. First, when an enemy piece is defeated or destroyed, it can be recreated on the user's side at any time, to be used by the user. The enemy also gains this advantage. This also applies to actual people. If Kyousou Ningen were to kill one of his enemies, he could revive them temporarily as a zombie serving him fully with their powers and skillset operational, and without the personality quirks that made them an ally of his enemy to begin with. The game is over when one king is taken. Unlike shogi, which constitutes surrounding the king, this game requires the king be killed. If such occurs, ALL PLAYERS WHOSE KING DIED WILL BE KNOCKED UNCONSCIOUS AND FEEL INTENSE PAIN.
Unlike shogi, the anomaly of "promotion" does not exist in this Zanpakuto.
All of this is the Shikai. While at first it may seem like a Bankai level ability, the scale of it is small enough to be considered a miniature game, more than a full scale one. This makes it "Shikai." The Bankai is far more aggressive.
Let's talk about the Bankai, which is called, Suishin Kogane Ippanteki. (Promoted Golden General)
It still follows the theme of shogi, but now from a different point of view. Previously, the game had been played from the point of view of the pieces. Now, the game focuses instead on the player. And, what better player than a god who excels at such strategy games and at multitasking?
The form of this Bankai is an enormous golden statue which mirrors all of Kyousou Ningen's stats, except scaled to the size of the statue, which is roughly two hundred feet tall. This golden statue can use any of the Strong Man's techniques. The difference is that from its back, chest, sides, etc, or maybe even just floating around it somehow, the golden statue has a hundred arms, and eyes all over its body. It is all-seeing, and the Captain Commander can see through any of these eyes. He sits inside of the statue itself, in the heart area, directing it with his mind, as if it were his own body. What makes this the player? The fact that pieces still exist. ALL RULES of Shikai still apply, except that now the Captain Commander must designate an ally as King. If that ally is brought down, so too will be the Captain Commander's Bankai. Otherwise, the Captain Commander feels pain every time one of his pieces is captured. But, that's it. That's the Bankai. The rules of Shikai still apply, and thus the opponent is still stuck with all limitations. The Captain Commander, who is now the player rather than a piece, has no movement restrictions.
Now, we must also discuss Ryuujin Jakka. The Captain Commander, like all before him, can use this blade, and its fiery Shikai. But, the Bankai is what differs. Unlike Satsujun, who could utilize "Ryuujin Jigoku," a sky full of black fire, the Captain Commander utilizes a different form of the Bankai. "Ryuujin Rengoku." This creates an enormous flooding cube of water for miles all around in the area. The area becomes an underwater area. But, this isn't just any water. It's water hotter than the flames of Ryuujin Jakka, kept in liquid state by its intense magical powers. Almost nothing can survive more than a second in the water without becoming ash, save for the Captain Commander himself. And, the water can also crush down with intense pressure for those who can survive it . It also possesses a property allowing it to dissolve reiatsu completely and erase the power of those trapped in the water. This is considered the strongest Bankai.
{Techniques}
1. Technique Name: [Sandjouken (Lit. Shotgun Fist)] (75% Strength + 25% Reiatsu strength)
Class: [4]
Technique Type: Other
Technique Element: none
Technique Description and Effects:
An intense burst of sharpened reiatsu, augmented by the user's physical strength. If visible it takes the form of a number of spikes that rapidly form from the end of the users fist during a punch, Although you need an ES of at least 200 to be able to see the spikes. It was adapted to fight against Hierro when the zanpakuto was disabled, but it was soon discovered anyone could learn it, even the Arrancar it was designed to fight.
It adds 75% of the users strength to 25% of their RS for the strength and RS of the attack. ( 75% str + 25% RS = Atk RS and Str)
OR
75% RS and 25% Strength for the strength and RS of the attack (25% Str + 75% RS = Atk RS and Str)
It allows the physically weak to use their Reiatsu to inflict physical damage, and it allows the physically strong to use their strength to inflict reishi damage.
How to use technique:
To activate this technique the user must focus their Reiatsu into compressed spikes underneath the skin on their hand, and release them as they punch. It takes a decent amount of reiatsu control, but is easier to learn than kido.
Technique Drawbacks:
Every time this technique is used it costs 150 reiatsu and damages the user's hand by tearing up the skin.
The user must choose which strength/reiatsu strength combination they want when they learn this attack, and it cannot be changed without relearning the attack. You cannot know both versions of the technique at the same time.
To learn this technique you must have 2 in any martial art.
Made By: Unknown
2. Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
3. Technique Name: [Ichinen]
Class: [3]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This powerful Hakuda technique is used by many Hakuda specialists. This takes the retaliation concept of Wing-Chun and applies it to Hakuda. When the enemy launches a physical attack, the user grabs a hold of their attack, and loosens up the body, becoming a single, fluid motion of instant retaliation. This is a difficult technique to respond to because of the fluidity, requiring a minimum of 100 in instinct/senses to react to.
Once this happens, the user redirects that force into a forward punch into the enemy's body. This punch has the strength of both the user and enemy layered on top of one another for extra damage due to the absorption of force.
How to use technique:
Requires at least a 3 in Hakuda to be used. Also requires at least a 1 in any one of the following martial arts: Wing Chun, Jiujitsu, Karatedo, Kung Fu, TKD, Keysi, Hapkido, or Shotokan. Class 3+ characters only.
Drawback:
Physical strain of the body.
Made by: [Admin]
4. Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
5. Technique Name: Gokken
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is a powerful defensive Hakuda technique which was once popular in the Soul Society. It is no longer as popular as it once was. What it does is simple.
The user need only bar their arms and cross them in front of their body to defend against an attack. If it is a physical attack, there is no reiatsu cost. The attack hits the arms, which then lash out. This causes the attack to be repulsed.
What happens is unseen. The user's body is constantly vibrating during use of this technique, and this steals and repulses the energy of the incoming attack. This makes the speed stat the important stat for this technique.
When a physical attack hits, there will still be damage if the enemy's physical strength exceeds the user's speed stat. The force of the attack will be reduced in strength by however much speed the user has. If the user has speed greater than the hit strength, the attack will be repulsed. So if it's a direct physical attack, it will cause the enemy's internals to be hit with a force equivalent to the difference in the user's speed and enemy's strength.
When reiatsu attacks hit this technique, half the reiatsu that was used for the technique is drained from the user. This takes away reiatsu strength from the attack to weaken it. The attack loses all negative effects if its reiatsu strength drops to 0. This causes the speed of the user to be subtracted from the enemy attack's reiatsu strength.
How to use technique:
There are many requirements for knowing this technique. First, the user needs to have at least a speed stat of 600. That's the first requirement. The user also needs to have at least a 3 in Hakuda.
Drawback:
Gokken does not completely negate damage. The impact force will still leave its mark. Gokken also does not repulse attacks well if their power exceeds the user's speed. It is advised to use Gokken sparingly. It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use.
Made by: Unknown - On forum, made by Kento! Kenpachi Shingai.
6. Technique Name: Daikotsu
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique:
This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback:
It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
7. Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
8. Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if target has lesser Speed than the user, and goes through blocks if user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick toward's the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback: The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Kousaru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
9. Technique Name: Hado #4: Byakurai (Pale Lightning)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
10. Technique Name: [Hado #99: Kaminari Ha (Lightning Edge)]
Class: [2]
Technique Type: Kido
Technique Element: Lightning
Technique Description and Effects:
This creates one hundred blades of lightning from the hand casting. The incantation makes it two hundred. If even a single blade touches an opponent, all of the others will converge into a dragon made of hundreds of lightning bolts, and kill that person, or that group if it's a group, instantly. This is a really strong Hado that can't be blocked at all because of how strong and effective it is. It's so powerful that no one can stop it at all. Dodging is hard since the blades are all a hundred meters long. Keep in mind. UNBLOCKABLE TECHNIQUE. Regardless of reiatsu strength.
How to use technique: Thrust the palm out and cast the technique. It's pretty big, so if you spray and pray, it'll still probably hit.
Technique Drawbacks:
This numbs the entire body and covers the user in lots of burns. It's a super strong Kido that sacrifices half of the user's reiatsu and at least one thousand of it. And it causes the burns to form on them and it also causes the pain to stop almost all physical combat. It can only be used once per battle.
Incantation and Effect: Incantation doubles size of technique. ("O, Thyne of Impotent allure, draw thyself here today in the very pits of Tartarus and the glowing golden; There are six keys to seven doors, and seven levels to eight stages; There are dogs and cats of Rodi, there is the mighty god of each, and then God himself to smite you in your own feeble underdressing and vomit and snot and drool; Know yourself, you foolish thing, and do not hold back, realize only that by the stars there can be nothing but greatness; The lightning compels you, Sacrilege, Destruction, Chaos, all unite; Final, Destructive, Shattering and knowing, realize yourself and your butchery!")
Made By: Hiro Kaname
12. Technique Name: [Sakugen (Cut)]
Class: [7] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
The user pours reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses cutback effect, as well as comes with the user's weight. It feels like it hit the enemy with the user's body weight, on top of cutting into them or their tools.
How to use technique: [How do you use this technique? List below.]
Charge and slash in an instant.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
It drains some reiatsu and some stamina, but also comes with a requirement. One must have a minimum of 200 in strength to be able to use this technique, or it is invalid and probably cannot be used.
Made by: [Ozuru Ren]
Reserved?: [No]
13. Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudou.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and heuco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
14. Technique Name: [Senka (Flash Blossom)]
Class: 5
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
A special Shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" (First Soul Chain) and "Hakusui" (Second Soul Chain) in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. Uses 100 Reiatsu per use. To use this particular brand of shunpo, the user must train to learn it. It is treated as a class 5 technique. As opposed to Shunpo, a 10x increase, Senka is an 11x increase.
How to use technique:
A focus of reishi around the feet area, and then launching off into a single step which blurs, not unlike teleportation in appearance, except it is simply extremely fast movement. Often used to gain an edge in a single moment of combat, or to dodge incoming attacks.
15. Technique Name: [Shunpo Karin]
Class: [5] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher reiatsu cost than normal Shunpo. Limit is once per post. More stamina taxing than regular Shunpo.
Made by: [Admin]
16. Technique Name: [Shunpo Eichi]
Class: [4] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The "exploding shunpo" technique, this allows the user, for three times the normal shunpo cost, to initiate a shunpo. This shunpo releases far more power, and therefore anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical strength when the shunpo is used.
How to use technique:
Stated above.
Drawback:
Stamina drain. Reiatsu cost. Can only be used twice per post.
Made by: [Admin]
17. Technique Name: [Way of Omnitsu: Utsusemi (Cicada)]
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
It allows for a movement at great speed leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hoho or Hakuda. Can only be used once per post.
How to use technique:
A focus of reishi around the feet area, and then launching off into a single step which blurs, not unlike teleportation in appearance, except it is simply extremely fast movement. Often used to gain an edge in a single moment of combat, or to dodge incoming attacks.
18. Technique Name: [Soulbind: Ryuujin Jakka Nigirikobushi]
Class: [4]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This is a special technique that was discovered through the use of deep meditation and communion with one’s Zanpaktou spirit. When activated, the user’s Zanpaktou simply disappears, burning away in blue flames. At the same time, the user gains the ability to channel their Zanpaktou’s overall ability through their body. For example, a fire-based Zanpaktou would allow the user to light their fists on fire for hand-to-hand combat, or their entire body as a defensive measure. This is customized by the user upon the learning of this technique, but must be posted in the Create a Technique section and treated as a reserved custom technique for that character. To activate the technique, the user pays half of their current Shikai cost. This technique has the same post limitation as the user’s Shikai duration. Mastery of this technique increases the post duration by five posts. This does not require Release to be active, though if activated during Release, the Shikai used for Soulbind ends.
Kyousou Ningen possesses a Soulbind for the Zanpakuto Ryuujin Jakka. One might expect it to be sinister, but that is not the case. It is an extremely straightforward ability, meant to be used as a low cost offensive power. Kyousou's fists light with reiatsu and fire which do not harm his fists. From here on out, his fists not only have their own offensive power, but the heat of Ryuujin Jakka behind them. While the heat produces no radiation (meaning, getting near the flames does not cause burning, nor can heat be felt from nearing them), the temperature of the fire is twenty thousand degrees farenheit. This is essentially twice the temperature of the sun's surface. The heat is applicable ONLY during contact with the fire. This means anything hit will be turned to ash, but nothing else. However, the true ability of Ryuujin Jakka Nigirikobushi is not just this. By giving up an additional Soulbind cost, Kyousou Ningen can cover his arms in the fire, and not just his hands. BUT, even this is not the true power.
Kyousou Ningen can, at any time, leave the fire INSIDE something or someone he touches. It will then disappear from his hand/arm, and he cannot relight it, but leaving it inside of a victim is truly dangerous.
How to use technique:
To use this technique, the user quickly communes with their Zanpaktou Spirit, asking their permission to use it. If permission is granted, the user absorbs their Zanpaktou into their body, causing it to burn with a bright blue flame as it disintegrates away, the spiritual ash merging with their material form.
Drawback:
No Zanpaktou techniques can be used during Soulbind; only the overall ability is enabled. Also, no other stage of Release can be used for the Zanpaktou that Soulbind is active with. This also causes spiritual damage to both the user and the Zanpaktou; the user is literally consuming their own soul and making it perfectly align with their material bodies as well, which tears at and weakens the spirit. Excessive use of more than twice in a thread without extended rest will leave a Shinigami comatose or kill him.
Made by: [Admin]
1. Technique Name: [Sandjouken (Lit. Shotgun Fist)] (75% Strength + 25% Reiatsu strength)
Class: [4]
Technique Type: Other
Technique Element: none
Technique Description and Effects:
An intense burst of sharpened reiatsu, augmented by the user's physical strength. If visible it takes the form of a number of spikes that rapidly form from the end of the users fist during a punch, Although you need an ES of at least 200 to be able to see the spikes. It was adapted to fight against Hierro when the zanpakuto was disabled, but it was soon discovered anyone could learn it, even the Arrancar it was designed to fight.
It adds 75% of the users strength to 25% of their RS for the strength and RS of the attack. ( 75% str + 25% RS = Atk RS and Str)
OR
75% RS and 25% Strength for the strength and RS of the attack (25% Str + 75% RS = Atk RS and Str)
It allows the physically weak to use their Reiatsu to inflict physical damage, and it allows the physically strong to use their strength to inflict reishi damage.
How to use technique:
To activate this technique the user must focus their Reiatsu into compressed spikes underneath the skin on their hand, and release them as they punch. It takes a decent amount of reiatsu control, but is easier to learn than kido.
Technique Drawbacks:
Every time this technique is used it costs 150 reiatsu and damages the user's hand by tearing up the skin.
The user must choose which strength/reiatsu strength combination they want when they learn this attack, and it cannot be changed without relearning the attack. You cannot know both versions of the technique at the same time.
To learn this technique you must have 2 in any martial art.
Made By: Unknown
2. Technique Name: Shukuchi-Ho (Reduced Earth Steps)
Class: 3
Technique Type: Hakuda
Technique Element: None.
Description: The user makes use of his innate speed to move flawlessly. From a standing stance, or from any resting position, the first step that the user does becomes an illusion, moving quickly than the eye can see. This technique gives the user a short burst of speed to move and invade an opponent's personal space, and engage in hand to hand combat, or to weave in and out of an opponent's attack. This move triples normal speed for each step, and uses no reiatsu.
How to use: The user simply channels reiatsu around his feet instead of gathering spirit particles as what Shunpo or Sonido does.
Drawback(s): Shukuchi-Ho requires its user to have at least a base SPEED of 400 points, and is versed in Hakuda (meaning the character must be very knowledgeable in the shinigami art of hand-to-hand fighting). Also, the technique can only be used if the opponent is within 10 meters of the user. If the opponent is too far, the technique cannot be used. A maximum of 2 steps per post can only be done using Shukuchi-Ho, nothing more, nothing less. Note that Shukuchi-Ho is by no means superior to Shunpo or Sonido.
Made By: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
3. Technique Name: [Ichinen]
Class: [3]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This powerful Hakuda technique is used by many Hakuda specialists. This takes the retaliation concept of Wing-Chun and applies it to Hakuda. When the enemy launches a physical attack, the user grabs a hold of their attack, and loosens up the body, becoming a single, fluid motion of instant retaliation. This is a difficult technique to respond to because of the fluidity, requiring a minimum of 100 in instinct/senses to react to.
Once this happens, the user redirects that force into a forward punch into the enemy's body. This punch has the strength of both the user and enemy layered on top of one another for extra damage due to the absorption of force.
How to use technique:
Requires at least a 3 in Hakuda to be used. Also requires at least a 1 in any one of the following martial arts: Wing Chun, Jiujitsu, Karatedo, Kung Fu, TKD, Keysi, Hapkido, or Shotokan. Class 3+ characters only.
Drawback:
Physical strain of the body.
Made by: [Admin]
4. Technique Name: Sei Shin Suikyou Shou (Penetrating Water Surface Palm) / Sei Shin Suikyou Soushou (Double Palmed Penetrating Water Surface)
Class: 2
Technique Type: Hakuda
Technique Element: None.
Technique Description: Among the Hakuda practitioners, this technique is famous for its practical uses. When confronted with an enemy that has a very strong defense, a Hakuda user is practically left with very few options without learning Ikkotsu and Sokotsu (both of which ignores any known defense, even reiatsu). Thus, this technique was born. Sei Shin Suikyou Shou and its double palmed version, Sei Shin Suikyou Soushou are both aimed towards opponents who have very high level of defense (Hierro, reiatsu-based defense, etc). The user focuses his/her physical force onto one of his palms (both if using Sei Shin Suikyo Soushou), and cocks it back toward waist level. He/she then shoots it outwards in a corkscrew manner, hitting the target with an open-palm strike, and producing a high-level vibration formed from the shockwave produced by the attack. This shockwave inflicts tremendous damage against armored opponents (enemies with Hierro/Reiatsu-armor/etc.). The stronger the opponent's defense, the more severe the damage. Uses no Reiatsu.
The double-palmed version is done the same way, except with two open-palm strikes instead of a single one. The damage is doubled if double-palmed version is used, but it is easier to dodge, mostly because Speed is compromised in favor of Power. Damage from single-palm version is 5 times the user's Strength on armored targets (10 times the user's Strength if double palm version is used). This technique can also be used to break reiatsu-based/Kido barriers of Class 3 or lower.
How to Use Technique: Stated above.
Drawback: The technique requires its user to have a Strength stat of at least 300 points, nothing less. This attack is very useless against opponents with little to no armor, as the intended target of this technique is really for users with high defenses. If used against unarmored opponents, the shockwave merely pushes the target back, not doing any form of damage. Once this technique connects, the user's Strength is lowered by 10% for 1 post, and he cannot use other Hakuda techniques (except Shukuchi-Ho) until the end of the user's next post. This technique cannot be used on the same target for 3 posts.
Made by: Kousaru Mugenryu
Reserved: [Captains and Zero Division Shinigami Only]
5. Technique Name: Gokken
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
This is a powerful defensive Hakuda technique which was once popular in the Soul Society. It is no longer as popular as it once was. What it does is simple.
The user need only bar their arms and cross them in front of their body to defend against an attack. If it is a physical attack, there is no reiatsu cost. The attack hits the arms, which then lash out. This causes the attack to be repulsed.
What happens is unseen. The user's body is constantly vibrating during use of this technique, and this steals and repulses the energy of the incoming attack. This makes the speed stat the important stat for this technique.
When a physical attack hits, there will still be damage if the enemy's physical strength exceeds the user's speed stat. The force of the attack will be reduced in strength by however much speed the user has. If the user has speed greater than the hit strength, the attack will be repulsed. So if it's a direct physical attack, it will cause the enemy's internals to be hit with a force equivalent to the difference in the user's speed and enemy's strength.
When reiatsu attacks hit this technique, half the reiatsu that was used for the technique is drained from the user. This takes away reiatsu strength from the attack to weaken it. The attack loses all negative effects if its reiatsu strength drops to 0. This causes the speed of the user to be subtracted from the enemy attack's reiatsu strength.
How to use technique:
There are many requirements for knowing this technique. First, the user needs to have at least a speed stat of 600. That's the first requirement. The user also needs to have at least a 3 in Hakuda.
Drawback:
Gokken does not completely negate damage. The impact force will still leave its mark. Gokken also does not repulse attacks well if their power exceeds the user's speed. It is advised to use Gokken sparingly. It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use.
Made by: Unknown - On forum, made by Kento! Kenpachi Shingai.
6. Technique Name: Daikotsu
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
Shigekuni, the 33rd Captain Commander, had two well known impact techniques. Ikotsu and Sokotsu. They were both renowned as ridiculously powerful impact techniques. Unfortunately, he was the last known user of them both. These techniques have been lost in time. However, luckily, his friends and others of the time knew similar impact techniques.
Daikotsu is a personal invention of Kenpachi Shingai, who was never able to match Shigekuni in physical strength. Because of the strength deficit, Shigekuni was never able to teach Ikotsu or Sokotsu to Shingai. This resulted in the creation of the impact technique Daikotsu.
Daikotsu causes the user to vibrate their body at great speed. When this happens, the user actually gains the ability to go through defenses. The vibrations of the body allow the user to phase through even an enemy's blocking arms or sword. This can be done with sword or other weapon strikes as well, causing the weapon to vibrate through other weapons. This cannot vibrate through reiatsu based defenses, but can vibrate through physical structures, the equivalent of physical manifestation, and the enemy's body.
The possibilities are limitless. When this vibrates through an enemy, the user can suddenly stop vibrating, and thus have their arms impaled into an enemy. But the most applicable hit attack is that when this vibrating punch hits something, it adds the user's speed force into account. Therefore, the user's speed stat is thrown on top of the user's strength stat for the punch. This sends powerful force through the opponent's body. This does not bypass Hierro or cutback, but it is a lethal attack that can kill just about any properly hit enemy in one hit.
The end result of the technique is usually that their body is left vibrating as the force ruptures and obliterates the majority of their internal organs. The vibrations will shatter nearly all of the bones in their body, and more likely a large hole will erupt into the torso. The body will soon fall apart and be destroyed.
How to use technique:
This is a very specialized technique. It requires a base speed of 1000 to work, and it also requires a 3 in Hakuda. It requires a minimum strength stat of 300 as well. To boot, if one wants to use this with a weapon, it requires at least 2 in that weapon's use. It requires a minimum physical age of 20. One must at least be in their prime to attempt this technique.
Drawback:
It can tax stamina, sure, but really its drawback is a strain on the heart. The healthy heart may be able to use it several times, but less healthy specimens will find great pains in its use. The vibrations on the body consistently strain muscles and cause great damage to the heart if overused.
Made by: Kenpachi Shingai
7. Technique Name: Do-Re-Mi
Class: 2
Technique Type: Hakuda
Technique Element: None
Technique Description and Effects:
An advanced Hakuda technique which causes the user to vibrate their arms while also flexing them. This also requires the user to be moving constantly and quickly, maybe running. The blood pumps and increases muscle size and capacity for a few seconds, allowing one hit of advanced strength.
For one single attack, the user's physical strength doubles. If this is used during a technique that increases strength, then the hit strength of that technique is what doubles instead of base strength.
How to use technique:
Must have at least a 3 in Hakuda, 800 speed, and 250 strength. Must be at least Rank Level 3 to learn this technique.
Drawback:
This technique is one of the less straining ones, but regardless is still straining. A healthy specimen may be able to use this technique more, but they will still be hit eventually by heart damage, heart trauma, and muscular pains.
Made by: Kenpachi Shingai
8. Technique Name: Saiga Rendan (Crushing Fang Combo)
Class: 1
Technique Type: Hakuda
Technique Element: None.
Technique Description: This technique is second only to Ikkotsu and Sokotsu in power, and none in terms of speed and execution. The user adopts a low stance, crouching slightly, with both hands cocked at waist level. The head hangs back a bit, and the dominant foot is placed forward, with the other foot supporting the weight of the body. The user then focuses on the target's movements.
Once the target gets close enough, the user then explodes with a four-part attack that increases in intensity. The attacks are impossible to evade if target has lesser Speed than the user, and goes through blocks if user has 20% more Strength than the target.
First part of the attack starts with the user stepping in quickly, closing the gap between the target and the user as fast and as smoothly as possible. During this time, the user executes a blow towards the target's chin using a powerful kick, sending the target flying up high. The user's strength for this blow is multiplied by 2 for that single instant.
As the target flies up, the user then executes the second part. He jumps up to the air, shadowing the target in a parallel, vertical position. As the user shadows the target, the user executes an elbow strike towards the target's spinal cord, near the base of the neck, causing temporary nerve strain on the target, lowering reaction speed by 50% for 1 post. If the target has less Strength than user, the reaction speed loss lasts for 3 posts instead.
The user then quickly uses Shunpo or Shukuchi-Ho, moving to the front, and executing the third part, which is a one-step attack using the knee. The user performs a knee-strike to the abdomen of the target, drilling hard on that area with a focused strike, penetrating defense of the target if the user has more Strength than the target, and causing high damage.
After the knee strike, the user then prepares for the final attack. The user moves above the target and flips the target so that the target's chest is in front of the user. In one powerful push, the user then performs a heel kick toward's the target's chest, drilling on the target's sternum with the heel. For this strike, Strength is multiplied by 3 for that one strike only. The strike ends the technique, and sends the target cascading towards the ground. Everything happens in a few seconds, not even a minute. That's how fast the technique is executed.
How to Use Technique: Stated above.
Drawback: The technique requires its user to stand still and focus on its target before execution. If the user's Speed is less than 400, the technique is impossible to perform, simply because the reaction time needed to execute the technique is very fast. Instinct of at least 100 and Senses of at least 100 is also required to perform the technique. The technique induces a bit of a strain to the reiatsu channels of the user IF they connect, causing a 20% increase in reiatsu consumption on all techniques that lasts for 3 posts. Strength is lowered by 10% for 1 post. Uses 50 reiatsu for Shunpo if it was used instead of Shukuchi-Ho.
Made by: Kousaru Mugenryu
Reserved:Captains and Zero Division Shinigami Only
9. Technique Name: Hado #4: Byakurai (Pale Lightning)
Class: 7
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: The user fires a concentrated, powerful lightning bolt from their finger that pierces a target.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: "Arise god of thunder! Awake mother of storms! Unleash the lighting on the sinners!" When the incantation is spoken, the Reiatsu Strength used to determine the power of Byakurai is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
10. Technique Name: [Hado #99: Kaminari Ha (Lightning Edge)]
Class: [2]
Technique Type: Kido
Technique Element: Lightning
Technique Description and Effects:
This creates one hundred blades of lightning from the hand casting. The incantation makes it two hundred. If even a single blade touches an opponent, all of the others will converge into a dragon made of hundreds of lightning bolts, and kill that person, or that group if it's a group, instantly. This is a really strong Hado that can't be blocked at all because of how strong and effective it is. It's so powerful that no one can stop it at all. Dodging is hard since the blades are all a hundred meters long. Keep in mind. UNBLOCKABLE TECHNIQUE. Regardless of reiatsu strength.
How to use technique: Thrust the palm out and cast the technique. It's pretty big, so if you spray and pray, it'll still probably hit.
Technique Drawbacks:
This numbs the entire body and covers the user in lots of burns. It's a super strong Kido that sacrifices half of the user's reiatsu and at least one thousand of it. And it causes the burns to form on them and it also causes the pain to stop almost all physical combat. It can only be used once per battle.
Incantation and Effect: Incantation doubles size of technique. ("O, Thyne of Impotent allure, draw thyself here today in the very pits of Tartarus and the glowing golden; There are six keys to seven doors, and seven levels to eight stages; There are dogs and cats of Rodi, there is the mighty god of each, and then God himself to smite you in your own feeble underdressing and vomit and snot and drool; Know yourself, you foolish thing, and do not hold back, realize only that by the stars there can be nothing but greatness; The lightning compels you, Sacrilege, Destruction, Chaos, all unite; Final, Destructive, Shattering and knowing, realize yourself and your butchery!")
Made By: Hiro Kaname
12. Technique Name: [Sakugen (Cut)]
Class: [7] - 7-1.
Technique Type: [Other] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
The user pours reiatsu into their body, and their sword, and releases it in a mighty slash attack. A small slash of reiatsu shoots outwards, and can cut with the same force as the user, if it hits. It also bypasses cutback effect, as well as comes with the user's weight. It feels like it hit the enemy with the user's body weight, on top of cutting into them or their tools.
How to use technique: [How do you use this technique? List below.]
Charge and slash in an instant.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
It drains some reiatsu and some stamina, but also comes with a requirement. One must have a minimum of 200 in strength to be able to use this technique, or it is invalid and probably cannot be used.
Made by: [Ozuru Ren]
Reserved?: [No]
13. Technique Name: Advanced Air Ground
Class: 7
Technique Type: Spiritual Technique
Technique Description and Effects:
This is a technique designed especially for breakdancing and parkour, utilizing a more advanced version of air ground. While in a terrain where air ground exists, the user can create more complex surfaces like air walls, air ceilings, air ledges and even an air push. This allows the user to perform handstands and windmills on air as if it were normal ground or even stand upside-down on air as if gravity was reversed. The air push makes the air ground very elastic so that the user can jump higher and allows for slight movement even when restrained by a bakudou.
For a reiatsu cost of 25, the user will be able to momentarily cast an "air ground" on areas such as soul society and heuco mundo, allowing the user to "double jump" or cast shunpo in midair. If this technique is mastered, the user will be able to create air grounds that last for as long as a post. This can be used in creative ways to improve acrobatics and visual impressiveness.
Drawback: No drawback.
Created By: Shiki Kanzaki
Reserved: No
14. Technique Name: [Senka (Flash Blossom)]
Class: 5
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
A special Shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" (First Soul Chain) and "Hakusui" (Second Soul Chain) in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. Uses 100 Reiatsu per use. To use this particular brand of shunpo, the user must train to learn it. It is treated as a class 5 technique. As opposed to Shunpo, a 10x increase, Senka is an 11x increase.
How to use technique:
A focus of reishi around the feet area, and then launching off into a single step which blurs, not unlike teleportation in appearance, except it is simply extremely fast movement. Often used to gain an edge in a single moment of combat, or to dodge incoming attacks.
15. Technique Name: [Shunpo Karin]
Class: [5] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The famous "partial Shunpo" technique. This allows the user to initiate a single movement at Shunpo speed with one limb. This cannot be used without initiating the forward momentum. The user will need to move their arm the way they normally would before this technique can be activated. Momentum for this technique cannot be controlled. This means once the user initiates this technique, they cannot stop their limb from the movement.
How to use technique:
Stated above.
Drawback:
Also stated above. Higher reiatsu cost than normal Shunpo. Limit is once per post. More stamina taxing than regular Shunpo.
Made by: [Admin]
16. Technique Name: [Shunpo Eichi]
Class: [4] - 7-1.
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
The "exploding shunpo" technique, this allows the user, for three times the normal shunpo cost, to initiate a shunpo. This shunpo releases far more power, and therefore anywhere within a meter of the user will be hit with an explosive shockwave equivalent to the user's physical strength when the shunpo is used.
How to use technique:
Stated above.
Drawback:
Stamina drain. Reiatsu cost. Can only be used twice per post.
Made by: [Admin]
17. Technique Name: [Way of Omnitsu: Utsusemi (Cicada)]
Class: 2
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
It allows for a movement at great speed leaving an afterimage behind. The afterimage may even appear to have taken damage. Uses 500 Reiatsu per step. This one is referred to as a class 2 technique, and must be trained. It is used as a 25x increase for one step, but requires the user to have at least a 3 in Hoho or Hakuda. Can only be used once per post.
How to use technique:
A focus of reishi around the feet area, and then launching off into a single step which blurs, not unlike teleportation in appearance, except it is simply extremely fast movement. Often used to gain an edge in a single moment of combat, or to dodge incoming attacks.
18. Technique Name: [Soulbind: Ryuujin Jakka Nigirikobushi]
Class: [4]
Technique Type: [Kido]
Technique Element: [None]
Technique Description and Effects:
This is a special technique that was discovered through the use of deep meditation and communion with one’s Zanpaktou spirit. When activated, the user’s Zanpaktou simply disappears, burning away in blue flames. At the same time, the user gains the ability to channel their Zanpaktou’s overall ability through their body. For example, a fire-based Zanpaktou would allow the user to light their fists on fire for hand-to-hand combat, or their entire body as a defensive measure. This is customized by the user upon the learning of this technique, but must be posted in the Create a Technique section and treated as a reserved custom technique for that character. To activate the technique, the user pays half of their current Shikai cost. This technique has the same post limitation as the user’s Shikai duration. Mastery of this technique increases the post duration by five posts. This does not require Release to be active, though if activated during Release, the Shikai used for Soulbind ends.
Kyousou Ningen possesses a Soulbind for the Zanpakuto Ryuujin Jakka. One might expect it to be sinister, but that is not the case. It is an extremely straightforward ability, meant to be used as a low cost offensive power. Kyousou's fists light with reiatsu and fire which do not harm his fists. From here on out, his fists not only have their own offensive power, but the heat of Ryuujin Jakka behind them. While the heat produces no radiation (meaning, getting near the flames does not cause burning, nor can heat be felt from nearing them), the temperature of the fire is twenty thousand degrees farenheit. This is essentially twice the temperature of the sun's surface. The heat is applicable ONLY during contact with the fire. This means anything hit will be turned to ash, but nothing else. However, the true ability of Ryuujin Jakka Nigirikobushi is not just this. By giving up an additional Soulbind cost, Kyousou Ningen can cover his arms in the fire, and not just his hands. BUT, even this is not the true power.
Kyousou Ningen can, at any time, leave the fire INSIDE something or someone he touches. It will then disappear from his hand/arm, and he cannot relight it, but leaving it inside of a victim is truly dangerous.
How to use technique:
To use this technique, the user quickly communes with their Zanpaktou Spirit, asking their permission to use it. If permission is granted, the user absorbs their Zanpaktou into their body, causing it to burn with a bright blue flame as it disintegrates away, the spiritual ash merging with their material form.
Drawback:
No Zanpaktou techniques can be used during Soulbind; only the overall ability is enabled. Also, no other stage of Release can be used for the Zanpaktou that Soulbind is active with. This also causes spiritual damage to both the user and the Zanpaktou; the user is literally consuming their own soul and making it perfectly align with their material bodies as well, which tears at and weakens the spirit. Excessive use of more than twice in a thread without extended rest will leave a Shinigami comatose or kill him.
Made by: [Admin]
Purpose: Plot Purposes; Second Arc and Third Arc
4/12/23: Stats have been updated in accordance to changes previously made but never published in bringing the CC to proper standards. Old stats will be included in a spoiler for the sake of transparency.
The Captain Commander is a Rank 4 Brave Type. In accordance with his rank, he has an additional 400 SP, leaving him at 2200 SP total. As with all SP-awarding ranks, he can spend 500 SP in a single stat instead of the normal 400 cap.
Strength - [500 x 3] (1500) Points
Speed - [400 x 2] (800) Points
Spiritual Pressure - [400 x 0.5] (200) Points
Reiatsu Strength - [300 x 0.5] (150) Points
Light Aura - [90] Points
Dark Aura - [10] Points
Instinct - [300] (300) Points
Senses [200] (450) Points
Energy sensory - [100] (100) Points
Healing Expertise - [0] (0)Points
Total SP: [2200] Points
{Old Stats}Strength - [800] (2000) (3000) Points
Speed - [500] (1250) (1925) Points
Spiritual Pressure - [300] (150) (225) Points
Reiatsu Strength - [200] (100) (150) Points
Light Aura - [90] Points
Dark Aura - [10] Points
Instinct - [300] (450) Points
Senses [300] (450) Points
Energy sensory - [200] (300) Points
Healing Expertise - [0] (0)Points
Total SP: [2600] Points
Speed - [500] (1250) (1925) Points
Spiritual Pressure - [300] (150) (225) Points
Reiatsu Strength - [200] (100) (150) Points
Light Aura - [90] Points
Dark Aura - [10] Points
Instinct - [300] (450) Points
Senses [300] (450) Points
Energy sensory - [200] (300) Points
Healing Expertise - [0] (0)Points
Total SP: [2600] Points
Skills
[Hakuda] [4]
[Boxing] [3]
[Grappling] [3]
[Battle Analysis] [3]
[Damage Recovery] [3]
[Strength of Will] [3]
[Illusion Resist] [1]
History: [Insert Below]
Minoru Kato. The runt of a family of two parents and thirteen total sons. Born prematurely, and the size of a bottle of juice, and weighing virtually nothing, he was the eighth child. It was expected that he would die within a week of being born. And yet, he persevered, and was not. Growing up in a wild, poor district of North Rukongai, so far that it did not even possess a name, one would have expected him to be killed quickly. For him to have fallen behind all twelve of his brothers, all of whom quickly became skilled in athletics, crafting, or something else to help them get by. But, Minoru did not fall behind. From the age when he could understand his place in the world, he knew that he just needed to work harder than the rest of them.
At the tender age of four, having expressed this to his eldest sibling, he was taken by this sibling to see the master of a local martial arts dojo. It was here that he was introduced to a man who had been disciple to mighty Shigekuni, who once had been master of an enormous criminal empire. Minoru was taught to box and grapple, so that he would be able to defend himself. At first, the work was difficult, and he cried every day at practice. But, he still attended every day, for hours. After the first month, he was no longer the weakest student there. Others had sent equally young children to learn to defend themselves, and after the first month he was beating some who had been there for far longer.
After the first year, Minoru had the technical knowledge to defeat some who had been going for over five years, but lacked the physical strength. After two years, he understood how to use even his young body to its maximum current potential. Using his fast reflexes, he began to divide his time between hunting in the nearby forest for small animals such as squirrels, and training. Because of thirteen hard working siblings, his family was never hungry, but food was still scarce enough that it was not easy to get by. To achieve extra nutrients, Minoru would consume many squirrels or possums each day.
After ten years, Minoru was able to best nearly anyone in the dojo on technical skill alone. His physical strength, however, was immeasurable for his age. Impressed with Minoru, his master recommended that he enter into tournaments held in the middle circles of Rukongai. There, winning fights would earn him a great deal of money that he could send back to his family. Minoru accepted this offer, and his master signed him up for an amateur fight. In his first fight, Minoru destroyed his opponent in twenty seven seconds, breaking both of his opponent's arms, and shattering several ribs. His opponent never fought in the circuits again.
That same year, Minoru had nine more fights, and trained diligently for all of them. After his record became 10 - 0, Minoru was confident enough to begin entering the professional level in the inner circles of Rukongai. His family had already received enough money to relocate to a much wealthier district, but Minoru would not be satisfied until they no longer had to work for their meals. He continued to make the enormous trek to his dojo every day to train, and live out of that poor district except during the one day when he had to fight each time he had a fight.
In the higher echelon, Minoru, after roughly eleven years of training, was able to go toe to toe with those who possessed abnormal bodies. Men who resembled animals, and were over ten feet tall. Monsters who could lift entire houses. It was around this time that in addition to his training, Minoru began hunting and eating much larger animals. Bears, lions, hippos. In time, Minoru, who had started the smallest, but worked the hardest, grew. After ten years of training he had already become an average height and size. But, after three years in the inner Rukongai circuit, and with a flawless, undefeated record, Minoru grew far larger. He was seven feet tall when at last he asked his sensei to put him in the most difficult circuit of all - world class.
World class meant that he would face off against some who were Soul Reapers, both retired and still active, or nobles of tremendous power, or those who had trained their entire lives just for the glory. After fourteen years of training and growth, Minoru was the hardest worker there, still. His first few fights, he won with some difficulty, finding that combat against more than martial arts, for example against Zanpakuto and Kido, was extremely difficult without possessing either. To compensate, he began strength training, until after a year, he was able to crush his opponents completely.
It was then that Minoru noticed a voice in his mind, and that his body, despite growing, was not aging much. His physical strength had skyrocketed, as had his speed. He began to wonder what was happening to him. Seeking out his sensei, he was told to seek out Shigekuni, who could help him. And so, Minoru went to find Shigekuni, and traveled to the Seireitei, at the heart of Soul Society. There, Shigekuni took in Minoru upon hearing that the latter was a former disciple's student, and started to teach him in the art of Hakuda, of Hado, and of spiritual connections. Feeling that there was great potential in Minoru, Shigekuni helped him to unlock a Zanpakuto, and gain tremendous power.
Minoru had earned more than enough money for his family by then, and so his only goal at that point was to get stronger, and continue to make life better for them. He had one fight a year to provide them with huge sums of money, but otherwise, went silent for the next ten years. When next he made an appearance in the fighting circuit, he had become much larger and more muscular, and gained enough strength to overpower spells with his fists alone. Dominating in the inner circuit, Minoru was titled "The Strong Man," and to demonstrate his commitment, changed his name to "Kyousou Ningen."
It is unknown when Kyousou Ningen stopped showing up in fights. It is also unknown for how many years he secretly served Shigekuni as an executioner. But, it was one day, when Kyousou Ningen's entire family was already very well off, that he was told of a new mission. At the time, Shigekuni's greatest fear as Captain Commander was the monster they called Cain. While Cain existed only in myths and legends, and hadn't been seen in thousands of years, Shigekuni considered Cain a reality, and assumed that if Hueco Mundo were to grow strong, it would be because of Cain. So, he sent Kyousou Ningen away to seek out a way to kill Cain, and then to seek out Cain himself, and kill him.
Over a thousand years later, an older man named Kyousou Ningen appeared in the Seireitei again, a year after the death of 34th Captain Commander Aryuu Juuken. The Strong Man, who had found a way to kill Cain, and was shown by old records to be of tremendous ability, was made Captain Commander out of emergency. Since then, his ability has allowed him to keep the position.
During the Vandenreich invasion, he was badly injured, enough so to need his body reconstructed. But, now upon his return...He has become far more powerful than ever.