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GM Review Thread

Just dropping a quick note in here regarding the interplay between your item, Harmonia and Kenkyouka. The balancing issues, at least as far as I can see, are caused not by spell-origin-point shenanigans (remember, the effect of Harmonia has existed at least twice before in various items and feats) but the more blatant issue of spell-stacking on a sword swing that's in progress, leading to abuse cases where the spells redirected to the already Kenkyouka-enhanced blade are nigh-undodgable, not to mention that the item as written not only makes such abuse possible, but encourages it by making its use free when activated in conjunction with Kenkyouka.

Spell redirection was never the issue, at least to my mind. Maybe Item Staff thinks differently, but if we're going to start GM reviewing old division techniques based on unique item balance, we may as well get all the facts out in the open.

The primary purpose of the item was to correct the errata on Kenkyouka. I would have gladly used it exclusively for that purpose if item staff showed and I take a lot of offense to the idea that I'd try to do what you're implying.
 
Could you guys add the bit about waiving somatic components to Kenkyouka? It's the final bit of polishing needed.

I don't know that we have spells with genuine somatic components. "Hold your left hand in a west-side symbol and give a shaka with your right to cast the spell." Typically, the 'somatic' portion of a spell is little more than a wave of the hand or pointing of the fingers, neither of which should preclude being cast through Kenkyouka.
 
Replacing Wanted as a div tech.

[Gatekey]


Members of the Fifth have a habit of working better in numbers where their skills can be better utilized, and the flow of combat is easier for them to gauge without having to worry about direct attacks on their person.

For this reason Gatekey was created. The founder designates a specific point as a gate - a position which other shinigami within 100m and outside of battle can jump to. All shinigami within the 100m are immediately made aware of this point and who created it, as it trips their spiritual senses purposefully drawing their attention like a flare. Shinigami beyond 100m are still aware the point is made, but do not know it’s immediate location or who made it.


Gatekey initially only allows one person to jump through, as the spawn-point costs the user 500 reiatsu to create and is weak - being susceptible to violent terrain alterations. As the user progresses in power they may spend an additional 500 reiatsu to place a jump counter on their point. These points are used up every time someone utilizes Gatekey’s spawn-point.


A founder starts with one charge of Gatekey, gaining an additional charge every 5,000 reiatsu until they are able to create 5 charges at 20,000 reiatsu. These points are only usable by shinigami, and other spiritually aware can detect the point, though it will register only as a harmless burst of reiatsu.
 
Replacing Wanted as a div tech.

[Gatekey]


Members of the Fifth have a habit of working better in numbers where their skills can be better utilized, and the flow of combat is easier for them to gauge without having to worry about direct attacks on their person.

For this reason Gatekey was created. The founder designates a specific point as a gate - a position which other shinigami within 100m and outside of battle can jump to. All shinigami within the 100m are immediately made aware of this point and who created it, as it trips their spiritual senses purposefully drawing their attention like a flare. Shinigami beyond 100m are still aware the point is made, but do not know it’s immediate location or who made it.


Gatekey initially only allows one person to jump through, as the spawn-point costs the user 500 reiatsu to create and is weak - being susceptible to violent terrain alterations. As the user progresses in power they may spend an additional 500 reiatsu to place a jump counter on their point. These points are used up every time someone utilizes Gatekey’s spawn-point.


A founder starts with one charge of Gatekey, gaining an additional charge every 5,000 reiatsu until they are able to create 5 charges at 20,000 reiatsu. These points are only usable by shinigami, and other spiritually aware can detect the point, though it will register only as a harmless burst of reiatsu.

Didn't realize this was still waiting.

Resubmit. The stipulations on this are more complicated than they need to be.

I'm going to recommend giving a set amount of targets, duration, and cost. Div techs that level up, really should not require 20k .
 
[Gatekey]

Members of the Fifth have a habit of working better in numbers where their skills can be better utilized, and the flow of combat is easier for them to gauge without having to worry about direct attacks on their person.

For this reason Gatekey was created. The founder designates a specific point as a gate - a position which other shinigami within 100m and outside of battle can jump to. All shinigami within the 100m are immediately made aware of this point and who created it, as it trips their spiritual senses purposefully like a flare. Shinigami beyond 100m are still aware the point is made, but do not know it’s immediate location.

Gatekey only allows one person within 100m to jump through at a time with a single counter on the spawn-point costing the user 500 reiatsu to create. Multiple counters can be placed on point at initial use of Gatekey, but no more can be added afterwards with each counter lasting 12 hours. If used in the middle of a battle, the most a founder can create at one time is five counters with each counter lasting up to 2 turns each before they deteriorate. Each spawn-point is delicate, however, and susceptible to dramatic terrain alterations like, god hand, that will force it to deteriorate; or the violent terrain alterations found in combat.

While the designated point is immediately available to shinigami, other spiritually aware creatures can identify this area immediately as a burst of reiatsu if in sight of it. Otherwise this point is a dim patch of reiatsu that can only be noticed from afar through techniques such as Reiatsu Noukan.

Bottom Line:

What was change?
I removed the upgrading feature and the cap restriction. Instead I opted to just let the user's reiatsu be the limiting factor into how many charges can be made. The reason for this is such that if someone wants to spend 500 reiatsu on Gatekey, they are probably outside of combat and can spend rei to create however many charges they want. This becomes a limiting factor in that it takes away from someone's use of another, more suitable, ability/item/tech/feat should the need arise. Theoretically Hare could drop 60k and create 120 jump points, but he doesn't choose who comes through, when they come through, and what he does after those points are made.

I gave it a time limit of 12hrs. For the ones made outside of battle, this seems fitting. Founder drops in, uses Gatekey, runs off to help his allies unaware of who exactly is using his jump-point (for good or bad). Anything that gives them a lifespan of turns or rounds stops it from being a worthwhile and useful tech. ... I did forget to add a clause about ones made in battle. For those I added (just now) a life of 2 turns per counter. I'm not opposed to shortening the time out of combat counters last, I'd just like them to have a lifespan of >4hrs.

Included Reiatsu Noukan. Figured there wouldn't be much point to having this tech if everyone and their mother could figure out what one was and immediately go find any other they sensed and DESTROY THEM ALL!!!!11!!111! But I saw no reason why they'd need to use it once in eyesight. So.
 
GM Reviewing the Fated Alliances for Will & I, and Arun & I.

[ Issen Arashi ] - "One Thousand Storms"
[ Fated Alliance - Kyuto & Mouko ]

Much is seen of one's soul, their very essence, by fighting them. In observing their limits, and maintaining an utmost respect for the power each wields, a curious bond was formed between Kyuto Tounyuu and Mouko Nenshou. Opponents and rivals, the pair are nonetheless driven to assist each other, to help one another push beyond their limits.

In a display reminiscent of the finals of the World Tournament, Kyuto and Mouko pay 10% of their reiatsu apiece, unleashing a myriad of attacks in but a few moments. So named as a portmanteau of their respective 'final attacks', the pair unleash seven blows in tandem.

Upon use, the pair seem to vanish only to appear a short few moments later, each attack used immediately and simultaneously from various angles and approaches.

Snip.

Reason for Review: For Issen Arashi, I felt the review was a tad unfair. It lacked any cohesive constructive advice on resubmitting it, instead I got "this is too strong fix it" and not much else. Attempting a conversation with Undies yielded not much else. For Doushi, a conclusion was drawn without my or Arun's consent in which the Fated Alliance is nerfed significantly at an approve state, which would require us to purchase a Resubmission to fix or replace? Similarly, I feel it was nerfed to a point where it's been left relatively useless - why bother projecting techniques that you could just use yourself?

Review for reference
Haresuno said:
Raph-

Issen Arashi
So as Drag and I went over this FA, we came to the conclusion that you should resubmit IA. Below are our reasoning for this decision:

a) Dai Arashi is a one time, 20% rei, bankai ability while Issokude Kyoukan is a 15% rei augmenting feat to Senkoutaihou Kata. Both of these are worded individually as instantaneously activating when their criteria are met. This makes them powerful as blocking them is difficult if not almost impossible for anyone equal to or less than Kyuto or Mouko. Having a technique which is usable 5x more than DA, and now gives more attacking power for the same cost as DA, is a no go with us. If this is the type of FA you want for Kyuto and Mouko, the rei for it will have to go up to at least 25% split however you two want it.

b) We read it but we kept coming back to this FA being an slightly upgraded, more usable, cheaper (or rather shared cost) DA only far far superior. Costs Kyuto 10% and Mouko 10% rei but for that Kyuto essentially gets her BK final attack 5 more times and instead of 7 strikes, it's now 14. Mouko gets a slightly cheaper use of IK -- only that she doesn't have to worry about dodging some attack in order for it to initiate. ... Yeah, you've essentially removed the limitations of how their respective abilities work for all and more of the benefits.

c) By taking the speed of IK and the unpredictable angles with which someone could strike, stacking that on top of the 14 blows between two people, is ungodly terrifying -- especially when in order to counter Kyuto alone you'd have to be some sort of zanjutsu equal with her and still need senpuu to defend yourself from her DA ... Yeah. I'm all for the thematic flavor of this, and the awesome, but this is too much awesome to handle without having it some time shortly GM reviewed. Neither Drag or I could think of a reasonable way to scale the power down so that it was appropriate and worthwhile, however, and we apologize for that.

Overall we liked the idea behind Issen Arashi, but it was just too damn powerful to pass.

Doushi

This, on the other hand, is approved with changes that are mainly wording, with some clarification.

a) Doushi will cost the user their threshold and rei, but is activated at the power of the recipient.

b) Doushi will not give Kiro the ability to cast Chiyudou (as this is a division specific Kidou) any more than it'd give Lucia the ability to effectively use Ei Wo Toru.

c) The base cost of Kidou spells must be paid for by the caster. If either Kiro or Lucia wants to buff it via Jumon Zoukyuu that's up for them at the time of the casting, but it would be their rei equal to the other's Kidou stat.

d) Techs won't stack. I saw you mentioning this in chat, and I don't know if you were joking or not, but if Kiro activates a tech for Lucia, it's as if Lucia activated it. If you used CIC on her, she'd get CIC, but if she tried to buff herself with CIC again it wouldn't become a 20k barrier. Same way if Lucia paid EWT - which she couldn't since no zan threshold - Kiro wouldn't be able to stack on his own payment of EWT as it's already active.
 
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[Gatekey]

Members of the Fifth have a habit of working better in numbers where their skills can be better utilized, and the flow of combat is easier for them to gauge without having to worry about direct attacks on their person.

For this reason Gatekey was created. The founder designates a specific point as a gate - a position which other shinigami within 100m and outside of battle can jump to. All shinigami within the 100m are immediately made aware of this point and who created it, as it trips their spiritual senses purposefully like a flare. Shinigami beyond 100m are still aware the point is made, but do not know it’s immediate location.

Gatekey only allows one person within 100m to jump through at a time with a single counter on the spawn-point costing the user 500 reiatsu to create. Multiple counters can be placed on point at initial use of Gatekey, but no more can be added afterwards with each counter lasting 12 hours. If used in the middle of a battle, the most a founder can create at one time is five counters with each counter lasting up to 2 turns each before they deteriorate. Each spawn-point is delicate, however, and susceptible to dramatic terrain alterations like, god hand, that will force it to deteriorate; or the violent terrain alterations found in combat.

While the designated point is immediately available to shinigami, other spiritually aware creatures can identify this area immediately as a burst of reiatsu if in sight of it. Otherwise this point is a dim patch of reiatsu that can only be noticed from afar through techniques such as Reiatsu Noukan.

Bottom Line:

What was change?
I removed the upgrading feature and the cap restriction. Instead I opted to just let the user's reiatsu be the limiting factor into how many charges can be made. The reason for this is such that if someone wants to spend 500 reiatsu on Gatekey, they are probably outside of combat and can spend rei to create however many charges they want. This becomes a limiting factor in that it takes away from someone's use of another, more suitable, ability/item/tech/feat should the need arise. Theoretically Hare could drop 60k and create 120 jump points, but he doesn't choose who comes through, when they come through, and what he does after those points are made.

I gave it a time limit of 12hrs. For the ones made outside of battle, this seems fitting. Founder drops in, uses Gatekey, runs off to help his allies unaware of who exactly is using his jump-point (for good or bad). Anything that gives them a lifespan of turns or rounds stops it from being a worthwhile and useful tech. ... I did forget to add a clause about ones made in battle. For those I added (just now) a life of 2 turns per counter. I'm not opposed to shortening the time out of combat counters last, I'd just like them to have a lifespan of >4hrs.

Included Reiatsu Noukan. Figured there wouldn't be much point to having this tech if everyone and their mother could figure out what one was and immediately go find any other they sensed and DESTROY THEM ALL!!!!11!!111! But I saw no reason why they'd need to use it once in eyesight. So.

Approved as below:
[Gatekey]

Members of the Fifth have a habit of working better in numbers where their skills can be better utilized, and the flow of combat is easier for them to gauge without having to worry about direct attacks on their person.

For this reason Gatekey was created. The founder designates a specific point as a gate, marking it with a beacon of reiryoku - the gate acts as a position which other shinigami can jump to. All shinigami within range of their Reiatsu Noukan are immediately made aware of this point and who created it, as it trips their spiritual senses purposefully like a flare.

When created, the Founder designates a number of counters, up to ten total. Each counter costs the user 500 reiatsu on creation and allows one person to jump to the gate. After the gate is created, no additional counters may be added, and each founder can only hold keep one gate active at a time.

While the designated point is immediately available to shinigami, other spiritually aware creatures can identify this area immediately as a burst of reiatsu if in sensory range of it.

Each user can only create one gate, but it can stay active indefinitely until the counters are used. The range is range of sensing, but everyone can sense it equally, not just shinigami. Only shinigami can activate it, even if other races are allies.


GM Reviewing the Fated Alliances for Will & I, and Arun & I.

[ Issen Arashi ] - "One Thousand Storms"
[ Fated Alliance - Kyuto & Mouko ]

Much is seen of one's soul, their very essence, by fighting them. In observing their limits, and maintaining an utmost respect for the power each wields, a curious bond was formed between Kyuto Tounyuu and Mouko Nenshou. Opponents and rivals, the pair are nonetheless driven to assist each other, to help one another push beyond their limits.

In a display reminiscent of the finals of the World Tournament, Kyuto and Mouko pay 10% of their reiatsu apiece, unleashing a myriad of attacks in but a few moments. So named as a portmanteau of their respective 'final attacks', the pair unleash seven blows in tandem.

Upon use, the pair seem to vanish only to appear a short few moments later, each attack used immediately and simultaneously from various angles and approaches.

Snip.

Reason for Review: For Issen Arashi, I felt the review was a tad unfair. It lacked any cohesive constructive advice on resubmitting it, instead I got "this is too strong fix it" and not much else. Attempting a conversation with Undies yielded not much else. For Doushi, a conclusion was drawn without my or Arun's consent in which the Fated Alliance is nerfed significantly at an approve state, which would require us to purchase a Resubmission to fix or replace? Similarly, I feel it was nerfed to a point where it's been left relatively useless - why bother projecting techniques that you could just use yourself?


Approved as below:

[ Issen Arashi ] - "One Thousand Storms"
[ Fated Alliance - Kyuto & Mouko ]

Much is seen of one's soul, their very essence, by fighting them. In observing their limits, and maintaining an utmost respect for the power each wields, a curious bond was formed between Kyuto Tounyuu and Mouko Nenshou. Opponents and rivals, the pair are nonetheless driven to assist each other, to help one another push beyond their limits.

In a display reminiscent of the finals of the World Tournament, Kyuto and Mouko pay 20% of their reiatsu apiece, unleashing a myriad of attacks in but a few moments. So named as a portmanteau of their respective 'final attacks', the pair unleash seven blows each in tandem. Issen Arashi is as much a competition as it is a blending of their techniques, pushing each of the girls to their limits to outdo the other: both girls seem to disappear and reappear in a blink, having unleashed every attack nearly simultaneously against a single target.





Increased cost, clarified some of the attack details (single target).

Considering this attack is not a lite version for either of their big attacks, the cost should be comparable. For Kyu, 7 attacks is worth 20% of her reiatsu, so it wouldn't make sense to pay only 10% for 7 attacks with someone else. While this may seem excessive for an FA, the attack is highly variable to each situation and scales with their skill, so the cost should be significant.
 
GM Reviewing Vanguard Stance

[ Ichijin-daichi: Taihou Kata ] - "Vanguard Stance: Gun Kata"
[ Trained Style - Initiative: Orpheus ]

In the interest of self-preservation, there are practitioners of Taihou Kata who lean towards the use of evasion to maintain distance and safety in combat. By maintaining a strong offensive front and enabling oneself to stay out of reach of an opponent, the variation was dubbed the Ichijin-daichi, the Vanguard Stance.

Training: In order to learn the Ichijin-daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Ichijin-daichi techniques at least once and have GM approval. Initial training in Ichijin-daichi leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ichijin-daichi, synergizing all their previous knowledge and gaining the rank of Master.

Prerequisites: 3,000 Fortitude, 1,000 Combat​

[ Bunkiten ] - "Division Point"

To maintain a 'zone of safety', one must create distance from opponents which would otherwise violate this zone. To achieve such a thing, movement and force are requisite. By paying 1000 reiatsu, a practitioner empowers a gunshot with an incredible concussive force. Though the shot may travel its full distance, a cone reaching roughly a 10m range at full spread blasts back any who would dare approach. Bunkiten may be used once per round per firearm.​

[ Buntai ] - "Division Zone"

A practitioner of Ichijin-daichi is never more fearsome than when they maintain control over their surrounding opponents. To this end, they continually shift between the fluid motions of Senkoutaihou Kata to harsh, impactful attacks.

Buntai remains passively active so long as a target is more than 10m away from the practitioner. While the target is within this 'Division Zone', all shots fired by an Ichijin-daichi practitioner carry an inherent stopping power far beyond normal capabilities. Enemies struck while in the Buntai are stunned for the following round.​

[ Bunketsu ] - "Division Breakdown"

When an opponent is off-kilter, a Vanguard takes the opportunity to strike. Self-preservation is abandoned, and the full potential of controlling the pace of battle is revealed in a complete breakdown of an opponent's defenses.

Bunketsu may be activated once per battle, gaining an additional use for every 10,000 Combat the user possesses. Paying 5,000 reiatsu, the user attacks a single opponent with a barrage of shots that completely rips apart barriers. All barriers, cleanses, and other defensive abilities have their output reduced for the following 2 rounds by the amount paid in, strongest first.

Prerequisites: 7,000 Fortitude, 3,000 Combat​

Reason For Review: I feel this was unfairly reviewed, and would like a secondary opinion on it:

Bunkiten has a range, a conversation with Hare revealed he desired a range on the knockback, which I feel is needless detailing.

Buntai shares the same effect as the Epitaphe, and merely applies it to any firearm wielded at a longer duration, for the output of the firearm used. I see absolutely no reason this is ridiculous when the single most powerful weapon in the Armory is still only 1500 reiatsu per round, and the most powerful, reasonably cost-effective firearm is 800.

Bunketsu should not be nerfed or punished for effectively accomplishing its purpose. It is meant to rip apart barriers and defenses, and affects them for a relatively short amount of time. The round of activation, and the next round. If that needs better wording, that can be changed easily.

I similarly feel like after I refused a possible suggestion from Feat Staff, they attempted to force it on me in the review anyways with the stat requirements note.


Original Review
Haresuno said:
Ichijin-daichi - Resubmit
You really don't need them to have w/ 1k combat for the initial prereq. Pump fort up to 4k and include Senkoutaihou. It's in the feat, and thematically fits, so why not make it a requirement to have? If you don't have it, then Toki the AH (example) could just pick it up and have no idea it's supposed to be used with Senkoutaihou and now the feat is no longer about dodging attacks and maintaining battlefield control, but just tanking hits and shooting people out of their combat range.

Bunkiten needs a range. Given the cost I recommend 5m, just like Tenonai. The bonus to your version is that whereas Tenonai is from the fist, yours is from bullets shot in a 10m cone. So.

Buntai needs a cost, otherwise the effect of the stun could be assumed at the output just from the bullets (without added abilities from AH mechanics), and that can get a wee bit ridiculous.

Bunketsu is just ridiculously overwhelming and can pretty much shuts down the entire hakuda tree for 2 rounds. This is a no go for what should be obvious reasons. I realize this is the final attack and should have some potency to it, but a single round after someone is hit should be more than enough to ruin their day. Either that or reduce the cost paid into the attack (thus the following effect). If you meant for this to follow decay rules (which I can't imagine you did) let me know and we'll talk more.
 
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Reason For Review: I feel this was unfairly reviewed, and would like a secondary opinion on it:

Bunkiten has a range, a conversation with Hare revealed he desired a range on the knockback, which I feel is needless detailing.

Buntai shares the same effect as the Epitaphe, and merely applies it to any firearm wielded at a longer duration, for the output of the firearm used. I see absolutely no reason this is ridiculous when the single most powerful weapon in the Armory is still only 1500 reiatsu per round, and the most powerful, reasonably cost-effective firearm is 800.

Bunketsu should not be nerfed or punished for effectively accomplishing its purpose. It is meant to rip apart barriers and defenses, and affects them for a relatively short amount of time. The round of activation, and the next round. If that needs better wording, that can be changed easily.

I similarly feel like after I refused a possible suggestion from Feat Staff, they attempted to force it on me in the review anyways with the stat requirements note.

This is not a full review. Please do not use GM Review to bypass staff when they are still attempting to work with you.

Regarding Bunkiten -- the potency of the knockback is a good thing to detail, but not necessary, you are correct.

Saying Buntai "shares its effect" with the Epitaph is underplaying it. The length of a round is malleable, and while generally no shorter than 6 seconds (D&D conventions), it can often be much longer, particularly when more people are involved and some of them never stop talking. The Epitaph was specifically designed to be debilitating but not overwhelming. Consider that you're setting this up to be a free effect that's always active. If it lands a single time, the fight is over because there's no cooldown or diminishing returns, allowing it to be used every round following.

Bunketsu is confusing in its wording, but by saying it has a 'single target' and destroys all their defenses, I can see why Hare thinks it's specifically targeting Hakuda. Most barriers are projected on areas or around areas, but only a few cloak the user (Bulwark, Granite Con, Cast-Iron Con). The two-round duration is also confusing -- you describe the ability as 'ripping apart' barriers, but do they repair themselves after 2 rounds?

The cost is not the problem, nor is the strength of the effect. The problem is the specificity and the confusing application. If it deals damage to barriers, it doesn't need a duration. If it weakens barriers temporarily, tie it in to the opponent being off-kilter. Don't limit it to one target, though -- it already wears down and targets the strongest effects first, let it affect whatever is in range until it reaches its limit.

Resubmit to Feat/Tech staff as originally requested. If you resubmit it tonight, the deadline on a second opinion is the end of this writing week.
 
Requesting a change of form. Lash is a seducer and her current form isn't really doing that justice. So, inspired by the character that inspired her, I came up with this.

ZANPAKUTOU SEALED FORM
Adelaide’s Zanpakutou is a slightly-longer-than-usual katana with a primarily-black blade and a sliver edge. Along the black base of the blade is a design in the silver of the edge, a sigil that vaguely resembled a unicursal hourglass. Her handle is wrapped in simple red and black wrapping.

ZANPAKUTOU SHIKAI FORM
Upon releasing Shikai, the tsuba slides along the blade, leaving a quarterstaff-like pole in its place. The etchings on the blade transfer to being on the staff itself, in a pure white that turns violet upon use of Kidou. The top of the staff extends in a rather visually stunning but harmless blade of fire that settles into position as a scythe blade of black with silver edges on both the inside and outside of the curve. At the center of the poll-side edge is a sigil resembling an hourglass. This is the symbol of Lashiel, the Seducer. When expending significant reiatsu, Lashiel becomes wreathed in harmless purple flames.

ZANPAKUTOU BANKAI FORM
Lashiel’s Bankai form, Lashiel of Corrupting Purity, is as a terrifying reimagining of the scythe that was Lashiel’s Shikai form. The weapon takes the form of a dual scythe, with a black-based silver-edged blade at both the top and bottom of the weapon both significantly enlarged over the original model to near preposterous extremes, pointed toward opposite sides in a clock-like fashion. The blades each bear the sigil of Lashiel in a glowing violet on the black part of the blade. Chains at both ends of the scythe wind around the staff running from end to end, hovering inches from the pole and move as if independent from the scythe. The etchings that once flashed upon the release of Kidou now blaze constantly and worked into this pattern now are three gemstones; amethyst, emerald and sapphire which symbolize Reason, Rectitude and Judgment respectively and blaze with an internal intense light, flashing brighter at each attack, with illumination increasing the more reiatsu is spent.

The changes to Adelaide are more dramatic. Her red hair takes tones of Lashiel’s own absolute black, making it look black with red underlining it. The bold green of Adelaide’s eyes seem to reflect a non-existent fire while in bankai as well. Speaking of fire, perhaps the most dramatic function of this transformation is the twin wings of violet flame that sprout from Adelaide’s back. Heatless and functionless, save for allowing Adelaide to glide centimeters above the ground, these colorful wings compliment a rather radical reimagining of her appearance. Now fully embracing Lashiel's sin, Adelaide wears absolutely nothing in her Bankai form, what little modesty she has preserved only by a shroud of mist in varying hues of purple that don't leave a whole lot to the imagination but provide some minor amount of guard against embarrassment, minor though it may be.





The original version for comparison:
Original Appearance

Original Appearance
ZANPAKUTOU SEALED FORM
Adelaide’s Zanpakutou is a slightly-longer-than-usual katana with a primarily-black blade and a sliver edge. Along the black parts are designs of silver, not to elegant but still good enough for a quality conversation piece. Her handle is wrapped in simple red and black wrapping.

ZANPAKUTOU SHIKAI FORM
Upon releasing Shikai, the tsuba slides along the blade, leaving a quarterstaff-like pole in its place. The etchings on the blade transfer to being on the staff itself, in a pure white that turns red upon use of Kidou. The top of the staff extends in a rather visually stunning but harmless blade of fire that settles into position as a scythe blade of black with silver edges on both the inside and outside of the curve. At the center of the poll-side edge is a sigil of several simple lines forming something reminiscent of a rudimentary kanji, but not actually of any real word. This is the symbol of Lashiel, the Seducer.

ZANPAKUTOU BANKAI FORM
Lashiel’s Bankai form, Lashiel of Corrupting Purity, is as a terrifying reimagining of the scythe that was Lashiel’s Shikai form. The weapon takes the form of a dual scythe, with a black-based silver-edged blade at both the top and bottom of the weapon both significantly enlarged over the original model to near preposterous extremes, pointed toward opposite sides in a clock-like fashion. The blades each bear the sigil of Lashiel in a glowing crimson on the black part of the blade. Chains at both ends of the scythe wind around the staff running from end to end, hovering inches from the pole and move as if independent from the scythe. The etchings that once flashed red upon the release of Kidou now blaze red constantly and worked into this pattern now are three gemstones; amethyst, emerald and sapphire which symbolize Reason, Rectitude and Judgment respectively and blaze with an internal intense light, flashing brighter at each attack, with illumination increasing the more reiatsu is spent.

The changes to Adelaide are more dramatic. Her red hair takes tones of Lashiel’s own absolute black, making it look black with red underlining it. The bold green of Adelaide’s eyes seem to reflect a non-existent fire while in bankai as well. Speaking of fire, perhaps the most dramatic function of this transformation is the twin wings of flame that sprout from Adelaide’s back. Heatless and functionless, these wings combine with a rather extreme costume change to provide a significant cosmetic effect. The coloration remains reminiscent of the shihakushou, but the style becomes a much more western sort of insanity. Adelaide’s "English shihakushou” consists of a hooded black coat, worn open but held together above her chest with a broach containing her Reminiscence. The coat is adorned with vertical white stripes along the arms and Lashiel’s sigil in white on the back between the fire-wings. A zipper runs along the open coat, but is not functional. Her outfit beneath consists of a white blouse and rather short black skirt, as well as boots (not heeled for practical purposes) of black accented in white running from each foot up to her upper calves.
 

Current Date in Araevis

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