Post by Himitsu Kasumi'Oji on Jun 10, 2014 21:22:07 GMT -5
-Powers-
Fighting Style:
Himitsu is a kido specialist. Suprised? You should be. With his huge size, most usually expect him to be a strong physical fighter that stays close range. Even his uncanny speed supports that theory. But most overlook the fact that he is a complete klutz. He doesn't have much of a chance to be a precise and accurate swordsman. There's too much room for error. However, in the academy, he discovered that Kido skills came naturally to him. He was towards the top of his class and rapidly mastered basic Hado, Bakudo, and Hoho techniques. He struggled, however, with Kaido. Ironic, isn't it, how the only part of his life he can remember is spent in a hospital, yet he has no skill with healing abilities. Either way, he excels in the other types of Kido. Especially lightning techniques.
As most Kido specialists are, Himitsu is a ranged-combat specialist. He's not too fond of getting up close, but it's not impossible for him to be challenged in close quarters. From this scenario, there are many options Himitsu might have. If he is confident enough, he might test his limited swordsmanship and attempt to parry the attack. However, if he isn't too fatigued and can spare the energy, he would prefer to dodge with his speed and retreat to safe location where he may continue to bombard his opponent with destructive lightning Hado techniques. However, the third option is to use Kido to repel the opponent away from himself. However, with such little time, he would have to skip the incantation. Therefore, it would lack its full strength and slow the opponent so that Himitsu may make his escape or retaliate with his own Zanpakutou.
Himitsu has several tactics he uses in combat, some he favors over the others. At the top of his list lies the use of lightning Hado skills. After all, there's an endless supply of lightning puns that can be derived from that hado style. Being a lightning specialist, that's to be expected. He might force an opponent to keep his distance by bombarding them with several bolts of lightning sent from his fingertips. In addition, he might lead an electrical current through objects to reach his opponent in a different manner. Metals tend to be the best conductors and the more he can find lying around, the easier it will be to find his opponent.
Himitsu has also become fond of binding techniques. With such a wide variety, he may cast them from a distance and after a successful binding, he could rapidly approach his opponent, strike them with his Zanpakutou, and retreat to a safe distance before they can recover. This strategy may easily be alternated with his lightning Hado as well as his other skills.
The use of lightning Hado may also stun, numb, or slow his opponent. Then, Himitsu might take full use of his speed and make rapid attacks with his blade. Until his opponent recovers from the electricity, Himitsu should have the upper hand in speed and have more time to make his attacks more precise. In addition, he might also boost his speed with Hoho Kido and use his faster movement to improve his skills in close combat. Otherwise, he would prefer to remain as far away from his opponent as possible. For the most part, he will let them come to him.
Himitsu is an analyst. As long as he keeps his distance, he should have time to study his opponent and attempt to exploit a weakness in their technique. To test his theories, he might engage his opponent with a few exchanges with his Zanpakutou only temporarily. It isn't best for him to keep in close quarters for too long in case his lack of coordination makes the situation dangerous for him. Keeping at a distance is best.
After discovering a soft spot in his opponents defense, Himitsu will wait for the perfect chance to expose it. He may do so with Kido, his Zanpakutou, or a combination of both. A direct hit with a Kido technique would do significant damage as would a slash from his Zanpakutou. But by using Kido to manipulate his opponent by slowing them or repelling them, he might then approach and attack with his blade.Zanpakutou Spirit Appearance(Optional):[/b] oi36.tinypic.com/2lcae10.jpg
The name of this young girl in her late teens is Karaitami [Empty Pain]. It took several meetings in his dreams before Himitsu could finally get a word out of her. She wasn't on the tall side, being around five feet, but she seemed to almost look down on him. Initially, she would just stare at him in silence until, eventually, one of his corny jokes drove her away. However, he finally broke through to her after a screaming rant.
"What do you want from me?! I see you every night in my dreams and wake up lost and more confused than ever before. Whatever business you have with me, hurry up and complete it! I'm sick of this emptiness! Are you just my mind playing tricks on me?! Has my sanity finally turned on me?! If so, don't torture me for too long. I thought death would leave me at peace but I'm standing here, hollower and more desolate than ever. I'm done so end me quickly. What are you waiting for?"
She finally opened up and lowered her hood. Himitsu had been able to see her snow white hair before but he couldn't have imagined the intensity of those piercing blue eyes that she had always kept hidden under the cowl of her hood. They penetrated him like a sword, and he knew that if he hadn't poured his pain out to her, she would have known of it anyway. But they were curiously soft at the same time. He couldn't understand it.
But it was strange. Despite her silence, he couldn't help but understand this dragging misery she carried with her. It was present in the way she walked, the look in her eyes, and her voice. She spoke softly, almost in a whisper. Like she was scared to wake herself up. Himitsu knew what kind of demons people prefer to hide within themselves. From the start, he knew what she felt. They were polar opposites. Her tranquility versus his loud mouth. Her blank face against his bright smile. But, at the same time, they were the same. They felt the same. He hid his demons with a happy mask while she protected the world from them with a wall of stone. Both were equally effective and equally painful.
Inner World(Optional):[/b]
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Himitsu loves beautiful scenery. What he wouldn't do to be in the breath-taking grassy valley provided in his Inner World with a green mattress softer than the clouds of the heavens. He could lie down there and sleep forever, never having to bother with the real world or any of the problems it drags on a chain behind him.
The only problem is that he can't. Even if he tried, there would be way too much chaos in the sky. Giant thunderheads loom over his head, blocking out the sky and massacring any unfortunate rays of light that attempt to break through the cloud barriers. Lightning dances between the storm clouds every few seconds, illuminating the dark world with brief bursts of light only to return it to its former miserable, shadowy desolation.
But there's something wrong. It took a while to put a finger on it, but as soon as he did, the eerie atmosphere had settled. There was no thunder. Each bolt of lightning wasn't accompanied with a thunderous roar that echoed through the field. It was almost scary. Well, forget the almost. It was beyond frightening. The world itself was a manifestation of Karaitami and the definition of her name. A valley of grass that had potential to be something so great and magnificent was darkened by the war of lightning and wind miles in the sky. And none of that pain made any sound. It echoed unheard to the world.Zanpakutou Appearances:
Sealed
The sealed form of Himitsu's Zanpakuto resembles the traditional katana. It has an ocean blue hilt, a small blue guard, and a razor sharp, curved silver blade that extends for for three and a half feet from the hilt. It's isn't too long or wide, but it appears to be thinner than paper and as sturdy as diamond. A cut from that blade cause invisible cuts that would only bring attention when blood spurts out of them.Shikai
Himitsu's Zanpakuto switches now from a katana to a completely different weapon with completely different properties. He now holds a round shield that bends inward slightly from the center. It large enough for Himitsu to hide behind if he crumples his oversized body into the smallest ball possible, and it can cover the with of his body without any need for him to curl up behind it.
The silver shield as a strong, shiny luster. And the spiritual steel that it is made of allows it to remain thin and light but unbelievably durable. It is capable of defending against Kido and physical attacks. And, if need be, Himitsu would also be capable of throwing it, since it's disk like shape would allow it to be used almost like a Frisbee.
Bankai
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Only in its bankai is the true power of the Zanpakuto revealed. And the true power of lightning. Himitsu is now completely free of a physical blade he must wield to restrict him. However, he may still use his shikai techniques as though the blade's powers were manifested in his hands. Through his fingers, he may use Iz His bankai allows him to take full advantage of his Kido skills while the zanpakuto does the dirty work. With the activation of his bankai, a Goliath of a bear is summoned.
This bear would stand thirty feet tall. It's fur is colored a snow white and it wears silver armor on its arms, head, and torso with electric blue lightning surging through it. Even the bears eyes are flooded with that same blue that defines the surging electricity of lightning. All around it, lightning fizzes and flickers, for it must let at least some of its vast energy seep out a little bit when it is not being focused on an attack. It has claws that extend from its paw as though they were razor-sharp blades that rival the most powerful sword.
Karaitami has a consistent angry snarl that is the complete reverse of Himitsu's usual smile. It stands for the hidden anger and fury that he hides deep within himself. It stands for the silent rage and misery Karaitami radiates. It stands for the connection between Himitsu and his Zanpakuto. It stands for the power of lightning's judgement and its lack of mercy.
Zanapkutou Release Names
"Scream, Karaitami!"
Himitsu's blade shines in his single hand as he holds it horizontally infront of him, glowing with blinding light as it's shape begins to change. The blade stretches forward and the guard is molded into a strange, unusual kite shape. Just as the light dims down, a there is a sudden final flash and a thunderous boom. Lightning fizzes around the blade as it is finally revealed in Himitsu's hand.
"Bankai, Sanda Karaitami!"
Himitsu grips his one-handed blade with both his palms and points it directly at the sky. Lightning shoots not the point of the razor but the sword as a whole, radiating electrical energy completely. When the energy dies out and the light dims, one can finally manage to redirect their gaze to Himitsu only to find him unarmed.
A split second later, lightning shoots down from the sky at the ground directly infront of Himitsu, so close that it could almost touch the tip of his nose. This wide chain of electricity rains down for several seconds before finally ending, leaving a giant crater on the ground and a giant creature filling it. A giant thirty foot tall bear stands like a massive building between Himitsu and his opponent. It lets out a blood-boiling roar. One that dwarfs thunder.
Overall Ability:
Himitsu's zanpakuto manifests his greatest strength into a physical weapon for the purpose of manipulating that strength. Lightning. Lightning is present in several features of Himitsu's zanpakuto. First of all, each of the blades in his sealed, shikai, and bankai forms are extremely thin and light, much like the weightless lightning in the sky. However, the strength of electricity is what causes the metal razors to stubbornly refused to yield in the face of another zanpakutou and parry it without a scratch or dent in the metal.
The fact that the zanpakuto's blade is made of metal is a tool for Himitsu. It makes it possible for him to channel lightning kido through the sword itself. The control over lightning Himitsu's zanpakuto offers him can be used for both long ranged and even close ranged attacks. It can direct and emit lightning in a bolt at a target as well as send a flow of electricity through objects it pierces or touches.
Shikai Overall Ability:
The zanpakuto's shikai is constructed for the purpose of more defensive combat. Of course, with the shield, that seems pretty obvious. With it, rather than parrying a stroke from an opponent, he may catch the sword on his shield and deflect it to the side and putting him out of harm's range. As clumsy as he is, it would become much more difficult to land an attack on Himitsu with a blade now that he has the additional defense of a shield.
Now that his close-combat defense is up, Himitsu may take advantage of his shikai's close-ranged abilities. Since the blade may summon and channel energy in the form of electricity, he may find several uses for this potentially dangerous skill. For starters, if his blade happens to puncture his opponent, it would not only leave a razor-sharp cut but also pour built up electrical energy into the enemy's body. Depending on the depth of this wound, the lightning may leave fourth degree burns within the body and on the surface of the skin as well as mess with the opponent's nerves, causing them to have muscle spasms in the area near the wound.
However, Himitsu is not the most skilled swordsman and his strokes are less likely to miss than to succeed and stab his opponent. Therefore, the built up lightning within the sword has the ability to leap out of the blade into another object or person. It wouldn't be enough electrical energy to cause the same muscle spasms or burns as a direct hit. However, it does have the potential to numb whatever victim falls within a foot to the edge of the blade.
The shikai also has the ability to expel a concentrated bolt of lightning from the tip of the zanpakutou. This would be an extraordinarily useful addition to Himitsu's arsenal of ranged attacks. The lightning will be just as effective as a direct hit by Himitsu's blade to his opponent. Again, they would be subject to burn wounds and temporary muscle spasms.
The shield zanpakuto is made of a metal. What better conductor is there? Since metallic bonds give extreme freedom to electrons by creating a sea of electrons, the metal can posses a large amount of energy and keep it in movement between the electrons until it is released. That is the main idea revolving around the Charged Shield. It is loaded with electricity just waiting to be released. One means of exit is Lightning Bolt. However, the technique charged blade provides other means of escape for all of this built up energy.
This ability immediately may be activated with the release of the zanpakuto into the shikai state or during the time that the shikai is active. Himitsu would have to charge the blade with a high concentration of electric energy initially. This energy would then remain controlled within the zanpakuto and only be released through two different methods.
The most powerful release of this energy would be through direct contact of the shield with either a person or their zanpakuto. In a situation where two zanpakuto's clash, the electricty would travel down the blade of the opponent, fight through the less conductive hilt, and end its journey in the opponent's hand. Since the hilt is an insulator, the electrical power is decreased and the target is left only with a strong numbing effect, rendering their arm useless for one post and making it significantly weaker and slower for another three posts.
Finally, Himitsu does gain some manipulation over the element lightning. He may change the direction of any lightning-based acts for 50 reiatsu, as long as the lightning he manipulates does not have a reiatsu strength of more than double his own. This allows Himitsu to avoid taking damage from lightning-based attacks as well as giving him the opportunity to redirect any lightning blasts that his opponent may have dodged.
Bankai Overall Ability:
During the bankai stage, Himitsu retains a weapon in the form of his Shikai. However, when Karaitami roars is when the true fight begins. This bankai embodies all aspects of lightning and maximizes them to their true potential. It personifies lightning and its several attributes such as its speed and sheer electrical power. That alone greatly magnifies the power that this bankai holds. However, it also takes advantage of thunder as well. This lightning bear is a walking storm molded into a weapon. A shockingly strong weapons (pun intended).
In order for the bankai to completely characterize lightning, it must first match its speed. The bear has a speed of 850. But lightning cannot exist without it's powerful counterpart, thunder. The force of thunder is embodied in its strength of 300. With that combination of high swiftness and power, Karaitami is capable of a surprising amount of damage.
One important skill of the ability to attract electricity. Any lightning abilities including Zanpakuto techniques would be rendered useless and absorbed by the colossal animal. Therefore, the beast would soak up all electricity within 25 meters of it. If any lightning kido was directed past the bankai towards Himitsu, as long as the attack passes within that radius of 25 meters, it would be redirected and drawn in by the bankai.
Although the bankai is already capable of clearing great speeds quickly, there is still a massive difference between little time and no time at all. Therefore, the bear possess the ability to utilize the conductivity of other objects in order to transfer itself. It can travel across oceans almost instantaneously. Even metals can be used for it to transport itself. Anything with conductive characteristics is like a vehicle.
This bankai, however, cannot be without any weaknesses. And the first and most prominent flaw Karaitami has is that it is weakened by the most common and one of the strongest insulators there is. Dirt. Electricity cannot flow through dirty and any earth-based attacks would have a strong effect on the bankai. The other fatal defect the bear has is its vulnerability to kido. As long as it is not lightning-based, kido will typically do significant damage. Zanpakuto, especially those in the form of a metal blade, will be useless since metal is a strong conductor of electricity.
Zanpakuto Techniques:
Shikai
1. Jinsei [Magnetism]:
Description - The presence of electricity and an electric current always creates an electromagnetic field. This ability allows Himitsu to regulate the flow of electricity already existing in his lightning in order to amplify the strength of the electromagnetism. While this technique is active, Himitsu is capable of pulling on all metal objects within 3 meters from him toward his shield with a force equal to his reiatsu strength. And if the opponent's weapon gets stuck on the shield, it would require an offensive stat that is at least 200 greater than Himitsu's RS to pull their weapon away. In addition, Himitsu is capable of doing the exact opposite and repelling their weapons by reversing the flow of electricity.
Drawbacks - Anyone with an offensive stat of 300 or more greater than Himitu's reiatsu strength is capable of resisting the magnetic pull completely. In addition, it may only affect metallic objects, so the people themselves are not being pulled or pushed, only their weapons. Finally, this technique requires 100 reiatsu per post to maintain.
2. Denki Eri [Electric Collar]:
Description - This technique is passively active after electricity from Himitsu's shield makes its way into the opponent and their Zanpakuto. What occurs from there is that everytime the opponent spends reiatsu for whatever reason, a bolt of lightning would shoot out at the target's location with no warning, faster than a Bala. It's strength would be determined by the Class of the technique used by the target. This bolt, depending on its strength, will jolt the user's nerves, stunning them for a split second, and give their entire body a numbing effect that would slow them down for two posts. And the Class would determine the type of damage that the user receives, such as burns. The maximum class would be the Class of Himitsu's Shikai, which would result in third degree burns spreading across the target. Classes 5-6 would result in second degree burns, and Classes 7-8 result in first degree burns. These burns would appear all over the target's body. While the bolts shoot out of Himitsu's shield, he is not restricted from movement at all. The lightning shoots out without consent from his will, so he is not occupied by the technique at all.
Drawbacks - Firstly, there is a reiatsu cost for this technique. Himitsu must spend half the reiatsu that his opponent does, which can be dangerous because his opponent now regulates the reiatsu that Himitsu loses. In addition, the only way this technique may activate is if electricity from Himitsu's shield makes contact with the opponent, creating the link between Himitsu and the target. And, if the technique that triggers Denki Eri is a stepping technique similar to Shunpo, the target may avoid the bolt of lightning. Also, because the class cap on the bolts of lightning are 4, even if the target uses a Class 0 Kido, the bolts would stay at their max strength of Class 4. The initial cost for activation is 100 reiatsu. An offensive stat that is double Himitsu RS would be immune to the shocks.
1 . Sanda Baria [Thunder Barrier]:
Description - Thunder, shockingly (yes, I know, another pun. It's too similar to the last one though), is nothing more than sound. However, that sound is created as a result of the lightning. When lightning travels through the air, it causes the air to vibrate and turn the lightning's energy into kinetic energy. With that much energy surging through the air, it vibrates at a rate so great that it breaks the sound barrier, resulting in that large thunderous (pun number three for the powers section so far) roar.
However, if a concentrated amount of lightning energy is maintained for long enough, it can cause the air to continue vibrating at insanely rapid speeds consistently for a small amount of time. This would cause an immensely powerful air barrier that has the ability to block zanpakuto and kido attacks. The barrier would be in the shape of a sphere around him with a seven-foot radius.
Drawbacks - The sound heard from thunder is present for less than a second if the echo is subtracted from the total time. Therefore, if one were to maintain the amount of energy to keep the air move so quickly for even just a couple of seconds.
Therefore, when Himitsu uses Sanda Baria, he must time the technique perfectly. The air shield may only be active for a total of one from the time of activation. Himitsu may only create a full thunder barrier around himself for that amount of time before it deactivates. In order for him to recover the necessary energy needed within his body to recast the technique, he must wait another two posts at least. It has a reiatsu cost of 100 per post and may only be active for three posts. It may only defense against kido and zanpakuto as long as the difference between the opponent's strength or reiatsu strength and Himitsu's reiatsu strength is no more than 200. Any opponent caught in the shield or making contact with the shield would be thrown back with a force equal to Himitsu's RS.
Bankai
2. Raitoningu Kansei - Hashira [Lightning Trap - Pillar]:
Description - This technique Himitsu can use in the bankai has great strategic potential. Himitsu may press his palm against the ground and transfer large amounts of electric energy into a 800 meters by 800 meters invisible grid that had a total area of 2.5 cubic miles. With this grid, every other cubic meter would be charged with condensed lightning. There would be a total of 320,000 mines and the grid would be centered around Himitsu.
The lightning that had been condensed in these spots in the ground instantaneously would shoot up into the sky, creating a giant pillar with an area of a cubic meter. The pillar would be present for three seconds, and within that time, anyone unfortunate enough to fall prey to that trap would take three seconds worth of excruciatingly powerful electric energy burning and searing their body from the inside out. It would be safest to remain still and avoid taking the risk of setting off one of these mines that may be activated when the opponents feet step on one of the electrically charged areas on the grid or Himitsu may activate them manually from a distance.
Drawbacks - The first flaw in this technique is the fact that it needs preparation in advance. Since it is only active in his bankai, Himitsu must have Karaitami distract the opponent and ensure that she keeps their hands full. He must then take a full post to set up the grid and completely charge the electrical energy into that focussed network. It also has a reiatsu cost of 400.
This technique may completely be ignored if the opponent can attack without moving. If his zanpakuto is ranged, then he wouldn't have to risk activating a mine by making an unlucky step. An enemy that utilizes long distance kido abilities is more than able to continue raining down attacks on Himitsu.
3. Dendo Yuso [Electric Transport]:
Description - As a lightning specialist, Himitsu may finally reach a high state of connection with electricity through this ability. For a split second, Himitsu transfers all of the matter in his body into pure energy in the form of electricity. In that brief moment, as long as Himitsu is within a foot of a conductive material, he may travel through that conductive material and appear on any other end of it.
Himitsu presses his palms together to begin the technique. A luminous, bright blue light shines from within his hand before his complete physical being is converted into a massive amount of the electricity. It would then leap into the nearest conductive object and reappear a foot away from the other end. For example, if he travels as electricity through a lake, he would reappear one foot away from the opposite end of the lake in his physical body outside of the water.
Drawbacks - With the conversion of his body from matter to energy, Himitsu must be very cautious to ensure that he returns back to his original form without losing any part of his body. Therefore, he may only remain in this electrical form for less than a second in order to make sure that no energy escapes him. He must decide where he chooses to reappear before he uses this technique. He doesn't have the time to decide during. However, it is inevitable for him to maintain all of his total energy so in order for him to recover enough energy to cast this technique again, he must wait another 15 seconds.
Also, Himitsu may not be in contact with the material he used to transport himself either. The reason behind this is that if he were to still be touching the water after he transported himself across it, some of the energy may still be conducted into it and not all of it would return to him. The technique must not become double-edged and he must take preventative measures to ensure that he carries it out properly.
4. Raitoningu Bakuhatsu [Lightning Explosion]:
Description - This is by far the strongest technique Himitsu has in his arsenal. It dwarfs the power of his overall bankai and surpasses any natural forms of lightning. This technique is a lightning storm on steroids. And any unfortunate soul that is close enough is most-likely a goner.
Himitsu again presses his palms together. However, unlike Electric Transport, his entire body glows, radiating an electric blue light. Lightning fizzes and flickers outside his body as all of his energy is gathered. His eyes close in concentration and open again a few seconds later, completely engulfed in the lightning blue color.
Finally, his hands are separated and his arms are thrown to an extended position on the side, making a straight line from one hand to another through his shoulder. Suddenly, light is shining from him so strongly that it becomes to make out the outline of his body. Soon, all that can be fabricated from his appearance is a blinding ball of light. The energy seems to grow denser and decrease slightly before instantly expanding and releasing all of its contained destructive properties.
Lightning soars from his body in a huge sphere with a total radius of one miles. Anything or anyone within 600 meters of of Himitsu is incinerated completely. A huge crater with that radius is also made for also the ground shrivels up from that electricity. All within 1200 meters are subjected to fourth degree burns affecting their internal body tissue. And lastly, anyone within that one mile radius will at the least receive second or third degree burns as well as numbness.
Drawbacks - This is a last resort technique. Only if Himitsu is certain that he will lose and feels like he must at least bring his opponent down with him will he activate this ability. It drains Himitsu's remaining energy completely. Even his cells are almost drained of ATP. He is only left with enough to keep him alive for 24 hours. If he is not found and given treatment before than, his death is ensured.
However, in order for this technique to be cast, he must have at least 500 reiatsu remaining to activate it. If he is nearly out of spirit power, then there would be no point in even attempting this technique. It would most likely fail and leave his limp body smoking on the ground. It would mean inevitable death. The only way to block this final attack is to have an immensely powerful barrier for repelling kido or, of course, staying out of range.
Other Techniques - Kido:
* = Mastered
Incantations:
1. Standard Incantation - All spells come with an incantation that can vary in its intricacy based on the level of the spell. By using this incantation before speaking the spell name and number, Shinigami are able to further concentrate their spiritual powers to increase the power of their spell. This effect varies by the spell whose incantation is spoken, and the increased potency’s effect will be listed for each individual Kido. With a "2" in Mental Incantation, this can be done mentally instead of vocally.
2. Eishōhaki (Incantation Abandonment) - Many Shinigami prefer to forgo the use of incantations in battle due to the time it takes in order to perform a full spell. Thus they are able to reduce the casting time by forgoing the chant completely, either speaking only the Kido’s name and number or, if they are skilled enough, by thinking the technique’s name through the use of mental casting. Spells cast without the incantation are reduced greatly in power, using only the user’s current Reiatsu Strength without any boost that the incantation would normally grant. With a "1" in Mental Incantation, this can be done mentally instead of vocally.
Hado:
1. Technique Name: Hado #1: Shō (Thrust)
Class: 7
Technique Type: Kido
Technique Element: None
Technique Description and Effects: This technique creates a simple burst of force that pushes at the opponent backwards. The force is equal to the user’s Reiatsu Strength.
How to use technique: Speak the spell and point hand at the target.
Incantation and Effect: Incantation unknown. When the incantation is spoken, the Reiatsu Strength used to determine the power of Sho is increased by 10%. (i.e. 100 Reiatsu Strength is treated as 110.)
2. 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.)
3. Technique Name: Hado #31: Shakkahō (Shot of Red Fire)
Class: 5
Technique Type: Kido
Technique Element: Fire
Technique Description and Effects: Fires a ball of red energy at a target. The fireball is roughly head-sized and, on impact explodes with force equal to the user’s Reiatsu Strength. This can cause first-degree burns from the hit.
How to use technique: Speak the spell and point towards the enemy to release the fireball.
Incantation and Effect: “Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!” With the incantation, this spell gets a 20% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 120 with incantation).
4. Technique Name: [Hado #35: Raikou Kawa (Lightning River)]
Class: 5
Technique Type: Kido
Technique Element: Lightning
Technique Description and Effects:
Out of the hand, a burst of lightning and electricity shoots out up to ten meters. It's not very strong, but it does inflict second degree burns and can slow an enemy. The main effect is numbing and paralysis. The electricity is potent enough to stun an enemy and their electric signals and nerves for a bit, immobilizing them for a few seconds. It also makes them numb for 3 posts, so they can't feel anything during that time.
How to use technique:
Requires the user to aim a casting hand at the target and then fire.
Technique Drawbacks
Numbness of the hand for usage, along with traditional reiatsu cost.
Incantation and Effect:
Doubles the size of the initial blast of lightning. ("The current is rushing. The poorest of citizens close their doors and pray for there to be no leak, no flood. Yet they will be led amiss, still, for the mighty current cannot be withstood by mere straw!")
Made By: [Hiro Kaname]
5. Technique Name: Hado #63: Raikōhō (Thunder Roar Cannon)
Class: 4
Technique Type: Kido
Technique Element: Thunder
Technique Description and Effects: This spell is an advanced lightning-based technique, far larger than basic spells such as Byakurai, and its destructive force is increased as well. Upon release, this spell fires an enormous blast of electrical energy in a concentrated blast that devastates all before it.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: “Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!” With the incantation, this spell gets a 25% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 125 with incantation).
6. Technique Name: Hado #83: Hyōga Seiran (Glacier Vapor Storm)
Class: 2
Technique Type: Kido
Technique Element: Ice
Technique Description and Effects: An incredibly powerful spell, Hyōga Seiran releases a wave of icy vapor that surges over the opponent, enveloping them completely within its frigid grasp and freezes them completely. The temperatures are roughly 200 degrees below zero, and as a result, death can occur quickly. This is also particularly potent against defensive Bakudo, such as Danku, because after freezing the wall over, the pounding force behind the technique can shatter it. Barriers of lesser strength will only last two or three seconds under the onslaught. Note, barrier strength is determined after the boost that the incantation gives this spell, making it devastating against defensive fighters.
How to use technique: Speak the spell and point hand towards the target.
Incantation and Effect: The great white winter approaches slowly in the night from the north, covering all in a blanket of frost and snow! The living things flee from its approach, lest they be snared and frozen forevermore! Lost to the winds, lost in the banks of unbroken white snow, the foolish and wretched and wicked are purged by the coming winter! Frozen lake, cold dead eyes, purged of all that is warm and kind! Let loose the fullest and most depraved powers of winter! With the incantation, this spell gets a 40% increase in Reiatsu Strength (i.e. if Reiatsu Strength is 100, this is treated as 140 with incantation).
7. Technique Name: [Hado #86: Soukahou (Eternal Flare)]
Class: 2
Technique Type: Kido
Technique Element: Fire
Technique Description and Effects:
Soukahou (蒼火砲, Blue Fire Cannon) is an advanced hadou based off of "Sokatsui" that requires a blood sacrifice to activate. Just like how the Kuchiki is well versed in Sokatsui, the Kanzaki specializes in this kidou. Instead of firing one single burst of blue fire at the opponent, it creates a concentrated mass of blue flames around the user's hand that can burn or incinerate anything that fire touches. This can be used for enhanced melee as a flaming fist but that is not its main function. The main ability of this hadou is automatic firing of blue flares, similar to a blue fire machine gun.
Once this is activated, the user can fire blasts of "Sokatsui" out of the hand engulfed in blue flames as many times as the user wishes. In other words, infinite ammunition. The fastest firing rate of this technique is about 600 blasts per minute. When this technique is mastered, the user can use this in many creative ways such as applying the concentration of blue flames to a weapon, fire multiple blasts simultaneously like a shotgun, creating explosive blasts out of the user's hand, or even change the color of the flames to the user's preference. Once this technique is activated, it doesn't end until the user dies or wills its end.
How to use technique:
Activate the technique. From there, aiming and firing is all that is required.
Technique Drawbacks
400 reiatsu is consumed upon activation. The blue flames are extremely hot and it will cause slight burns to the user's hand for every post this is active. Generally, the user will have first degree burns by first the 5 posts. If the arm is severed, the blue flames will go out of control and will engulf the user whole if the one fails to defend against it.
Incantation and Effect:
Reiatsu strength increases by 35% for use of incantation. (I.E. Reiatsu strength of 100 is instead worth 135.) ("An eye for an eye, A tooth for a tooth. Evil to fight evil. Fire to fight fire.
Hath withstood pain to create many flames of vengeance. And yet, those ephemeral works of art will never be remembered.
I hearby offer my blood in an indestructible contract with the flame of atonement.")
Made By: [Shiki Kanzaki]
Bakudo
1. Technique Name: [Bakudo #4: Hainawa (Crawling Rope)]
Class: [7]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
A rope fashioned from the caster's reishi is launched from their hand at the opponent. Upon impact, this then entangles the opponent and ties them up.
How to use technique:
This technique requires aiming with the hand, not unlike any basic Hado spell.
Incantation and Effect:
Incantation causes the robe to elongate and gag even more of the target's body when used, and also ups the Kido strength by 10%. (I.E. A reiatsu strength of 100 would be counted as 110 instead.) Incantation unknown.
3. Technique Name: [Bakudo #9: Geki (Strike)]
Class: [7]
Technique Type: Kido
Technique Element: [Light]
Technique Description and Effects:
Fires a red light from the caster's fingertips, not unlike a Hollow's Cero, though far smaller and weaker. Anyone caught in the red light will be paralyzed for one post. The paralysis can be shrugged off with equal reiatsu strength, but this takes a few seconds. Superior reiatsu strength of 25% or higher will allow a very fast removal of Geki's effects. 50% or higher makes it instantaneous.
How to use technique:
Requires the caster to aim, not unlike use of any Hado technique.
Incantation and Effect:
Incantation causes technique's size to double, but does not include any reiatsu strength bonuses. ("Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!")
3. Technique Name: [Bakudo #39: Enkosen (Arc Shield)]
Class: [5]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
A medium sized round shield fashioned from yellow, condensed spiritual energy instantly forms on the caster's wrist. This is not unlike Seki, however it does not paralyze, it only blocks. This can be used on low level physical strikes and low level Kido-like spells.
How to use technique:
Instantaneous cast which requires either thought of it, verbal speaking of the technique, or an incantation.
Incantation and Effect:
The size of the shield is tripled, though the duration is halved, for use of incantation. Incantation unknown.
4. Technique Name: [Bakudo #68: Ganoretto (Gauntlet)]
Class: 3
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
Gantoretto is a Bakudo used to protect oneself. It allows the user to form a barrier of super condensed reiatsu around selected limbs protecting them from harm. Gantoretto has the same Reiatsu strength as the user, 150% if used with the incantation, and can protect one limb, two if mastered. Any attack with a reiatsu strength equal to or lower than it will not be able to cut it. This Bakudo lasts for ten posts before the reiatsu cost must be expended again to refresh it.
How to use technique:
The user draws their fingers over the selected limbs and speaks the name or incantation.
Technique Drawbacks
The first drawback to this Bakudo is the size. It can only cover limbs, and two at most per use of it. Secondly, it only protects one side of that limb. For instance, if used on the legs it would either protect the shins and thighs or the calves and hamstrings. Also, this Bakudo has no offensive ability. It cannot be used against an opponent in any way except to guard against an attack.
Incantation and Effect:
Incantation effect stated above. ("Winds rage and tempests blow, but rock stands and castles know that true strength is in solid defense.")
Made By: [Kyomei Kuchiki]
5. Technique Name: [Bakudo #81: Danku (Splitting Void)]
Class: [2]
Technique Type: Kido
Technique Element: [None]
Technique Description and Effects:
Creates a clear, very high and wide barrier of reiatsu instantaneously in front of the user. Can be used to block reiatsu attacks, low level physical attacks, and any Kido from numbers 1-89, though this is also still dependent on the user's reiatsu strength.
How to use technique:
This can be cast with mental thought, with hand motions, or with naming it. This requires no special movements for casting.
Incantation and Effect:
The strength of the technique goes up 40% from incantation. (I.E. Reiatsu strength valued at 100 is instead valued at 140 during incantation.) "Barrier of dust, shield of north, protector of Men! Arise from ashes and reveal our weakness. Dissolve into air and hide our sins! On altars of greed we call you. In graves of virtue we worship you. Bind, scatter, reduce to ash! Cripple, crush, dissolve!"
Hoho
1. Technique Name: [Shunpo (Flash Steps)]
Class: 7
Technique Type: Kido
Technique Element: None
Technique Description and Effects:
A movement technique that allows the user to move faster than the eye can follow. The focal point that determines the bases of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move; those of little skill in the technique or those who haven't used it an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time. A single step magnifies speed for that step by 10 times. Uses 50 Reiatsu per step. This one is automatically learned in the academy. ALL shinigami know this when created.
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.
2. 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