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| Bleach: Fate's Edge #2 *Announcement 4/23/2010* Welcome to Bleach: Fate's Edge <-- our social group (click)
This is a members only thread.
23/4/2010
The Group is currently on a break, activity during this time period is limited, however everything will continue to work normally. Further notices will be posted sometime in the future. The Law's of Fate's Edge
-Godmodding is forbidden
–No Shikai abilities before release.
-Canon Zanpakuto are not allowed.
-An official battle must be at least 5 turns
-Two Shinigami cannot hold the same Zanpakuto.
-It is responsibility of Captains to judge spars if needed.
-It is against the law for Shinigami to use Forbidden Kido of any kind.
-Abilities involving time or space are forbidden unless special permission is granted
-It is against the law for a shinigami to disgrace other organizations unless provoked.
-It is against the law of the shinigami to sexually act out unless ProDeathBlow appears.
-Spars such as seat challenges are judged by the King of the Soul Society or Captain Commander.
-Zanpakuto or abilities are permitted to have up to one element unless special permission is granted.
-It is against the law to disobey a direct order and is considered treason which will possibly lead to exile from the Soul Society.
-It is against the law for any shinigami to explicate in ignorance or arrogance towards another when trying to defend your point of view.
-Any battle that has not been mentioned into the tracker will not count as an official spar, it is responsibility of the contestants to do so.
-It is against the law to commit terrorist action or attempt overthrow the balance of our group, to do so is treason and will lead to banishment.
-Hollowfication is against the law unless permission is given, unauthorized Hollowfication will lead to exiled from positions within the Soul Society.
Our Judging template: Bleach: Fate's Edge *Announcement 3/21/2010* Fate's Edge Ranks Spoiler The Royal Family
The Soul Society is ruled by a royal family, which is protected by a royal guard. The king and the royal family reside in a separate dimension in the very core of Soul Society, which can only be opened with a tri-pronged golden key fittingly named the Royal Key. The location of this key is passed down verbally from one Gotei 13 commander-general to the next. King of the Soul Society onepiece99
Level: 100 1st Prince of the Soul Society Pistachio20
Level: 70 2nd Prince of the Soul Society SynergY
Level: 60 The Gotei 13
The Gotei 13 is the organization which most Shinigami join, and one of the three main branches of military in Soul Society. It is split into thirteen divisions, with several divisions having certain specializations. The Gotei 13 is subservient to the edicts of the Council of the Soul Society. They also have no jurisdiction over any of the noble families. The symbol of the Gotei 13 is a rhombus, all the 13 Divisions symbols are placed within the rhombus on the back of the Captains haori. The Kido Corps, not officially considered as part of the Gotei 13, is still under the authority of the Council, and works together with Soul Society, it is why it is actually here, but officially, both Kido Corps and Omnitsukido are not part of the Gotei 13. Captain
A Captain is the leader of one of the thirteen divisions. Captains are generally the most respected Shinigami in Soul Society, All captains are able to perform the Bankai of their Zanpakutō and are generally much more powerful than even their lieutenants. Knowing the bankai gives captains an average of five to ten times the strength of Shinigami who are unable to perform it. They have also extensively trained, if not mastered, their Bankai, allowing them to actually use the enormous power effectively in battle. Most captains are also skilled in the use of Flash Step, Kidō, and generally have excellent knowledge of Shinigami history and battle tactics. Captain Commander
The Commander-General is the leader of the Gotei 13 and the captain of the 1st Division. 1st Division Captain-Commander SSJ5
Level: 80 2nd Division Captain Garraofduhfunk
Level: 50 3rd Division Captain SaA
Level: 56 4th Division Captain Rin
Level: 62 5th Division Captain Payne
Level: 50 6th Division Captain
??? 7th Division Captain
??? 8th Division Captain Desuka Kira
Level: 66 9th Division Captain
??? 10th Division Captain jsquared130
Level: 53 11th Division Captain
??? 12th Division Captain vi3t_93
Level: 52 13th Division Captain The Prodigy
Level: 52 Lieutenant
A Lieutenant is the 2nd seated officer in each division.Lieutenants function as executive officers for their division, taking care of or supervising day-to-day operations. They (along with their captains) are not assigned to one specific squad. They generally only know the shikai of their Zanpakuto, but are still the second strongest in their division. In the case of a division captain's death, departure, or other circumstances making him unable to perform their duties, the lieutenant acts as the substitute captain until another can be assigned. 1st Division Lieutenant
??? 2nd Division Lieutenant jorgiguel
Level: 35 3rd Division Lieutenant
??? 4th Division Lieutenant Nate_River
Level: 35 5th Division Lieutenant
??? 6th Division Lieutenant GeneralArrow
Level: 30 7th Division Lieutenant
??? 8th Division Lieutenant Bleach_VampireZero
Level: 31 9th Division Lieutenant ZiggyBoy91
Level: 33 10th Division Lieutenant Scapeman198
Level: 31 11th Division Lieutenant Qui
Level: 30 12th Division Lieutenant CptKelly
Level: 50 13th Division Lieutenant krislerr72
Level: 35 Seated officers
Seated officers are the remainder of the officers in the Gotei 13 who hold ranks at or below 3rd Seat. Captains have the rank of 1st Seat and lieutenants are 2nd Seat. Next to that, there are 18 more seats (3rd to 20th). These ranks are somewhat analogous to junior officers or non-commissioned officers in modern militaries. There seems to be a distinction between senior and junior seated officers, just like in real-life armies. In the Gotei 13, only one person can hold a senior officer rank. 1st Division
3rd: ProDeathBlow
Level: 20 2nd Division
3rd: [[ HARDCORE ]]
Level: 30
4th: Valkiria
Level: 21 3rd Division
4th: MattKha
Level: 20 4th Division
??? 5th Division
4th: Jay-117
Level: 20 6th Division
4th: AsHiSoGi-JiZoU
Level: 23 7th Division
4th: J.K.Murphy
Level: 20 8th Division
4th: CrazyZangestu13
Level: 20 9th Division
3rd: Samurai BB_MAC
Level: 30 10th Division
3rd: mikeboyslim24
Level: 30 11th Division
3th: Menomineepride
Level: 26
4th: Qui
Level: 24 12th Division
3rd: Urahara _kiske
Level: 30 13th Division
??? Substitute Shinigami
Substitute Shinigami are members of the Soul Society that have been accepted for retirement from their previous rank but still wish to be part of our organization without being considered a Ronin. Substitute Shinigami Erkahoth
Level: 52 Tsuki ni
Level: 76 Las Noches
Las Noches is a fortress located somewhere in Hueco Mundo which acts as a Headquarters for the Espada. Arrancars start off as Numeros and move up to Fraccion and eventually become Espada if proven strong enough. More Arrancar ranks will be added as members progress. Espada
The strongest Arrancar, they reside in Las Noches and are considered the equivalent of the Gotei 13 Captains. Each Espada also has a Fraccion under his command. King of Hueco Mundo
The Ruler of Las Noches and leader of Hueco Mundo King of Hueco Mundo Lolwut?
Level: 80 Primera Espada DeathView
Level: 72 Segunda Espada
??? Tercera Espada Urary
Level: 52 Decima/Cero Espada Akatsuki16
Level: 56 Fraccion
A subsection of the Números that directly serve a specific Espada. The number of fracción for any given Espada varies, they are a rank between the Numeros and the Espada. Primera Fraccion pspfanatic
Level: 32 Segunda Fraccion Tony_walther
Level: 36 Numeros Arrancar
The Números are assigned a two digit number at birth from 11 to 99 to indicate their age. The basic Número uniform consists of a white-collared jacket and robes held with a black sash. However, the uniform is customizable, giving each Número a sense of individuality. The fighting ability of the Números is thought to be superior to all other arrancar, except for the Espada .The strongest Números are chosen by the Espada to become their Fracción. Numeros Arrancar
13th: Shinsei kodoku
Level: 22
------------------- Vasto Lorde Balling Like a fool
Level: 71 Level/Skill System Other Information Spoiler Advertising Signature Techniques BFE Shunko/Aspects of Death Spoiler Shunko
In Bleach: Fate's Edge three types of Shunko exist, each of them display unique features and drawbacks.
Normal Shunko: The original Shunko used in Bleach, this Shunko has the ability of Hanki, in other words it can negate Kido based attacks.
Formation Shunko: Kido energy that can be molded into solid bullets, swords, shields and other such things, however the ability to nullify Kido attacks must be sacrificed in order to attain this new type of Shunko.
Elemental Shunko: Like normal Shunko energy however an elemental attribute it attained making the Shunko energy able to produce effects associated with the element chosen. In order to attain this type of shunko Hanki must be sacrificed. Also available elements are listed bellow.
-Fire
-Ice
-Water
-Wind
-Lightning Aspects of Death
Unique traits available to Espada only. Aspects of death are basically an ability that must be created by an individual and go through an approval process. Every Epsada is a representitive of an aspect of death. They can choose their own passive type of Aspect to have that will always be active, and their character would reflect the particular aspect that they chose, here's and example:
Examples:
or
-Wrath: The representative of this aspect is angry and vengeful and becomes proportionately more powerful as he is wounded. The more grievous the wound, the stronger her becomes. (think Yammy or The Hulk)
-Gluttony: The representative of this aspect is obsessed with eating and is able to "eat" nearly anything and spit it back out as a Cero. (think Nel)
Fate's Edge Market Spoiler The Kido Corps Spoiler
Here you can come and purchase custom Kido. Bakudo Kido List: Bakudo 13. Koori Arashi (Ice Storm): 80 Kan
The caster will be surrounded by a blizzard-like storm at a 7 feet radius. It can repel certain attacks, and can slightly freeze an opponent. The more reiatsu, the bigger the radius Bakudō 29 hirameki (flash): 80 Kan
The user fires a white sphere that releases a blinding flash, this light is so intense that all that can be seen is the white light that it produces. Bakudo 42. Kiritorinawa (Cutting Rope): 100 Kan
During the Incantation the caster holds their hands together with one index finger extended, the energy is charged to that finger, when finished the caster points at their opponent, a silver rope fires out and wraps around the target, at first it acts like a Hainawa however if the target resists the restraint the rope maximizes its wrapping area and tightens causing a good amount of damage plus the ability to minorly suck out the reiatsu of the opponent.
Incantation: The heart of the sword, a twist in the night, be bound by the blade Bakudo 51. Kaen Kuiki (Blazing Sphere): 100 Kan
The caster will clap his/her hands together and then flames will surround him/her. These flames will burn an opponent if they touch it and can repel, or destroy, certain attacks. The more reiatsu used, the bigger the radius of the sphere. Bakudo 55 shibireru (Numbing Touch): 100 Kan
The user must make direct contact with a part of there body to an enemy, if the user makes contact with a body part of an enemy that body part becomes completely numb and unusable for 2 turns. Dorohane 65. (Mud Spatter): 120 Kan
A large mass of "brown goo" is summoned and fired at the enemy, either slowing greatly slowing him/her down. If the appendage affected by the goo touches a foreign object, the foreign object will become momentarily stuck to the goo as well, and vice versa. Doerai Sobameru 66. (Great Sight): 120 Kan
By focusing reiatsu into the caster's eyes and chanting the incantation grants the caster the ability to sense all spiritual and nonspiritual presences directly in front of or to the left or right of the caster.
Incantation: Eyes of the scout, flight of a hawk, guide my sword, so that my enemy may perish! Bakudo 67. (Earth Coffin): 150 Kan
The caster will place their hands on the ground and a dome-shaped earth prison will trap the opponent. The thickness and strength of the prison will depend on the amount of reiatsu used.
Incantation: Burry their dreams and hopes, trap their Will and spirit! Calling forth the Earth itself, all shall be immobilized by its power! Bakudo 69: Hands of the Wicked: 150 Kan
Hands come out and hold you up (bondage style)
Incantation: Thy who has been branded wicked, contained in the underworld for all your sins, give me your hands so that i might grant you one fair maiden in hell Bakudo #74: Ball of confusion: 160 Kan
The caster extends his hand, palm aimed towards the target shooting a small white ball, the size of a baseball, consisting of condensed reiatsu which is absorbed into the targets body. Although at first it seems to have no effect what so ever, in time it starts to severe the nerves, ultimately rendering the target's body momentarily paralyzed.
Incantation: Goddess of life! Hear my plea, bring the sinner down on his knees, stop his actions and set his spirit free Bakudo # 82 Kumori Shibaru (Shadowbind): 160 Kan
Pins the target's shadow down with reiatsu, rendering them absolutely immobile. However, the bind only lasts for two seconds (one second without incantation), and it is nearly impossible to accurately bind one's shadow in places without light or if the target is not on the ground.
Incantation: Wraith of hell, display your wretched visage for all to see! Tremble in fear of the ethereal terrors of hell! Bakudo #84: Rainbow Dome: 180 Kan
Surrounds the target with a dome of stained like glass. Each time the caster calls out the target's name, the last of them will be pierced by a beam shot from one of the tiny bits making the stained glass appearance of the dome. The beam will inflict mild damage to the target's body. However this Bakudo requires extreme levels of spiritual power and is available for 1 turn.
Incantation: "Many are the colors of life, may some shine down upon you, (insert target's name here)" Bakudo #85 Thunder Gods Fury: 180 Kan
Creates a ball of lightning in the users hand that is then fired upwards into the sky (looks like hado 63 but a little larger). The blast will draw any moisture in the air towards it creating a cloud. After forming for a couple minutes and creating a large cloud, it will begin to storm with heavy rain and lightning bolts. Like any other lightning, the lightning from this bakudo will be drawn towards other lightning, such has hado 63 and 88. Any lightning based attacks hit by the lightning will have increased power and speed. Bakudo 87 ikoraiza (equalizer): 180 Kan
This is a technique that is hard to use you have to be able to judge the amount of energy coming at you thus requiring a exceptional skill in spiritual detection. its specialized to be able to counter cero's and bala's etc.. what it does is use the exact amount of energy that is being shot at you to destroy the incoming shot. making them both explode instantly. Bakudo 89 Mirror of Reflection: 220 Kan
The user creates a Mirror like Image in from of them, in which they can stop an oncoming Kido fired by an opponent, then fire the exact same Kido back at them with equal force, can only be used once per spar.
Incantation: Return to the depths of hell from which you came Bakudo 94 Dome of Equality: 250 Kan
Both people would be trapped within the confines of the Barrier Dome which would be covered in inward facing spikes, electrified on the inside, if it is touched will cause bodily harm, it also has a Barrier Floor, it will cut off all kido powers while inside of it making a straight Hakuda, Zan, or shikai spar for a limited amount of turns (2 Maybe), it is also unbreakable against Zan Abilities or Physical attacks... Hado Kido List: Hado 2. Hokoshō (Lance Thrust): 60 Kan
An offensive oriented version of Hado 1, Sho, a transparent lance of reiatsu is formed in the user's hand and then vaulted at the opponent at high speeds, pushing them away and piercing them if it makes contact. Hado 9. Sekiha Tenkyoken (Erupting Finger): 80 Kan
The user's right hand glows with and intense light as heated reaitsu is focused into their palm. After a few second of focusing, the user can reaches out to grip the target and an intense wave of heated reiatsu erupts from their palm that extends up to 2 meters before exploding. Hado 15. Ichiren Byakurai (Pale Lightning Chain): 80 Kan
Fires a stream of electricity at the target which can skip between objects that are within close range of one another Hado 39 Arashi Hari (Needle Storm): 80 Kan
Fires 100 needles at the target from the palm of the user Hado 48 Onkyō Shakkahō (Echoing Shot of Red Fire): 80 Kan
The user blasts a thin pillar of crimson flames toward the target. The speed of the attack is such that the passing fire scorches the ground and emits echoing screeches.
Incantation: Ye Lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! The scorched Earth bears the mark of your bane. The demon waits at the end of the twisted halls of pandemonium, eyes filled with furor, in the torrents of Hell! Hado 50 Bakuyaku (Blasting Powder): 100 Kan
The user shoots an orange ball of energy , once this makes contact it releases a powerful explosion.
Hado 51 Sakaime Koutai (Crisis Shift): 100 Kan
Forcing reiatsu from a distance into an inanimate object, the user can then release that reiatsu with a snap of their fingers, causing that object or thing to explode, the larger the object the more reiatsu needed to trigger the explosion. However, living beings and Zanpakutou cannot be targeted by this kido.Also, opponent's attacks are unaffected by this Kido. Hado 56. Gouzendenkoushimai (Roar of the Lightning Sisters): 100 Kan
By holding out hands to opposite sides of the body, while reciting the Incantation two orbs of light appear one dark red in his right hand and a dark blue in his left hand, when the Incantation is finished the the two orbs slam together and fire the spell when the name is called out, the smashed together orbs erupt as a beam of varying combinations of red and blue columns which home at the opponent.
Incantation: Alike and Different, Light and Dark, Halves of Opposite Wholes, Yet United as One, Call out Now! Hado 59. Daichi Kasui (Ground Spike): 120 Kan
Using reiatsu, the caster will slap their hands on the ground and giant spikes made of earth will rise within a 20 feet radius. The spikes will rise around the caster, not just forward, thus giving him/her protection from all sides. The more reiatsu used, the stronger and higher the spikes will rise up. These spikes can be used for both defence and offense purposes.
Incarnation: Lend me your power, upon which many of us stand above, sign the contract of the Gods, flesh and blood shall be spilled by your name! Hado 60 Hurricane Sphere: 120 Kan
Most effective while in the air, as it creates a strong Hurricane Wind Sphere circling around the persons body protecting them from fire, ice, and projectile attacks for 1 turn, it can also be used offensively as when it comes to an end it explodes outward in all directions. Hado 64. Tsuibidan (Chasing Bullet): 120 Kan
The caster will use his one arm supporting the one that is firing the beam itself. The Chasing Bullet is yellow-orange in colour and the beam itself is faster than the other hado and in addition also has the ability to home in on its target, with considerable power. Hado 65 Gekidou (Upheaval): 150 Kan
The user places their hand on the ground and sends their reiatsu through the ground to a chosen location which will result in a powerful upwards explosion at that chosen location, the power of the explosion is determined by the amount of reiatsu used. Hado 75. Aisu Kirisame (Ice Drizzle): 150 Kan
A giant, diamond-like ice ball will appear above his/her head. The caster will then place their hands on the ice ball and the ice ball will shoot out thousands of small ice shards at the enemy.
Incarnation: Freeze their bones, rain no pitty upon them! Shatter their Will, make their lives a living hell, frozen up by the Almighty Gods! Hado 76. Baningu Atakku (Burning Attack): 150 Kan
Note: This Hado is just like a signature move that performs a series of rapid arm movements before placing his palms forward, with the thumbs and index fingers touching each other to form a small diamond shape. He then fires a blast of energy from his palms towards the opponent. This can be used with one hand. Hado 77. Seisen Batsu (Water Well Penalty): 150 Kan
A blue, flat circle 10 feet in diameter appears underneath the opponent's feet, as a hollow pillar of water shoots up at high speeds, surrounding the them. After the water reaches a height of 30 feet, the pillar curves into the the hole and collapses on itself, and crashing down on the trapped opponent, before freezing itself. If cast in the air the target cannot pass through it, unless they exert a large amount of reiatsu to escape.
Incantation: Suijin, ruler of water! Child of man, his back to the sea, blessed moon, sacred sand, thirty-four quails hum their dirge. Curse all who tread upon your domain with the brand of the tainted! Hado 80 Rensha Byakurai (Rapid Pale Lightning): 180 Kan
This spell is an upgraded Byakurai, instead of one bolt of lightning the user creates 10, that can either be fired in rapid succession or in moderation, but the user must use all 10 shots within 2 turns or the shots dissipate. Hado 87 Zaiten Muchiwaru (Heavenly Whip Crack): 180 Kan
An enormous whip the size of a train falls from the sky and slams into the target. It is made of bright orange energy and detonates on contact. If cast without its incantation, the whip's size and power are halved, but its speed is doubled.
Incantation: Howling wind, scorned deity, wrath of Izanami, she who lingers within the land of gloom, forever writhing in pain, the essence of sorrow, the forgotten goddess, raise your hand and let fly your resent!
Zanjutsu Center Spoiler
Zanjutsu is the most used form of combat among Shinigami. As the name suggests, it involves using a Zanpakutō and its various special abilities to attack an opponent. By applying reiatsu and various hand techniques to your attacks, you can achieve far more than just swinging your Zanpakuto around. Enhancement Zanjutsu Hitoare (Burst of Power): 60 Kan
By storing reiatsu before a strike, the user can "explode" the reiatsu giving the blow twice as much power. Kanka-(Shield and Halberd): 80 Kan
By forming reiatsu around the blade of the user's weapon, essentially sharpening the blade, or hardening the weapon, it allows the user to crack stronger nonkido shields than he would normally be able. Battojutsu Fuzei-ryu Hitoshirezu Kyuusho Ni: Kazetsumeato (Battojutsu Fuzei-ryu Hidden Secrets Two: Wind Scar): 80
Similar in power and theory as an Air Wave attack, Kazetsumeato causes a vacuum of air to temporarily "scar" the wind around the area of the blade in order to trap the opponent or the user. Due to the fact that it is fact a vacuum of air, it can draw in attacks and disrupt the attack in order to defend in a variety of situations. To perform the attack, the user must unsheathe the blade quickly and stop abruptly. The area in which the blade stops will create the vacuum and can suck in an opponent or attack, making it a worthy defense against long range and close range attacks. Battojutsu Fuzei-ryu Hitoshirezu Kyuusho Ichi: Teinami (Battojutsu Fuzei-ryu Hidden Secrets One: Air Wave): 80 Kan
By quickly unsheathing the blade with enough speed and force, the user of the Battojutsu Fuzei-ryu can create a current of wind powerful enough to travel through the air and strike an opponent from afar with sufficient force to knock back or even cut. Teinami can be used up close as well to near guarantee a decisive hit, and with enough energy, it can cut straight through a tree or even a brick from a close enough distance.
Due to the fact that the air waves are produced by wind circulation, the attack can cut through high defenses but it creates a vacuum effect which does not allow blood to leave the wound. The range of the attack is about thirty feet. Battojutsu Fuzei-ryu Hitoshirezu Kyuusho San: Tsuchichire (Battojutsu Fuzei-ryu Hidden Secrets Three: Earth Scatter): 80 Kan
Unlike the first two of the Battojutsu Fuzei-ryu Hitoshirezu Kyuusho, Tsuchichire does not use air currents in order to directly attack or defend, instead it uses the air currents in order to create a diversion for the second part of the combination attack. The first key in order to use the Tsuchichire, is to unsheathe the sword with rapid speed downwards at a forty five degree angle. Due to the immense wind caused by the slash, the earth will shatter and shoot forward in the direction in which the user is facing, sending rocks, dust, sand and any other materials on the ground up towards the opponent, impeding vision.
The second part of the attack is to use a high speed form of travel such as Shunpo to hide within the flying debris.While the opponent is distracted, the user will quickly use the form of high speed travel to continually run and cut the opponent, jumping from one debris to the next. Knowledge of Shunpo is required in order to perform this attack. Battojutsu Fuzei-ryu Hitoshirezu Kyuusho Yon: Roppousoukou (Battojutsu Fuzei-ryu Hidden Secrets Four: Updraft): 80 Kan
Another attack which requires wind currents created by quickly unsheathing the blade. Roppousoukou is performed by leaning the sword down at a deep angle, about forth five degrees below a perfect ninety degree angle to the user's hips, and quickly drawing the blade, swinging the blade down and then raising it up quickly.
This attack has two functions. First as a diversionary attack, which causes the opponent to expect an attack to the legs when the real attack is aimed at the chest and lower abdomen, and secondly to cause an updraft of wind that circulates around the opponent. The updraft is powerful enough to uplift the earth and cutting the opponent multiple times. Shudan Nagurikorosu-(Great Slash): 80 Kan
By storing a great amount of reiatsu in the weapon and dominant arm. This Zanjutsu allows the user to strike with greater power than he would normally have under the same circumstances. Often creating a large gash in the ground. Sokko Butchigiru-(Swift Strike): 80 Kan
By storing reiatsu in the dominant arm before a strike, the user can "launch" the reiatsu causing the attack to become faster than the human eye can see. [Usable once per spar] AntiKido Zanjutsu Han'i-(Spiritual Rebellion): 120 Kan
By spending 1 turn building reiatsu around the user's weapon it allows the user to completely ignore Reiatsu based shields including Kido 50 and below. Anshinritsumei-(Spiritual Peace): 120 Kan
By forming a small point of reiatsu, equal to the amount of reiatsu used in the incoming attack, around the tip of the user's weapon, he/she will be able to "pierce" Kido fired at him and negate said kido. Works on Hado up to lvl 50. [Usable once per spar] Nyu Jaku-(Spiritual Liberty): 120 Kan
By matching the reiatsu used in an incoming Bakudo, the user can negate said Bakudo by striking it with the blunt end of their weapon. Works on Bakudo up to lvl 50. [Usable once per spar] Research and Development Institute Spoiler
Here you can come and check out our tech, which include body modifications, advanced weaponry and devices Cyborg Modifications Repulse Bracer: 100 Kan
A wristband that stops a physical attack of average strength and returns it, via reiatsu blast which radiates from the bracer at twice the power of the original attack. Bio-Eye: 120 Kan
A biological eye device charged by a users reiatsu used to gain vision of areas far beyond that of normal vision and grants thermal censors. This device increases someone's accuracy and reaction time. Elbow Piston: 160 Kan
A mechanized piston is placed on the elbow and connected to a newly implanted steel radius and ulna. When a hit is landed on the opponent the piston fires, increasing the blow severely. (Think, Big O or a Rakan Punch) Reiatsu Implant: 160 Kan
Small orbs are planted around the body which fill with the user's reiatsu until released. Being overtaken by a bakudo releases the reiatsu, effectively breaking said Bakudo's hold. However, Kido used while the implants are filling/full are weaker than under normal circumstances. Blood Mist Bio Implantation: 180 Kan
A device stored inside someone's body, when activated using a certain amount of stored reiatsu it manipulates the blood of the user and automatically extracts a portion of it from the body in order to form a Blood Mist Barrier capable of blocking average powered attacks without cracking. Due to the blood property this device can only be used once per spar. Customized Body Modification: 200 Kan
Members may request for exclusive tech and have them implanted even capable of fully replacing a body part with an artificial one. However this power must be approved before added. Scouter: 200 Kan
These goggles are worn on the user's head until he dons them. Upon wearing these goggles the user can effectively see through smokescreens and forms of invisibility by locking onto the target's unique reiatsu signature. The goggles are also equipped with a small lazer beam that can be fired once, equal in strength to a number five Hado. If the goggles are stolen or taken from the user a special fail safe detonator can be activated in them by yelling, "IT'S OVER 9000!". [under construction...] Weaponry: Spirit Particle Handgun: 250 Kan
Essentially a handgun that consumes Spirit Particles in a rapid pace and is capable of firing fairly powerful spiritual energy blasts in the form of rounds. Due to the Spiritual Particle consumption from around the area the shinigami does not waste his own stamina while using this handgun. Kido Gun: 200 Kan
Essentially a Handgun that compresses and amplifies Kido increasing a spells destructive force, however these Handguns can only be used for 3 kido per spar as the rounds it functions with are developed before battle (The Hado spells contained must be decided when purchased). Also this handgun can only fire Hado spells. Kido Storage Device: 100 Kan
Special Dices that contain a Bakudo spell inside them (the Bakudo spell is decided when purchased). When thrown/activated the Bakudo spell will extract from the dice and bind your opponent. Bakkōtō: 400 Kan
This type of weapon differs from the Zanpakutō in several ways. While the Zanpakutō is a symbiotic being, working and growing more powerful as the Shinigami develops a relationship with the sword's inner avatar, the Bakkōtō is more of a parasite, gradually consuming the user as it grows in power, until it starts to affect his mind and eventually devours him, because of this property members can hold up to one or two Bakkoto depending on their Level. Also, the Bakkōtō do not have any sort of known release states, instead evolving with the user's reiatsu. Bakkōtō take the form of weapons with an organic component which consists of an eye (shown to be its nucleus) and a mass of flesh resembling the innards of a mollusc, which extends along the user's body as they feed it with more of their reiatsu. Members may create a custom one and get it approved.
Further Information: Bakkōtō Advanced Weapon: 270 Kan
Basically a weapon that has some sort of function/special ability. The Research and Development Institute can construct these weapons if they are within our power regulations and must be approved first. [under construction]... Arrancar Market Spoiler Serochaneringu ((Zanjutsu/Energy Attack Tech): 200 Kan
In the form of an implanted sapphire colored stone that has the ability to channel Cero's through the zanpakuto, although the energy that allows the stone to channel the cero is taken from the cero's energy itself. With the stone its possible to charge your cero faster, but it takes more energy so it would be less powerfull than allowing it to charge at a regular rate.
Example:
I charge as cero in the hand I'm holding my zanpakuto in,and the stone that was implanted to channel my cero through my zanpakuto automatically activates, the cero energy begins to form on the entirety of my zanpakuto's blade.(form there you would write the rest of your move).
Ofc course, like charging all Cero's, your still open to an attack before your able to charge the Cero to to level you want it Name/Price: Escudo [Shield]: 50 Kan
Type: Defensive
Range: Close
Description: While the user moves their hand forward in a square like motion, they create this shield. The shield will maintain the reiatsu color of the caster. This Shield is only as strong as the user and lasts 1 turn Name/Price: Explotar [Explode]: 80 Kan
Type: Supplementary
Range: Supplementary
Description: This technique enhances a normal Cero with the user's reiatsu. With this addition to the Cero, it explodes on contact and pushes the target further. The downside is the user expends more reiatsu than normal when firing it. Name/Price: Obisidiana Látigo [Obsidian Whip]:80 Kan
Type: Offensive
Range: Mid range to long range depending on reiatsu used
Description: The user focuses reiatsu and spirit energy into their dominant hand, and forms that reiatsu into an ebony black whip engulfed in black flames. It consumes energy as long as it is active. Name/Price: Cuchilla de la Tierra (Earth Cleaver): 100 Kan
Type: Offensive
Range: Close
Description:. The user will load his/her dominant arm with a great deal of reiatsu. The user will then slam their fist into the ground, and release the reiatsu directly into the ground, creating a large and destructive pillar shooting through and above the ground. The Pillar will go on for about ten meters in all directions width-wise, but the height and depth of the pillar depends entirely on the amount o reiatsu used. Name/Price: Rasgar (Tear): 60 Kan
Type: Offensive
Range: Mid
Description: This ability allows the user to collect reiatsu at the edges of whatever it is using to attack an opponent and make a ranged attack in the shape their physical attack would have taken. Slash, punch, claw, or stab is all viable uses of this technique. Name/Price: Desaparecer (Disappear): 100 Kan
Type: Defensive
Range: Personal
Description: This ability helps to cloak Arrancar temporarily against Shinigami tracking techniques. The user of this ability can shrink their spiritual pressure to avoid detection. Any other techniques used while using this ability will cancel the cloaking effect. Name/Price: Rugido (Roar): 120 Kan
Type: Offensive
Range: Short
Description: Arrancar with this ability can scream with enough power to cause a visible shock wave of sonic force strong enough to crack the earth around it and force opponents of equal or lesser rank backwards, injuring them with the force of the sound waves. Name/Price: Aterrrar (Terrify): 80 Kan
Type: Offensive
Range: Short
Description: By emanating their reiatsu, Arrancar can cause opponents to be momentarily frozen in fear. The reiatsu emanated actually curls around their bodies like unseen manacles for about the same length of time as the Shinigami kidou equivalent, Geki. Name/Pirce: La Rueda de Destrucción (Wheel of Destruction): 100 Kan
Type: Offensive
Range: Melee to Long
Description: Curling up like a ball, the user is able to start spinning its body around like a wheel. They then thrust forward at high speeds with built up reiatsu, dealing impact damage on an opponent if it connects. This can also be used to avoid attacks due to the reduced size as a ball. Name/Price: Repulsión (Repulse): 50 Kan
Type: Offensive
Range: Long
Description: The user thrusts a limb toward the target, and it sends a force of suppressed reiatsu that pushes the target back, similar to a "Sho". Name/Price: Ensombreza Huelga (Shadow Strike): 80 Kan
Type: Offensive
Range: Melee
Description: The user gathers reiatsu into a limb and focuses it. Whatever is struck by the reiatsu enhanced limb is paralyzed for a few seconds. Name/Price: La Muerte Pincha (Death Spikes): 100 Kan
Type: Offensive
Range: Long
Description: The user gathers reiatsu on their body and forms many 1/2 foot long spikes on their back and shoulders, and shoots them off at a wide area , dealing piercing damage to whatever it strikes. Name/Price: Condene Lanza (Doom Lance): 60 Kan
Type: Offensive
Range: Long
Description: Gathering reiatsu on their hand, the user forms a slim and long reiatsu stick, equal to a lance or spear and hurls it toward the target. Name/Price: Ahueque Llamas (Hollow Flames): 60 Kan
Type: Offensive
Range: Medium
Description: Gathering reiatsu to either their mouths or palms, the user is able to set out reiatsu flames that are able to cause burns on the target. Name/Price: Misil (Missiles): 80 Kan
Type: Offensive
Range: Long
Description: Gathering reiatsu on the hand, the user can fire off five different reiatsu missiles, at a size equal to arrows. As the missiles are fired off, they will fly in a wide area, before meeting together on the targeted area and exploding. Name/Price: La Doncella Cristal [Maiden's Crystal]: 80 Kan
Type: Defensive
Range:Mid-Range
Description: The user mixes their reiatsu with the water molecules in the air to freeze a small area for a few seconds. This attack requires one turn to charge up and does not affect heated attacks such as Kidou or Cero/Bala. Name/Price: Aplastante de Montaña[Crushing Mountain]: 150 Kan
Type: Offensive
Range: Long Range
Description:
A special technique that requires the user to punch or kick the ground and pour out reiatsu. It causes a small three meter dome of compressed earth to appear around the opponent for a few seconds, obscuring vision and limiting their movement, before collapsing to sand. This technique only affects targets that are on the ground. Name/Price: Cope de Nieve Esparcir [Snowflake Scatter]: 60 Kan
Type: Offensive
Range: Long Range
Description:
This ability allows the user to fire small five kunai shaped blasts of reiatsu that use the water molecules in the air to freeze things on contact. The ice melts after a few seconds and only freezes the surface. Name/Price: Viento Violento [Violent Winds]: 80 Kan
Type: Offensive
Range: Close Range
Description:
This technique causes the user to create a twister around themselves that have slicing winds. After using this technique, the user is disoriented for one turn and cannot use Sonido . Name/Price: Corriente de Agua [Stream of Water]: 150 Kan
Type: Offensive
Range:Mid-Range
Description:
The user forms a sphere of water in front of their mouth and consumes it. After consuming the sphere they can fire a large pillar of water in one direction. This is a special technique that has the ability to completely neutralize one projectile based attack made on the user from opponents of equal or lower rank. The user must use the sphere within two turns or it will explode on them internally, causing them to lose Sonido for a turn and be unable to use any other Arrancar techniques. Fuerza de la Sangría (Bleeding Strength): 180 Kan
The Hollow equivalent of Shunko. The user will amplify their reiatsu and pump it into their blood stream, and carry it throughout their body for some time. It will increase their speed and strength greatly,but it expands the body and threatens to tear up tissue and skin, and weakens Hierro temporarily, not allowing the user to strengthen it or use high speed regeneration, in exchange for the increased power. This technique can be used only once per battle and lasts three turns. It should be noted, that unlike Shunko, this technique does not negate Kido.
Corriente de Agua [Stream of Water]: 130 Kan
The user forms a sphere of water in front of their mouth and consumes it. After consuming the sphere they can fire a large pillar of water in one direction. This is a special technique that has the ability to completely neutralize one projectile based attack made on the user from opponents of equal or lower rank. The user must use the sphere within two turns or it will explode on them internally, causing them to lose Sonido for a turn and be unable to use any other Arrancar techniques. Name/Price: Hilo de Pena [Threads of Sorrow]: 70 Kan
Type: Defensive
Range: Short Range
Description:
The user creates wire like string from their own reiatsu and can control their path. The strings can be used in multiple ways, but can be destroyed by the opponent. Name/Price: Disco Espiral [Spiral Disk]: 60 Kan
Type: Offensive
Range: Mid Range
Description: The user creates a flat disk of reiatsu and launches it toward the opponent at high speeds. The disks act as saws and cause cutting damage on contact. The disks are mentally controlled and will continue attacking until striking something. Special Navigation: Bleach: Fate's Edge Social Group The Spiritual Arts Academy
__________________ Reui Quote:
Originally Posted by SSJ5 *thought June came two months after May* I SHOULD BE REBORN AS A SEA CUCUMBER!  |
Last edited by Mr Zero; 04-24-2010 at 02:01 AM.
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