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| | The Shinigami Race Information | |
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Admin Admin
Posts : 168 Join date : 2012-11-02
| Subject: The Shinigami Race Information Mon Dec 03, 2012 8:33 am | |
| The Shinigami
Souls with a high level of innate Spiritual Energy are recruited from the ranks of the residents and nobility of Soul Society to train to become Shinigami. Their bodies are composed of Reishi instead of atoms, which means that, just like most other types of spirits, they can only be seen by other spiritually aware entities, thus excluding most Humans. Nevertheless, they are quite capable of influencing their environment. When souls with exceptional spiritual energy train their bodies, they reach the level of Shinigami. The most talented of them become affiliated with various organizations like the Gotei 13 and the Onmitsukidō. Sometimes, a Shinigami is born among the residents of the Rukongai, and in some rare cases from Seireitei.
Their Duty:
- Konsō (魂葬, Soul Burial): The process by which a Shinigami sends wandering Pluses (Souls) in the living world and send them to their respective place. Either Soul Society if they are good in life, or to Hell if their life was full of evil acts (such as murders, theft, etc). Konsō is performed by using the hilt of the Shinigami's Zanpakutō, tapping the soul on the head and transporting them to the afterlife.
- Hollow Cleansing: When a Shinigami slays a Hollow (evil spirit) with their Zanpakutō, they cleanse their sins. Once this takes place, a Hollow will return to its former state as a Plus and is led into Soul Society. This is called 'sublimation.' Souls that live in Soul Society are reborn again into the human world. Not all Hollows are sent to the Soul Society. Since Zanpakutō are only capable of cleansing sins committed after becoming a Hollow, Hollows that committed serious crimes when they were still Human are sent to Hell when they are slain. Also, if they are destroyed by a Quincy, Hollows are completely vanquished and cannot ever return to the Soul Society.
- Soul Governance: Shinigami are responsible for governing the flow of spirits between the Human World and Soul Society. This is commonly carried out by balancing the total number of souls by moving and managing them in the human world. All of the soul-related jobs are under their authority.
The Gotei 13
The Gotei 13 (護廷十三隊, Goteijūsantai; "13 Division Imperial Guards"): The Thirteen Court Guard Squads is the primary military branch of Soul Society. It is also the main military organization that most Shinigami join after the academy.
The Mission:
The Gotei 13 serves as a military force with its primary responsibilities consisting of:
- The defense of the Seireitei, the center of Soul Society.
- The deployment of Division members into enemy territory for combat operations.
- The deployment of Task Forces as defensive measures in the world of the living.
- The guiding of souls to the Soul Society.
The General Operations:
The Gotei 13, in contrast to the normal operations of modern-day military, does not operate as a cohesive unit normally. The command of the divisions are generally left to the discretion of its particular Captain, who commonly runs it whatever way he or she sees fit, allowing for the change of a division's traditional duties to an entirely new set and even the creation of a separate institution connected to the division. The Gotei 13's main duty is to defend the Seireitei but they are also allocated districts in Rukongai to defend. In addition to these duties, Shinigami also have to deal with the business of being assigned to the Human World.
The only general authority to call forth a combined front would be that of an edict from the Central 46 Chambers, or more often the Captain-Commander. It is not uncommon for Captains to not see each other as a whole group for long periods of time, except for cases involving a threat to all of the Soul Society, a captain's punishment, or to a lesser degree, a Captain's promotion. On a regular basis, the Captains are spread out all across the Soul Society doing their divisions' duties, whatever they may be. They are, in fact, so far spread out that getting the Captains together as a group, or even getting their Lieutenants together as a group, could normally take a day to accomplish.
Unless specifically ordered by the Captain-Commander, Captains can choose whether or not to attend meetings (at their own risk) or not even involve themselves in the daily situations of the Soul Society. Captains are not allowed, without permission, to carry out activities outside of their normal jurisdiction or their division. The Captain of one division cannot punish the subordinates of another Captain.
The Current Gotei 13 Status
The Gotei 13 found itself in an unfavorable predicament as war broke out between the Shinigami and the forces of Hueco Mundo. The Visored, leading hordes of Arrancar and Hollows, took to the Seireitei in a battle that would come to be known as the 'Great War.' A battle that would shake the very foundations of each and every spiritual realm. The war brought forth numerous casualties, enough to demoralize any army. More and more Shinigami began to fall, as did the Arrancar. The war and battles of these two giant organizations spilled over into the realm of the living. Unfortunately, the Arrancar proved themselves too much, even with the help of the Quincy and Fullbringers. The Seireitei was left in ruins and so too was the spiritual nexus of Karakura Town and other parts of the human world. As with any war, the casualties would begin to pile up, tipping the balance of souls, which lead to a collapse. There was nothing but, war, death and disaster. Souls were left to their own devices, and with a lack of Konso being done on those that passed on.
Matters would only get worse, as the numerous battles progressed. In the end, the Shinigami were chased from their homes, forced to abandon the Seireitei and so the roles were reversed. The invading hordes of Arrancar and Hollows seized control of the Gotei 13 facilities, shutting out the Shinigami. The remainder of the Gotei 13 found themselves as wanderers in the white deserts of Hueco Mundo. They were constantly preyed upon, being unwelcome guest in such a land. The Shinigami eventually took over the vacated Las Noches, using it as their shelter and new temporary home, while the Hollow invasion succeeded. The Shinigami, desperate to reclaim what is rightfully theirs, gathered their forces, and made numerous attempts at chasing out the Arrancar from Hueco Mundo, but each would end in failure. Even now the Royal Guards did not respond, or perhaps they couldn't, for reasons unknown. It is believed that the Zero Division is now cut off from the Seireitei and other realms, via the wretched technology of the wicked Hollows.
Now more than ever, the remaining Gotei forces are in need of allies, but as it stands there was no one to help them. For the Shinigami, all hope appears to be lost, but they struggle to remain ever so optimistic about a time of vengeance. The everlasting bonds of the Shinigami are what keeps them together. Many would wager that the defiant Soul Reapers would one day rise, and as we watch from afar, we too remain hopeful of everything returning to its natural order.
The Shinigami Ranks:
Ichibantai (1st Division)
- Spoiler:
1st Division Captain Commander Fumei Oni Lieutenant: Tsukiri, Aoi 3rd Seat: N/A. Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Nibantai (2nd Division)
- Spoiler:
2nd Division Captain: ------- Lieutenant: ------ 3rd Seat: ----- Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Yonbantai (4th Division)
- Spoiler:
4th Division Captain: ------ Lieutenant: ------ 3rd Seat:---- Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Rokubantai (6th Division)
- Spoiler:
6th Division Captain: Rave Kugeki Lieutenant: ----- 3rd Seat: N/A. Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Hachibantai (8th Division)
- Spoiler:
8th Division Captain: Kazuhiko Shisaragi Lieutenant: ------- 3rd Seat: N/A. Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Juichibantai(11th Division)
- Spoiler:
11th Division Captain: Hoshua Hoo Lieutenant: ------ 3rd Seat: Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Junibantai (12th Division)
- Spoiler:
12th Division Captain: Aras Lieutenant: ------ 3rd Seat: ------- Seated Officers: - OPEN. - OPEN. Unseated Officers: - OPEN. - OPEN.
Last edited by Admin on Thu Jan 24, 2013 8:49 am; edited 6 times in total | |
| | | Admin Admin
Posts : 168 Join date : 2012-11-02
| Subject: Re: The Shinigami Race Information Mon Dec 03, 2012 8:35 am | |
| Shinigami Combat Styles
Shunpo - Spoiler:
Shunpo
- -Level 1 – Capable of using at most 4 uses at a time before a 4 post recharge rate. At this level you are easily traceable to the naked eye, meaning people can sense where your Shunpo is going. But that doesn't make it any less swift. Cost - 300 Experience
- -Level 2 – Capable of using at most 8 uses at a time before a 4 post recharge rate. A normal LT level Shunpo move. Your untraceable to the naked eye, and a blur to any level ones. You are noticeable to any Level 3’s. Cost - 500 Experience
- -Level 3 – Capable of using at most 12 uses at a time before a 4 post recharge rate. A captain level shunpo mover, untraceable to anyone that isn't level 3, and a blur to level 2. Cost - 700 Experience
Augmentation- - -Utsusemi – Level 1 – A move that allows for the a movement of great speed, much higher than shunpo. Leaving behind an afterimage that can appear to take damage or even die. Can use twice a fight. [Strategic, Instant] Cost - 250 Experience
- -Utsusemi – Level 2 – Same as above however this appears to take damage and leave behind a piece of cloth so it feels as though the opponent cut or hit. Even looking as if the move hit. This also increases your shunpo to 14 times a before a 4 post recharge rate. Cane be used 4 times a fight. [Strategic, Instant] Cost - 500 Experience
- -Junkei – Level 1 – This technique allows the user to create clones, up to 5 afterimage clones. These clones are tangible and last up to two posts. After all five have been used there is a recharge of 7 posts. [Strategic, Instant] Cost - 250 Experience
- -Junkei – Level 2 – The final stage of Junkei, allowing the user to leave behind or create up to 15 afterimages clones, these clones are tangible and no amount of sensory can tell them apart from the real deal. They last five posts, once all 15 are used, a 7 post recharge is needed. [Strategic, Instant] Cost - 500 Experience
- -Onmitsukidō Chief – Only obtainable if one has final stages of both Junkei, Utsusemi and Shunko. This is a advance form of everything, increases shunpo count to 16, increases Utsusemi use to 6 times, and increases Junkei to 18 times. Cost - 1000 Experience
Reiatsu - Spoiler:
Reiatsu
- -Level 1 –The requires amount of reiatsu to gain shikai. This level allows for the basis of reiatsu, air walking to base level kidou. Comparable to a 4th or fifth seat. Cost - 300 Experience
- -Level 2 – This is the required amount of reiatsu needed to obtain bankai. Comparable to a LT level shinigami. Cost - 500 Experience
- -Level 3 – The captain level, enough to bring any level 1 to there knees. This is what seperates the boys from the men, Captains from officers. Cost - 700 Experience
Augmentation- - -Damage Resistance – Similar to Hierro, this allows the user to only be hurt by shikai and above moves. Someone with a level 1 in reiatsu would not even dent this person, and a level two would require bankai to cut or harm them. [Cannot be ignored.] Cost - 500 Experience
- -Shockwave – Able to create a powerful shock wave that cases large scale damage (football field) once a fight. Capable of stopping bankai strength attacks. [Cannot be ignored or stunned.]Cost - 250 Experience
- -Immense Spiritual Power – Visible Energy surrounds the user, taking a certain hue, it also comes with a form, like cat or skull. Knocks out anyone who is level one, and brings level 2 to there kness. [Reiatsu, Instant] Cost - 1000 Experience
Zanpakuto - Spoiler:
Zanpakuto
- -Level 1 –The basic understanding of your zanpakuto, this is a requirement for accessing your shikai, and knowing its name. Ones power and proficient with the sword. You have learned the name of your Zanpaktou and the two of you have learned how to work together. Your roughly 3rd seat officer in terms of skills with your sword play, as well as your shikai. Bankai is inaccessible at this stage. Grants one extra technique to your released zanpakuto Cost - 300 Experience
- -Level 2 – A mutual understanding if your zanpakuto, this is a required for obtaining bankai. Those of this level are highly skilled. LT/Captain level, are able to learn the basic zanjutsu skills. Can coat your sword in reiyoku to increase its cutting power so it can match a level 1 shikai. Grants one extra technique to either shikai or bankai. Cost - 500 Experience
- -Level 3 – Considered perhaps the penultimate in terms of proficient with swordsmanship. The highest level of ones Zanjutsu, enabling the usage of Kendo the same way Zaraki Kenpachi does in the anime/manga (with proper training). Not only that, you are now able to release your Zanpaktou without a Release Phrase. You can coat your zanpakuto with reiyoku, increasing its cutting power and distance, about a full two inches from the tip. Your skills can easily match a Level 1 in shikai, and coated, you can match a level 2 in shikai. At this stage, your shikai can match the bankai of a level two quite readily. Grants two extra techniques, to either shikai or bankai. Cost - 700 Experience
Augmentation- - -Constant Release - Your zan is always at the ready, in its shikai state. Along with all of your abilities and techniques active all the time, without the need to release it. Must be at least level two to purchase this with bankai. Cost - 150 Experience
- -Kendou : Sanshin – In order to perform this, they cannot have any ability in progress that requires their reiatsu/reiryoku. This skill may only be used once per post. Must be at least level two to purchase [Will Link Off] Cost - 150 Experience
- -#1: Nadegiri – This basic technique allows for a precision cut of extreme force and speed with their katana, or sharp sword of any kind, as it may casually slice through any large, multi-story high opponents. The opponent could be killed with one swift slash so precise, that they aren't even aware of until after it has taken place. Must be level 3 to purchase this, as well as having purchased Kendou: Sanshin [Will Lin Off] Cost - 150 Experience
- -#2: Sukigiri – A more refined technique, allows for a precise and powerful block with extreme force and speed. Able to stop a single attack with the use of the sword at such speeds, even point blank attacks are hard pressed by its power. Rivaling Nadegiri in terms of power, it creates a highly pressurized wave that blocks an attack and causes no damage done to oneself. Must be level three to purchase, as well have purchased the previous two. [Physical, Instant] Cost - 150 Experience
- -First Division Sect - The peak of zanpakuto skills, and swordsmanship, those at this level at known to be true monsters in terms of sword skills. At this level, it isn't even a fair fight unless your a captain. One must purchase everything in order to obtain this. At this level, your sealed weapon can easily break through most defenses with a single swing. If one does not have proper protection (at least level three in terms of defensive skills, Heirro or such) your sword will cut through like butter. Grants an additional technique to shikai AND bankai. (Two in total.) [Cannot be ignored.] Cost - 1000 Experience
Hakuda - Spoiler:
Hakuda
- -Level 1 – In every art, one has to start off somewhere. And for those on this level, they are at the bottom of the food chain in terms of skill. You’re capable of defending yourself barehanded, but you’re lacking in speed and power and technique.You can land an accurate hit and cause damage with your fists. In a rumble you could kill someone barehanded, given enough hits. At this level, your comparable to a 4-5th seat in terms of physical punching power. Cost - 300 Experience
- -Level 2 – Those of this level may also employ speed, strength and agility in order to take down their opponents. By attacking certain points of the body, they are capable of stunning their opponent by landing a critical hit. Like their master counterpart, experts too can knock an opponent unconscious, with a strong enough strike to the back of the neck. Hakuda Experts may also come in different forms, based on their way of fighting. Some will rely on brute strength and speed, while others are more acrobatic and agile compared to most. This is standard for most captains, good skills, able to handle themselves without there weapon. At least level you can block a level 1 unreleased zanpakuto with your hands. Cost - 500 Experience
- -Level 3 – Hakuda Masters are more or less the equivalent of a master swordsman, although the applications may be different. This means, Hakuda masters will have little too no trouble doing combat, against those who specialize in a different art of fighting. Always looking to out manoeuvre their opponent, their arms and legs, can prove to be lethal weapons at times. Those of this level know exactly where to hit in order to cause the most pain and discomfort to their opponents. True masters, at this level you can block the shikai of a level one, and the unreleased of a level two in terms of zanpakuto with your hands and feet. Cost - 700 Experience
Augmentation- - -Hakuda Superstar - Must be at least a level two to purchase any hakuda techniques. (This costs nothing, but is a stated requirement)
- -Bronze Skin – Level 1 – Due to the training of their hakuda, they are able to extend the blocking power of there strikes, able to catch the sealed zanpakuto of a level three. (Must be level three.) [Cannot be ignored.] Cost - 300 Experience
- -Steel Skin – Level 2 – Same as above however this adds an additional nomenclature, able to catch the bankai of a level two zanpakuto. Must have purchased Bronze Skin. [Cannot be ignored.] Cost - 700 Experience
- -Ikkotsu – The user focuses all their strength into their fist and strikes at the opponent’s body. The punch is powerful enough to break bones and muscles in the vicinity area of their fist upon impact. Must have purchased Bronze Skin [Will be Linked Off] Cost - 150 Experience
- -Soukotsu– A powerful double fisted punch delivered to a opponent that delivers incredible crushing and breaking force into their entire major bones. At its strongest form, this power can shatter and break an opponent in half, faster than an opponent has time to react to the pain. It is so strong that two fist shaped impressions are smashed into the land behind the opponent, giving it the title, “Double Bone”. Must have purchased everything, Level 3, Bronze and Steel Skin, and Ikkotsu. [Will be Linked Off] Cost - 250 Experience
Kidou - Spoiler:
Kidou
- -Level 1 – You got some skill, Kido will not blow up back at you and you can use Kido without a incarnation. But, when you do use it with one, it will be stronger than the one without a incarnation. (Without incantation, your spells will be about 20 levels lower) Cost - 300 Experience
- -Level 2 – Skills from previous levels are at your disposal. But, now you can cast double incarnations and when starting, you can get 1 more extra free Kido spell free. This is roughly a LT class level, your spells without incantation will be roughly 10 levels lower. Cost - 500 Experience
- -Level 3 – Skills from previous levels are at your disposal. Also, you can start with 2 more extra and free Kido Spells when starting out. But, thats not it. At this level you are so good with Kido that you can even use Kōjutsu Eishō (lit. "Later Mention Incantation"), where the incantation is recited after initiating the spell to power it up. Captain class characters are this level, without incantation the spells will be 5 levels lower, and with later mention they will be 5 levels higher. Cost - 700 Experience
Augmentation- - -Ishōhaki – a class of Kidō Incantation where the Kidō practitioner forgoes using a spoken incantation at all. While it decreases the time needed to release the Kidō, it drastically weakens the spell. While anyone well versed in Kidō can use this technique, it is most effective when done by a skilled practitioner, otherwise the spell could utterly fail (i.e.: the spell explodes in the user's face). The most skilled experts are capable of using this technique to amazing effect. Must be at least level one to purchase Cost - 150 Experience
- -Nijū Eishō – a class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse ones' opponent at the same time. Must at least be level two to purchase Cost - 150 Experience
- -Kōjutsu Eishō – a class of Kidō Incantation where the incantation is recited after initiating the spell in order to power it up. So far, only Hachigen Ushōda has been seen using this technique, in order to reinforce the nature of his Ryūbi no Jōmon during his fight against Baraggan Louisenbairn. Must be at least level three to purchase Cost - 150 Experience
- -Specialized Kido– This is where you can purchase a specialized area, such as healing, barrier, sealing. It can be purchased multiple times but for only different thins. You must be at least level three to purchase, and have bought Later mention and Incantation Skip. Cost - 200 Experience
- -Shunko – An advanced technique that combines hand-to-hand combat and Kidō energy to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, enhancing their arms and legs for battle. Only purchasable if you have level 3 in Hakuda as well as level three in Kidou. Follows Shunko rules/regulations. Cost - 1000 Experience
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Last edited by Admin on Mon May 06, 2013 7:12 am; edited 1 time in total | |
| | | Bonegnasher
Posts : 183 Join date : 2012-11-02
| Subject: Re: The Shinigami Race Information Fri Dec 28, 2012 1:57 am | |
| Shinigami Augmentations ~Detailed Guide~
Reiatsu #. Shockwave >Shockwave< - Class: [Strategic, Instant, Reiatsu] Attributes: [Increased Damage, Damage Reduction, Cannot be Ignored/Removed ' >Able to create a powerful shock wave that cases large scale damage (football field) once a fight. Capable of stopping bankai strength attacks< 'Post Durations: 1 post Cooldown: Once a fight
Zanpakuto # [Overall] - #1: Nadegiri - ’ #1: Clean Sweep ‘Attribute: Piercing Damage Class: Physical, Reiatsu*, Instant [‘ This basic technique allows for a precision cut of extreme force and speed with their katana, or sharp sword of any kind, as it may casually slice through any large, multi-story high opponents. The opponent could be killed with one swift slash so precise, that they aren't even aware of until after it has taken place. ‘]Post Duration: 1 Post. Cooldown: 4 Posts. Price: 150 Points.# [Overall] - Kendou : Sanshin - ’ Way of the Sword : Strike Out ‘Attribute: Damage Class: Reiatsu, Physical*, Instant [‘ Taking both hands of the handle of the sealed Zanpaktou, must be a katana of a sort, and the user stands in a Kendou position as they swing the blade downwards with all their reiatsu strength in their blade’s swing, increasing it’s cutting edge, and a blast of reiatsu to erupt from the blade onto the opponent at close range. In order to perform this, they cannot have any ability in progress that requires their reiatsu/reiryoku. This skill may only be used once per post. ‘]Post Duration: 1 Post Cooldown: 2 Posts. Price: 150 Points.#. [Overall] >#2: Sukigiri< - ’ >Clean Block< ’Class: Physical, Reiatsu*, Instant Attributes: Damage Reduction, Invincible, Cannot Be Ignore/Removed ' > A more refined technique, allows for a precise and powerful block with extreme force and speed. Able to stop a single attack with the use of the sword at such speeds, even point blank attacks are hard pressed by its power. Rivaling Nadegiri in terms of power, it creates a highly pressurized wave that blocks an attack and causes no damage done to oneself. Must be level three to purchase, as well have purchased the previous two.< 'Post Durations: 1 Cooldown: 3 Price: 150 Points.#. [Overall] - Must be level 2 to purchase >Senmaioroshi< - ’ >Thousand-Page Wholesale< ’Class:[Physical, Instant] Attributes: [Increased Damage, Damage] ' > Senmaioroshi is a technique where multiple blade movements take place so fast that they can literally shred a target into pieces. The wielder can choose to use either both hands or just one. The technique requires great precision and agility in order to perform. With this technique, opponents may find it difficult to keep up with the blade’s rapid movements. This is of course if they lack the necessary skill level to deal with such a technique. < 'Post Durations: 1 Cooldown: 3 Price: 150 Points.
Hakuda #1. [Overall] Ikkotsu - ’ Single Bone ‘Attribute: Damage, Stun, Replace Class: Physical, Reiatsu*, Instant [‘ The user focuses all their strength into their fist and strikes at the opponent’s body. The punch is powerful enough to break bones and muscles in the vicinity area of their fist upon impact. During this time, the user cannot use Reiatsu-based attacks or skills of their own and the person who was punched cannot use physical motions the following posts. This technique will replace itself to Soukotsu the next post. ‘]Post Duration: 3 Posts. Cooldown: 2 Posts. Price: 150 Points.\_#1. [Overall] Soukotsu - ’ Double Bone ‘Attribute: Damage, Replace Class: Physical, Instant [‘ A powerful double fisted punch delivered to a opponent that delivers incredible crushing and breaking force into their entire major bones. At its strongest form, this power can shatter and break an opponent in half, faster than an opponent has time to react to the pain. It is so strong that two fist shaped impressions are smashed into the land behind the opponent, giving it the title, “Double Bone”. This skill returns to Ikkotsu after its use. ‘]Post Duration 1 Post. Cooldown: None. Price: 250 Points.#5. [Overall] - Mashiro Kikku - ’ White Kick ‘Attribute: Damage Class: Physical, Instant [‘ The user focuses their strength into one leg, and strikes in different swaying styles of movement, but always hitting their target by the tip or heel of the concentrated foot, to deal sufficient damage to the target upon the vicinity area their foot hits. If the attempted combo goes over twenty, the user will be tired physically and strain their foot. ‘]Post Duration: 1 Post. -May attempt a 20 or lower hit combo. Cooldown: None. -Though the user would get tired eventually. Price: 150 Points.#6. [Overall] - Mashiro Doroppu Kikku - ’ White Drop Kick ‘Attribute: Damage, Stun Class: Physical, Instant [‘ The user now focuses their entire strength on their legs, to perform a stylish drop kick wherever they target on the opponent’s body, until they hit a surface. The kick is strong enough to cause a crater in the ground and render the attacked target unable to move for two posts. This skill may only be used once per post. This skill requires Mashiro Kikku to be bought first. ‘]Post Duration 2 Posts. Cooldown: 2 Posts. Price: 250 Points.#7. [Overall] - Mashiro Supa Kikku - ’ White Super Kick ‘Attribute: Damage, Remove ‘xxx’ Class: Physical, Instant [‘ Before kicking, the user concentrates all their physical strength into one kick. This kick does so much damage, it removes all destructible defense based on the vicinity where the foot hits. Its powerful enough to instantly kill Gillian-class Hollows and knock out the target, or even result to death. This skill requires Mashiro Kikku and Mashiro Doroppu Kikku bought and may only be used once per post activation. ‘]Post Duration: 1 Post Preparation, 1 Post. Cooldown: 4 Posts. Price: 250 Points.#. [Overall] >Raiōken< - ’ >Thunder King Fist< ’Class: [Physical, Instant] Attribute: Damage, Remove ‘xxx’ ' >Raiōken is a master hakuda technique involving a series of rapid punches. Using this technique, the combatant is capable of causing a lot of damage to both their target and portions of the immediate area. In the Manga Yoruchi was able to severely crack Aizen's first form and destroyed a portion of Karakura Town in the process. < 'Post Durations: 1 Cooldown: 4 Price: 250 Points.#. [Overall] >Oni Dekopin< - ’ >Oni Headpoke< ’Class: Physical, Instant Attributes: Damage, Stun ' >Oni Dekopin is a technique where a simple finger flick has enough physical force to send an opponent flying a considerable distance away, even with enough power to crash through multiple physical constructs, while causing physical damage to them.< 'Post Durations: 1 Cooldown: 1 Price: 150 Points.
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