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| The Goatfather | Welcome to Bleach: Fate's Edge <-- our social group (click) This is a members only thread. Announcement: The Tournament has started, all participants are requested to seek out their opponents and have their matches. Additional information regarding the tournament can be found here: BFE Sparring Tournament - Smash Brother's Style! Reiatsu Suppression has been replaced with Reiatsu Control, for further information look at the Skill Categories. This is important as it may effect your character balance, its recommended you make modifications on your character sheets as Reiatsu Control is quite useful compared to suppression. 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: http://www.animecrazy.net/forums/4743323-post570.html ![]() Fate's Edge Ranks Spoiler 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 onepiece99 Level: 100 2nd Division Captain Garraofduhfunk Level: 50 3rd Division Captain SaA Level: 56 4th Division Captain Rin Level: 56 5th Division Captain Balling Like a fool Level: 71 6th Division Captain Tsuki ni Level: 74 7th Division Captain Erkahoth Level: 52 8th Division Captain Desuka Kira Level: 65 9th Division Captain ??? 10th Division Captain jsquared130 Level: 52 11th Division Captain SSJ5 Level: 67 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 Level: 50??? 2nd Division Lieutenant ??? 3rd Division Lieutenant ??? 4th Division Lieutenant Nate_River Level: 31 5th Division Lieutenant ??? 6th Division Lieutenant GeneralArrow Level: 30 7th Division Lieutenant Payne Level: 38 8th Division Lieutenant Bleach_VampireZero Level: 31 9th Division Lieutenant ZiggyBoy91 Level: 32 10th Division Lieutenant Scapeman198 Level: 31 11th Division Lieutenant ??? 12th Division Lieutenant CptKelly 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 3rd Division 4th: MattKha Level: 20 4th Division ??? 5th Division 4th: Jay-117 Level: 20 6th Division 4th: AsHiSoGi-JiZoU Level: 23 7th Division 3rd: jorgiguel Level: 30 8th Division 4th: CrazyZangestu13 Level: 20 9th Division 3rd: Samurai BB_MAC Level: 30 4th: J.K.Murphy Level: 20 10th Division 3rd: mikeboyslim24 Level: 30 11th Division 4th: Menomineepride Level: 25 5th: Qui Level: 23 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. SynergY Level: 51 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. Primera Espada DeathView Level: 72 Segunda Espada Lolwut? Level: 69 Tercera Espada Urary Level: 51 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 Spoiler How can I level up? Spoiler Sparring Game Masters will moderate everyones progress when sparring and reward levels accordingly. Everything involving someone's sparring achievements is considered here. Activity Game masters will sometimes throw in a level if someone’s activity exceeds expectations. Also recruiting and assisting in expanding activity will also be considered. Other Basically anything that does not fall into the other two categories. General Information Spoiler Ranks A board that shows where levels belong when ranked. Level caps Level caps is the maximum level you can reach according to someone’s rank. However once someone ranks up they will be free to gain levels once again. Keeping someone stationed for a long period of time will be avoided by all costs by the Game Masters. Skills/Skill Points Members are free to customize their stat board into creating their own unique character features using the number of skill points there rewarded. Also when someone achieves 100 points in one area it means he has fully mastered it. Kido Members must have the number of skill points in the in an appropriate slot in order to perform a kido of that number. For example if someone wants to perform a Hado 39 Enkosen spell then he must have at least 39 skill points in Hado mastery. Level/Level Caps Spoiler Levels Academy Student: Level 10-20 Seated Officer (20 to 3rd): Level 20-40 Lieutenant: Level 30-60 Captain: Level 50-80 Captain Commander: 70-100 (Max) Royal Guard: 70-100 (Max) Level Caps Academy Student: Level 20 Seated Officer (20 to 3rd): Level 40 Lieutenant: Level 60 Captain: Level 80 (+10 if approved) Captain Commander: 100 (Max) Royal Guard: 100 (Max) Skill Points Spoiler
Every level equals to 10 skill points. Example level 100 = 1000 skill points. Beginners start with level 20 so they can use up to 200 skill points into customizing their characters stats. Shinigami Stat Section Strength Physical strength: Agility Base agility: Shunpo: Vitality Base vitality: Spiritual Force Base Reiatsu: Reiatsu Control: Reiatsu Detection: Kido Hado: Bakudo: Shunko: Zanjutsu Shikai: Bankai: Arrancar Stat Section Strength Physical strength: Agility Base agility: Sonido: Vitality Base vitality: Hierro: Regeneration: Spiritual Force Base Reiatsu: Reiatsu Control: Hollow Manipulation Cero/Bala: Pesquisa: Zanjutsu Resurreccion: Segunda Etapa: Skill Categories Spoiler Shinigami Spoiler Strength Spoiler Physical Strength: A measurement of someone’s brute force, example If two shinigami clash in battle, whoever has the higher strength level will be able to break through and have an upper hand. This varies to the difference in skill points as well. Normal Strength: 1-25 points Enhanced Strength: 26-50 points Superior Strength: 51-70 points Incredible Strength: 71-90 points [locked until level 60] Extreme strength: 91-100 (max) points [locked until level 80] Agility Spoiler Base agility: A measurement of how fast you can run without the use of Shunpo along with how agile and flexible someone can be in battle. This is a very important factor in hand to hand combat. Normal Agility: 1-25 points Enhanced Agility: 26-50 points Superior Agility: 51-70 points Incredible Agility: 71-90 points [locked until level 60] Extreme Agility: 91-100 points [locked until level 80] Shunpo: The Shunpo is a technique used by Shinigami. Your amount of skill points in Shunpo is directly related to how fast your Shunpo is and how much you can use it without it being considered abuse. Normal Shunpo: 1-25 points [superior agility required] Enhanced Shunpo: 26-50 points Superior Shunpo: 51-70 points Incredible Shunpo: 71-90 points [locked until level 60] Extreme Shunpo: 91-100 points [locked until level 80] Vitality: Spoiler Base Vitality: A measurement of endurance, how much damage someone can take without the body giving out. Example someone with a 0 could possibly fall from a simple slash attack and someone with 100 can act almost as efficiently in taking damage as Zaraki. Normal Vitality: 1-25 points Enhanced Vitality: 26-50 points Superior Vitality: 51-70 points Incredible Vitality: 71-90 points [locked until level 60] Extreme Vitality: 91-100 points [locked until level 80] Spiritual Force Spoiler Base Reiatsu: Measures someones Reiatsu quantity and how many times they can cast kido and how powerful those kido are, also sustain Shikai or any other movements that drain reiatsu Normal Reiatsu: 1-25 points Enhanced Reiatsu: 26-50 points Superior Reiatsu: 51-70 points Incredible Reiatsu: 71-90 points [locked until level 60] Extreme Reiatsu: 91-100 points [locked until level 80] Reiatsu Control: Spiritual control allows a shinigami to use his reiatsu to the best effect and limit consumption required from techniques such as Shunpo, Shunko, Kido etc. A master in Reiatsu Control (incredible control) can also slip around undetected to an extent. Normal Control: 1-25 points Enhanced Control: 26-50 points Superior Control: 51-70 points Incredible Control: 71-90 points [locked until level 60] Extreme Control: 91-100 points [locked until level 80] Reiatsu detection: A high spiritual detection allows a shinigami to sense everything around them with out a lack in precision. This is also a counter to a shinigami while in suppression. Normal Detection: 1-25 points Enhanced Detection: 26-50 points Superior Detection: 51-70 points Incredible Detection: 71-90 points [locked until level 60] Extreme Detection: 91-100 points [locked until level 80] Kido Spoiler Hado: Any hado user may use any hado ranked up to how many skill points they have in this slot. It is also possible to use Kido 10 levels above what possible using an incantation. Also the higher, the more destructive force ones Kido has. Normal Hado: 1-25 points Enhanced Hado: 26-50 points Superior Hado: 51-70 points Incredible Hado: 71-90 points [locked until level 60] Extreme Hado: 91-100 points [locked until level 80] Bakudo: Any Bakudo user can use any Bakudo spell ranked up to how many skill points they have in this slot. It is also possible to use Kido 10 levels above what possible using an incantation. Also the higher the more efficient a Bakudo spell is thus harder to break from. Normal Bakudo: 1-25 points Enhanced Bakudo: 26-50 points Superior Bakudo: 51-70 points Incredible Bakudo: 71-90 points [locked until level 50] Extreme Bakudo: 91-100 points [locked until level 75] Shunko: The amount of skill points in this slot relate to how powerful shunko strikes are and how long someone can keep up with using Shunpo. Also Hanki can only nullify Kido spells up to the level someone has in Shunko. Normal Shunko: 1-25 points [50 strength and agility required] Enhanced Shunko: 26-50 points Superior Shunko: 51-70 points Incredible Shunko: 71-90 points [locked until level 60] Extreme Shunko: 91-100 points [locked until level 80] Zanjutsu Spoiler Shikai: The amount of points placed in the Shikai slot represent how mastered one's Shikai is. Also this measures the flexibility allowed on someones zanpakuto powers. (upgrades are possible) Normal Shikai: 1-25 points Enhanced Shikai: 26-50 points Superior Shikai: 51-70 points Incredible Shikai: 71-90 points [locked until level 60] Extreme Shikai: 91-100 points [locked until level 80] Bankai: The amount of points placed in the Bankai slot represent how mastered one's Bankai is. Also measures the flexibility allowed on someone’s Bankai powers (upgrades are possible) Normal Bankai: 1-25 points [40 skill points in shikai required] Enhanced Bankai: 26-50 points Superior Bankai: 51-70 points Incredible Bankai: 71-90 points [locked until level 60] Extreme Bankai: 91-100 points [locked until level 80] Arrancar Spoiler Strength Spoiler Physical Strength: Measurement of someone’s brute force, example If two fighters clash in battle, whoever has the higher strength level will be able to break through and have an upper hand. This varies to the difference in skill points as well. Normal Strength: 1-25 points Enhanced Strength: 26-50 points Superior Strength: 51-70 points Incredible Strength: 71-90 points [locked until level 60] Extreme strength: 91-100 (max) points [locked until level 80] Agility Spoiler Base agility: A measurement of how fast you can run without the use of Sonido along with how agile and flexible someone can be in battle. This is a very important factor in hand to hand combat. Normal Agility: 1-25 points Enhanced Agility: 26-50 points Superior Agility: 51-70 points Incredible Agility: 71-90 points [locked until level 60] Extreme Agility: 91-100 points [locked until level 80] Sonido: The Sonido is a technique used by Arrancar. Your amount of skill points in Sonido is directly related to how fast your Sonido is and how much you can use it without it being considered abuse. Normal Sonido: 1-25 points [superior agility required] Enhanced Sonido: 26-50 points Superior Sonido: 51-70 points Incredible Sonido: 71-90 points [locked until level 60] Extreme Sonido: 91-100 points [locked until level 80] Vitality Spoiler Base Vitality: A measurement of endurance, how much damage someone can take without the body giving out. Example someone with a 0 could possibly fall from a simple slash attack and someone with 100 can act almost as efficiently in taking damage as Zaraki. Normal Vitality: 1-25 points Enhanced Vitality: 26-50 points Superior Vitality: 51-70 points Incredible Vitality: 71-90 points [locked until level 60] Extreme Vitality: 91-100 points [locked until level 80] Hierro: The amount of skill points placed in the Hierro slot relate to how hard one's Hierro is and how well they can control it. Hierro work against physical attacks. Normal Hierro: 1-25 points Enhanced Hierro: 26-50 points Superior Hierro: 51-70 points Incredible Hierro: 71-90 points [locked until level 60] Extreme Hierro: 91-100 points [locked until level 80] Regeneration: Most Arrancar gave up the power of Regeneration for strength, however a arrancar may choose to have regeneration with the condition of their strength not being able to exceed 60 points. The amount of skill points placed in the regeneration slot relate to how quickly a hollow can regenerate. Normal Regeneration: 1-25 points [Superior Vitality required] Enhanced Regeneration: 26-50 points Superior Regeneration: 51-70 points Incredible Regeneration: 71-90 points [locked until level 60] Extreme Regeneration: 91-100 points [locked until level 80] Spiritual Force Spoiler Base Reiatsu: Measures someones Reiatsu quantity and how many times they can cast cero/bala or any technique that needs reiatsu and how powerful those attacks are. With a "0" here, ceros aren't even possible; with a "100" a virtually endless amount can be used. Normal Reiatsu: 1-25 points Enhanced Reiatsu: 26-50 points Superior Reiatsu: 51-70 points Incredible Reiatsu: 71-90 points [locked until level 60] Extreme Reiatsu: 91-100 points [locked until level 80] Reiatsu Control: Spiritual control allows a shinigami to use his reiatsu to the best effect and limit consumption required from techniques such as Shunpo, Shunko, Kido etc. A master in Reiatsu Control (incredible control) can also slip around undetected to an extent. Normal Control: 1-25 points Enhanced Control: 26-50 points Superior Control: 51-70 points Incredible Control: 71-90 points [locked until level 60] Extreme Control: 91-100 points [locked until level 80] Hollow Manipulation Spoiler Cero/Bala: These techniques are vital to an arrancar’s offense, the amount of points placed here is directly related to how much power and control someone’s cero/bala have. Normal Cero/Bala: 1-25 points Enhanced Cero/Bala: 26-50 points Superior Cero/Bala: 51-70 points Incredible Cero/Bala: 71-90 points [locked until level 60] Extreme Cero/Bala: 91-100 points [locked until level 80] Pesquisa: A high pesquisa ability allows an arrancar to sense everything around them. With a "100" in pesquisa, an arrancar can even detect a master of shunpo/sonido and spiritual suppression users. Normal Pesquisa: 1-25 points Enhanced Pesquisa: 26-50 points Superior Pesquisa: 51-70 points Incredible Pesquisa: 71-90 points [locked until level 60] Extreme Pesquisa: 91-100 points [locked until level 80] Zanjutsu Spoiler Resurreccion: The amount of points placed in Resurreccion slot represent how mastered one's Ressurreccion is. Also this measures the flexibility allowed on someone’ zanpakuto powers. (upgrades are possible) Normal Resurrección: 1-25 points Enhanced Resurrección: 26-50 points Superior Resurrección: 51-70 points Incredible Resurrección: 71-90 points [locked until level 60] Extreme Resurrección: 91-100 points [locked until level 80] Segunda Etapa The amount of points placed in Segunda Etapa, represents how mastered one’s Segunda Etapa is. Also measures the flexibility allowed on someone’s Segunda Etapa powers. (upgrades are possible) Normal Segunda Etapa,: 1-25 points [70 skill points in Resurreccion required] Enhanced Segunda Etapa,: 26-50 points Superior Segunda Etapa,: 51-70 points Incredible Segunda Etapa,: 71-90 points [locked until level 60] Extreme Segunda Etapa,: 91-100 points [locked until level 80] Other Information Spoiler Vizard Forms Spoiler
Qualified members of BFE have the choice of becoming hollowfied to enhance their battle capabilities. Several Vizard stages exist and are mastered accordingly. Berserker: When the Inner Hollow starts talking to the person. Members must “lose control” and enter this phase at least 2 turns per spar, until proven ready to take it to the next step and reach the actual hollowfication training stage. The possession stage must be used six turns in order to reach hollowfication. +10 Agility points +10 Spiritual Force points [-10 spiritual control/detection] +10 Vitality points +10 Strength points Access to normal Cero energy Hollowfication Stage: This is the state the user is in during the actual Vizard training, when they fight their Inner Hollow has control of their body. A Vizard must defeat and force their Inner Hollow into submission before full form is achieved in the outside. If for any reason someone does not defeat their Inner Hollow in time then they must redo their possession turns in order to reapply. Also the Grand Mask reserves every right to stall this stage if he believes someone is not ready. If this stage is succeeded a Vizard is given access to the next stage. Full Mask: Control over the mask is limited and can only be used for three turns in a spar. +20 Agility points +20 Spiritual Force points [-10 spiritual control/detection] +20 Vitality points +20 Strength points Access to advanced Cero/Bala Access to signature Cero/Bala technique True Mask: The user has perfect control of their mask, allowing further mastery of Hollow abilities such as Cero/Bala and access to custom Hollow techniques. In this stage a Vizard can sustain their Mask form for at least 5 turns per spar and can be upgraded depending on the performance of a Vaizard. +20 Agility points +20 Spiritual Force points [-10 spiritual control/detection] +20 Vitality points +20 Strength points Access to Hollow Technique Full hollow mode stage 1-Wild: The full-hollow form under control of the hollow. Claybone forms over the entire body and takes the shape of what the inner-hollow looked like. Unlock special abilities, depending on their hollow. This stage can be used for two turns per spar, after this a Vaizard must cool down his powers for five sparring turns, thus not being able to use any hollow powers. If this form is used for six turns in spars the form becomes tamed. +30 Agility points +30 Spiritual Force points [-10 spiritual supression/detection] +30 Vitality points +30 Strength points All Vaizard abilities from previous stages Hollow special ability granted (power approval needed) Full hollow mode stage 1-Tamed: The full-hollow forum under control of the Vizard. Basically every ability in wild mode is preserved however there is no longer a cool down phase and can be used for three turns per spar. Also Due to the more controlled state of this stage a Vizard can control their full hollow mode so only parts of their body’s become hollowfied. This has no turn limit and special abilities can be used but not to the proficiency of full state. Same as in wild Access to semi part change Full Hollow Form Stage two Vasto Lorde Mode "Synchronization Stage": [Locked] The last and "Perfect" form of a Vizard. It obliges shinigami and hollow to live as equals and achieve the “perfect” Balance introducing a new being. In Synchronized, there's nobody who serves and nobody who rules. Instant regeneration Telekinesis Unknown Advertising Spoiler
Assisting in promoting our organization is a very important matter which determines the future of this Group and will be considered when it comes to leveling matters. However as I personally believe it is wrong to force members of BFE to add advertising signatures/links so the following is completely optional. Once accepted into the Gotei 13 members are recommended to add one of our available banners into their signatures if they wish to. Each Division has its own banner with the face of the original Gotei 13 Captains. Example if you are accepted into the 3rd division then you are requested to use the Banner with Ichimaru Gin in it. Banners ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://www.animecrazy.net/forums/4781625-post0.html ![]() -Special thanks to CptKelly Signature Techniques Spoiler
Every time a shinigami reaches a certain level he is given the option to create his own signature technique, available only to him. These techniques can be either Kido, Hakuda, Zanjutsu, hoho or other if approved. Once someone is eligible for this he is required to create a technique and get it approved, however members also reserve the right to request assistance for developing a technique if needed. Level 35 – First signature technique available Level 45 – Additional signature technique available Level 55 – Additional signature technique available Level 65 - Additional signature technique available 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 Spoiler Kan/Level Exchange System: Members have the availability to exchange their Kan in order to gain Levels (thus Skill points). However the more levels a member has the more expensive the exchange is. 20-30 Level: 40 Kan per Level 30-40 Level: 80 Kan per Level 40-50 Level: 100 Kan per Level 50-60 Level: 120 Kan per Level 60-70 Level: 150 Kan per Level Navigation: Bleach: Fate's Edge Social Group The Spiritual Arts Academy Last edited by onepiece99; 03-25-2010 at 09:25 AM. |
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