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NAME: Syokuzai (Penance)

RELEASE COMMAND: “Here comes the pain, ...”

INNER WORLD: A vast and old forest extends all around as far as the eye can see. Twisted trees and contorted vegetation are packed tight as in a rainforest, even if the flora is more of a continental climate. In the centre of it, a single pinnacle of sheer rock rises up to challenge the skies themselves. On top of this peak, chained in place, a skinny old man sits in beatitude.

MANIFESTATION: A scrawny man in his sixties. His hair is a dark and shaggy mane full of small bones, twigs and sprigs, and sometimes the unexpected bird. His skin is bronze, tanned by the sun so much it has the look of polished leather. His body, thinned to the bone, is covered in tattoos and scars all over.

As Mitsu is rash, the man is reflective, as the death god is hot-headed, the anchorite is calm. The man seldom speaks, usually looking meaningfully at Mitsu, just repeating the last sentence the shinigami has said or asking for time to reflect on the problem.

The rare occasions he decides to share his mind are always on something different than the current events, an attitude that drives Mitsu mad. This leads to the shinigami calling the man Batsu (a pun on the spirit name and game's penance).

FORM: Mitsu's katana splits and shrinks into two wakizashi, yet maintaining coloring and design. Both wakizashi are connected to chains (like a kusarigama), hanging from Mitsu's waist. Both chains are 5m in length, if fully extended. Both chains can be controlled over the normal laws of physics, by expending 100 Reiatsu per Turn.

ATTACK -- PAINFUL DEMISE

If an attack hits, Mitsu can spend 5% Reiatsu to make the chain grapple the opponent, subduing him by flooding his nervous system with powerful blast of pure pain.

ABILITY -- SCARIFICATION

As much as Syokuzai mortifies his flesh in search of enlightenment, so Mitsu is able to obtain strength from damages. By paying 5% Reiatsu after being hit, Mitsu can augment the damage of his next attack with the power of the last strike he has suffered.
 
Senj: Approved w/ warning keep in mind 5% of your rei won't be able to subdue ppl much stronger than you, and also a blast of pure pain might be enough to disorient but at the same time it won't outright stop a person.
 
LOOK AT ALL THE NUMBERS!!!! New summoning system = this *0*

True Awakening: Ouranos
Form:
There is no outward change to Ciro’s appearance. Crimson sparks of reiatsu, as he activates the full extent of his abilities appear around him. Whispering sounds, similar to many figures watching his opponents provide an ominous backdrop.

Kronos:
A person is nothing more than a puppet. By activating Kronos, Ciro’s eyes turns a deep scarlet color and become pupil-less. The ability allows him to briefly glimpse into a person’s spirit and pick out the aspect of their soul that is the easiest to manipulate, whether it be a tender moment, a fear, anxieties, or even a personality flaw such as cowardice or temper.

This ability can also be used to pick out specific memories of events. By selecting a Tarot Card from his deck, he can draw out specific memories involving the negative properties of the card. When this ability is activated, the target is forced to relive flashbacks of the event, while Ciro draws out information.There is no cost to activate this ability.​

Reha:
The Tarot, to Ciro, is ruled by spirits than inhabit each of the cards. Reha allows the Italian to pull out the spirits into a corporeal form.

Each of the spirits appears similar to the picture on the card (however inanimate ones will be given humanoid forms) except in an eerie gray-scale. A silver banner, with the name of the card, wraps around the summon’s eyes as a blindfold. Thin wire-like strings of reiatsu connect body parts of the summons in to his fingertips, giving them the appearance of marionettes.

Ciro can provide them a weapon upon summoning (usually the same as what is depicted on the card). While the stat spreads of each summon are set, the appearance of each summon can change from summon to summon.

When summoning, 20% of Ciro’s base reiatsu gets distributed among his stats. Next, Ciro distributes the reiatsu bonus gained from True Awakening directly to the summon’s reiatsu along with 25% of his base reiatsu and is distributed among the stats as well. He can create up to three summons, however the maximum reiatsu available for the summons is constant, so it must be divided among them. At anytime, he can only have 1 summon of each form.

The summons can choose from the following stat spreads, dictating how much is divided among each stat.

Stat Details:
Combat: The summon’s attacking power. This also determines their skill with their chosen weapon.
Agility: The summon’s speed
Resistance: The summon’s defensive capability. This stat determines how difficult it is to damage the summon. The higher the resistance value, the greater force needed to be applied to damage the summon.

Hyperion Form:
Combat: 70%
Agility: 15%
Resistance: 15%

Krios Form:
Combat: 35%
Agility: 50%
Resistance: 15%

Koios Style:
Combat: 30%
Agility: 10%
Resistance: 60%
Each summon can choose up to TWO of the following abilities:

Iapetos:
Using the principles of Bait and Switch, as well as paying 10% of its reiatsu, the summon can swap places with Ciro instantly. Due to the large amount of concentration needed to swap locations, the ability can only be used once every other turn. The maximum distance there can be between him and his puppet is 15 feet for the ability to work.​

Okeanos:
Confusing an opponent can often lead to the perfect chance to strike. By paying 2% of its reiatsu per turn, the summon can multiply its image, creating a three illusionary clones of itself. These clones cannot directly interact with the environment. When struck, the attacks merely phase through the being due to it lacking a corporeal form.
Prometheus:
By paying 5% of its reiatsu, the summon is able to create a pool of pressurized air in its mouth. Released as a banshee’s shriek, the wave of pressurized air is launched in a V-shape, 5 feet wide. When the sound wave connects, the pressurized air cuts and slashes into the target’s body. Due to its sound-based characteristics, it is able to bounce off walls and surfaces similar to an echo. The maximum range this ability can travel is 50 feet.​

Atlas:
The best sort of distraction is one that’s loud. By paying 15% of its reiatsu, the summon is able to forcibly expel the reiatsu from its body. This causes a large explosion up to 5 feet around the summon. The force of the explosion includes an extremely bright flash and is accompanied by a loud, screeching noise. Due to the summon forcing the reiatsu away from itself, it is not damaged in the resulting explosion.​

Helios:
Versatility is a key part of Ciro’s battle strategy. By paying 2% of its reiatsu, the summon is able the swap the weapon it is carrying and create a new one instead.​
 
2 Paragraph Abilities gooooooooooo

[Name: HYDRA]
[Form] HYDRA is the result of Riki’s overexposure to hollow-type energy from such sources as Chimera Agents and Ciro Martelli. His prior abilities have altered its manifestation, but its properties remain the same. HYDRA, at its most basic form, takes the shape of one of the most well-recognized forms of poison: a toxic cloud of olive green gas that continuously fills a 3 yard area around Riki.

This gas seeps from Riki’s body, its corrosive properties having little to no effect on any matter possessing reiatsu, but is capable of deteriorating even the toughest synthetic and organic materials at his will.

[Styx] By paying 5% of his reiatsu, HYDRA takes on a deceptive sky blue shade, the gas-like state shifting to something similar to constantly evaporating water. He can coat any point on his body with the liquid part of HYDRA: Styx. Upon contact with this form of the toxin, the poison latches onto the target’s skin like an adhesive, unable to be removed before its time save by reiatsu-induced healing effects. This state lasts until Riki deactivates it, at which point all afflicted poison is removed.

While in it's Styx form, HYDRA causes a numbness in the affected location within a 1 inch diameter upon physical contact. The next round, the poison shuts down the nerve endings within the affected area, resulting in loss of control of the corresponding limb. This can only be applied to 2 limbs at any one time, with the effects lasting 3 rounds before fading completely, at which point physical contact is required again.

[Acheron] By compressing HYDRA around his body and then solidifying it, Riki dons a toxic armour. Creating this armour costs Riki 15% of his reiatsu, with it lasting until destroyed or dismissed by him. The poisonous effects of HYDRA: Acheron are far less subtle than its counterparts.

Once injected into the bloodstream via physical contact with the armour, the agent sets itself upon the target’s cognitive functions, resulting in their movements becoming more sluggish, their senses becoming dulled, and their reaction times slowing. This manifests as a decrease to the target’s respective speed stat for every injection made, starting at 5% of Riki’s Resistance per injection and capping at 25%.

[Lethe] Forcing HYDRA’s gas-like toxin out of his body en masse, Riki permeates an area roughly 10 yards around him with gas. This area is centered around him, and is absorbed into any within its range regardless of their affiliation with Riki. While HYDRA is in its Lethe state, the toxin changes hues to a malevolent red, infecting any within its range with its effects, with activating it costing Riki 4% of his reiatsu per turn. Its effects cause a corruption within the targets’ reiryoku, making it harder to call upon. This manifests as an increase of costs in all attacks and abilities of those affected by 5% of Riki’s Resistance stat.

The effects of Lethe last as long as the targets remain within the cloud, and should they escape its reaches then the effects continue to last for the following round as it filters from their system. Inhalation is not necessary for Lethe to take effect, capable of soaking in through the target’s pores.
 
Iz dat sum Sorm Bankai? I think it is.


Bankai

Name: Seibu Gaado Byakko (Western Guard White Tiger)

Appearance: When released, Seibu Gaado Byakko takes on the form of an uchigatana just like in Shikai. The blade is where the main difference is. Seibu Gaado Byakko's blade is shimmering white, around which the air gets denser almost becoming part of the blade itself. The hilt is pure white.

Ability: Tameike no Reiatsu (Pool of Reiatsu)Seibu Gaado Byakko takes in 9% of Kansuke's Reiatsu per round for up to five rounds and places it into a pool for later use. At the end of the five rounds or when Kansuke chooses, if it is before the ability reaches its full capacity, Seibu Gaado Byakko will incorporate the excess reiatsu stored into the next reiatsu based attack Kansuke unleahes, increasing its damage capability.

Attack One: Kibaku Tora Tsume (Exploding Tiger Claw) By stating the name of the attack and slashing towards his opponent Kansuke's Seibu Gaado Byakko sends eight waves of air reinforced with Reiatsu hurtling towards them. These waves form an X shape with four "claws" to each of the two lines of the X. When the waves make contact with the opponent or anything else in the way they explode, damaging anything in an x foot radius from the center of the blast. This costs 20% of Kansuke's reiatsu.

Attack Two:
Hakkei (Release Internal Power) This attack is a continuation of the Reiatsu pool ability. When Kansuke chooses to use the Reiatsu Seibu Gaado Byakko has stored for him he may opt to use this ability instead. For an additional cost of 400 of his Reiatsu Kansuke can release the energy his Zanpakutou has stored as an area of effect blast in a thirty foot radius around his body. He does this by slamming his blade into the ground in front of him. The blue-grey reiatsu energy damages the opponent while pushing them ten feet for every round Reiatsu was stored, capping at fifty feet at five turns, away from Kansuke. Alternatively Kansuke can have the energy directed at a specific enemy. Instead of a circle of blue-grey energy being released around him, a blue-grey ethereal tiger head is launched from the end of his sword. When used in this manner he can hit opponents up to forty-five feet away, but it does not push them farther back. Both styles of this one attack emit the sound of a tiger's roar when used.

Attack Three:
Kousei (Made of Steel) For a cost of 250 of Kansuke's reiatsu per turn Seibu Gaado Byakko will harden Kansuke's skin making him more resistant to strikes. This makes wounds dealt to Kansuke do less damage, with him being immune to minor wounds, getting minor damage from moderate wounds, and only moderate damage from major wounds.
 
Sera: Approved with changes below:


[Lethe] Forcing HYDRA’s gas-like toxin out of his body en masse, Riki permeates an area roughly 10 yards around him with gas. This area is centered around him, and is absorbed into any within its range regardless of their affiliation with Riki. While HYDRA is in its Lethe state, the toxin changes hues to a malevolent red, infecting any within its range with its effects, with activating it costing Riki 5% of his reiatsu per turn. Its effects cause a corruption within the targets’ reiryoku, making it harder to call upon. This manifests as an increase of costs in all attacks and abilities of those affected by 5% of Riki’s Reiatsu .

The effects of Lethe last as long as the targets remain within the cloud, and should they escape its reaches then the effects continue to last for the following round as it filters from their system. Inhalation is not necessary for Lethe to take effect, capable of soaking in through the target’s pores.

Sorm: Approved with changes. Ability's drain is down to 5% and only boosts the kai attacks. Attack one has a range of 10m rather than x feet, and attack three doesn't effect major wounds and costs 1% rei per turn rather than a flat cost.
 
That's right, you read this right... bankai (the real pain kai)

Ban Kai: Kumon no Tenchishinmei (Agony of the Gods of Heaven and Earth)

Form: The form of Kumon no Tenchishinmei is simply put, grotesque. Incorporating into it everything the zanpakutou represents, whips, fear, and primarily, pain. The user is covered literally from neck to toe in a various number of whips, interlaced with metal shards. These whips constantly flay the user’s flesh, causing agonizing pain, but the wounds are instantaneously healed.

Ability:

There are three kinds of whips that the user has at their disposal, each of which is unique in its own right.

Kurushii: The most common whips available to the user. Kurushii each measure exactly four feet, and all of which are directly controllable by the user. A user has one Kurushii for every 1,000 connection they have.

Tsunagu: These truly brutal whips are the depiction of the twisted nature of Kumon no Tenchishinmei. These whips lay directly underneath the skin of the user, constantly moving, ripping the flesh apart, and letting it heal again instantaneously. Tsunagu are designed with the primary focus of grappling and restraining victims in mind. In order to control Tsunagu outside of the body the user must expend 5% of their reiatsu per turn they are free, and the ten foot long whips must stay in contact with the user’s body. A user has one Tsunagu per 5,000 connection they have.

Osoreru: These are two middle length (7 ft) whips held in the user’s hands. Osoreru may be manipulated without the cost of reiatsu, however the user may only have two.

Each whip loses all unique properties upon losing contact with the user, and fall to the ground lifeless should this happen. It should also be mentioned that Kumon no Tenchishinmei grants the user heightened pain tolerance, so as the to handle the excessive pain caused by these whips.

Attacks:

Fuhen Kumon:

This technique causes the metal on each of the user’s whips to be coated in an agonizing poison, capable of causing shock to victims. This technique causes indescribable pain to victims, completely paralyzing the limb with the most toxin injected for two turns. This toxin remains on the metal for two turns. This attack requires 5% of the user’s reiatsu.

Toxugtaza:

By using this technique, the user is able to turn pain back on anyone who inflicts them wounds. In order to do this, any of the users whips must be in contact with the victim. By expending 2% of their reiatsu per wound they take from the victim, the user cause the individual to feel the exact pain the user is feeling from the attack.

Shikeihanketsu:

This attack is designed to instill terror into the minds of victims. This attack can only be used if an Osoreru is in contact with a victim. When the user activates this attack, the victim’s mind is filled with an elaborate illusion of their single worst memory.

This illusion is maintained for each turn an Osoreru remains in contact with the user and the victim, but requires 5% of the user’s reiatsu per turn to maintain.
 
Shikai-Raury Feybrand 13th-unseated

Shikai:

Name: Zhang Xu

Release Command: Let's rock this, Zhang Xu!


Manifestation
:

Zhang Xu appears in the form of a chimp settled onto an upturned wine barrel. More often than not, the chimp holds copious quantities of alchohol in his hands, and in fact, is often dual weilding shot glasses. His completely non threatening and simple appearance betry a keen intellect, but unfortunately for both zanpakutou and wielder alike, Zhang rarely makes any more sense than his owner. In fact, he rarely gives any good insight or conversation due to his constant misquoting and rash impulses.

Release form:

When called to, Zhang Xu takes the form of metallic arm and shin guards, enveloping Raury's forearm and leg, yet leaving foot and hand untouched(save for fist augmentations in the form of knuckle caps), so as to not interfere with the complex joint movements and dexterity that is requred of Raury when using his Martial Art. The guards appear relatively simple, aside from a poem scrawled rather sloppliy on each of the bracers, and are a dull silver in color.

Abilities:

Punch Drunk:


When consecutive strikes land on Raury's
opponent, at the cost of 2% of Raury's reiatsu
per strike, his opponent suffers a drop in thier
dominant combat stat per turn equal to 2% of
Raury's hakuda, capping out at 10%. The effect
lasts 4 combat rounds. Maximum debuff applied
per turn is 2%

Spin The Bottle:

By expending 200 reiatsu, Raury can launch
himself at an opponent, spinning through the air
in a corkscrew fashion. Landing this attack upon
his opponent counts as normal strike damage,
however while using this technique, Raury's
Hohou is buffed by X1.2 of his base Hohou.
Landing this attack counts toward the "Punch
Drunk" debuff.
 
Harbinger

Shikai
Phrase – Reap, Harbinger

Form
Harbinger extends and sprouts a long, slender bone blade from the end of the now long, ivory shaft fashioned of dense bone, the segmentation and hue of it resembling a spine. Opposite the blade is a skull, shaped as a humans, the jaw and set of the eyes suggesting malevolent intent. The overall length of the scythe is five feet in length and the blade extends two feet through its curve.

Ability – Shadows of the Eventide -15%
Harbinger’s first ability is the simple duplication of its form. By paying 15% of his reiatsu, Theron is able to make another of Harbinger’s forms to emerge, which in all ways retains the resiliency and power of the zanpakutou. He may summon one additional form initially, with only 1 more opening at 10000 connection.

Ability – Pale Wind -2% per round
By bestowing some of his reiatsu, Theron is able to guide and control the scythes of Harbinger’s shi kai form within his visual range. This is controlled by his Zanjutsu stat.

Vizard – Onset of Night -2% reiatsu 4% rage 2% emptiness per scythe
While masked, Harbinger’s scythes can multiply further, though the extra numbers lack the power of a zanpakutou, they are still deadly. By feeding Harbinger with a substantial portion of his own reiatsu and rage, he can cause another scythe to be summoned forth to be controlled just as the others.


Harbinger of Dusk


Form
When in its full release, Harbinger elongates the hafts of bone to a total of seven feet, and another, opposite facing blade emerges from the other end of the haft from the first, both reaching 4’ in total length Each has a sinister skull set across from the extending blade.

Ability – Fading of Dusk’s Light
Harbinger’s ability while in Ban Kai release is to suck in the spiritual pressure of the enemies he’s wounded. Each round, Theron may drain .5% of his reiatsu from an opponent’s per wound he’s inflicted(.5 x number of wounds = total drain). This caps at an amount of .5% reiatsu for each 5000 connection Theron has attained, to a maximum of 5% at 50000 connection per round.

Attack – Shadow Fracture – 10% of reiatsu per scythe
In its Ban kai form, Harbinger’s ability to duplicate itself has been radically improved. By paying 10% of his reiatsu, Theron may duplicate Harbinger’s form, up to one additional scythe plus one extra for every 5000 connection Theron has attained, to a maximum of four extra.

Attack - Pale Wind – 2% per turn
By bestowing some of his reiatsu, Theron is able to guide and control the scythes of Harbinger’s ban kai form within his visual range. This is controlled by his Zanjutsu stat.

Attack - Ephemeral Dusk -1% of reiatsu

When one of Harbinger's scythes strikes an opponent, Theron may expend 1% of his reiatsu to start a reaction in the wound that causes it to erupt with indigo flames. That round and for four there after, the wound drains the victim's spiritual pressure, at a rate of 1% of Theron's per turn. This effect does not stack, and only one Ephemeral Dusk may be started on a person at a time.

Vizard – Forever Eclipse – 15% reiatsu, 30% rage, 15% emptiness

True to form, Harbinger's final attack in ban kai is both draining and devastating. Arranging at least three total scythes, Theron forms a sort of 'looking pane' between himself and his opponent. Unleashing a cero, the attack travels through the pane and is empowered and hasted by the reiatsu and rage used to generate this attack, further, it drains any reiatsu or rage in the created scythes, adding such to its strength rating and dissolving the weapons as it passes. Traveling through this lens, the cero condenses into a fine line of energy and reorients itself towards the chosen victim, exploding violently when impacting with them.


Since Forever Eclipse is a whole new attack, instead of a modifying or augmenting change, I'd like to change it to:

Reaping Wind
By consuming 5% rage and generating 3% emptiness per turn, Harbinger's Pale Wind ability gains the ability to reap the efficacy and skill of his opponents and return that strength to himself. Each blow landed during the use of a pale wind reduces one combat stat of a victim by 5% of Theron's zanjutsu, bolstering his own by 3% in a manner that combines with other inceases, such as from Go For The Mask. Theron may not increase his own Zanjutsu in this manner beyond 30%, nor reduce his enemies below 40% of his zanjutsu. If the cost is not paid for Reaping Wind on a given turn, Theron's Zanjutsu stat returns to normal immediately, and the opponents restores itself after 1 turn.
 
Spirit and Inner World
The spirit of Uehara Hayato’s zanpakutou in its shikai form is a young man in functional, battle-worn armor and a bloodstained white cloak. The young man has medium-length black hair, aristocratic features, and everything in his dress and manner implies authority, dignity, and gravity. The spirit holds an elaborate scimitar in his left hand, wears a white silk diadem tied around his forehead, and shows an iron signet ring on the index finger of his left hand.

The spirit in its bankai form is a man in the prime of his life draped with a bloodstained white cloak embroidered with gold and silver thread, wearing functional, battle-worn armor. The man has long, jet-black hair pulled back off of his aristocratic features, and everything in his dress and manner implies authority, dignity, gravity, and an implacable sense of purpose. The spirit holds an elaborate scimitar in his left hand, wears a gold-embroidered silk diadem tied around his forehead, and shows an iron signet ring on the index finger of his left hand. He has a more muscular build and a more weathered appearance than his shikai counterpart.

The world the spirit inhabits is a dust-blown battlefield strewn with the bloodstained arms and armaments that a warrior sees after a horrific battle, but no bodies. The ground is stained with blood, the air is dry and cold, it is a moonless night alight with stars, and a wind blows from the north. As the tumult in the outside world builds and affects Hayato, the wind gains strength and becomes louder, howling and blowing, and when he is in a state of breakdown the entire world is engulfed in a terrible sandstorm that obscures everything.


[Warrior Prince] - “Shikai”
The sealed blade of Uehara Hayato’s zanpakutou widens and curves into an elaborate scimitar with an ornate hilt that is engraved with a winding, flowing pattern all but identical to the illuminated pattern of winding, flowing lines upon the flat of the blade. White script is illuminated along the blade in an ancient, aristocratic language.

“Command”
The warrior prince is a cunning adversary who perceives into the psyche of his opponent when they are locked in combat. After a time, the prince will develop an impression of his opponent, one that he can use against that person in the way only a prince can – command. The warrior prince is able to give Hayato the knowledge of his opponent to issue an irresistible command.

The warrior prince requires 5% of Hayato’s reiatsu for each command he issues and will only allow him to make a command that forces a single physical action. The warrior prince will not place his power behind any command to cause direct harm (harm resulting indirectly from the command not included) and refuses to place his power behind more than 1 command every 3 turns. The command is ineffective if a target is further than 10 meters away.

[Warrior King] - “Bankai”
A bloodstained and gold-embroidered cloak wraps around Uehara Hayato’s shoulders, a white silk diadem that is embroidered with gold ties around his forehead, and an iron signet ring seals around his left index finger. An aura of authority, dignity, gravity, and implacable sense of purpose surrounds him and is easily-discerned by any observer. The white script on his scimitar blazes with his reiatsu.

“Autocracy”
The warrior king is an intelligent adversary who perceives deeply into the psyche of his enemies whenever he faces them in combat. The king will develop an impression of his opponents that he can use against them in the way only a king can – autocracy. The king is able to give Hayato the knowledge of his enemies to issue an irresistible command to anyone in the area.

The warrior king requires 5% of Hayato’s reiatsu for each command he issues and will only allow him to make a command that forces a single physical action. The warrior king will not place his power behind any command to cause direct harm (harm resulting indirectly from the command not included) and refuses to place his power behind more than 1 command every 3 turns. The command is ineffective if a target is further than 10 meters away.

“King’s Fire”
The warrior king can ignite a silvery-blue fire with the reiatsu of Uehara Hayato as a catalyst. The king’s fire is punishingly hot and cannot be extinguished by normal methods. The cost to Hayato is 10% of his reiatsu to ignite the fire, which ignites on his sword and on his ruby ring and remains aflame for 5 turns. Anything that possesses reiatsu is flammable to the king’s fire, but can only maintain the flame for 2 turns.

“King’s Ring”
The warrior king’s ring can either extinguish the flames, for no cost, or enhance their effects by allowing Hayato to spend an additional 5% of his reiatsu to increase the intensity of the burning flames during that turn. If he uses the ring to enhance the flames, they will burn out immediately.

“Will of Fire”
Uehara Hayato can embody the warrior king’s Will of Fire. When he does so, his zanjutsu, hakuda, and hohou merge to become a single statistic that governs his combat ability. While he embodies the Will of Fire, he can only access the techniques he could use before the merging of his statistics, but his effectiveness with those techniques rises to the level of the merged statistic. The Will of Fire consumes reiatsu at a startling rate of 15% per turn, to a maximum of 3 turns. After this ability ends, his bankai will seal itself regardless of how many turns it has been active. If the ability ends because his bankai was forced to seal itself, all of his statistics drop to 90% for 3 turns.
 
Switch: Approved

Whirl: Approved


Van: Approved

Dil: Shikai: Approved
Bankai: Resubmit Most of this kai is fine, however the third attack is very out there, so much so I don’t know where to begin to fix it without completely changing the idea. No attacks that allow a coupling of stats, much less combine three of the four stats together amount to an uber boost that affects weapon skills, hand to hand, and speed. The cost and turn limit are kinda moot points if the attack is taken as a whole, stats are boosted so much that you really don’t need to use reiatsu and if anything survives 3 turns of that form then you probably shouldn’t be fighting it anyway.
 
[Warrior King] - “Bankai”
A bloodstained and gold-embroidered cloak wraps around Uehara Hayato’s shoulders, a white silk diadem that is embroidered with gold ties around his forehead, and an iron signet ring seals around his left index finger. An aura of authority, dignity, gravity, and implacable sense of purpose surrounds him and is easily-discerned by any observer. The white script on his scimitar blazes with his reiatsu.

“Autocracy”
The warrior king is an intelligent adversary who perceives deeply into the psyche of his enemies whenever he faces them in combat. The king will develop an impression of his opponents that he can use against them in the way only a king can – autocracy. The king is able to give Hayato the knowledge of his enemies to issue an irresistible command to anyone in the area.

The warrior king requires 5% of Hayato’s reiatsu for each command he issues and will only allow him to make a command that forces a single physical action. The warrior king will not place his power behind any command to cause direct harm (harm resulting indirectly from the command not included) and refuses to place his power behind more than 1 command every 3 turns. The command is ineffective if a target is further than 10 meters away.

“King’s Fire”
The warrior king can ignite a silvery-blue fire with the reiatsu of Uehara Hayato as a catalyst. The king’s fire is punishingly hot and cannot be extinguished by normal methods. The cost to Hayato is 10% of his reiatsu to ignite the fire, which ignites on his sword and on his ruby ring and remains aflame for 5 turns. Anything that possesses reiatsu is flammable to the king’s fire, but can only maintain the flame for 2 turns.

“King’s Ring”
The warrior king’s ring can either extinguish the flames, for no cost, or enhance their effects by allowing Hayato to spend an additional 5% of his reiatsu to increase the intensity of the burning flames during that turn. If he uses the ring to enhance the flames, they will burn out immediately.

“Will of Fire”
Uehara Hayato can embody the warrior king’s Will of Fire for the purposes of a single, devastating attack. The resulting attack costs 50% of his kidou statistic and delivers an attack as if the full force of his zanjutsu were coupled with a single kidou ranked at 100% of his kidou statistic. The attack invokes the King's Fire along his blade, which is extinguished as soon as the attack ends, and the attack counts towards his kidou threshold for that battle.
 
Release Stage: Shi Kai

Name: Hakami (Blade Deity)

Release Phrase: Chase away the wicked, Hakami!!

Manifestation: Hakami takes the form of an armored grizzly bear. The armor is a soft silver color with blue accents; it is simple and covers the vitals and the face. Hakami is wise and and has a stately presence about him that commands respect and despises fear. He will chastise Makoto when is in the wrong and the advice is not heeded.

Form: Nothing much changed from its sealed form. Hakami's form change is that the sword itself becomes entirely white, as well as adding more curvature to the blade.

Ability: Maboroshiken (Phantom Swords)

This ability creates of a couple of invisible blades that trail in the point of attack as if three blades are attacking the opponent instead of one. This ability uses 100 reiatsu for every round that it is active.

Ability:

To active the second ability, the user has to either pierce the ground or slash into the air to create a volley of blades coming from the ground or the sky. The volley of swords can strike anywhere within a thirty-foot radius, making the ability suitable for long range attacks or incapacitating large groups of enemies. This ability expends 3% of the user’s reiatsu to release ten blades.
 
Release Level
Shikai

Name
Taiyōrinmaru (太陽輪丸, "Solar Ring")

Release Command
“Flare (フレア, furea), Taiyōrinmaru!”

Manifestation
Taiyōrinmaru’s manifestation is that of a woman dressed in the silk robe of a Roman goddess. The woman’s face resembles that of her mother, playing the role of Helios’s wife, the nymph Oceanid Perseis. Her left arm is blackened and covered in the boils of extreme heat burns. She cares the kithara of Apollo in the same hand, playing it as Shingo is with her in his inner world. Taiyōrinmaru’s face changes into that of the few women that have impacted Shingo’s throughout the years, mostly of those that have changed him for the worse, including his own mother. Because of the inimical relationship between Shingo and his Zanpakutō, Shingo has given Taiyōrinmaru the nickname “Fraus” after the Roman goddess of Treachery.

Release Form
Shingo Kyōmori’s Shikai is triggered by the command “Flare”. A hot solar wind current swirls around Shingo in a circle up to his Taiyōrinmaru. It then transforms into a sword very similar to an Italian bastard sword. The crossguard is in the form of a vertical ring from which the long blade protrudes at the top.

Ability
Inkaten (引火点, "Flashing Point")​
By expending 100 points, Shingo can summon a small but bright star that floats inside the ring hilt. The size of a children’s small, bouncing rubber ball, the star emits an ardent and invisible solar wind that swirls around Shingo in a 4-foot diameter. Due to the tremendous temperature of the wind circling around him, all non-spiritually based objects within the 4-foot diameter are immediately incinerated. By maintaining contact with Taiyōrinmaru, Shingo is protected from the heat of Taiyōrinmaru’s abilities; Shingo experiences the fires from Taiyōrinmaru as a cool, floating substance around him.

The currents flowing around Shingo act as a last-second defense against projectile attacks, both physical and spiritual-energy based. When unable to dodge a projectile attack, such as a Cero, Shingo can spend 100 points when the Cero enters the barrier of solar wind around him to cause it to explode before the attack touches him. While Shingo will still be hurt by such attacks, this reduces the damage of attacks by half of the cost of the attack. This ability works against binding Kidō as well as Shingo can burn away any Bakudō restraining him by paying half the cost of the Kid used against him.

The ability is limited by the spiritual pressure of his opponent; those with greater than half of Shingo’s spiritual pressure will disrupt the solar winds around Shingo through their own spiritual pressure, effectively nullifying the ability.

Attack
Taiyō Furea (太フレア, "Solar Flare")​
Like the ability above, this attack derives its power from the small star in the ring hilt. As such, Shingo must expend 100 points in order to use this ability by summoning the star. By gathering a minimum of 2% of his remaining points, Shingo can absorb spiritual energy from the star and release an incredibly hot solar wave at the tip of the blade in an arcing slash. The arcing wave scorches all non-spiritually charged objects and can set structures in the environment ablaze. Every solar wave released increases the humidity of the environment from the previous waves released, which continue to burn intensely and incessantly.

By stating the name of the attack, Taiyō Furea, Shingo can release a solar wave much stronger and larger than one released without stating it. For this, Shingo must expend a minimum of 10% of his remaining points.

Ability
Taritsu Shōnetsu (他律焦熱, “Subordinating Inferno”)​
This ability allows Shingo to manipulate all heat and fire in his immediate vicinity. Any fire within the surroundings is coupled with Taiyōrinmaru’s spiritual energy to amplify its size and strength as well as giving Shingo control over it. Amplifying and gaining control of the source costs 4% of Shingo's remaining points.

The extent of control also includes fire that remains ablaze from the waves of Taiyō Furea previously released. By paying the exact cost of the Taiyō Furea wave the fire was birthed from, Shingo can then enhance the fire and use it against his opponent. The fire can be amplified into a Taiyō Furea by spending a minimum of 4% to amplify and gain control of the source of fire as well as paying another 2% or more for the wave of the Taiyō Furea.

A maximum of three sources can be controlled at one time at 1,000 connection and an additional source can be controlled every 5,000 connection gained. Access to this ability also lies within the star in the ring hilt, meaning Shingo must spend 100 points to summon it first.
 
Dil: Approved with changes below.
“Will of Fire”
Uehara Hayato can embody the warrior king’s Will of Fire for the purposes of a single, devastating attack. The resulting attack costs 75% of his kidou statistic and delivers an attack as if the full force of his zanjutsu were coupled with a single kidou ranked at 100% of his kidou statistic. The attack invokes the King's Fire along his blade, which is extinguished as soon as the attack ends, and the attack counts towards his kidou threshold for that battle.

Note: This will cost 50% of your entire kidou threshold so plan accordingly

Shwave: Approved

Ketsup: Denied on so many levels. The first ability fluctuates from being overly powerful (no way in hell are you getting 50% reduction for 100 rei) to flat out worthless (when the hell are you going to be fighting people less than 50% of your rei and need your shikai?) Attack 1 is generic blah blah blah fire Getsuga Tensho. And ability two is pyrokinesis. Please read the kai faq, theres a whole section there on elemental kai, and barriers, this thing is essentially the exact kind of elemental kai I would never approve.
 
Release Level
Shikai

Name
Taiyōrinmaru (太陽輪丸, Solar Ring)

Release Command
“Flare (フレア, furea), Taiyōrinmaru!”

Manifestation
Taiyōrinmaru’s manifestation is that of a woman dressed in the silk robe of a Roman goddess. The woman’s face resembles that of her mother, playing the role of Helios’s wife, the nymph Oceanid Perseis. Her left arm is blackened and covered in the boils of extreme heat burns. She cares the kithara of Apollo in the same hand, playing it as Shingo is with her in his inner world. Taiyōrinmaru’s face changes into that of the few women that have impacted Shingo’s throughout the years, mostly of those that have changed him for the worse, including his own mother.

Release form
Shingo Kyōmori’s Shikai is triggered by the command “Flare”. A hot solar wind current swirls around Shingo in a circle up to his Taiyōrinmaru. It then transforms into a sword very similar to an Italian bastard sword. The crossguard is in the form of a vertical ring from which the long blade protrudes at the top.

Ability Taritsu Shōnetsu (他律焦熱, “Subordinating Inferno”)
By expending 100 points, Shingo can summon a small but bright star that floats inside the ring hilt. The size of a children’s small, bouncing rubber ball, the star emits an ardent and nearly invisible solar wind that swirls around Shingo in a 4-foot diameter. By spending 10% of his remaining points, Shingo can swipe his sword to entice the winds swirling about him to try to deflect and/or disrupt attacks.

Attack Taiyō Furea (太フレア, “Solar Flare”)
By gathering a minimum of 2% of his remaining points, Shingo can absorb spiritual energy from the star and release an incredibly hot solar wave at the tip of the blade in an arcing wave or condensed and sharp in a blazing wave. By stating the name of the attack, Taiyō Furea, Shingo can release a solar wave much stronger and larger than one released without stating it. For this, Shingo must expend a minimum of 10% of his remaining points.

Attack Inkaten (引火点, “Flashing Point”)
By stabbing Taiyōrinmaru into the ground, Shingo can create a long, rigid crack in the ground behind him from which a tremendous Taiyo Furea wave 50-foot high emerges before crashing down on his opponent.

This ability is a last-resort option; the ability costs 50% of Shingo’s remaining points and converts Taiyōrinmaru back to its sealed state. Shingo cannot release Taiyōrinmaru for the remainder of the fight.
 
Ketsup: Denied A huge improvement from the previous iteration, however the final attack is a deal breaker. The strongest of shikai attacks are typically 15% rei, and even those are few and far between. 50% is on par with a bankai attack so your choice to either dramatically reduce this or get something else for this slot.
 
Third time's the charm? :)

Release Level
Shikai

Name
Taiyōrinmaru (太陽輪丸, Solar Ring)

Release Command
“Flare (フレア, furea), Taiyōrinmaru!”

Manifestation
Taiyōrinmaru’s manifestation is that of a woman dressed in the silk robe of a Roman goddess. The woman’s face resembles that of her mother, playing the role of Helios’s wife, the nymph Oceanid Perseis. Her left arm is blackened and covered in the boils of extreme heat burns. She cares the kithara of Apollo in the same hand, playing it as Shingo is with her in his inner world. Taiyōrinmaru’s face changes into that of the few women that have impacted Shingo’s throughout the years, mostly of those that have changed him for the worse, including his own mother.

Release form
Shingo Kyōmori’s Shikai is triggered by the command “Flare”. A hot solar wind current swirls around Shingo in a circle up to his Taiyōrinmaru. It then transforms into a sword very similar to an Italian bastard sword. The crossguard is in the form of a vertical ring from which the long blade protrudes at the top.

Ability Taritsu Shōnetsu (他律焦熱, “Subordinating Inferno”)
By expending 100 points, Shingo can summon a small but bright star that floats inside the ring hilt. The size of a children’s small, bouncing rubber ball, the star emits an ardent and nearly invisible solar wind that swirls around Shingo in a 4-foot diameter. By spending 10% of his remaining points, Shingo can swipe his sword to entice the winds swirling about him to try to deflect and/or disrupt attacks.

Attack Taiyō Furea (太フレア, “Solar Flare”)
By gathering a minimum of 2% of his remaining points, Shingo can absorb spiritual energy from the star and release an incredibly hot solar wave at the tip of the blade in an arcing wave or condensed and sharp in a blazing wave. By stating the name of the attack, Taiyō Furea, Shingo can release a solar wave much stronger and larger than one released without stating it. For this, Shingo must expend a minimum of 10% of his remaining points.

Attack Inkaten (引火点, “Flashing Point”)
By stabbing Taiyōrinmaru into the ground, Shingo can create a long, rigid crack in the ground behind him from which a tremendous Taiyo Furea wave 50-foot high emerges before crashing down on his opponent.

The ability costs 10% of Shingo’s remaining points. The star in the ring hilt dissipates and cuts off Taiyōrinmaru's other abilities for three turns.
 

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