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Shiro: The New Era

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A new era has dawned on the Universe. Will the Soul Cycle survive? 

Tags: Bleach, Roleplaying, Zanpakuto, Arrancar, Vizard 

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[4] Desiree Mystérieux | Shinigami |

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1234boo75
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Dangerous Vampire

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PostPosted: Thu Apr 24, 2014 9:17 am


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xx c н a r a c т e ɾ ι n f o r m a т ι o n
xxxxName biggrin esiree Mystérieux
xxxxNick Name : DiDi
xxxxGender :Female
xxxxHeight : 5’9’’
xxxxWeight : 160
xxxxReiatsu Color : Pink
xxxxReiatsu level :Immense
xxxxAppearance :User Image - Blocked by "Display Image" Settings. Click to show.
long wavy brown hair, pulled up into pigtails. Big brown eyes that could melt the heart of even the most most frigid soul. Petite and small body, that looks delicate. And skin that is creamy, like she is made of porclein
xxxxPersonality biggrin esiree has a bouncy fun personality however she has a weird sense of humor some days.
xxxxBiography :

Desiree doesn't remember any of her human life or even most of her life before joining the academy, some put it down to amnesia others put it down to her weird spirit pressure. Her spirit pressure made her unable to master bankai or even learn most kido however it was of a level that she could have learned them. over the years of training her reiatsu seemed to slowly increase, she focused on being able to help people as her aim in life was to join squad 4, although her zanpaktou wasn't suited to squad 4 at all. This lead to her and her zanpaktou falling out with each other, he often summons himself into the world and walks around avoiding her, although in that state he can't fight it greatly annoys Desiree and a few of the lower ranked people who can't even talk to there zanpaktou, much less summon it. For either of them to fight efficiently though he has to ‘recall’ to the blade, although this recall can happen from anywhere.


xx o p τ ι o n a l ι n f o r m a т ι o n
xxxxReiatsu Shape :
xxxxLikes :
xxxx •Sleeping
xxxx
xxxx
xxxxDislikes :
xxxx • Her bed
xxxx
xxxx
xxxxRelationships :
xxxx
xxxx
xxxx


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xx r a n k ι n g ι n f o r m a т ι o n
xxxxRank : Soldier
xxxxSquad : 4
xxxxSquad ability :

Captain- Song can completely heal minor and average burns (Up to Third Degree) and bruises, lacerations/open wounds quickly 30 (1 post count) seconds per wound. For major wounds, open wounds, burns, and broken bones and bruises, A song sung for 3 post counts/(3 minutes) will heal 90% of the injury , sooth any degree of anxiety, comfort panicked individuals, ease any degree of depression temporarily and clear any confusion caused by head injury.


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xx z a n p a k u т ō ι n f o r m a т ι o n
xxxxZanpakuto Name biggrin raken Amtili
xxxxInner World Appearance : A very dense forest with lush green trees and lots of dead plants at the floor level.
xxxxSpirit Appearance :User Image
xxxxSealed Appearance : A normal; katana at 61 cm, its sheath being jet black and the handle having bloodied cloth wrapped around it.


xx r e l e a ѕ e ι n f o r m a т ι o n
ѕ н ι k a ι •
xxxxRelease Type : Stand alone
xxxxRelease Phrase : Draken, come play
xxxxAppearance : User Image
The zanpaktou changes into a scythe and Armour set, the scythe is a old styled scythe with handle grips attached to the ‘handle’ of the scythe, this enables it ti be swung easier as well as without committing the persons entire bodyweight behind it, the Armour itself is what appears to be a leather corset with some bone like greaves as well as a small belt with a blue gem in the buckle.
xxxxInstant Effect : Desiree is covered in a bright light that can blind if someone looked directly at it for a post but doesn't damage the eyes. This covers the change of clothes to the Armour and the scythe appearing.
xxxxPassive Ability : Desiree can manipulate the wind around her in a 200 feet Sphere around her
xxxxTechniques : Do not type on this line
xxxx • Jet set
This technique doesn't seem to do anything however it disables the use of flash step and similar techniques buy disrupting the reastu flow of the 'feelers' when it leaves the persons body this makes flashsteping impossible as there is nothing for them to move along. , it doesn't affect Desiree though. Its effective range is 20 meters. This lasts 8 posts but has a 5 post cool down after. People of higher ranks can force there way though but it requires them to consecrate on doing so, people of the same rank as her find it very difficult to use flash step and will often be interrupted when trying to send out 'feeler' to use.
xxxx • Wind wall
This creates a current of mismatching wind causing a wall to appear this forces objects and people away from it on contact, it lasts 3 posts and has a post recharge (after it dies)
xxxx • Fire manipulation
Though Desiree zanpaktou is wind she has learned to feed fires and direct them this enables her to cool and heat fires up to her will as well as changing a fires course or even putting it out completely by using air currents
xxxx • (officer only)


в a n k a ι •
xxxxRelease Type razz rogressive
xxxxRelease Phrase : Draken Kill
xxxxAppearanceUser Image
In this release Desiree loses a large part of her Armour leaving large parts of her skin exposed, her scythe changes to a large one handed sword while her other hand becomes a gauntlet, both the sword and the gauntlet can be used to block and attack.
xxxxInstant Effect : Desiree releases a high pressure brute force wind emanating from her gauntlet once it forms pushing even the strongest back a few feet.
xxxxPassive Ability : In bankai she can control winds of up to 200 mile per hour winds. She cannot effect wind based kido however.
xxxxTechniques : Do not type on this line
xxxx • In Bankai she controls the wind in the area to such a degree it can sharply cut there opponents this forms slashes in the air that move at there opponent and are her reatsu colour while moving and cannot form within 5 feet of there opponent but make up the difference in the post. This cannot be manipulated once launched.
xxxx • Desire picks up the wind levels along the floor picking up large rocks and ripping the parts floor away destroying the terrain making sharp and random spikes and holes making traversing the floor hard or near impossible. The rocks and parts of floor and objects from before are thrown in the direction of the opponent.
xxxx • (captain only)


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xx e q u ι p м e n т
xxxx Testing
xxxx Testing
xxxx Testing

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xx k ι d ō
Copy And Paste The bolded dot - add in as many spells you get per rank
Shō (衝, Thrust)
As the practitioner points at their target with his/her index finger, a small amount of energy is dispelled from the tip of the index fighter with enough force to thrust a considerable amount of kinetic force at a target, which is pushed back a few feet from the practitioner

2. Panpan (ぱんぱん,Slap)
The practitioner moves their hand in a slapping motion. Their reiatsu hardensthe air hitting the target in the direction the hand moved. The amount of damage done depends on how hard a person moves their hand. If it's light, then it will feel more like a tap, if they swing it hard, then it can leave a red hand print on the selected target. The hardened reiatsu can only go out about 10 feet in front of the practitioner.

3. Tanki-sha (短気者, Spitfire)
A tiny flame that comes out of the practitioner's finger. It itself is not harmful, but when added to a volatile substance(gas, alcohol, wood, etc), it can make a fire that is not controlled by the practitioner.

4. Byakurai (白雷, Pale Lightning)
The practitioner gathers high-density spiritual energy, which they discharge from both hands which can be used to shock a target. The power is dependant on the reiatsu of the practitioner. It ranges from slight (Average) to piercing with it the piercing power of a standard sword.

7. Howaitorikiddo (ホワイトリキッド, White Liquid)
A white hot liquid that comes from the tip of the finger. At first it is a straight liquid, but after a minute, it becomes semi clear and sticky. It tastes salty and smells musky. Upon contact it burns the flesh the way the melted glue of a hot glue gun would, and immediately becomes very sticky and gooey - should you try to wipe it off, it will make your hand or whatever you used to wipe it, stick to the surface of it. The only material that seems to get rid of this substance without consequence is a Kleenex tissue, or warm water.

9. Tōketsu (凍結, Frozen)
Cold air radiates through any object the practitioner touches, damaging any target that is in contact with the object the cold runs through. It makes whoever has come in contact with this spell feel so cold that their bones begin to ache. After two posts of continuous skin to skin contact their skin will turn blue rapidly and it will be hard to move. The only way to escape gradually getting frostbite is to release the contact in which the object that his hado is affecting. This spell’s effects last for five self posts and can be cancelled at any time.

10. Yakedo (火傷, Burn)
Heat flows through any object the practitioner touches, damaging any target that is in contact with the object the heat runs through. It can causes an intense burn akin to putting your hand on a curling iron - causing second degree burns after two posts of continuous skin to skin contact. It can also singe clothing if it stays in contact with cloth for too long. This spell’s effects last for five self posts and can be cancelled at any time.

11. Tsuzuri Raiden (綴雷電, Bound Lightning)
Electric current flows through any object the practitioner touches that is able to conduct electricity, damaging any target that is in contact with the object the current runs through. After two posts of continuous skin to skin contact this causes repeated shocks like a taser would and can incapacitate an opponent should the contact not be broken. This spell’s effects last for three self posts and can be cancelled at any time.

12. Fushibi (伏火, Ambush Flare)
A Kidō net fired from the hand that can entangle the practitioner’s opponents resulting in a small explosion around them. These explosions are like small firecrackers going off within the next, and only lasts for a single post but can do a lot of damage. Once it touches an object, it sticks to them. However, the projectile net is slow, and therefore easily dodged and it must contact the intended target in order to engage the explosions.

13. Shimo bōkō (Frost Assault)
Creates a layer of ice on the ground, then fires it upwards as many small sharp shards of ice. Covers an area of 10 meters. Warning: This spell can also hurt the practitioner should they be standing in their own area of effect. This should be used as a last resort because the practitioner cannot cast this from a far. It is a last ditch effort to incapacitate an enemy in a losing battle. However, it can be combined with some bakudo to protect themselves from the brunt of the spell.

20. Chi no ame (血の雨 , Rain of Blood)
Hot red blood falls from the sky as if it was were rain. When it lands on people it soaks through their clothing, making them heavier. The rain is a 10 meter area. It lasts 2 posts, and when it dries it thickens and becomes hard. This is more or less a way to make the field slippery, and to also use as a psychological effect. This blood is not hot enough to burn anyone, as it is merely body temperature. The caster is not immune to the effects of the blood.


23. Akarui Furea (明るいフレア Bright Flare)
Some regard this hado as more of a utility spell because its main use is to create a large bright light that the practitioner themselves do not see. For an opponent in close range, it makes the caster’s body suddenly glow a very bright yellow to the enemy, causing their eyes to burn and become blinded to the practitioner for one post - it also generates a heat that flows outwards and can cause minor burns and discomfort to an enemy should they be holding onto the caster. This spell does not effect allies, as it is enemy target specific.

24. Furea (フレア Flare)
The caster places one or both of their hands out in front of them as they channel reiatsu into their palms. During this time, the incantation is spoken, “Ye lords born of strife and war, invoke his name! Dragon King's Breath, crush and destroy, obliterate and annihilate, Hado number 24, Furea!” The spell takes the the bright yellow light of Flare, and condenses it into a powerful beam based Kido that extends up to 20 feet long and 5 feet wide, inflicting like a freezer burn type damage to anything and everything it hits. Taking the beam head on would inflict first degree burns as it burns coldest at the center. These burns aren’t hot, conversely they are freezing cold and cause numbness hit by it. The caster can reposition this spell by turning in place, however they may not walk in one direction or another while casting or it will fail.


28. Saidan ( 祭壇, Altar)
User must chant: “Mother earth, lend me your power, and let me bring blood to your altar. Hado, number 25, Saidan!” The practitioner then presses their hands to the ground as they chant this spell. Stone javelins shoot forth from the ground, surrounding the opponent. They all come down on the person, stabbing them. It starts out with four javelins increasing by two javelins per rank increase of the caster. Each javelin appears ten feet from the target, they are all about one yard in length and four inches in thickness.

29. Moeru obujekuto (バーニングチキン, Burning Chicken)
The caster of this spell puts their hands together in front of their pelvis to cast this spell, and three flaming rubber chickens materialize and shoot out at the opponent. The burning rubber chickens if making contact with an enemy can cause third degree burns. The rubber chickens are 0.5 meters cubed in size.

30. Denji wa (でんじは Electromagnetic Wave)
The caster creates a wide wave of electromagnetic energy that surges towards the target. This spell causes sporadic system shocks over the course of 5 posts. These system shocks can range from something major, like 1 full post of paralysis in the arms or legs to something minor like a charlie horse in the thigh when your trying to move.

31. Shakkahō (赤火砲, Red Fire Cannon)
Generating high-temperature flames, the practitioner discharges it from one or both hands. The practitioner fires an orb of crimson red energy on his/her palm or finger. The orb can be small, medium, or large, depending on the level of power being used. The destructive power released by the blast can vary between a simple explosion to a pillar of energy, and in both instances, the spell causes concussive as well as burn damage.

36. Cheinraitoningu (チェインライトニング, Chain Lightning)
When combined without Bakudo #3 (Kiiro no rōpu), dark clouds will form above the targets in the sky. From there, three lightning bolts will hit the ground around the target(s), electrifying the area around them and potentially shocking them into being paralysed for one post (if a bolt should hit). If Bakudo #3 was successfully cast and the targets were caught, one bolt will definitely hit the ropes, causing the target(s) will be paralyzed for 1 whole post.

38. Taiyōkō-sen (太陽光線, Solar Beam)
A powerful golden light based reiatsu is channeled into both hands and unleashed in a powerful beam-like energy wave that slams into the opponent. When used under moonlight its power is half as effective. Not only does this act as a concussive force but it also creatures third degree burns on contact. This can only be cast once per battle.

39. --

40. Oni hanmā (鬼ハンマー Demon Hammer)
A large hammer appears in the air as a manifestation of the practitioner's spiritual pressure and smashes the opponent to the ground. It dissipates the moment it hits an object. This can be easily countered by several bakudo, and can be dodged. It can only swing in one direction, and cannot shift directions once in motion.

41. Kaenbin (火炎瓶 Molotov Cocktail)
The caster condenses reishi into their palms. This forms a small yellow orb of light that seems to shift in movement as its looked at. When thrown this does not follow a straight path and but rather it zigzags across the battlefield. Its power is weak but it has a large knock back forcing people out of cover. When it explodes it only damages inanimate objects. Any biological objects would feel a warm breeze, and the force of being knocked out of their current stance.

42. Sutikkī shuryūdan (スティッキー手榴弾 Sticky grenade)
A green orb that fits in the palm of your hand. It is thrown, and lands, it sticks to the surface. It is impossible to use force to remove it. They won't find this. The only way to unstick it is to release a tiring amount of reiatsu. The amount of time that it takes to explode is determined by the user, however, it can not explode on the same post that it is summoned, and the longest that it can be out after being summoned is 5 posts.
46. Kaze no tanken (風の短剣 Wind dagger)
The practitioner opens their hand, and allows Reiatsu to swirl in their hand. The reiatsu grabs the wind in the air and solidifies it, into a small dagger. This dragger is able to cut as if it was steel, and is only about 13" overall length, 8" from the tip to the hilt. The dagger is able to stay out for 3 of their own posts. The damage that the dagger does is shredding damage.

47. Ryū no kiba (龍の牙 Fang of the Dragon)
This is a channeled spell that forms a bladed shaped reiatsu, almost like a fang, over the casters hands. These fangs specialize in cutting reiatsu, and they are used mostly to counter other Kido Spells lower in rank than itself, and some reiatsu based zanpakuto attacks energy/magic attacks no higher than shikai. These fangs last for 5 posts and can also be used offensively for slashing or even piercing attacks. This spell can be cancelled any time. The Kido cool down does not begin until the spell has been deactivated one way or another.

48. Ryū kurō (龍クロー Dragon Claw)
This is a channeled spell that forms reiatsu claws, much like that of a pair of dragon claws, form over the casters hands. They are solid enough to deflect a physical Zanpakuto strike from a Shikai leveled released Zanpakuto, but wouldn’t be a great deal of help against other Kido Spells or other reiatsu based attacks. These claws last for 5 posts and are mainly used for slashing or stabbing attacks and can be cancelled any time. The Kido cool down does not begin until the spell has been deactivated one way or another.

50. Ippuku no seiryō-zai (一服の清涼剤 , A Breath of Fresh Air)
The practitioner feigns a sneezing motion, and with the movement of their head, it projects a reshi air blast, to whatever is in front of them. This causes a tornado to form in front of the practitioner to form from the ground up and move in a straight line towards the direction the fake sneeze was directed in. This tornado is about 30 feet high, and 6 feet in diameter, can shift and pick up debris depending on the battle field.

51. Nisemono Shunpo (偽物 瞬歩Fake Flash Step)
Only able to be used by those who are able to use the agility technique “Shunpo.” This spell combines both a casting technique and shunpo into a rather unique tactic. When used the user appears to shunpo wherever however the one that appears is a copy. This copy only has rudimentary movement and explodes with concussive force on contact with a weapon. However the ability cloaks the user for a very short time enabling them to get into position or escape. The practitioner may not attack in anyway, shape, or form whilst cloaked by this spell. The invisibility does not hide spiritual energy, and only lasts for two posts.

52. Kyōfu Seiji (恐怖政治, Reign of Terror)
The caster summons a large skeleton figure made of pure reiatsu as it forms up behind them. This figure is made of pure reiatsu can inflict large amounts of physical damage, using it’s hands and feet as weapons. This skeleton’s name is Skeletor, and it is about 10 feet tall. It disappears after four posts, and can also be destroyed with a powerful hado or a strong attack.

53. Yukidama no yama (雪玉の山, Mountain of snowballs)
It produces a pile of Hado # 5 off to the side. It is a cubic meter is size, and the pile will melt after 7 of the users post. Dude. A snowball fight in July.

55. Kaze no Yaiba (風の刃, Blades of Wind)
Wind Reiatsu is channeled and cast from both hands of the practitioner, unleashing powerful blasts of wind that can tear into opponents flesh, and non-metallic armor alike. This can be cast only twice per battle and can be blocked by zanpakuto, or bakudo.

56. Gurren Yari Doriru (真紅槍ドリル Crimson Spear Drill)
The caster creates a long-spear like projectile made of crimson colour reiatsu, when thrown it spirals like a drill to piece through armor. This can also be used to wear down the opponents natural body resistance in one area due to the rapid spinning and piercing effects of this spell. While it can be used as a hand-held weapon, it the drill effect will cause a backlash on the users hands if it is used as such. Once the sharped coned tip has made contact with a person or object, it drills into it for one of the enemy posts.

59. Shīdomashingan (シードマシンガン Seed Machine Gun)
When the practitioner casts this spell, they are not able to talk for 2 posts. This is because their mouths will fill up with seeds that they can fire at high velocity at a target. (A good example of the damage this does is a Paintball Machine gun)

60. Iwa no haka (岩の墓 Rock Tomb)
The practitioner casts this spell above their target’s head. (Note: This only is effective if practitioner some how finds themselves above their opponent.) Rocks start to fall down, attempting to trap them. These rocks are medium sized and can cause massive damage if it hits the right spot. This can also be used to change the battlefield, as the rocks do not disappear. These rocks can be destroyed by powerful spells or attacks. This will of course cause rubble and debris to fill the battle field.

68. Tsubasa no Kumo (翼の雲 Cloud of Blades)
The caster creates 15 bladed weapons, none larger than 120 centimeters in length (47.2 inches) made of pure reiatsu that float around them. These weapons can only make 1 attack or block one attack (physical, reiatsu or otherwise) before they disappear. When they make contact with something physical they will vanish and cannot be re-summoned. As well if all 15 are not used by 10 posts they all disappear. These blades leave physical cuts and bruises and depending on their size could break bones. They can be used for a targeted attack of one at a time, or thrown all at once. A weapon cannot block any attack incoming Kido spells, and the stronger the attack the more weapons needed to block it fully.This can only be cast once per battle. These blades are control by reiatsu manipulation.


70. Bakuhatsu Parusu (爆発パルス, Explosive Pulse)
A ball of bright neon orange reiatsu is fired off at 62 mph (100 kilometeres per hour). If this spell makes impact with a target the sound of a thunderclap is unleashed at point blank range, disorienting them. The impact generates a large burst of heat, inflicting second degree burns over everything in a 10 foot blast radius. If something (or someone) is outside of the initial blast radius there is a 5 foot shockwave radius that inflicts first degree burns to everything within the area.

72. Gaki Rekkō (牙気裂光, Raging Light Fang)
Creates an aura of light around the user before taking the form of a tiger head. The head roars sending out a shockwave that can shake most people off balance before the tiger head charges at the enemy. When making contact with anything the tiger head explodes with the reiatsu put in to it giving it huge concussive damage from the air pressure and shockwave.

73. Sōren Sōkatsui (双漣蒼火墜, Twin Lotus Blue Fire, Crash Down)
An advanced form of Hadō #33. Sōkatsui, it has twice the effectiveness. Generating blue energy with his/her index and middle fingers, the practitioner makes a pushing motion with both of his/her palms to push the gathered energy toward the target in a concentrated blast, however causing two bursts of energy instead of one.

74. Tsurara yari (Icicle Spear)
The practitioner fires a large icicle, the size of a nodachi (5 feet), at the target. It travels at 10 meters per hour and explodes into the first object it hits with the force of two sticks of TNT exploding. Upon explosion, there is a release of Ice shrapnels that travel up to 7 meter radius before melting.

75. Ryūsei sutoraiki (流星ストライキ Meteor Strike)
The caster forms a ball of burning hot reiatsu around their hand that draws in bits and pieces of the environment to form a solid ball of debris and reiatsu that is fired off at shunpo speed. The ball forms five feet tall by five feet wide and takes a full post to form. The caster is virtually defenceless during this time..It is released as a concussive, burning, and crushing force, though if hit by this meteor, an opponent suffers third degree burns wherever they were hit. It is also heavy once it leaves the practitioner, causing it to very hard to stop in its tracks. However this meteor only travels in one direction, in a straight line and cannot change directions once it’s cast. This can only be cast once per battle.


86. Seiki no Arashi (世紀の嵐 Storm of the Century)
Extremely powerful wind-based reiatsu is unleashed from the casters hands. This creates hurricane force winds of up to 200 miles per hour (322 kilometers per hour) directly in front of the caster, for up to fifty feet.. This spell can inflict massive physical and environmental damage to anything caught in it due to the fact that the wind speeds are extremely high. The caster of the spell will always be outside of the Hurricane's path. The storm lasts for 3 posts and can only be cast once per battle.


89: Burakku·rein (ブラック·レイン Black rain)
The practitioner raises their hand to the sky causing it to rain a heavy slick black substance for one post. This causes the area to be far more vulnerable to fire-based techniques. This substance is volatile only when combined with a high powered fire based Hado. It cannot be ignited with an ‘explosive’ Hado on it’s own, the attack must contain fire. However be warned - that this, like Hado # 22, the practitioner will also be affected, being soaked in the black substance. Aside from a very brave offensive technique usually used in a last ditch effort, this can also simply be used to create a hazardous battle field for both practitioner and opponent.

90. Kurohitsugi (黒棺, Black Coffin)
Kurohitsugi is a high-level Kidō which seals its target in a black spiritual coffin. The practitioner generates purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered with five spear-like protrusions which pierce the box, lacerating the one inside. The spell is very difficult to use - and there are very few people in the world today powerful enough to unleash this Kido. Not only that but this Hado is only successful should a person manage to bind an opponent with a binding Bakudo, and held in place for the required amount of time to be able to cast this kido. This can be cast once per battle. This will not kill an opponent but if they get caught within this spell this will severely injure them.

91. Senjū Kōten Taihō (千手皎天汰炮, Thousand-Hand Bright Heaven Culling-Sear)
Generating ten pink energy points around themselves, the practitioner fires them all at their target at high speeds. These points fire one at a time, and will impact one at a time. While they are fast, they are able to be dodged. Upon impact upon any surface, they give a small heated explosion that can cause minor burns, and give a small powerful shockwave. Obviously if hit with all ten of these energy balls the damage would be quite devastating.

97. Idorafurea (イドラフレア Hydra Flare)
The caster chants “Poseidon, show the world your fury and your power, Hado number 97, Idorafurea” the caster then places their hands on the ground, calling forth water in the ground. Then, ten arms burst forth from the ground, around the practitioner. The arms are able to reach 20 feet, and they are 5 feet wide. The caster is able to control the arms, and if the arms are able to wrap around the opponent, they will start squeezing, This water’s weaknesses are the same as normal water, however, if the opponent using a lightning based kido, it will hurt them, even if it states that it can not. However, lightning spells will also hurt the practitioner as if they are connected to the water. This spell lasts 3 posts. The water that it draws forth can not be used for any Zanpakuto powers or other kido spells. If the caster’s hands are also removed from the ground, the spell dissipates. This can not be used


Hado

1 . Sai (塞, Block)
The practitioner points his/her index and middle fingers at the intended target(s), causing the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people

3 . Kiiro no rōpu (黄色のロープ Yellow Rope)
The caster will touch the target(s) and a yellow rope will be attached to the target. Once the caster has finished attaching the rope to his/her target. Up to 5 people can be linked together, and this can be used to tie people together. This is normally combined with Hado #17

4. Hainawa (這縄, Crawling Rope)
Binds enemies with a Reishi rope to stop their movement. Generating a crackling yellow energy rope within his/her hand(s), the practitioner throws it toward the opponent. The energy winds around the opponent's arms and body, immobilizing them


5. Hikari Parusu (光パルス, Light Pulse)
The practitioner condenses reiatsu into their hands, making a ball. They then throw it up in the air, and it explodes into a bright light, that can daze someone. The ball is the same color as the practitioner’s reiatsu.

7. Seki (斥, Repulsion)
The practitioner generates an orb of light blue energy which repels whatever Physical attack strikes it

13. Sonikku Shindō (ソニック振動, Sonic Vibration)
By aiming the palm of the hand towards an enemy, the practitioner can create a soundless noise at 127 decibels. This white noise will cause a ringing in an opponents ears and cause a sudden headache. This is a single target spell, only the person this spell is directly aimed at will experience the painful effects of this silent noise.

14. Shingōenkan (信号炎管 Signal flare)
The practitioner grabs a small rock, they impregnates the stone with reiatsu. The colour is either white or red depending on how the person feels the situation is. Once this rock leaves the practitioners hand, it shoots up into the sky and it explodes, showing everyone a 25 foot circle where you are. This Light stays up for 2 posts, before you have to use the spell again. This cannot be used for offense in any shape or form, due to the automatic nature of which it shoots into the sky once leaving the hand.

7. Kinzoku Ito (金属糸, Metal Thread)
The practitioner binds the opponent’s midsection in a metal fabric, which in turn ties itself to the nearest stable object. Though the spell seems weak, it has powerful follow ups and is well known for use in combination with Touch Range Hado spells such as Tszuri Raiden or even Kaminari Bāningu

21. Bikan (美観, Beautiful Sight)
A flexible spell, designed to sharpen the vision of the caster, by enabling the recipient to "see" speed. Bikan increases the ability to process images moving at a rapid pace. In essence, this makes fast moving objects or people appear to be moving slower than they are, only to the caster. This also does not change reaction time, meaning the objects are not actually moving slower. This spell lasts for 10 of the Caster’s posts.

22. Sekienton (赤煙遁, Red Smoke Flight)
As the practitioner places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway

23. Dokueki-yō Konomi (毒液用好み, Venom Taste)
This spell allows the practitioner to detect poison in food. It is cast by a flick of the tongue with no outward signs, and no incantation needed.

24. Shīrurokku (シールロック, Sealing Lock)
This spell is used on an ally. If this ally has a large wound, this spell can bind it together, as is, and keep it in it’s current state until medical help can arrive. It essentially makes the would coagulate so that there is no longer bleeding. However, it can only be used on one wound per person. So pick wisely Mahahaha

25.Tate Basshu (盾バッシュ, Shield Bash)
This spell creates a barrier on one of the practitioners arm’s that is their reiatsu color, and then propels the practitioner at their target, allowing a somewhat defended charge. This charge is at full running speed, and can be maintained for 23 feet (7 meters).

26. Kyokkō (曲光, Bent Light)
Hides the target from sight, by bending light. The spell has the ability to totally hide the presence and reiatsu of the practitioner or specified object. This however does not stop the signs of smell, sounds, nor hide steps in the grass.

31. Teisatsu (偵察. Spy)
This spell creates a “peep hole” in any surface, up to three feet (~.9m) thick. They can then glance through it, but only light goes through it. This only lasts for one post.

32. Wana-ban (罠板, Trap Plate)
This spell creates a pressure plate of sorts on a flat surface, that cannot be seen by anyone except the caster. This spell alerts the caster to whenever someone steps on or over this plate, although it cannot tell which way the person is going. This spell lasts until it is tripped.
A user can only have three of these active at a time.

34. Shōmei (照明, Illumination)
The practitioner creates a ball of light that can be placed on any surface, which illuminates an area of 30f (9m) circle, with the effects of the light beginning to dim after that. The light is always the color of the practitioner’s reiatsu, and makes the practitioner incredibly noticeable. This spell lasts until the practitioner leaves the circle.

43. Buki wando (武器ワンド Weapon Wand)
This spell opens a small sliver in your Zanpakuto. In this small sliver, you can place one projectile Hado inside the sword. Casting a spell in the zanpakuto is used up as if you are casting it, however, you can store the spell ahead of time granting your zanpakuto the additional power of the Hado spell for two charges (attacks). To release the projectile hado you swing your sword. Releasing a charge does not use up an In-Battle Kido use slot.

44. Yoku Hibiku Oto (よく響く音, Booming Voice)
This spell allows the practitioner to speak in a wide area, without the need for extra volume. It increases the range of one’s voice, without increasing the volume. It is useful for both announcements and emergencies.

47. Kihō (気泡, Air Bubble)
This spell creates a barrier around the practitioner’s head. This barrier will not protect from any attack, but it instead filters the air in which the caster is breathing of anything harmful. This spell lasts for five posts. This can be used to breathe under water, or to defend from attacks that create poisons in the air.

50. Kurippuru Kiri (クリップル霧, Crippling Fog)
This spell summons a thick fog that that is more than a misty substance, causing every action to require twice the amount of effort, and thus be slowed. The practitioner is NOT exempt from this should they be pulled into the fog. This fog spreads out to a 15 foot radius in a cone shape in front of the caster - however once it has materialized it shifts with the wind and begins to spread out. After five posts, this fog has spread out enough to no longer slow the movements of enemies around them.

60. Noren Mekuri (暖簾捲り, "Curtain Stripping")
A spell that is capable of stripping away illusionary effects. The spell is activated by the practitioner extending his/hers hand, appearing as though the practitioner is gripping thin air before stripping away the spell that is in effect. As the practitioner strips away the technique, it creates a light blue and violet aura around the object that its gradually coming into view. This only works if the practitioner stripping away spells or tricks made by someone of a lower power level than they are.

85. Runa no taihō (ルナ大砲, Lunar Cannon)
A powerful silver light based reiatsu is channeled into both hands and unleashed in a powerful beam-like energy wave goes to an Ally. When it hits them, it heals a singular of their large wounds. When used under sunlight its power is half as effective. It can only be used once per battle.

97. Gēto (門, Gate)
A door is placed on any flat surface, and allows you to pass through to the other side simply by opening the door.

DJ Hope1990

Youroka Kage

1234boo75


PostPosted: Sun Apr 27, 2014 4:14 pm


Hello, I'm Krono and I'll be looking at your RPC here.

First, I need to ask have you talked to the captain of squad four and applied for a their squad?

Next I need you to put the squad four ability into the squad ability area.
The Ability can be found here for easy access.

Secondly, Looking at her passive ability. She can control wind, but approximately how far can she control it to? Is it just a few feet around her or can she control out a few yards. And for the instant ability, if someone were to look into the light how long would they be blinded and how sever would the damage be to their eyes?

Lastly, her Jet Set ability. How exactly does it work. You elaborated on what it does but not how it would get into another person. Is it something they breathe in or something you inject? Can you elaborate for me please.

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PostPosted: Mon Apr 28, 2014 2:27 am


Kronovox
Hello, I'm Krono and I'll be looking at your RPC here.

First, I need to ask have you talked to the captain of squad four and applied for a their squad?

Next I need you to put the squad four ability into the squad ability area.
The Ability can be found here for easy access.

Secondly, Looking at her passive ability. She can control wind, but approximately how far can she control it to? Is it just a few feet around her or can she control out a few yards. And for the instant ability, if someone were to look into the light how long would they be blinded and how sever would the damage be to their eyes?

Lastly, her Jet Set ability. How exactly does it work. You elaborated on what it does but not how it would get into another person. Is it something they breathe in or something you inject? Can you elaborate for me please.

I talked directly to hopescle (hope) over skype and facebook about joining her squad. both times she agreed it was ok. if you want me to put it in the application thread as well, i will do so.
sorry thought i had put the squad ability that should now be in there
added in a range

With the jet set ability it dosnt get into another person, shunpo and the speed techniques work by sending out a 'feeler' reastu to a place to move along, if that is disrupted then flash stepping dosnt work. (well it can your liable to end up inside things though) the technique works by disrupting that feeler making flashsteping not safe

(sorry if this makes little sense at the minuet it does to me but i have a stinking headache so i have no idea if its coming out correctly)
PostPosted: Sun May 04, 2014 5:18 pm


1234boo75

I talked directly to hopescle (hope) over skype and facebook about joining her squad. both times she agreed it was ok. if you want me to put it in the application thread as well, i will do so.
sorry thought i had put the squad ability that should now be in there
added in a range

With the jet set ability it dosnt get into another person, shunpo and the speed techniques work by sending out a 'feeler' reastu to a place to move along, if that is disrupted then flash stepping dosnt work. (well it can your liable to end up inside things though) the technique works by disrupting that feeler making flashsteping not safe

(sorry if this makes little sense at the minuet it does to me but i have a stinking headache so i have no idea if its coming out correctly)


Yes, if there isn't an application in the application thread of the squad this soldier is applying to please go do so.

As for Jet set, I understand completely, so its more of an area of range. Please put that description in with the ability for others to understand as well.

Lastly, approximately how close does a person need to be for the ability to disrupt their speed abilities?

Kronovox

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PostPosted: Mon May 05, 2014 2:21 am


Kronovox
1234boo75

I talked directly to hopescle (hope) over skype and facebook about joining her squad. both times she agreed it was ok. if you want me to put it in the application thread as well, i will do so.
sorry thought i had put the squad ability that should now be in there
added in a range

With the jet set ability it dosnt get into another person, shunpo and the speed techniques work by sending out a 'feeler' reastu to a place to move along, if that is disrupted then flash stepping dosnt work. (well it can your liable to end up inside things though) the technique works by disrupting that feeler making flashsteping not safe

(sorry if this makes little sense at the minuet it does to me but i have a stinking headache so i have no idea if its coming out correctly)


Yes, if there isn't an application in the application thread of the squad this soldier is applying to please go do so.

As for Jet set, I understand completely, so its more of an area of range. Please put that description in with the ability for others to understand as well.

Lastly, approximately how close does a person need to be for the ability to disrupt their speed abilities?

done
PostPosted: Mon May 05, 2014 5:30 pm


1234boo75


Youroka Kage


All right I approve of this RPC but since I'm merely in training Kage or Hope needs to come finalize this.

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PostPosted: Tue May 06, 2014 9:27 pm


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✿✿✿Assessment✿✿✿


Ok, I only have two problems. With jet, is it a passive or an active? Also, I think that people with Reiatsu levels lower than you should have troubles, and people higher have to work harder to use the techs.







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PostPosted: Thu May 08, 2014 3:19 am


Youroka Kage
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✿✿✿Assessment✿✿✿


Ok, I only have two problems. With jet, is it a passive or an active? Also, I think that people with Reiatsu levels lower than you should have troubles, and people higher have to work harder to use the techs.







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edited i think... (its been glitching recently)

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PostPosted: Thu May 08, 2014 11:30 am


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PostPosted: Sat Oct 04, 2014 8:48 am


Unlocked and moved per request.

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PostPosted: Sat Oct 04, 2014 11:42 am


Youroka Kage
Unlocked and moved per request.

Edited
PostPosted: Sun Oct 05, 2014 3:09 pm


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1234boo75

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