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Release Submission Thread

Name: Servus

Command: Pave the way to victory, Servus!

Manifestation: Servus takes the apperance of a middle-aged, black-haired Italian farmer. He has a rather paternal attitude towards Xavier, and never wastes a moment to lecture the death god. Much to Xavier's disappointment, Servus never gives a straight answer to a question.

Form: Xavier's zanpakuto grows a few inches.

Ability: Reproba Vires
In the mind of the enemy, all of Xavier's attacks become much more threatening. Though they don't inflict any additional damage, each miss of his sword seems much narrower, and each swing much stronger. Xavier can maintain this illusion for 150 reiatsu per turn.
 
Name
Taiyōrinmaru (太陽輪丸, Solar Ring)

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

Theme
Taiyōrinmaru allows Shingo to manipulate the incredible plasmic energy of a star. Both the incredibly high temperature and the sheer energy creates devastating effects.

Manifestation

Picture coming soon...

Release form

"Taiyōrinmaru"
taiyourinmaru.jpg

The released form of Taiyōrinmaru resembles only a slightly alerted sword, similar to an Italian Bastard sword. The guard forms into a ring where through the middle of it extends a very thing blade with a small hole in the middle. The blade becomes wider and shorter than a katana blade, tapering at the very tip. The hilt is a plain and circular with minute groove lines representing the grip. From the small circle in the hilt blade extends a small, extremely bright star which emits an incredible heat comparable to the heat of the Sun.

Ability
Solar Aurora: This ability is constant; the magnetic spiritual pressure emitting from Taiyōrinmaru and the incredibly hot solar energy from the ring hilt of the zanpakutō naturally creates an aurora that swirls around Shingo in a redish-orange color. The 160,000-degree temperature of the aurora burns away every object around Shingo, including the very ground he walks upon. This effectively creates a barrier around Shingo that can negate a proportion of the attacks thrown at him; the barrier's incredible heat can absorb 15% of an opponent's attacks.

Ability
Taiyō Furea (太陽フレア, Solar Flare) Shingo unleashes an gigantic and incredibly hot wave of solar flares from the blade of the Taiyōrinmaru. The wave immediately incinerates anything that it comes into contact with. It moves very fast and swirls around deliberately in a somewhat uncontrolled path with the most part of it hitting Shingo’s intended target. The million-degree heat of the flare is enough to incinerate the clothes and skin of his opponent. Although Shingo is protected from the effects of his Taiyō Furea, the zanpakutō ability stops when Shingo is disconnected from the sword.

This ability costs Shingo any percentage of his reiatsu, up to a maximum of 40%; the more reiatsu used, the larger the waves become. Whenever Shingo uses this ability, the Solar Aurora barrier ability fades away as the small star in the ring hilt disappears and takes 4 seconds to return. This gives Shingo's Taiyō Furea somewhat of a semi-automatic effect and leaves a slight gap in his defense.
 
After bothering Moot and Louhi enough, I have finally created a shikai that I am happy with / makes sense in the RP, lol. Thanks for your help, guys!



Shikai

Name: Kerushi

Command: Lust, Kerushi!

Manifestation:
The zanpakutou’s spirit is a warrior princess trapped in a dark cavern of withering corpses. She wears red and gold armor that symbolizes both her strength and royalty. A fierce woman that is unafraid of war and bloodshed, she is the manifestation of a character that Lilith had imagined for years. She sacrificed her seat as future queen to lead her armies. Thus with her courage, she will incite Lilith to do away with her fears and fight with unwavering resolve.

Manifestation Image:
submissionpic.jpg


Appearance/Form:
The zanpakutou becomes the same sword that Kerushi had used in Lilith’s stories. It takes on the jagged, intimidating shape of a dragon sword. Its overall length is 3½ feet with a 25-inch blade. It has a silver-crossguard that bends toward the blade. The same designs on Kerushi’s armor are intricately etched into the crossguard and bottom of the blade with gold lining. The hilt appears black, but when exposed to light, reflects a dark violet sheen.

Released Form:
dragonsword.jpg


Abilities:

Ravenous – Lilith is, by nature, a very calm and romantic woman. She considers warfare to be savage in many ways. However, in order to succeed in battle, she must release her aggression and become violent. Upon release, Lilith is automatically put in a state of extreme rage where she loses almost all inhibition. Her eyes will become a deep purple, almost black color, and her zanjutsu increases 10%

Blood Lust – At a cost of 200 reiatsu, Lilith can force every cut she makes with her shikai to bleed 5x faster than usual. This, if not stopped, will result in pallor, sweating, confusion, shock, unconsciousness, and eventually death.

 
Let's try this gain!


Bankai


Kyuukyoku Shinka Kainyuu – “Final Sacred Flame Intervention”
Form:
Physically, nothing changes about Shinka Kainyuu’s form between shikai and bankai levels. It remains a set of black bracers that covers from Makoto’s hands up to about his elbow with curved blackened steel reinforcements on the backs of Makoto’s hands. The bracers still serve as a conduit to channel reiatsu into Makoto’s hands to allow him to form the surgical blades or claws. Upon the release of Kyuukyoku Shinka Kainyuu, a glowing white circle forms around Makoto’s feet and begins to expand outward to a diameter of 50 yards. From the boundaries of this circle a dome is constructed from the ground up to a height of 25 yards made up of beams of reiatsu in a lattice-like formation.


Ability: Shizenchiyu || Mochikuzusu — “Spontaneous Healing || Self Degradation (lit. to ruin (degrade) oneself)”

The reiatsu emitted by Makoto during bankai contains powerful healing properties. It permeates the wounds of the injured and begins to repair physical damage and coerce out foreign reiatsu (similar to the actions of the Chiyudo current). The healing occurs gradually depending upon the severity of the injury. Minor cuts and abrasions will close over the course of a few minutes. Major injuries would be aided by these healing properties, but will still require direct healing efforts. For any fellow healers working within the walls of the dome, the cost for any Chiyudo is halved.

Through the bond forged between Makoto and Shinka Kainyuu, Makoto is able to exclude known enemy combatants from the healing effects of Kyuukyoku Shinka Kainyuu at his discretion. Those excluded from Kyuukyoku Shinka Kainyuu’s healing effects will be prey to an inverse effect. Known enemies will find the air within the dome to be thick and oppressive, almost as if the enclosed area was filled with a virulent toxic smog. Labored breathing begins almost immediately after the release of Makoto’s bankai. Because of Kyuukyoku Shinka Kainyuu’s effects upon an opponent’s respiratory system they will expend an extra 50% cost for any action taken while under the dome’s effect.


Attack:
The dome itself may prevent the attack of those within from any outside forces at a cost of 5% to Makoto’s reiatsu stat. For this cost the dome can withstand up to an equal amount in damage (from the outside or within). For the cost of 2% to reiatsu Makoto can repair damaged portions of the dome.


Attack:
With the area within Kyuukyoku Shinka Kainyuu’s dome saturated with Makoto’s reiatsu, the formation of certain kidou becomes effortless and enhanced. Being a cheap but versatile spell, Byakurai became one of Makoto’s favorite offensive kidou. In bankai, for the cost of 5% to reiatsu and the normal cost of the spell, Makoto may create a ball of kidou energy that will float in the air when released. At his command, the ball of energy will explode in a shower of 20 Byakurai beams that arch outward from the point of emission towards the opponent.

Attack:
As a last resort, Makoto can expend 25% of his reiatsu to break down the lattice-work of the dome in to individual beams. At his command, the multitude of beams will point inward, keying in on his opponent’s position, and rain down with the intention of skewering the unfortunate soul with the shards. Once this attack is used, Makoto’s bankai will end.
 
Shikai!

--------

Faunus (Faun)

Concept : Treachery and illusions

Command : Irride, Faune! (Sneer, Faun!)

Manifestation : Faunus takes the shape of a satyr. He resembles a bearded human above the waist but has the hindquarters and furry legs of a brown goat. Two prominent horns sprout out from the side of the head and the eyes are bright red.

Faunus is of a double-dealer nature, mischievous and mean. He loves to annoy and bother whoever is near and always answers a question with another question. If you are able to look through his attitude, it's possible to understand that most of his jokes are philosophical and made to strengthen the resolve of Giorgio, who Faunus thinks too naive.

Faunus is the other side of the coin of Giorgio's inner world. The atmosphere is that of a quiet and peaceful forest, but with some unnerving traits. Faunus represents the inner instincts and passions of Giorgio and is able to make them surface.

Spirit
faunus.png


Form : Faunus releases as Giorgio's entire body is hidden in a small twister. His zanpaktou changes to a spear-head sword and it can now bend since it is made of seven sections connected together. The colour of the blade is grey at first, but seems iridescent and changes continuously. The tsuba grows to become a full basket guard, still maintaining something of the cross design.

Released form
spadabash.png


Ability 1 : Anguis plaga (Snake strike)

The new form of the blade allows for a more flexible type of combat, since Giorgio can make it bends around blocking weapons. The guard also offers much more protection than a normal tsuba. Due to these two factors, Giorgio's zanjutsu is increased by 5%.

Ability 2 : Fallaciae rex (King of treachery)

Faunus is a mischievous entity and cannot fall easily for illusions. Therefore, Giorgio is much less vulnerable to illusions, and similar tricks. Any ability or effect based on illusions of less than shikai level does not work on him and he is even able to shrug similar effects off himself spending the same cost of the ability, or effect's cost, in Reiatsu.

Attack : Perdentis stigma (Mark of the looser)

On a successful hit, a laughter can be heard coming from apparently nowhere. Then the opponent starts remembering all the time he has failed, from a test at the academy, for example, to a comrade abandoned on the battlefield. Due to this flow of sad memories, his main characteristic is reduced by 10% of Giorgio's Reiatsu at the cost of 2% Reiatsu.
 
Shikai Submission

Senkou Tsume (Flash Claw)

Concept: Flexibility and Agility

Release Command: Kaihi, Senkou Tsume! (Dodge, Flash Claw!)

Manifestation: Senkou Tsume takes the form of a mongoose. Unlike most mongeese, he is the size of a horse. His fur is a deep silver instead of the normal brown and his eyes are the same emerald shade as Hikaru’s.

Senkou Tsume makes liberal use of sarcasm and logic, and enjoys making fun of his wielder. He is blunt and hates flowery language, preferring instead to jump straight to the heart of the situation. Not for him the enigmatic riddles and mystery-heavy words of other Zanpakuto. If there is something Hikaru needs to do, he’ll tell him.

Form: As Hikaru utters the release phrase, the blade elongates and warps, transforming into a side-sword characteristic of medieval Europe. The crosspiece is worked so that the prongs look like mongoose heads. The handle is wrapped with a mahogany cloth.

Reference picture

In addition, a buckler appears in Hikaru’s left hand. A stylized mongoose head is engraved on the buckler’s middle, and the rim depicts a ring of mongeese chasing each other around the buckler.

Ability: Spirit Skill: Flash Possession (Seishou Takumi: Senkou Senryou)

Hikaru's shikai allows Senkou Tsume to take control of his body for five minutes at a cost of 10% of his reiatsu. The supernatural mongoose's extraordinary skill and experience increase Hikaru's zanjutsu by 5%.

At first, Hikaru can only utilize Senkou Senryou once per day. Every 1000 connection, the amount of times he can utilize Senkou Senryou increases by one, up to a limit of 5 times per every 24 hours. Because Senkou Tsume does not hesitate to employ Hikaru's body in every way he sees fit to the fullest, it takes time for Hikaru to recover enough to use the skill again. Senkou Senryou may only be used once every hour.

Ability 2: Spirit Skill: Speed of the Mongoose (Sumiyaka no Mangu-su)

During Senkou Senryou, Hikaru is also endowed with the speed and reaction time of his spirit's mascot. He receives a 5% bonus to hohou at a further cost of 5% of his reiatsu and is able to perform gymnastic feats and acrobatic skills, such as front-flipping and cartwheeling.

Attack: Raikou Tsume (Lightning Claw)

Senkou Tsume's sole attack manifests itself as an expression of the raw speed contained in Hikaru's body. It is the only one of his abilities not requiring spiritual possession, allowing Hikaru to fight without feeling he is borrowing the strength of others.

Hikaru expends some of his reiatsu, which travels up his sword and infuses it, making the blade begin to vibrate at such high speeds that it becomes a blur.

Mechanically, Hikaru can execute a blinding series of strikes once per two turns, which costs 5% of his reiatsu. The strikes reduce the enemy's combat and agility stats by 2% of Hikaru's connection, topping out at 10%, as the energized blade damages nerves and neural pathways.
 
New awakening for new character! Since it's a new character by choice and not by dying, I assume I have to spend my unused PM feat slot.

Awakening
Ability One, Psychometric Vision: Casper is able, through contact or close examination of an object or place, to get impressions of past events that have happened there or nearby, or powerful thoughts that people have had. These appear to him basically as semitransparent images superimposed on his real vision, and include sound and smell and feel. Strong emotional content, proximity to the present and strong reiatsu will cause clearer and more long-lasting impressions. Generally, Casper can read the entire history of personal objects, a few months of a reasonably quiet area, and a week of a busy intersection.

Ability Two, Psychometric Imposition: Casper is able to create a "ghost" of somebody by collecting background reiatsu they've left behind (i.e. if he has something that lets him/is somewhere he see them with his psychometric vision). These "ghosts" (for want of a better term, because they can exist while the person is still alive) are incorporeal copies of people and can talk and think and cast kidou (or equivalent supernatural ability) like the original. Ghosts of over 1000 reiatsu can perform a single shikai (or equivalent) attack before disappearing.

These ghosts must be made with at least 10 points of reiatsu and one turn of battle time, but Casper can choose to spend more reiatsu on making them. The reiatsu of these ghosts is half of what Casper spends to make them, so some are likely to be severely weakened version of the original. They last at most a day, and erases all psychometric traces of the person from the place/object.

Ghosts of less than 10% of Casper's reiatsu are completely compelled by Casper's will, whilst ghosts of more than 40% of his reiatsu have free will (including attacking him if they wish).
 
Release Level
Shikai

Name
Taiyōrinmaru (太陽輪丸, Solar Ring)

Release trigger
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 Shingo's 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.

Release form
Shingo Kyōmori’s Shikai is triggered by the command “Flare”, an incredibly 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. In the center of the ring floats a small but very bright star the size of a rubber ball.

Ability
Solar Wind: The small star in the ring hilt of Taiyōrinmaru creates an extremely hot solar wind that swirls around the sword and around Shingo in a 5-foot diameter. The temperature of the solar wind is upwards up 100,000°K, which instantly incinerates anything it touches and everything around Shingo. His connection with the sword allows Shingo to remain unaffected by the temperature of the wind surrounding him, giving him a “cool” feeling as it touches his skin.

The ardent wind acts as a barrier which protects him from physical attacks; once within the scorching whirlwinds, all physical objects are instantly incinerated and all attacks from spiritually-charged physical objects, such as a zanpakutō, lose their force. Opponents whose skin touches the aura around Shingo is intensely burned, immediately blackening and boiling from the heat. Standing within 10 feet of the 5-foot diameter around Shingo causes clothes and other objects to smoke and spontaneously combust.

This does not apply to spiritual energy blasts such as Kidō or Cero attacks. However, the wind surrounding him averts immediate impact of the energy attack on his skin as it causes attacks to explode just centimeters away from his skin before hitting him. The ability negates 10% of energy blasts which explode in front of him.

The effectiveness of the ability is connected to the spiritual pressure of his opponent, which if strong enough, can upset the winds about Shingo and throw the currents away; opponents with a reiatsu greater than 75% of his can cause the whirlwinds to blow away from around Shingo through their mere presence and leave him completely unprotected by it.

The ability is also negated momentarily during the usage of the Solar Flare ability and the star in the ring hilt emitting the solar wind dissipates if Shingo is removed from the sword.

Ability
Solar Flare (Offense): From the blade, Shingo can release waves of solar flares at his opponent through absorbing the power of the star in the ring hilt. The solar flare heat is even greater than the heat of the Solar Wind swarming about him, it’s temperature numbering at almost half a million degrees Kelvin. The intense heat, matched only by that of the Sun, can instantly burn away all physical objects regardless of their makeup.

For example, a zanpakutō hit by the solar flare wave is “wounded” and the ability of the owner to use its energy is affected; twice the amount of reiatsu Shingo uses to release the Solar Flare wave is taken from the amount of reiatsu the opponent can use for his next move. If the amount of reiatsu Shingo uses is greater than what the cost of the opponent’s attack is, the opponent cannot use it. This does not apply to Kidō, only abilities connected to the power of the opponent’s zanpakutō.

Shingo uses a percentage of his own reiatsu to release the wave, maxing out at 40% per use.

Ability
Solar Flare (Defense): The intense heat of the Solar Flare wave is absolute and can disrupt and collapse the strength of most attacks and effects. By using 25% of the effect’s reiatsu, such as a binding Kido, Shingo can use the Solar Flare to incinerate the energy binding him. Illusions and all other such forms affecting him can be released in the same way. This effect does not apply to things such as a poison Shingo is injected with, as it cannot reach such a source.
 
Wiki – I think this is fine. The cost on the switch ability might be a tad on the expensive side since this doesn’t actually get stronger as you do does it? You might be better suited with a concrete cost.

Lambart – Okay

Wayne – I’m not sure why you need a scale for the temperature increase and really it should be a separate attack or whatever. Just have a set temperature and a set cost. I have a feeling the exact temperature of your blades isn’t going to ever become a factor so why add the complication and hassle?

2nd attack is fine I think

Hare – Okay

Van – Shikai – this kind of works like a summon but I’m not sure how fast these things move really. I guess it’s just like a ranged vector for your zan so it’s fine. Remember that someone would probably be able to break these with an attack given the cost to summon them.

Bankai – ability - Just tell me how many blades you want to summon instead of giving me a clunky formula please.

Attack 1 – ok (note this will not cut through barriers)

Attack 2 – This kind of needs a cap as to the amount of rei sapping it does or it becomes kind of crazy.

Attack 3 – I think this is doable but we might need to up the cost. These are all really low cost abilities kind of but I guess that’s what you want. Tag has an ability similar to this. Also please state that you can’t use your previous abilities while using this one or a single hit from someone like say me would end up bleeding out 20% of my rei in damage.

Sing – this is a really weak summon and is going to get blown up almost immediately.

I still don’t see why you even need this summon since its presence isn’t even necessary to use your bankai abilities. It’s just like well lets summon something of less than half my strength and then here I’ll have some other abilities just because I have the slots.

Attack 1 – ok

Attack 2 – you are able to debuff people be like 30% to all their stats (and you end up hitting allies too). That’s just an insane auto debuff. Consider that Ekirei does like a max debuff of 5% over 5 rounds and you can see just how huge a debuff this really is.

Attack 3 – This is okay but I’m not really sure like people who read this will know how to react when you use this. It’s a really loud song. Is that it, or what can people expect?

PS DO NOT POST IN THIS THREAD UNTIL I CATCH UP! I AM GOING TO BE CATCHING UP OVER THE NEXT FEW DAYS! THIS MEANS YOU KETCHUP! IF YOU ARE NOT SURE WHAT KIND OF KAI YOU WANT, THIS THREAD IS NOT FOR YOU TO POST IN AND WASTE EVERYONE ELSE'S TIME! DO NOT SUBMIT A KAI THAT YOU ARE NOT 100% SURE YOU WOULD BE SATISFIED WITH!
 
Bonus:

Shunsen – You say the ways he can use the mirrors are explained but things still bug me like him hiding and moving between mirrors which doesn’t seem to be really explained. If he’s in the mirror, is he invincible? How strong are the mirrors? How far apart are they? What’s the maximum range you can move? Etc?

You are paying 10% a pop for summons with like a really high percentage of your stats. If I busted something like this out, I could essentially summon two Leon Simeons for the low, low cost of 20% of my rei. Do you see a problem here?

2nd attack is okay

3rd attack is balanced weird in that you are able to mirror based on their stats. You spend 5% but with the math here you can mimic an attack of up to 5% of their rei meaning if they are stronger you end up spending less for more output and the stronger a person you have in there the stronger your attack gets for less.

Coal – 1st ability is fine, on the 2nd one are you spending 10% of your kidou in reiatsu or your kidou capacity or your kidou stat itself or what are you spending here?

Kawa – okay
 
Okay, thread is okay to poast in. Sorry about the delay, it was dumb.

I don't even know if many of these kai are still current but here we are.

Ketchap - You have got to be kidding if you think this is in any way approvable.

mango - approved

dips - approved

senej - The first two passives are fine, but the third is too big for a three ability kai, especially since this seems to have a permanent duration. It is a three ability kai, so either drop an ability and slightly enhance the other two or nerf the third ability. Up to you.

hawk -
The buffs for the first two abilities don’t really merit the costs you are paying. They can be passive and still be okay. The third ability has no round duration to mitigate the extreme penalties you can do. Really the only factor mitigating the debuffs you are pulling is that the debuff is based on connection rather than maximum reiatsu. Even so, it tops out at too much potential debuff for a three ability kai, I think. It takes me like two feats to roughly (the two feats are a lil better) equate to what you would be able to do with this one ability in a kai already spread painfully thin.

Rufus -
The concept is cool, but the execution of the summon in the second part of the Awakening is kind of fishy. One problem is that there really is not a limit on the amount of ghosts summoned or abilities mimicked. You essentially have access to the abilities of nearly everyone. Even my kai, which can copy other kai, can only do one at a time and only the one it has most recently come in contact with. This doesn’t even have any of those sorts of restrictions.

It seems like you tried to mitigate this by having the ghosts have half the reiatsu (and hence half the stats) but even then, I find the tradeoff not enough, really. This needs some more concrete guidelines as to how it works before I can give it the green light.

 
Release straight from the MAGIC!!al land of Tom

First Stage

Mani di Metallo [Metal Hands]

Form - Ewan’s arms become covered in an organic metal, cold to the touch and obviously much more solid than his own skin. In addition his hair takes on a greyish tone.

Ability - Expending 100 Reiatsu, Ewan can change the shape of his metallic arms, taking on other forms. Once a form is taken, he must return his arms to their regular shape before he can change them to another shape. The cost applies to changing the arms into another form AND back again.
 
Advent Human First Stage

Form: Floating metallic spheres roughly nine inches in diameter. Kumakichi moves these spheres via mental control. It costs 300 reiatsu to create a sphere, and he can only create one sphere for every 1000 harmony he possesses.
 


Release Level: Shikai

Name: Reitou Sekai (Frozen World)

Release phrase: Give me space, Reitou Sekai

Manifestation: Reitou Sekai

Inner World: The inner world is actually a universe in itself. There are many planets each one holding some significant feature of Shin.

Reitou Sekai's emotions are normally the antithesis of Shin...putting them at odds with each other. Despite this, he is highly intelligent and can't stand the foolishness of anyone but himself. He has a certain disdain for humans and human-type zanpaktous calling them meat or fleshie (He can tell which is which). He also takes control of Shin whenever he's doing poorly or if he just feels like it.

Release form: When Shin release his zanpaktou, the blade and hilt and is replaced by a yellow orb. Shin then swallows it.

Ability 1: Shin is capable of creating and manipulating intangible space. Shin can increase, decrease or curve the space between two things. It costs him 5 reiatsu for every yard of space he increases, decreases or curves. capping at 20 yards. Though the effect is instantantaneous it can last to about 4 seconds before the effect diminishes.

Ability 2
: Shin can create tangible space. Unlike normal space, tangible space can be seen as it takes on the hue of a night starry sky. As long as the shape isn't energy based and remains within the 20 yard radius, the forms it can take are limited only by the boys imagination. Its speed and strength are proportionate to 75% his hohou and half his hakuda and zanjustu stat. It costs 10% of his reiatsu to summon and 50 reiatsu a turn to keep.
 
Initial Awakening

Ēlectricus

Form - A feint yellow glow starts to form around Miki, making it seem as if she had been gold-plated, her eyes return from a gray-nothingness to yellow, and thunderstruck-like scars form around her body. The major scars start from her shoulder, runs past her arms on one end and the other end runs down towards her stomach and back. The minor scars form around her ankles and parts of her lower legs. The last two scars are formed around both her eyes.

-Ability: Offensive- Impulso Di Scossa [Shock Pulse]
By focusing the electrical substances within herself into one palm, Miki can unleash a Shock Pulse out her hands. The pulse itself looks just like a thunder-strike and is therefor not bigger nor is it smaller than the average thunder-strike. The pulse itself acts just like a normal thunder-strike would in that it is capable of feats ranging from barely paralyzing to near-death.

The attack's cost ranges from 1% to 7% (depending on the amount of electrical substances focused into one palm) of Miki's total reiatsu each time it is used, the percentage is also the base strength of the attack.

-Ability: Passive- Cappotto Di ElettricitÁ  [Coat of Electricity]
Because of the thunder-strike that caused Miki's powers to awaken, she herself has become a source of electricity. Electricity will also always try to attach itself onto Miki, making her frequently get hit by thunder-strikes during storms.

Due to this Miki is more prone to give of Static electricity when touching things, even if her abilities are not activated. When her abilities are activated, however, it will turn her into one giant static charger. By paying 200 rei she can momentarily enhance her static charges, when touching someone, to briefly immobilize her opponent(s).

-Ability: Supportive- Conduttore Elettrico [Electrical Conductor]
This ability forms itself through the common sense of water conducting electricity. Because electricity will always look for the way of least resistance, her powers will slightly augment the conducting resources such as water.

She can basically use anything as long as it conducts, ranging from tiny water drops from drizzle to heavy storms and huge sources of water.

The source of conduction decides the stat buff. When, for example, water by another AH (or herself if she is in possession of a reliable conducting source.) is used as an attack his or her combat stat will be buffed by 5%. The same goes for Resistance and Agility, it can both buff her allies, if they use a defensive or agility-based conductor, or herself if she uses one of the two.

The buff lasts for 3 rounds before its enhancements will wear off.
Only one buff can be used at a time and not in combination with one of the aforementioned abilities, as Miki's to busy channeling her electricity into a conductor.
 
True Awakening: Tortona

Ability: Aera Cura

To Ciro, a person is nothing more than a puppet. By activating Aera Cura, his right eye turns a deep red color and becomes pupil-less. The ability, which is activated with eye contact with the target, 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. There is no cost to use Tortona.

Ability: Pluto

The Tarot, to Ciro, is ruled by spirits than inhabit each of the cards. Pluto allows the Italian to pull out the spirits into a corporeal form. By expending 15% of his reiatsu, Ciro can physically summon a being of the Major Arcana from the card. He can summon one per turn with a maximum of two on the field at any given time. If one of the spirits is destroyed he can summon another spirit to replace it by expending 15% of his reiatsu again.

Each of the spirits appears similar to the picture on the card (however inanimate ones will be given humanoid forms) except in an eerie grayscale. A golden 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).

When summoning, the summon’s Combat and Resistance stat pool together into a Rage stat. The remaining stats are based off hollow stats.

Stats-

Reiatsu- Sum of all stats
Rage- The summon’s combat potential. Determines aptitude with the weapon that the summon possesses.
Agility-The summon’s speed
Ability- This is the stat that governs the summon skill with whatever its particular skill is.

A summon can choose TWO of the following abilites:

Lima-

The reverse of each tarot card represents a negative emotion. Upon physical contact with an opponent, a puppet can project the negative emotion onto a person, amplifying it. The emotional manipulation lasts for four turns before dissipating. This costs 2% of the ability stat.

Mania-

The summon can launch spheres of concentrated reishi from anywhere on its body or weapon outwards in rapid succession for the cost of 50 ability per sphere.

Antevorte-

Ciro often calls his summons corporeal ghosts because of the ghost-like properties that they possess. This attack launches a wave of high frequency sound outwards in a V-shape, with a maximum diameter of 10 feet. Due to the nature of the attack, these sound waves are capable of reflecting off of solid surfaces. They travel 30 ft outwards before dissipating. The cost for the attack is 5% of the ability stat.

Aeternitas-

Ciro’s nickname “The Trickster” is well deserved. By paying 10% of its ability stat, 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 four times. The maximum distance there can be between him and his puppet is 75 feet for the ability to work.

Mors-

As a last ditch attack, a summon can choose deconstruct itself, releasing all of its remaining energy in a large pulse of reiatsu that extends in all directions. The power of the blast is completely dependent on the remaining ability stat of the summon, ranging from a shock wave to a large explosion. This ability has no cost due to the fact that the summon is sacrificed.
 
Bankai time I hope...

Ban Kai: Seme no Kashikoi Gakusha (Persecution of the Wise Scholar)

Form: Upon announcing bankai, Gaku forcibly manifests himself as a small bamboo forest, hundreds of shoots appear over a 50m radius around Hisao’s original position each about 20ft tall. Each has a durability of a normal zanpakutou but are spread out that swinging weapons will have little trouble working normally unless the weapon itself is massive. In addition to the forest, a thick grey fog rolls low to the ground. Hisao's normal shikai however undergoes no new change during this time.

Ability: Endai Kyokukan (Grand Siphon)

The draining nature of Hisao’s shikai has been amplified to affect every being caught within Hisao’s forest. The shoots now drain 20% of the cost of any kidou, gintou, cero, or release abilities (kai or awakening). This energy does not take away from the actual damage of the attack used. The total amount of stored reiatsu in Gakusha cannot exceed Hisao’s kidou stat though Hisao now gains the ability to decide whether to spend his own reiatsu or the reiatsu stored in his kai.

Attack: Oshoku (To Corrupt)

Using the already stored reiatsu as a catalyst, Hisao is able to completely reduce an attack into pure reiatsu for his pool. In order to break down the attack, there must be more reiatsu present in Hisao’s pool than the attack in question costs and the attack must be affected by Endai Kyokukan. This attack can be used a maximum of 5 times.

Attack: Oitsuku (To Overtake)

Using the principle of Gakuryoku’s siphoning, Hisao can actually over run an opponent’s attack and send it back at them. To accomplish this Hisao must first sacrifice reiatsu equal to the attack from his pool and then pay the same cost from his own reiatsu. Hisao’s reiatsu then floods into the attack draining it of color and sending it back at its user. Damage dealt by this attack is equal to what it would have originally been for better or worse.

Attack: Oomawari (To Detour)

Gakusha’s final attack works as a sort of reverse siphon. Hisao is able to draw out any amount of reiatsu from his pool and attach it to a target. During this time the surround fog crowds on top of the enemy appearing as though Gaku himself is hanging from around their necks. This spectral body allows all attacks which are affected by Endai Kyokukan used by Hisao’s allies to hone in on the target following them for the duration of the attack. This spirit will disperse once Hisao has casted, the target has been hit by a greater, or the target has used an equal amount than what was used to place this on the target.
 
Revamped the third ability, but it may still be too strong for a three-ability kai. If so, I'll drop it completely.

Shikai Submission

Senkou Tsume (Flash Claw)

Concept: Flexibility and Agility

Release Command: Kaihi, Senkou Tsume! (Dodge, Flash Claw!)

Manifestation: Senkou Tsume takes the form of a mongoose. Unlike most mongeese, he is the size of a horse. His fur is a deep silver instead of the normal brown and his eyes are the same emerald shade as Hikaru’s.

Senkou Tsume makes liberal use of sarcasm and logic, and enjoys making fun of his wielder. He is blunt and hates flowery language, preferring instead to jump straight to the heart of the situation. Not for him the enigmatic riddles and mystery-heavy words of other Zanpakuto. If there is something Hikaru needs to do, he’ll tell him.

Form: As Hikaru utters the release phrase, the blade elongates and warps, transforming into a side-sword characteristic of medieval Europe. The crosspiece is worked so that the prongs look like mongoose heads. The handle is wrapped with a mahogany cloth.

Reference picture

In addition, a buckler appears in Hikaru’s left hand. A stylized mongoose head is engraved on the buckler’s middle, and the rim depicts a ring of mongeese chasing each other around the buckler.

Ability: Spirit Skill: Flash Possession (Seishou Takumi: Senkou Senryou)

Hikaru's shikai allows Senkou Tsume to take control of his body for five minutes. The supernatural mongoose's extraordinary skill and experience augment Hikaru's own abilities, and manifest in-game as a zanjutsu boost of 5%.

At first, Hikaru can only utilize Senkou Senryou once per day. Every 1000 connection, the amount of times he can utilize Senkou Senryou increases by one, up to a limit of 5 times per every 24 hours. Because Senkou Tsume does not hesitate to employ Hikaru's body in every way he sees fit to the fullest, it takes time for Hikaru to recover enough to use the skill again. Senkou Senryou may only be used once every hour.

Ability 2: Spirit Skill: Speed of the Mongoose (Sumiyaka no Mangu-su)

During Senkou Senryou, Hikaru is also endowed with the speed and reaction time of his spirit's mascot. He receives a 5% bonus to hohou and is able to perform gymnastic feats and acrobatic skills, such as front-flipping and cartwheeling.

Attack: Flash of Lightning (Inabikiri)

Channeling a cost of 10% reiatsu through his body, Hikaru's arm begins to vibrate intensely, appearing only as a blur. With this new development, Hikaru can now strike intensely fast, with any sword strikes appearing as blurs. The speed of these attacks is such that the target appears and feels unharmed until seconds afterwards, when the power of the blows augmented by the intense speed open up massive gashes across the target's body. Every five RP turns Hikaru must pay a 5% additional cost to maintain the attack.
 
Looked it over for every conspicuous error I could find. Here's hoping that the damage isn't too bad...

Sabishii Arano - Cerberus I&O Agent
Initial Awakening


[Manifestation][Yakunan]
Calamity

Arano considers himself inhuman because of his eyes, and Yakunan only furthers this ideology. By paying anywhere between 1% and 10%, Arano’s pitch-black reiatsu overtakes his own body, leaving his body completely obscured beyond a swirling black layer of reiatsu that hovers barely an inch off his skin. Depending on how much reiatsu is used to create it, the amount of mass that Yakunan has changes. Every percent paid allows it to form over a single limb, with paying 5% completely forming it with the torso also forming it over his head. Once formed, the limb that it has formed over becomes demonic, with his hands becoming claws as do his feet. His face, now obscured, is only recognized by a pair of blank white spots that represent his eyes and a thin white line representing his mouth, and his hair replaced by a constantly waning and waxing jet-black flame that’s intensity is dependent upon his mood.

Yakunan automatically doubles Arano’s strength when formed, and paying extra causes it to triple, making him at his strongest once all 10% has been paid. Smoke is constantly exuded from his new form, with it gathering around his neck with a resemblance to a wispy scarf.

[Ability 1][Satsui]
Intent to Kill

Focusing on the reiatsu that now covers his skin allows him to extend his Yakunan form away from himself, much like a parasite. He can extend it by 20 feet for every 1000 harmony he has, peaking at 100 feet as the maximum distance. The extended piece of Yakunan takes on a spear-like form that will pierce its targets, but despite its drill-like appearance it is capable of being used to cut and slash in a rough manner, though this action acts like a chainsaw and simply grinds away at an opponent, only causing severe damage if contact is kept for several seconds. Satsui costs Arano 1% of his reiatsu to extend Yakunan an extra 150 reiatsu per round to keep it extended, with the amount of Satsui spikes that may be extended at any time starting at 5 and increasing by 1 for every 1000 harmony Arano has, peaking at 10.

[Ability 2][Zansatsu]
Massacre

An ability based off the use of both Yakunan’s base form and Satsui, this attack allows Arano to rupture the connection between Yakunan and himself, launching the disconnected piece in whatever direction he so chooses. Like any projectile, it is only directed at its initial launch and cannot be influenced by Arano any further. Creating Zansatsu costs Arano 5% of his reiatsu and its maximum range before dissipating is 100 feet away from wherever it was fired. Zansatsu is an extension of Satsui because it may be created by the extended spikes that Satsui creates, allowing it a much farther range and even allowing it to be used to a much more accurate effect. It’s appearance take on an orb-like one, almost appearing to be wisp like, causing Arano to nickname it ‘Will-o-the-wisp’.
 

Current Date in Araevis

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