Post by Florian Quinn on May 22, 2012 21:45:23 GMT -5
So, I've watched the first half of the Soul Eater anime and my favorite fight, without a shadow of a doubt, was Maka vs. Blair, because Blair's fighting style was so damn corny I loved it. This turned me into a Blair fan, and as such, I started thinking about applying her image as a reference for a character.
In short summary: Mariko Satou is a 24 year old living in Karakura Town who works as a Burlesque dancer, likes ridiculous Cosplay, and is a Fullbringer with a weird sense of justice caused by her otaku-ness. She'll potentially be recruited by the Fullbringers after she saves some morons from some Hollows. My goal with her is XSG, so Class 1, and most assuredly a Clown type.
The issues with this: She'd be my 5th active character, and while I've been able to keep things up to pace for each of them so far, she might tip the scales. Not to mention I'm torn between two directions for her Fullbring Level 2 properties
Her First Property, and main shtick:
Main Fullbring Level 1 Property:
“Realization and Conjuration of the Imagination”- The basis of Mariko’s entire power set which is simple, effective, and utterly devastating in nature. By merely picturing something in her head, Mariko can materialize it out of reiatsu. This allows her to create weapons, shields, and even other entities entirely with the purpose of fighting for her. The only limitation for what this ability can produce is Mariko’s own rather healthy imagination.
At this Level, Mariko tends to create things without much fluff to them, favoring to end fights by conjuring and controlling things such as floating swords, giant shields, and the occasional lion, tiger, or bear. (Oh my!)
Mariko’s basic conjurations cost different amounts of reiatsu depending on their size. Small conjurations, such as bats, daggers, arrows, or anything of the nature cost Mariko 10 reiatsu to create per conjuration. Medium Conjurations, such as a creature or item not exceeding seven feet long in any direction, cost Mariko 150 reiatsu per conjuration. Large conjurations, like an elephant or cottage, cost Mariko 400 reiatsu per creation.
Mariko is even capable of performing a conjuration of the Titanic size, creating an object (or life form) that easily matches the dimensions of a sky scraper. Doing so costs Mariko 750 reiatsu, and is extremely taxing on her stamina. If she’s forced to create a Titanic construct or being, Mariko’s stats drop by 25% each for the next two posts, after which she finally recuperates.
In the first variant, Mariko's 3 second stage properties allow her to create a wide variety of effects by recreating three forms of Magic. They are: Halloween Magic, Fairy Tale Magic, and Gag Magic. Each form of magic gives her five techniques to work with during release that have an array of attack and defense purposes. Below is a mish mosh of Halloween and Fairy Tale techs. Her fighting style is hokey, like her reference's, and would serve as a sort of foil to more serious magic users like Enma or Takakazu. This Variant of Mariko would be a little more lighthearted in combat, and probably annoying for her opponents to deal with.
Halloween Magic- Only usable with Fullbring
5. Halloween Magic! Mummy Bandage!-
This technique transmutes Mariko’s reiatsu into a set of grimy, somewhat tattered cloth wrappings reminiscent of a mummy; the strength, durability, and speed of these bandages is entirely reliant on Mariko’s Spirtual Pressure. They can be used for both offensive and defensive purposes, and can repel both physical and reiatsu based techniques with ease. In order to cut through one of Mariko’s bandages successfully, a person must possess a Strength stat higher than her Spiritual Pressure. In order to destroy one of Mariko’s bandages with reiatsu, the opponent’s spell or technique must be twice as strong as Mariko’s Reiatsu Strength. If the bandages are met with a force inferior to their destruction, but still powerful, they tend to wrap around it. The main purpose of this technique is restraint and defense, though strangulation or dismemberment is a possibility. By rotating bandages around her, Mariko can effectively guard from either physical or spiritual attacks. The bandages are summoned as though from thin air, but one end of them must remain within five feet of Mariko to maintain the connection. Mariko controls the bandages mentally.
The maximum number of bandages Mariko can summon at one time is five. The maximum length that her Mummy Bandage can grow to is relative to her Reiatsu Strength; For every point of RS she possesses, Mariko gains a foot of working room, divided amidst the number of bandages currently in existence. Destroying one bandage does not reset this number to apply to any others in existence currently, though Mariko can re summon the bandage and apply it to the new Bandage, though the cost to do so is somewhat illogical.
6. Halloween Magic! Vampire’s Kiss!
This technique releases Mariko’s reiatsu from her lips as a large red heart with comical bat wings flapping on either side that grows to roughly twelve feet high and ten feet wide (at the widest point). The reiatsu heart is rather two dimensional, with barely any depth to it. The heart flies at Mariko’s target before smacking them. The moment that contact with the heart occurs, the victim suffers a massive reiatsu drain based on their Reiatsu Strength in regards to Mariko’s: if the target has less than half of Mariko’s RS, they suffer a drain of one half of their total reiatsu pool; is they possess between half and equal RS to Mariko, they suffer from a drain of one fourth of their reiatsu pool; if they possess superior RS to Mariko but not double the amount, they suffer a loss of 1/8 of their reiatsu pool; if they possess twice the amount of RS as Mariko, they are unaffected by this technique. After the drain has occurred, the large red heart splits into a swarm of smaller bat winged hearts, dependent on the amount of reiatsu absorbed ( for every 100 points of reiatsu absorbed, a bat is formed) , that begin to fly back to Mariko to replenish her own reiatsu supply and continue fueling her combat spells.
If Vampire’s Kiss comes into contact with a reiatsu based attack, it can absorb the energy infused into it as long as the technique has a weaker Reiatsu Strength behind it. This means that Vampire’s Kiss can easily dominate Kido, Cero, Bala, and the like of inferior Class and even some of superior Class ( to determine this, compare Mariko’s and her opponent’s Reiatsu Stength; for each Class higher than the Kiss the opponent’s tech is, Mariko must possess 100 more Reiatsu Strength than her target in order to absorb the energy from it .)
If Vampire’s Kiss comes into contact with a physical attack not connected to an opponent’s body, such as a thrown projectile like a Kunai, it will immediately shatter the heart into pieces that dissipate. Attacking the heart with a release type weapon such as a Zanpakuto will still cause reiatsu drain, due to the fact that the blade is the core of the Soul Reaper/Hollow/Vizards power.
Vampire’s Kiss is both one of Mariko’s Strongest and Weakest Techniques. Against opponents who rely entirely on reiatsu based combat, this can be the deciding factor and against martial artists this can be equally as devastating. But, when someone figures out the weak point of Mariko’s attack, it’s the easiest one of her techniques to overcome. Hitting the kiss with a thrown shoe would be enough to shatter it, and using the environment to create emergency projectiles is an easy thing to do. Essentially, if something has no reiatsu behind it or connected to it, it will stop this attack in it’s tracks.
7. Halloween Magic! Cauldron Crush!-
Mariko’s reiatsu forms into a giant black cauldron in midair that proceeds to slam into the ground directly underneath. Considering the cauldron is roughly as wide as an average circular swimming pool, about twenty feet in any given direction, this is extremely dangerous to be under. The force of the falling cauldron is amplified by Mariko’s Spiritual Pressure: at it’s lowest force, the Cauldron hits at half of Mariko’s SP; in the middle, the Cauldron’s force is equivalent to Mariko’s Spiritual Pressure; at it’s highest striking force, the Cauldron Crush is equivalent to Mariko’s Spiritual Pressure doubled. Mariko’s Cauldron Crush can only reach maximum force when it falls from at least ten feet in the air, giving the target a chance to dodge. Cauldron Crush can fall directly downwards vertically or be directed at angles to allow for more flexibility. The Cauldron falls at a speed equal to Mariko’s RS
Once the Cauldron is conjured, it remains on the battlefield until either someone actually manages to destroy it, or Mariko decides to dissipate it. This allows Mariko to control the battlefield with it’s placement, and once the Cauldron is ground bound she can move it by re-using the technique; as such, unless the opponent or Mariko manages to launch the giant metal pot into the air, it can never attain it’s most lethal force after that first usage. When moved around the ground, the Cauldron can only ever move in one given direction per usage of Cauldron Crush and moves at a diminished speed ( ¾ of Mariko’s RS).
As a giant metal object, the Cauldron is rather interesting to deal with. It’s arguably the most resilient of Mariko’s conjurations, taking kido and slashes to it’s hide with relative ease. If trapped beneath the Cauldron, a person has to possess physical strength greater than Mariko’s Spiritual Pressure to even move it off of them, assuming they survive the initial impact of the falling cauldron. If the Cauldron is already earth bound and moving around the battlefield, it’s more advisable to dodge it than to risk trying to deflect it. In order to dent or halt the Cauldron, an attack has to possess the same force as Mariko’s Spiritual Pressure; to actually break, cut, or wreck the Cauldron, an attack has to possess three times as much force as Mariko’s Spiritual Pressure.
8. Halloween Magic! Pumpkin Bomber!
Mariko conjures grinning jack-o’-lanterns to fly at her opponents and explode with ballistic force equivalent to roughly how much C4 a person could ram into the size of the pumpkin. Normally, she combines multiple small explosions in different coordinates to overwhelm her opponents and control the battlefield, though when pushed by her foes, Mariko can create a jack-o‘-lantern equal in size to the world’s largest pumpkin, which has the explosive power to destroy an entire city block and shower the debris around it. Mariko rarely uses this Pumpkin in close quarters as such, but as a sort of canon blast against an enemy base, it’s perfect. Mariko’s pumpkins detonate when they impact with anything, be it physical or reiatsu based. Mariko can create time lapse jack-o-lanterns to plant a bomb in an area and leave it to detonate after a certain time if no one touches it, or create a minefield of the ballistic pumpkins in the air that detonate when touched. The most dangerous aspect of this last part is the potential for a chain reaction of explosions to bathe the entire area in flame.
9. Halloween Magic! Broom Rider!
This is Mariko’s opening move in practically every single fight she takes part in; this technique is often initiated the moment she uses her release in order to get airborne. Her reiatsu focuses itself into an old fashioned broom in her right hand which she can use to fly. Mariko’s a skilled pilot of the broom, and can command the air with her presence as such; her speed of flight is equal to her reiatsu strength. Mariko can even funnel more reiatsu into her broom in order to recreate Bringer Light mid air, substituting her Speed stat for her Reiatsu Strength. This allows the normally stationary witch to slip from enemy attacks with ease if her counter measures fail and avoid particularly fast opponents by moving at speeds that rival the fastest of runners in any of the worlds.
Mariko’s Aerial Bringer Light costs 100 per usage, though due to the nature of flight, is far more versatile than most of the movement techniques. Broom Rider is a support technique, and completely incapable of harming an opponent directly. However, having Mariko flying around your head throwing bombs at you isn’t exactly a pleasant experience.
Fairy Tale Magic- Only usable with Fullbring
10. Fairy Tale Magic! Mirror Mirror!
Mariko’s reiatsu creates a large, floating mirror in an area she designates with a gesture of her hand, normally a pointing finger or flourish of her well manicured nails. The ornate mirror has perhaps the most embellishments out of all of Mariko’s conjurations, with silver vines adorning the edges that have crows entwined within them. Mirror Mirror’s shape is a stretched oval that stands at roughly 6 feet high. The reflective glass is beautiful, though spotted in areas from chips in the glass, creating an antique look. Mariko mainly uses Mirror Mirror outside of combat for reconnaissance, using it’s power to view the world from any reflective surface within a set distance ( Mariko has 1 mile of “Mirror Sight” for every 100 points in Spiritual Pressure); this allows her to look at people from puddles of water, windows, metal, even their own weapons’ reflections.
In combat, Mirror Mirror is mainly a defensive technique, but like so many of Mariko’s summons, can also be used in an offensive manner. The mirror possesses the inherent ability to reflect light based attacks, due to it’s nature of being a magical mirror, but it’s true power lies in it’s ability to capture the reflection of one person. Anyone who passes by the mirror can have their reflection captured by it, granting Mariko some rather interesting choices. Once a person’s reflection is captured by Mirror Mirror, if the mirror is struck by an attack, the damage or effects that would have been applied to the mirror are transferred to the individual who’s image is captured within instead. The mirror only has a damage threshold equal to Mariko’s Reiatsu Strength, which determines how strong the glass is, but it should be noted that even the gentlest of strikes can cause the mirror to crack, and as long as it’s damage threshold hasn’t been reached, more damage can be transferred. Mariko can use this to deal with even the fastest of opponents or to force someone to damage their own friends.
Unlike most of her other Techniques, Mirror Mirror can only be used once per thread. Only one mirror can ever exist at any given time, making it slightly awkward for Mariko to fly around, being followed by a giant mirror and what not. If someone destroys the mirror before a reflection can be captured, the chaos it could cause is easily curtailed. Arguably the biggest weakness of the mirror, however, is it’s back. Apply a force stronger than half of Mariko’s Reiatsu Strength to the back of the reflective surface, and the entire mirror will fall to pieces. If someone’s reflection is caught inside, this is arguably the safest way to free them, though some damage will still transfer from the mirror to the victim (normally a few scrapes and cuts).
11. Fairy Tale Magic! Briar-Rose Barrier!
Mariko’s Reiatsu forms into a thick mass of rose briars, allowing her to incase an entire area in thick, thorny vines. This is an excellent way of trapping individuals, and can even allow her to create her own battle field. Once used, anyone trapped in side other than Mariko suffer’s a 10 % Stat cut to their Instinct, Speed and Senses from the fragrances of the roses, which act as mild sedatives. This Technique references Sleeping Beauty
12. Fairy Tale Magic! Sleepy Spindles!
Mariko conjures a swarm of spindles that twist in midair like drill bits; they’re large spindles, free of any thresher or sewing contraption, and as such look like a foot long, oddly shaped spinning tops wrapped in silver thread. The spindles have a cutting and piercing force relative to Mariko’s Spiritual Pressure, allowing them to cut anyone she’d be able to cut were she a Shinigami. This makes the pair of spindles difficult enough to handle as it is, but the fact remains that the spindles move at a speed equivalent to Mariko’s Reiatsu Strength and Speed combined, allowing them to zip around the battlefield with ease. Considering the relatively small needle on each spindle, this makes them less dangerous than annoying for a seasoned fighter to deal with. However, the true danger of the spindles lies in their magical nature; if the spindle ends make contact with a person’s skin, even so lightly pricking them as to draw blood, the victim begins to fall asleep. The rate of sleep is determined by their combined Spiritual Pressure and Reiatsu Strength compared to Mariko’s: if the resulting number is below half of Mariko’s result, than the opponent faints dead away as soon as the contact occurs; if the number is between half or equal to Mariko’s result, they have a single post before falling asleep, though their stats suffer a 50% cut from the sudden fatigue; if the number is higher than Mariko’s, even by only a few points, they have 3 posts before falling asleep and only suffer from a 25% reduction to their stats from the fatigue.
The spindles target their victims when they are first summoned, and of all of Mariko’s conjurations appear to have the most sense of self awareness, moving about with a sort of malicious intent once Mariko targets an individual to try to prick, or outright kill them. The spindles have the least resilience of all of Mariko’s conjurations, fortunately, and if someone hits one with a physical attack stronger than ½ of Marikos
13. Fairy Tale Magic! Frog Form!
Mariko’s strange magic causes anyone hit with the noxious cloud this technique produces to transform into a frog for a maximum of three turns. The length of “frog-ification” is dependent on the victim’s own reiatsu strength. If the afflicted possesses less than 200 RS, they’re a frog for 3 turns; if they possess between 200 to 400, they’re a frog for 2 turns; if someone with over 400 RS is hit with this, they’re only a frog for a single turn.
The cloud of green gas, which sparkles pink in the most obnoxious of manners, is summoned with a gesture of Mariko’s hand roughly three feet from her position and “pushed” to wards the target. Frog Form is Mariko’s slowest spell to hit, it’s maximum speed equivalent to only one fourth of Mariko’s Spiritual Pressure. The cloud can be destroyed with reiatsu or blown back by wind techniques, but oddly enough not dispersed by wind. Physical attacks are completely ineffective against the Frog Form spell, passing through the cloud entirely (and who would want to turn into a frog anyway?)
In this circumstance, instead of the crazy Technique generation, Mariko's Level 2 properties are going to elaborate more on the basic constructs and conjurations she was previously responsible for. Haven't put as much thought into it as the three magic properties, but it would probably be something along the lines of:
Transmutation- Allows Mariko to dissipate her reiatsu constructs to form new constructs as long as they are within a mile of her position.
A reinforcement type Property- Of some sort
A Summoning Property- a Property that would allow her to summon creatures with higher levels of intelligence, as well as their own power sets and themes. Think sort of Faux- Dolls, brought out by her Fulllbring instead of by a Bount.
If you lasted this long, especially after Variant's 1's insanity, lemme know whatcha think. xD
In short summary: Mariko Satou is a 24 year old living in Karakura Town who works as a Burlesque dancer, likes ridiculous Cosplay, and is a Fullbringer with a weird sense of justice caused by her otaku-ness. She'll potentially be recruited by the Fullbringers after she saves some morons from some Hollows. My goal with her is XSG, so Class 1, and most assuredly a Clown type.
The issues with this: She'd be my 5th active character, and while I've been able to keep things up to pace for each of them so far, she might tip the scales. Not to mention I'm torn between two directions for her Fullbring Level 2 properties
Her First Property, and main shtick:
Main Fullbring Level 1 Property:
“Realization and Conjuration of the Imagination”- The basis of Mariko’s entire power set which is simple, effective, and utterly devastating in nature. By merely picturing something in her head, Mariko can materialize it out of reiatsu. This allows her to create weapons, shields, and even other entities entirely with the purpose of fighting for her. The only limitation for what this ability can produce is Mariko’s own rather healthy imagination.
At this Level, Mariko tends to create things without much fluff to them, favoring to end fights by conjuring and controlling things such as floating swords, giant shields, and the occasional lion, tiger, or bear. (Oh my!)
Mariko’s basic conjurations cost different amounts of reiatsu depending on their size. Small conjurations, such as bats, daggers, arrows, or anything of the nature cost Mariko 10 reiatsu to create per conjuration. Medium Conjurations, such as a creature or item not exceeding seven feet long in any direction, cost Mariko 150 reiatsu per conjuration. Large conjurations, like an elephant or cottage, cost Mariko 400 reiatsu per creation.
Mariko is even capable of performing a conjuration of the Titanic size, creating an object (or life form) that easily matches the dimensions of a sky scraper. Doing so costs Mariko 750 reiatsu, and is extremely taxing on her stamina. If she’s forced to create a Titanic construct or being, Mariko’s stats drop by 25% each for the next two posts, after which she finally recuperates.
In the first variant, Mariko's 3 second stage properties allow her to create a wide variety of effects by recreating three forms of Magic. They are: Halloween Magic, Fairy Tale Magic, and Gag Magic. Each form of magic gives her five techniques to work with during release that have an array of attack and defense purposes. Below is a mish mosh of Halloween and Fairy Tale techs. Her fighting style is hokey, like her reference's, and would serve as a sort of foil to more serious magic users like Enma or Takakazu. This Variant of Mariko would be a little more lighthearted in combat, and probably annoying for her opponents to deal with.
Halloween Magic- Only usable with Fullbring
5. Halloween Magic! Mummy Bandage!-
This technique transmutes Mariko’s reiatsu into a set of grimy, somewhat tattered cloth wrappings reminiscent of a mummy; the strength, durability, and speed of these bandages is entirely reliant on Mariko’s Spirtual Pressure. They can be used for both offensive and defensive purposes, and can repel both physical and reiatsu based techniques with ease. In order to cut through one of Mariko’s bandages successfully, a person must possess a Strength stat higher than her Spiritual Pressure. In order to destroy one of Mariko’s bandages with reiatsu, the opponent’s spell or technique must be twice as strong as Mariko’s Reiatsu Strength. If the bandages are met with a force inferior to their destruction, but still powerful, they tend to wrap around it. The main purpose of this technique is restraint and defense, though strangulation or dismemberment is a possibility. By rotating bandages around her, Mariko can effectively guard from either physical or spiritual attacks. The bandages are summoned as though from thin air, but one end of them must remain within five feet of Mariko to maintain the connection. Mariko controls the bandages mentally.
The maximum number of bandages Mariko can summon at one time is five. The maximum length that her Mummy Bandage can grow to is relative to her Reiatsu Strength; For every point of RS she possesses, Mariko gains a foot of working room, divided amidst the number of bandages currently in existence. Destroying one bandage does not reset this number to apply to any others in existence currently, though Mariko can re summon the bandage and apply it to the new Bandage, though the cost to do so is somewhat illogical.
6. Halloween Magic! Vampire’s Kiss!
This technique releases Mariko’s reiatsu from her lips as a large red heart with comical bat wings flapping on either side that grows to roughly twelve feet high and ten feet wide (at the widest point). The reiatsu heart is rather two dimensional, with barely any depth to it. The heart flies at Mariko’s target before smacking them. The moment that contact with the heart occurs, the victim suffers a massive reiatsu drain based on their Reiatsu Strength in regards to Mariko’s: if the target has less than half of Mariko’s RS, they suffer a drain of one half of their total reiatsu pool; is they possess between half and equal RS to Mariko, they suffer from a drain of one fourth of their reiatsu pool; if they possess superior RS to Mariko but not double the amount, they suffer a loss of 1/8 of their reiatsu pool; if they possess twice the amount of RS as Mariko, they are unaffected by this technique. After the drain has occurred, the large red heart splits into a swarm of smaller bat winged hearts, dependent on the amount of reiatsu absorbed ( for every 100 points of reiatsu absorbed, a bat is formed) , that begin to fly back to Mariko to replenish her own reiatsu supply and continue fueling her combat spells.
If Vampire’s Kiss comes into contact with a reiatsu based attack, it can absorb the energy infused into it as long as the technique has a weaker Reiatsu Strength behind it. This means that Vampire’s Kiss can easily dominate Kido, Cero, Bala, and the like of inferior Class and even some of superior Class ( to determine this, compare Mariko’s and her opponent’s Reiatsu Stength; for each Class higher than the Kiss the opponent’s tech is, Mariko must possess 100 more Reiatsu Strength than her target in order to absorb the energy from it .)
If Vampire’s Kiss comes into contact with a physical attack not connected to an opponent’s body, such as a thrown projectile like a Kunai, it will immediately shatter the heart into pieces that dissipate. Attacking the heart with a release type weapon such as a Zanpakuto will still cause reiatsu drain, due to the fact that the blade is the core of the Soul Reaper/Hollow/Vizards power.
Vampire’s Kiss is both one of Mariko’s Strongest and Weakest Techniques. Against opponents who rely entirely on reiatsu based combat, this can be the deciding factor and against martial artists this can be equally as devastating. But, when someone figures out the weak point of Mariko’s attack, it’s the easiest one of her techniques to overcome. Hitting the kiss with a thrown shoe would be enough to shatter it, and using the environment to create emergency projectiles is an easy thing to do. Essentially, if something has no reiatsu behind it or connected to it, it will stop this attack in it’s tracks.
7. Halloween Magic! Cauldron Crush!-
Mariko’s reiatsu forms into a giant black cauldron in midair that proceeds to slam into the ground directly underneath. Considering the cauldron is roughly as wide as an average circular swimming pool, about twenty feet in any given direction, this is extremely dangerous to be under. The force of the falling cauldron is amplified by Mariko’s Spiritual Pressure: at it’s lowest force, the Cauldron hits at half of Mariko’s SP; in the middle, the Cauldron’s force is equivalent to Mariko’s Spiritual Pressure; at it’s highest striking force, the Cauldron Crush is equivalent to Mariko’s Spiritual Pressure doubled. Mariko’s Cauldron Crush can only reach maximum force when it falls from at least ten feet in the air, giving the target a chance to dodge. Cauldron Crush can fall directly downwards vertically or be directed at angles to allow for more flexibility. The Cauldron falls at a speed equal to Mariko’s RS
Once the Cauldron is conjured, it remains on the battlefield until either someone actually manages to destroy it, or Mariko decides to dissipate it. This allows Mariko to control the battlefield with it’s placement, and once the Cauldron is ground bound she can move it by re-using the technique; as such, unless the opponent or Mariko manages to launch the giant metal pot into the air, it can never attain it’s most lethal force after that first usage. When moved around the ground, the Cauldron can only ever move in one given direction per usage of Cauldron Crush and moves at a diminished speed ( ¾ of Mariko’s RS).
As a giant metal object, the Cauldron is rather interesting to deal with. It’s arguably the most resilient of Mariko’s conjurations, taking kido and slashes to it’s hide with relative ease. If trapped beneath the Cauldron, a person has to possess physical strength greater than Mariko’s Spiritual Pressure to even move it off of them, assuming they survive the initial impact of the falling cauldron. If the Cauldron is already earth bound and moving around the battlefield, it’s more advisable to dodge it than to risk trying to deflect it. In order to dent or halt the Cauldron, an attack has to possess the same force as Mariko’s Spiritual Pressure; to actually break, cut, or wreck the Cauldron, an attack has to possess three times as much force as Mariko’s Spiritual Pressure.
8. Halloween Magic! Pumpkin Bomber!
Mariko conjures grinning jack-o’-lanterns to fly at her opponents and explode with ballistic force equivalent to roughly how much C4 a person could ram into the size of the pumpkin. Normally, she combines multiple small explosions in different coordinates to overwhelm her opponents and control the battlefield, though when pushed by her foes, Mariko can create a jack-o‘-lantern equal in size to the world’s largest pumpkin, which has the explosive power to destroy an entire city block and shower the debris around it. Mariko rarely uses this Pumpkin in close quarters as such, but as a sort of canon blast against an enemy base, it’s perfect. Mariko’s pumpkins detonate when they impact with anything, be it physical or reiatsu based. Mariko can create time lapse jack-o-lanterns to plant a bomb in an area and leave it to detonate after a certain time if no one touches it, or create a minefield of the ballistic pumpkins in the air that detonate when touched. The most dangerous aspect of this last part is the potential for a chain reaction of explosions to bathe the entire area in flame.
9. Halloween Magic! Broom Rider!
This is Mariko’s opening move in practically every single fight she takes part in; this technique is often initiated the moment she uses her release in order to get airborne. Her reiatsu focuses itself into an old fashioned broom in her right hand which she can use to fly. Mariko’s a skilled pilot of the broom, and can command the air with her presence as such; her speed of flight is equal to her reiatsu strength. Mariko can even funnel more reiatsu into her broom in order to recreate Bringer Light mid air, substituting her Speed stat for her Reiatsu Strength. This allows the normally stationary witch to slip from enemy attacks with ease if her counter measures fail and avoid particularly fast opponents by moving at speeds that rival the fastest of runners in any of the worlds.
Mariko’s Aerial Bringer Light costs 100 per usage, though due to the nature of flight, is far more versatile than most of the movement techniques. Broom Rider is a support technique, and completely incapable of harming an opponent directly. However, having Mariko flying around your head throwing bombs at you isn’t exactly a pleasant experience.
Fairy Tale Magic- Only usable with Fullbring
10. Fairy Tale Magic! Mirror Mirror!
Mariko’s reiatsu creates a large, floating mirror in an area she designates with a gesture of her hand, normally a pointing finger or flourish of her well manicured nails. The ornate mirror has perhaps the most embellishments out of all of Mariko’s conjurations, with silver vines adorning the edges that have crows entwined within them. Mirror Mirror’s shape is a stretched oval that stands at roughly 6 feet high. The reflective glass is beautiful, though spotted in areas from chips in the glass, creating an antique look. Mariko mainly uses Mirror Mirror outside of combat for reconnaissance, using it’s power to view the world from any reflective surface within a set distance ( Mariko has 1 mile of “Mirror Sight” for every 100 points in Spiritual Pressure); this allows her to look at people from puddles of water, windows, metal, even their own weapons’ reflections.
In combat, Mirror Mirror is mainly a defensive technique, but like so many of Mariko’s summons, can also be used in an offensive manner. The mirror possesses the inherent ability to reflect light based attacks, due to it’s nature of being a magical mirror, but it’s true power lies in it’s ability to capture the reflection of one person. Anyone who passes by the mirror can have their reflection captured by it, granting Mariko some rather interesting choices. Once a person’s reflection is captured by Mirror Mirror, if the mirror is struck by an attack, the damage or effects that would have been applied to the mirror are transferred to the individual who’s image is captured within instead. The mirror only has a damage threshold equal to Mariko’s Reiatsu Strength, which determines how strong the glass is, but it should be noted that even the gentlest of strikes can cause the mirror to crack, and as long as it’s damage threshold hasn’t been reached, more damage can be transferred. Mariko can use this to deal with even the fastest of opponents or to force someone to damage their own friends.
Unlike most of her other Techniques, Mirror Mirror can only be used once per thread. Only one mirror can ever exist at any given time, making it slightly awkward for Mariko to fly around, being followed by a giant mirror and what not. If someone destroys the mirror before a reflection can be captured, the chaos it could cause is easily curtailed. Arguably the biggest weakness of the mirror, however, is it’s back. Apply a force stronger than half of Mariko’s Reiatsu Strength to the back of the reflective surface, and the entire mirror will fall to pieces. If someone’s reflection is caught inside, this is arguably the safest way to free them, though some damage will still transfer from the mirror to the victim (normally a few scrapes and cuts).
11. Fairy Tale Magic! Briar-Rose Barrier!
Mariko’s Reiatsu forms into a thick mass of rose briars, allowing her to incase an entire area in thick, thorny vines. This is an excellent way of trapping individuals, and can even allow her to create her own battle field. Once used, anyone trapped in side other than Mariko suffer’s a 10 % Stat cut to their Instinct, Speed and Senses from the fragrances of the roses, which act as mild sedatives. This Technique references Sleeping Beauty
12. Fairy Tale Magic! Sleepy Spindles!
Mariko conjures a swarm of spindles that twist in midair like drill bits; they’re large spindles, free of any thresher or sewing contraption, and as such look like a foot long, oddly shaped spinning tops wrapped in silver thread. The spindles have a cutting and piercing force relative to Mariko’s Spiritual Pressure, allowing them to cut anyone she’d be able to cut were she a Shinigami. This makes the pair of spindles difficult enough to handle as it is, but the fact remains that the spindles move at a speed equivalent to Mariko’s Reiatsu Strength and Speed combined, allowing them to zip around the battlefield with ease. Considering the relatively small needle on each spindle, this makes them less dangerous than annoying for a seasoned fighter to deal with. However, the true danger of the spindles lies in their magical nature; if the spindle ends make contact with a person’s skin, even so lightly pricking them as to draw blood, the victim begins to fall asleep. The rate of sleep is determined by their combined Spiritual Pressure and Reiatsu Strength compared to Mariko’s: if the resulting number is below half of Mariko’s result, than the opponent faints dead away as soon as the contact occurs; if the number is between half or equal to Mariko’s result, they have a single post before falling asleep, though their stats suffer a 50% cut from the sudden fatigue; if the number is higher than Mariko’s, even by only a few points, they have 3 posts before falling asleep and only suffer from a 25% reduction to their stats from the fatigue.
The spindles target their victims when they are first summoned, and of all of Mariko’s conjurations appear to have the most sense of self awareness, moving about with a sort of malicious intent once Mariko targets an individual to try to prick, or outright kill them. The spindles have the least resilience of all of Mariko’s conjurations, fortunately, and if someone hits one with a physical attack stronger than ½ of Marikos
13. Fairy Tale Magic! Frog Form!
Mariko’s strange magic causes anyone hit with the noxious cloud this technique produces to transform into a frog for a maximum of three turns. The length of “frog-ification” is dependent on the victim’s own reiatsu strength. If the afflicted possesses less than 200 RS, they’re a frog for 3 turns; if they possess between 200 to 400, they’re a frog for 2 turns; if someone with over 400 RS is hit with this, they’re only a frog for a single turn.
The cloud of green gas, which sparkles pink in the most obnoxious of manners, is summoned with a gesture of Mariko’s hand roughly three feet from her position and “pushed” to wards the target. Frog Form is Mariko’s slowest spell to hit, it’s maximum speed equivalent to only one fourth of Mariko’s Spiritual Pressure. The cloud can be destroyed with reiatsu or blown back by wind techniques, but oddly enough not dispersed by wind. Physical attacks are completely ineffective against the Frog Form spell, passing through the cloud entirely (and who would want to turn into a frog anyway?)
In this circumstance, instead of the crazy Technique generation, Mariko's Level 2 properties are going to elaborate more on the basic constructs and conjurations she was previously responsible for. Haven't put as much thought into it as the three magic properties, but it would probably be something along the lines of:
Transmutation- Allows Mariko to dissipate her reiatsu constructs to form new constructs as long as they are within a mile of her position.
A reinforcement type Property- Of some sort
A Summoning Property- a Property that would allow her to summon creatures with higher levels of intelligence, as well as their own power sets and themes. Think sort of Faux- Dolls, brought out by her Fulllbring instead of by a Bount.
If you lasted this long, especially after Variant's 1's insanity, lemme know whatcha think. xD