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  1. - Top - End - #181
    Ettin in the Playground
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    Default Re: BleachITP Reborn: OOC Thread 9

    From one thing to another: despite my initial desire to keep them as a secret, in attempt to be a fair sport I'm presenting a revised and better formatted description of Elder's releases and powers. You technically agreed on all of these before, but there was so suspiciously little nadder I'm not sure if all people are okay with them.

    Again, the intention is that Elder's powers are substitutive rather than additive - her releases completely change how she fights, rather than linearly increase her power.

    Sealed Form:

    Spoiler
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    Strength: Far into superhuman range, greater than that of an average Vice-Captain. However, as her own body isn't all that durable, Elder can't utilize all of it to strike his opponents.

    Masterful Hand-to-Hand combatant:
    Elder excells in unarmed combat, especially in styles that disable or disarm her opponents. She prefers grappling to straight kicks and punches.

    Good Swordsman:
    While having gone without her weapon for a long while, Elder is still on par with a seated Shinigami officer when it comes to swordplay. Her style is rather simple, though, and a true swordsmaster can figure out gaps in her defense rather easily

    Sonido: Very fast, capable of causing slower captains grey hairs. Elder's biggest strenght is endurance instead of straigh speed, though, and she has often has to outmanuever her opponents rather than just outrun them. Against very agile opponents, this might prove problematic.

    Hierro: In sealed form, Elder's Hierro is decent, capable of shielding it from glancing blows and slowing down stronger ones. It still doesn't protect much against dedicated opponents. Even a dedicated unseated can cut her.

    Fast healing:
    Elder's body stops bleeding, repairs superficial injuries and damage to eyes, fingers, ears and such with great alacrity. She can't, however, restore lost limbs or organs in sealed form. This effect is tied to time - it starts at first blood and seizes to work after some time. Elder has to absorb Reishi to get it work again. Many acidic or poisonous attacks completely screw over this power.

    Pesquisa: Elder's Pesquisa is well honed, and can cover a wide area with decent precision. It is best used for navigation, being too slow for dedicated combat usage.

    Garganta:
    Elder can use Garganta. However, she does not use it for traversing planes. At most, she'll move between two locations of Mortal World.

    Cero & Bala:
    Very strong. Elder has fine control over energy put into her attacks, and can charge and fire them very fast. She uses energy attacks sparingly mainly due to high potential of collateral damage.

    Gelatinous Reiatsu: Elder's reiatsu is very thick, and moving trough it feels like going trough pudding. More notably, it assumes solid qualities when hit with enough force. Walking trough it is relatively easy, running against it is like pushing against rubber, and if someone is stupid enough to shunpo against it, the result will be like ramming into a thick steel wall. This forces slower and restrained movements near Elder when she's manifesting her power.

    Possession: Elder can take over a body hollowed with Gonzui. The body goes trough some cosmetic changes and gains an aura that frightens mortals, but gains no other powers. When in a human body, Elder's reiatsu and reiryoku are very hard to measure accurately. Elder can stay in a body and function as a mortal until old age renders the body useless. If a possessed body is mortally wounded, Elder's spirit will detach from it; if the finishing blow was landed by a spiritual weapon, she will suffer some nausea afterwards.


    Resurreccion:


    Spoiler
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    ((Note: Elder's current, wingless and tailless form is her damaged Resurreccion - she's stuck in it due to having lost her Zanpakuto.))

    Decreased general abilties: Resurreccion diverts notable amount of energy to fueling special abilities, initially reducing some of Elder's capabilities as it increases others. She loses some speed and strenght, but most notably her Hierro disappear near-completely, replaced by rapid regeneration. She can compensate for this loss in raw power by using Gonzui, but as noted, that ability has some complications.

    Instant Regeneration: Elder's Resurreccion form heals with absurd rate. Anything short of her head being obliterated can and will be healed. She can't keep this up indefinitely, however; in longer battles, if she's constantly damaged, her regeneration will slow down and evetually seize. Time seems to matter more than extent of injuries; Elder has survived her torso being blown away several times within a short timespan, but has been forced to flee after losing a limb in a prolonged battle. Using Gonzui will reset the timer once.

    Spawn:
    To some extent, Elder can recall personalities and powers of those she's eaten; if she wants to, she can release them as Hollows by removing part of her body. For example, droplets of her blood can become weak, single soul hollows; a severed finger would become a standard, unintelligible Gillian; a whole hand would become a personalised one. Something akin to a complete limb would make an Adjuchas. Body parts used this way can't be regenerated unless Elder absorbs her creations back, or otherwise eats enough souls to replace them. The creations are independent beings; they won't be concerned one bit if Elder is destroyed, and she often has to force them down if they're feeling disobedient.

    Gonzui: This ability absorbs spiritual energy, drawing forth power from nearby sources. Spiritually weak beings, such as normal humans or animals, will have their souls ripped from their bodies, often leading to a horrifying number of casualties if used in the Mortal World. Weaker Hollows will also be instinctively throw themselves to the user, to be consumed. Even a single use of this ability can vastly increase Elder's power. Elder shuns away from using this power to avoid attracting too much hostile attention.

    Special techniques using Gonzui:

    Spoiler
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    Draw Unto Nothingness: If need be, Elder can create a Garganta and use Gonzui to draw power from the transitive plane known as the Void. While this mitigates Gonzui's destructiviness, it does not remove it completely, as the ability draws power indiscriminately from all around Elder.

    Cero Oscura:
    Elder can use extra energy from Gonzui to use Cero Oscura. This Cero is considerably stronger and has much greater range than usual.

    Energy mastery:
    The extra energy from Gonzui can be used to increase power of energy attacks in other ways as well. Most devastating of Elder's combat abilities, it can charge and fire up to dozen ceros or balas at once, raining destruction upon its foes. In addition, Elder can suspend Ceros in mid air, and fire them off when it suits its plans. Elder can choose the target direction of suspended Ceros at the moment of firing.


    Wings & Tail:
    Elder's wing allow her fly in environments surrounded by seki-seki. though such flight is slow and clumsy. They are very strong and can be used to pummel an enemy, but they are easily cut or blocked. The wings act as sort of feelers, allowing Elder to see almost everywhere around her in combination of Pesquisa and normal sight. Her tail is the only part of her with any significant Hierro left, and can be used to block attacks. It's long enough to be used to entangle a weak foe, but overall it's not that impressive as a weapon.


    Segunda Etapa:


    Spoiler
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    Reduced combat capability: While powerful, Elder's Segunda Etapa lacks combat utility; she can't use energy attacks, spawn new hollows or use Gonzui to gather more energy.

    Amorphous Form:
    In Segunda Etapa, Elder's whole body becomes akin to water, and she can drain moisture from the air to repair herself. This makes it very hard to cause lasting damage to her, though she can still require a long time to recover from some attacks. She can also alter her shape at will, assuming whatever form pleases her. However, this comes with a cost - outside of a possessed body, she has much harder time affecting physical things, and has to move at great speeds to, say, punch someone.

    Cut the Spirit:
    In Segunda Etapa, Elder's zanpakuto does not injure flesh - instead, it saps the spirit of the opponent, making them feel cold and tired. If Elder scores in a good hit to her opponent's torso or head, she can channel herself to that opponent's body, effectively hiding within that opponent's mindscape. Elder's opponent has homefield advantage in the form of summoning one's Sword Spirit etc. to fight against her. Otherwise, the relative strenght between Elder and her opponent stay the same during a mind duel. Elder cannot kill anyone during a mind duel - worst she can do is to temporarily wrestle control of her opponents body, or linger on in one's Inner World as a spiritual freeloader

    Slumbering Spirit:
    Elder can stay in Segunda Etapa as long as it wishes, but it will gradually become tired and sleepy due to inability of consuming more souls, to the point where she can sleep for decades before rising again. She can still this effect by staying in a Mortal body and eating normal food, but as noted, she cannot use her powers from within a human body.

    Command Weather:
    In Segunda Etapa, Elder can alter weather conditions within a large area (several square miles). She can raise or lower temperature within the extremes found in Mortal World, from freezing cold of the Antarctic to burning hot of Sahara. She can affect moisture, creating mist and clouds at will - this also allows her to create varying types and degrees of rain, from faint drizzle to a raging hailstorm. She can also raise or lower winds, from a gentle summer breeze to a wild hurricane. Finally, she can create thunder, though she has little control over where invidual lightning bolts strike.

    All these effects are fully real to mortals, spiritually aware or not. Once established, a weather condition will remain untill it abates naturally. Actively using this power requires great concentration, and it is slow compared to, say, a kido chant, so it is rather unwieldy to use in combat despite its destructive potential. Elder's favorite use of this ability is to help farmers grow their crops.

    Turn of the Wheel:
    Elder's most powerful ability, and the one she needs to use to leave Segunda Etapa. When used, it creates a vast, dark cloud, which will rain down all the souls Elder has eaten and can still remember. To mortals, the raindrops look like normal water, where as to spiritually aware, they look like drops of blood. Where the drops fall, small figures of humans sleeping serenely will appear. If woken, they will revert to weak Hollows, but their slumber is deep and a careful Shinigami could purify scores of them if acting quickly. The last raindrop holds Elder's zanpakuto within it.

    The rain has several effects: first, it fertilizes the soil, causing plants to flourish and turning even a barren wasteland to a lush field. Second, it washes away the pain and wounds of those who it falls on, even healing lethal wounds or returning lost limbs. Third, it infuses the place with vast amounts of spiritual energy, meaning that in the next few decades, people born in the area are more likely to gain spiritual powers.

    After using this ability, Elder returns to the wingless base form of his Resurreccion and is severely exhausted. After this, it's a long task to gather all the spilled souls and regain her sword again.


    Descriptive text for her Zanpakuto and appearance are still suspiciously missing, as at least those I want to save for later.

    EDIT: I noticed my description of Elder's sealed abilities was faulty, not giving a good picture of how strong she actually is. After discussing with Vael, I edited them to be less superlative.

    @13_CBS: Elder's spawn ability might seem similar to your Golem Master, but you shouldn't worry about - many of Elder's most important abilities are those that were technically generic Hollow powers in canon (Possession, Gonzui, Regeneration, Cero Oscuras...), but were alluded to or used only once or so. There's room for more than one "spawner", in fact, other exist already, and your golems sound different enough from all of those. In the end, Elder has so much going for her I don't care one bit if there's overlap with her powerset.
    Last edited by Frozen_Feet; 2010-06-23 at 09:31 AM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  2. - Top - End - #182
    Firbolg in the Playground
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    Default Re: BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Prime32 View Post
    ""? He called it epic, that should be a ""!

    He was using the term in the literal sense.
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  3. - Top - End - #183
    Ettin in the Playground
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    Default Re: BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Innis Cabal View Post
    He was using the term in the literal sense.
    Argh, stop being such a crybaby.

    I'm halfway through, now. Very interesting reading. Reminds me of the style of old eastern epics. It will be a very good source of inspiration for Kido chants.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  4. - Top - End - #184
    Firbolg in the Playground
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    Default Re: BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Frozen_Feet View Post
    Argh, stop being such a crybaby.

    I'm halfway through, now. Very interesting reading. Reminds me of the style of old eastern epics. It will be a very good source of inspiration for Kido chants.
    I'm just being melodramatic for the sake of it

    But thank you
    My Current Works


    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

  5. - Top - End - #185
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    Default Re: BleachITP Reborn: OOC Thread 9

    Just a quick re-link if anyone else wants to comment on it:
    Quote Originally Posted by Vael View Post
    Akena, Arrancar
    Spoiler
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    Akena
    Age: Old, very
    Gender: Female?
    Size: Big
    Affiliation/Type: Tentatively Loyal Arrancar
    Aspect of Death: Savagery
    Speech Color: #445599

    Appearance:
    While most arrancar take on human form, or at least have some vague semblance of humanity to them, Akena is persistently monstrous. If Akena even has a human form, none remember it, or have lived past seeing it.

    Describing Akena's form is difficult, however, as it is remarkably protean and bizarre, adding new limbs and subtracting old ones, shifting length and height and coloration. However, Akena generally has to keep the same size, and usually is quadrupedal (or more), and has a long and slender body rather like an over-sized salamander. Quite often, exposed bones weave in and out of Akena's skin and flesh at random places, sometimes in sharp barbs, or in curved, protective plates or rings.

    One constant, however, are Akena's eyes; She possesses eight, each one a rounded triangle. Each eye is a dull, steely blue, and tends to be placed with one other eye so they form a strange diamond shape.
    The other constant is Akena's breath, which bears the same coloration as her eyes. Involuntarily, Akena releases a strange smoke or fog from her mouth and other places across her body, which tends to clump and gather, or spread out subtly so that it is difficult to notice. Where it is dense, shapes can be seen in the fog- phantom limbs and faces that mimic the forms Akena has taken.

    Generally, also Akena has razor sharp teeth and claws of a dull gray material that acts like metal- however, she sometimes substitutes it with bone, and uses the "metal' more protectively in patches across her body.

    Personality:
    Monstrous is the best word to describe Akena. Following after that is bestial, savage, and inhuman. She does not care for society or social norms, but instead acts like the terrible creature she appears to be. As often as she would speak, she would eat or maul, or simply ignore. The idea of civilization is simply bizarre to her.

    This is not to say she lacks intelligence or the capability to speak or socialize, however. Akena is quite canny and cunning, and has been known to talk to people she isn't interested in devouring, and those that catch her attention. People who manage to do this will often note that Akena's personality seems... disjointed. She will say things that are contradictory one after another, or shift emotions and goals rapidly. Even if she isn't coherent or consistent, however, she remains purposeful, and rarely ever does something that isn't self-serving (whether for entertainment or out of greed or need).

    When she does speak for longer periods of time, it becomes apparent that she enjoys trying to rile people- to make them angry or hateful, and it doesn't matter what their anger is at (though most often it is directed at her). If she's pursuing a specific goal, she tends to try and get her way through intimidation, brutality and forcefulness, which serve her quite well.

    However, there are a few who manage to get the better of Akena, and around them, she manages a resentful servility. She often tests these people, either with direct confrontation or through contrived challenges, always watching and waiting for weakness, biding her time until she can strike them down. Until that time, however, she can be considered loyal... though not reliable. Currently, the Ghost King exerts this form of loyalty over her to ensure her obedience, and she may defer to Espada if pressed (though they will likely have to demonstrate their superiority).

    History:

    The history of Akena is incredibly long, extending back over two thousand years. It is difficult to piece together everything she has done, but the best way to track her activity is through plagues. The Antonine Plague, or the Plague of Galen, is one of the first known plagues attributed to her, and later the Black Death and Third Pandemic. While it's clear she could in no way cause all of the deaths in these plagues, it is known that she delighted in them, and quite possibly did engage in her own rampages as they took place. Whether she actually caused, started, or actually aided the progression of the actual disease is unknown.

    The Antonine Plague is of particular note, however, for it was in this time period that Elder and Akena encountered one another. Having moved west from her usual locations, Akena drove into the Roman Empire, laying havoc on the people within as the plague spread... and inadvertently interfering with Elder's current territory. Since then, the two have remained fierce enemies and rivals, clashing violently.

    Though she is considered a useful weapon against Elder, Von Geister has taken steps to curb and remove some of Akena's tendencies and abilities, to ensure that she is not overly detrimental to his cause. As such, Akena is somewhat weaker currently than she was in the past, a fact which she deeply resents... not that it changes her situation.

    Capabilities

    General Capabilities:
    Spoiler
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    -Physical Strength: Akena is immensely strong, as is befitting a creature as large as she is.

    -Offense: Akena is only of average combat skill, as she relies more on her strength.

    -Defense: Her skin is quite tough, and especially due to the bone and metal that shifts across her body.

    -Mobility: Akena is not especially mobile due to her size, though attempting to flank her is much more difficult than it seems. She is quick at running, though her attacks don't benefit the same way.

    Standard Arrancar Powers:
    Spoiler
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    -Bala and Cero: Akena is not capable of using Bala or Cero.

    -Hierro: Incredibly potent. Attacking her may result in damage to the offending object.

    -Sonido: While she can use Sonido with slight below average ability, generally she has to use it in short dashes as she has difficulty turning while using it.

    -Garganta: Akena can use Garganta, but it is limited to herself, and it can only take her to one place (her lair) in Hueco Mundo (though she is not limited to where she can arrive in the mortal world)

    -Pesquisa: Akena's Pesquisa has a good range, but is incredibly dull- she cannot distinguish between auras in any manner other than very general size, and particularly weak auras may escape her entirely.

    Unique Abilities:
    Spoiler
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    -Breath of Decay: Akena constantly releases a steely blue breath that spreads out around her like rolling fog. When angered or riled, this smoke becomes more dense around her, forming shapes that mimic her or her limbs (or sometimes just eyes). Any caught within this aura will subtly began to decay or dissolve, skin and fingernails peeling away the first sign of its effects, with flesh being next. It takes time to work, but it tends to cling even after moving away from Akena, though it fades fairly quickly when removed from the source. Protective abilities (such as hierro) and strong auras can diminish her breath's effects.
    If she wills it, Akena can release as little of her breath as possible, but she cannot do so over extended periods of time, and cannot fully negate it.

    -Chimeric Body: Akena's body is highly mutable, and can be reshaped in a variety of ways. However, she cannot add or subtract anything from her body- thus, she always has the same mass, and same materials with which to construct it. Some things seem to be a necessity to her body (such as the form of her eyes, openings from which to release her breath, and outer patches of bone and metal), so Akena is hard pressed to use this as a disguise or drastically reform herself- however, she can use it to protect certain parts of her body over others, move wounds, grow and retract limbs, and more.

    -Plague Bearer: Unusually, Akena is capable of catching and purposefully retaining diseases, though she does not suffer from their effects. It is tiring for her to sustain them for too long, however, so generally she does not carry diseases for long periods of time. She can purposefully release these diseases in manners that allow others to catch them (though this doesn't allow her to infect those who would normally be immune to it, such as other spiritual creatures).


    Incidentally, been thinking over sizes- I'm thinking she's about 26 feet long, possibly 8 or 9 feet tall. Weight would be around 1.5 tons.

    At FF's suggestion, I based it around the size of some of the largest crocodiles, though she manages to be a bit longer, and much taller (though the height is simply because her leg configuration tends to be less flattened out).
    She may actually weigh substantial more than 1.5 tons- that's just my best guess given a quick look at the weight of a crocodile. Given that the ratio of size to weight is probably more exponential than I made it out to be, and her body composition includes substances that are likely more heavy (and she has some extreme muscle mass), I could see her getting up to 2 tons, even.

    Also- interesting guesses, CBS, and probably more accurate to her concept than the original source. Given that she's so removed from it, it'll be pretty hard for anyone to make out. Once she's in play, it might be easier (the main traits aren't quite as emphasized in my entry).
    Last edited by AmberVael; 2010-06-23 at 09:35 AM.

  6. - Top - End - #186
    Firbolg in the Playground
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Bakudo


    Spoiler
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    Bakudo 1 Sai: Locks a target's arms in place behind their back

    Bakudo 4 Hainawa: An energy rope entangles the target's arms

    Bakudo 5 Water Bindings: This Bakudo creates a water orb around the target's hands. It's extremely hard to pull out of, and has a "current" pulling towards the middle.

    Bakudo 5 Stringed Limbs: A white ray projects from the user's finger-tip. If this ray strikes it's target then the limb struck will begin to glow white and will stick unerringly to the next object it touches until the bakudo is broken.

    Bakudo 7 Sun Flash: One of the concealing bakudo, the user creates a cone of bright light from their cupped hands to temporarily blind an opponent.

    Bakudo 8 Seki: Creates a round shield that seems to temporarily paralyze and repel whatever strikes it

    Bakudo 9 Geki: Engulfs the target in red light, completely paralyzing them

    Incantation: Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat.

    Bakudo 9 Hōrin: Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. the end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The Kidō is able to connect with another one of itself if both have captured a target and bind them together

    Incantation: Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat

    Bakudo 12 Kyōmon: It creates a glass-like barrier which is difficult to break from the outside, but quite simple to break from the inside.

    Bakudo 15 Kumo no Su (Spider's Web): Creates a web of strands (similar to #9 Hōrin), spanning approximately 15 feet in diameter.

    Bakudo 20 Briny Prison: This bakudo creates a solid "block" of water around the target's entire body, short of their head. It is just as hard to escape as the lower-number Water Bindings are.

    Bakudo 20: Mercurial Network: Entangles an area in webbings made of metal.

    Bakudo 21 Sekienton: Creates a blast upon activation and is used like a ninja's smoke bomb.

    Bakudo 26 Kyokko: Hides the target from sight, by bending light. The spell has the ability to totally hide the presence and reiatsu of the user or specified object.

    Bakudo 28 Mirror Wall: A potent defensive bakudo, it creates a rectangular barrier in front of the user that can reflect kido effects that strike it (up to level 30) back unto it's source with a bit of extra force behind it.

    Bakudo 30 Shitotsu Sansen: Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of an equilateral triangle.

    Bakudo 32 Sea Barrier: This Bakudo creates a large barrier in front of Hibiki; it more or less functions like a weaker version of Danku, blocking hado up to number 30.

    Bakudo 37 Tsuriboshi: Creates a star-shaped cushion of Spiritual Energy, which anchors it to nearby objects with "ropes" of spirit particles. It can stop falling objects, acting like a safety net.

    Bakudo 39 Enkosen: Summons a shield of condensed reiatsu to block opponents' attacks.

    Incantation: Ye who carry the Heavens! Bring the gold arc through the road, and keep the Little Ones safe from sin.

    Bakudo 51 Binding Wave: The highest-number water Bakudo Hibiki has managed to create, this kido creates a large wave that crashes towards enemies; when it captures enough targets, it stops, creating multiple "Briny Prisons" for each of those captured.

    Bakudo 61 Rikujōkōrō: Summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams.

    Incantation: Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six.

    Bakudo 62 Hyapporankan: A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.

    Bakudo 63 Sajo Sabaku: Similar to Bakudō No. 4, but stronger, this spell binds the arms of a target

    Bakudo 73 Tozanshō: Creates an inverted pyramid-shaped barrier around the caster

    Bakudo 79 Kuyō Shibari: Creates eight black holes that emit spiritual energy in the personal space surrounding the target, with a ninth black hole manifesting in the center of the targets chest.

    Bakudo 80 Shisō Kekkai: Four spears are used to trap the target by their hands and legs. The target rises up into sky and is then sealed in a black coffin-like box with chains wrapping around it. The four spears then pierce the box all at once

    Bakdudo 81 Danku: Creates an energy barrier in the form of a rectangular wall. It is capable of stopping destructive spells up to #89

    Bakudo 91 Kin (Part 1): Ties the target's arms on the back in addition to wrapping the spiritual fabric around the entire body, and continues to pin the target with spiritual fabric stacked to the ground around the target with several iron shafts in an "X" shape.

    Bakudo 91 Bankin (Part 2): This spell covers the target from head to toe with spiritual fabric (First Song), stabs them with numerous metal bolts (Second Song), and then smashes them with an immense metal cube (Final Song).

    Incantation:

    First Song: Halting Fabric
    Second Song: Hundred Linked Bolts
    Final Song: Great Seal of 10,000 Forbiddings




    Hado


    Spoiler
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    Hado 1 Sho: Pushes the target away from the caster

    Hado 3 Sea Whip: This hado creates a whip made from water that lashes at a target, knocking them back and dealing impact wounds.

    Hado 4 Byakurai: The user fires a concentrated, powerful lightning bolt from their finger

    Incantation: Ye who rule over the skies! Lend me thy strenght and cast Heaven's purifying light on my foes!

    Hado 5 Foosu Misairu (Force Missile): Fires a single small blast of force; this blast will follow the designated target, giving a near guarantee of hitting.

    Hado 6 Sea Bullet: This hado shoots a small ball of water from Hibiki's finger, impacting with the force of a bullet.

    Hado 8 Iron Thorn: Uses the zanpakutou as a focus, firing a metal spike at the target position.

    Hado 10 Emerald Grasp: A hado spell that creates a pillar of explosive green energy beneath the target, hitting everything within it's five foot wide and twenty feet tall area.

    Hado 10 Foosu Bakuhatsu (Force Blast): Fires a blast of force in a line, often pushing the target back while causing damage.

    Hado 11 Tsuzuri Raiden: Electric current flows through any object the user touches and is able to lead electricity, damaging any target that is in contact with the object the current runs through

    Hado 12: Sea Sword: This hado creates a slashing wave of water that can cut as effectively as a blade.

    Hado 12 Soren Byakurai (Twin Lotus Pale Lightning): User fires a bolt identical to #4 Byakurai from each hand. Each hand can point in a different direction.

    Hado 18: Iron Rain: As Hado 8, but fires several metal spikes over an area.

    Hado 19: Guillotine Pres: This hado sends a crescent blade of cutting energy at the target, and is particularly useful in severing bakudo spells below level 15.

    Hado 20 Iron Lotus Burst: Uses one spike from Hado 8 or Hado 18 created by you as a focus, detonating the spike into a shower of metal shards.

    Hado 20 Foosu Misairu no Arashi (Force Missile Storm): Fires a series of missiles similar to #5 Foosu Misairu. It fires 20 missiles and can target up to 5 enemies.

    Hado 24 First Wave: This hado creates a moderately large wave that pushes back and bludgeons targets.

    Hado 30: Iron Lotus Detonation: As Hado 20, but detonates all spikes you created.

    Hado 31 Shakkahō: Fires a ball of red energy at a target.

    Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!

    Hado 32 Ōkasen: Fires a wide arc of yellow energy at a target.

    Hado 33 Sōkatsui: Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power
    Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws.

    Hado 35 Gravity Slam: This hado is unusual because it lacks an outward display of power until it actually hits. Those affected by feel as if a massive weight has suddenly slammed into them from above crushing them down into the ground. The area of (Gravity Slam) is wide enough to catch multiple targets if they are close enough together and has less effect on larger targets

    Hado 36 Geyser: This hado creates a superheated column of water that blasts upwards, scalding and knocking back targets.
    Hado 36 Kongōbaku: A wide blast of spherical, red energy similar in strength to a Sōkatsui blast

    Hado 48 Second Wave: This hado creates a wave twice as large as hado 24, in addition creating spikes of water that can impale targets.

    Hado 54 Haien: Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact.

    Hado 55 Gaki Rekkō: A spell that makes a circle of energy, before firing blasts of green light from its center in a cage-like formation

    Hado 58 Tenran: A widening tornado-like blast is fired towards the target.

    Hado 63 Sōren Sōkatsui: Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety.

    Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens.

    Hado 63: Raikōhō: Fires a massive wave of yellow energy at a target appearing as a gathering thunderstorm above the casters palm.
    Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle

    Hado 72: Tsunami: This hado creates a wave thrice the size of hado 24, inflicting massive destruction upon a large area (notable that he needs nothing short of a nearby lake to create this hado)


    Hado 88 Hiryugekizokushintenraiho: Fires a gigantic electricity blast of spiritual energy resulting in a truly enormous explosion.

    Hado 90 Kurohitsugi: Forms a box of black energy around a target, which is then pierced by dozens of energy "spears," lacerating the one inside from head to toe. Its appearance and function is reminiscent of a common magician's trick, as well as certain torture devices used during the Spanish Inquisition.

    Hado 91 Senjū Kōten Taihō: Summons several spears of light that are all fired towards the same focal point where the intended target resides. The culminating explosion is exceedingly devastating.

    Incantation: Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired.

    Hado 93 Hyōga Seiran: fires a massive wave of ice capable of freezing its targets and surrounding area as well as destroying a group of Menos Grande through sheer power

    Hado 96 Ittō Kasō: A forbidden spell. It is a spell that causes a huge pillar of fire to erupt from the ground in the shape of a katana's tip. It is implied to be a forbidden technique that can only be activated by using one's own body as a catalyst.

    Hado 99 Fierce Breathing of the West Flight:



    Qi


    Spoiler
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    Keikatsu: A healing technique that heals a single person. Full healing takes concentrated use of this spell.

    Meiyu: it is a healing technique that heals up to five individuals within a small area.

    Shimoku: this ability causes an opponent to become poisoned. This poison is not lethal, merely incapacitating foes.

    Hakufuku: This technique muddles the consciousness of its target.



    Wu Wei


    Spoiler
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    Wu Wei 12 Fushibi: Creates a net of orange kido energy that can be attached to persons or objects

    Wu Wei 30 Synesthesis of Sounds and Sights: This technique allows the caster to look into a body, it requires concentration to use for prolonged periods.

    Wu Wei 58 Kakushitsuijaku: Tracks and locates any spiritual force the user focuses on. To activate it, the user must draw a circle on the ground, cut into four parts with a specific character in each. The incantation animates the circle, causing various numbers to appear within until the specific set is found. The number set seems to be a variation on longitude and latitude.

    Incantation: Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain

    Wu Wei 77 Tenteikūra: Transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster.

    Incantation: Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens.

    Wu Wei 80 Black Huntsman: Summons the Black Huntsman. The spell cannot be completed without a candle imbued with a drop of the user's blood, placed upon a window sill at night. The Huntsman will appear when the chant is completed, and his arrival is signified by the candle lighting itself. After this, the chanter has to represent his offer and payment to the Huntsman during the time it takes for the candle to burn out. Once he accepts, Zamiel will extinquish the candle, after which he'll leave to complete the duty.

    Incantation: Harry the wind, ye masked Rider of Black Fortune. Ride the east leg, travel the west peak, climb the north wall and find the ironsand of the south! Seek forth that black dog, and force it to face itself!

    Wu Wei 80 White Headsman: Summons the White Headsman. The White Headsman is the counter to the Black Huntsman, hunting him down and taking back to where they both hail from. The spell cannot be completed without a mirror wrapped with a hair of a beautiful woman which the caster places in the dawn sun. The next dawn, the mirror will be gone. The Headsman will go forth and seek the Black Huntsman until he is slain or the duty of the Black Huntsman is complete.

    Incantation: Headsman of the Celestial Court! From the sands of the North to shores of the South, cast your gaze from the Carriage of Thunder and bring your judgment upon the unworthy!


    De


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    Garganta: The technique used by Hollows to move to and from Hueco Mundo. It literally tears open the dimensional fabric separating the worlds, revealing a tunnel of whirling, torrential energy that must be focused and solidified to create a discernible pathway.

    Incantation: My right hand is the stone that bridges worlds. My left hand is the blade that binds reality. The black-haired shepherd is hung from a chair. Stratus clouds come, and I strike down the ibis

    Jikanteishi: A forbidden spell which halts time in a specified area. Doing so ages the caster of the spell ten times the amount he is holding at bay.

    Kūkanten'i: A forbidden spell, teleports a large area to another specified location. It is powerful enough to teleport active kido spells along with physical objects.

    Hanki: An ability which nullifies an opponent's Kidō by hitting it with another one of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements when used in conjunction with a physical attack.



    Updated Kido list. I saw the Kido stuff up on the Wiki, so thought I'd get the current list up.
    Last edited by Innis Cabal; 2010-06-23 at 10:02 AM.
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    Default Re: BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Frozen_Feet View Post
    Okay, lets go through this from ground up again. The spell that summons Zamiel allows him to teleport to whatever plane and location the summoner's in; it outfits him with weaponsy; it allows him to make metaphysically binding contracts and permanently chip away someone's Reiryoku; it spirits away portion of lifeforce to be used in emergency; and finally, it allows him to speak without words to both his contractor and his target.

    Overall, quite potent, don't you think? And those are the things the Headsman spell targets. The counterpart is for the spell. It banishes Zamiel, dispels his weaponry, severs the contract, possibly returns lost lifeforce etc. The White Heasman spell is based on the principle of Hanki, countering a spell with a spell of equal-but-opposite force. Again, the spell is rooted in Kido mythology - the White Headsman isn't necessarily the actual Headsman, or have all the qualities attributed to him. He might just be a construct of energy, like dragons of Hado 99 - the important bit is that there's a "soft counter" available, so characters who'd have hard time figthing the Huntsman straight on have another way to dispatch of Zamiel if necessary.

    Before we get to "Wu Wei 80 is not available to...", as I noted, if respective group leaders and members feel like going with it, calling/banishing Zamiel will be availabe to the Bount, Enclave and SWORD.

    Okay, so this still isn't much of a defense, but Innis's epic is so god damn long my eyes are hurting when I try to read it. >.>
    Innis's story is useless as a "defense". He himself said, in big red letters, that it's untrue myth just for fun. So using it in this case is no defense at all.

    So, in one fell swoop, this spell: teleports him, creates/teleports gear from a different location, takes some of the caster's energy and makes a contract, gives him an emergency "out" that almost guarantees he can't die in any fight unless he's one-shotted, and grants 3-way telepathy.

    Construct or no, the "White Headsman" still seems to be a summoning. And saying it's a "soft counter" isn't really accurate. How many people are going to know the necessary steps to cast that counter-summon? 1? 2? 5? Everyone? It doesn't seem like common knowledge, and having the Huntsman on your trail kind of kills research time.

    This isn't even about "group availability", so much as it is spell availability.

    Looping back, the Huntsman summon is quite powerful. That's a lot for a Kido to be doing. If it took in a price from the caster and just teleported the Huntsman there, that'd be on thing. But the addition of auto-equipping, giving the Huntsman an "extra life", and giving telepathy all make me dubious.

    Quote Originally Posted by Frozen_Feet View Post
    From one thing to another: despite my initial desire to keep them as a secret, in attempt to be a fair sport I'm presenting a revised and better formatted description of Elder's releases and powers. You technically agreed on all of these before, but there was so suspiciously little nadder I'm not sure if all people are okay with them.

    Again, the intention is that Elder's powers are substitutive rather than additive - her releases completely change how she fights, rather than linearly increase her power.

    Sealed Form:

    Spoiler
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    Strength: Far into superhuman range, greater than that of an average Vice-Captain. However, as her own body isn't all that durable, Elder can't utilize all of it to strike his opponents.

    Masterful Hand-to-Hand combatant:
    Elder excells in unarmed combat, especially in styles that disable or disarm her opponents. She prefers grappling to straight kicks and punches.

    Good Swordsman:
    While having gone without her weapon for a long while, Elder is still on par with a seated Shinigami officer when it comes to swordplay. Her style is rather simple, though, and a true swordsmaster can figure out gaps in her defense rather easily

    Sonido: Very fast, capable of causing slower captains grey hairs. Elder's biggest strenght is endurance instead of straigh speed, though, and she has often has to outmanuever her opponents rather than just outrun them. Against very agile opponents, this might prove problematic.

    Hierro: In sealed form, Elder's Hierro is decent, capable of shielding it from glancing blows and slowing down stronger ones. It still doesn't protect much against dedicated opponents. Even a dedicated unseated can cut her.

    Fast healing:
    Elder's body stops bleeding, repairs superficial injuries and damage to eyes, fingers, ears and such with great alacrity. She can't, however, restore lost limbs or organs in sealed form. This effect is tied to time - it starts at first blood and seizes to work after some time. Elder has to absorb Reishi to get it work again. Many acidic or poisonous attacks completely screw over this power.

    Pesquisa: Elder's Pesquisa is well honed, and can cover a wide area with decent precision. It is best used for navigation, being too slow for dedicated combat usage.

    Garganta:
    Elder can use Garganta. However, she does not use it for traversing planes. At most, she'll move between two locations of Mortal World.

    Cero & Bala:
    Very strong. Elder has fine control over energy put into her attacks, and can charge and fire them very fast. She uses energy attacks sparingly mainly due to high potential of collateral damage.

    Gelatinous Reiatsu: Elder's reiatsu is very thick, and moving trough it feels like going trough pudding. More notably, it assumes solid qualities when hit with enough force. Walking trough it is relatively easy, running against it is like pushing against rubber, and if someone is stupid enough to shunpo against it, the result will be like ramming into a thick steel wall. This forces slower and restrained movements near Elder when she's manifesting her power.

    Possession: Elder can take over a body hollowed with Gonzui. The body goes trough some cosmetic changes and gains an aura that frightens mortals, but gains no other powers. When in a human body, Elder's reiatsu and reiryoku are very hard to measure accurately. Elder can stay in a body and function as a mortal until old age renders the body useless. If a possessed body is mortally wounded, Elder's spirit will detach from it; if the finishing blow was landed by a spiritual weapon, she will suffer some nausea afterwards.


    Resurreccion:


    Spoiler
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    ((Note: Elder's current, wingless and tailless form is her damaged Resurreccion - she's stuck in it due to having lost her Zanpakuto.))

    Decreased general abilties: Resurreccion diverts notable amount of energy to fueling special abilities, initially reducing some of Elder's capabilities as it increases others. She loses some speed and strenght, but most notably her Hierro disappear near-completely, replaced by rapid regeneration. She can compensate for this loss in raw power by using Gonzui, but as noted, that ability has some complications.

    Instant Regeneration: Elder's Resurreccion form heals with absurd rate. Anything short of her head being obliterated can and will be healed. She can't keep this up indefinitely, however; in longer battles, if she's constantly damaged, her regeneration will slow down and evetually seize. Time seems to matter more than extent of injuries; Elder has survived her torso being blown away several times within a short timespan, but has been forced to flee after losing a limb in a prolonged battle. Using Gonzui will reset the timer once.

    Spawn:
    To some extent, Elder can recall personalities and powers of those she's eaten; if she wants to, she can release them as Hollows by removing part of her body. For example, droplets of her blood can become weak, single soul hollows; a severed finger would become a standard, unintelligible Gillian; a whole hand would become a personalised one. Something akin to a complete limb would make an Adjuchas. Body parts used this way can't be regenerated unless Elder absorbs her creations back, or otherwise eats enough souls to replace them. The creations are independent beings; they won't be concerned one bit if Elder is destroyed, and she often has to force them down if they're feeling disobedient.

    Gonzui: This ability absorbs spiritual energy, drawing forth power from nearby sources. Spiritually weak beings, such as normal humans or animals, will have their souls ripped from their bodies, often leading to a horrifying number of casualties if used in the Mortal World. Weaker Hollows will also be instinctively throw themselves to the user, to be consumed. Even a single use of this ability can vastly increase Elder's power. Elder shuns away from using this power to avoid attracting too much hostile attention.

    Special techniques using Gonzui:

    Spoiler
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    Draw Unto Nothingness: If need be, Elder can create a Garganta and use Gonzui to draw power from the transitive plane known as the Void. While this mitigates Gonzui's destructiviness, it does not remove it completely, as the ability draws power indiscriminately from all around Elder.

    Cero Oscura:
    Elder can use extra energy from Gonzui to use Cero Oscura. This Cero is considerably stronger and has much greater range than usual.

    Energy mastery:
    The extra energy from Gonzui can be used to increase power of energy attacks in other ways as well. Most devastating of Elder's combat abilities, it can charge and fire up to dozen ceros or balas at once, raining destruction upon its foes. In addition, Elder can suspend Ceros in mid air, and fire them off when it suits its plans. Elder can choose the target direction of suspended Ceros at the moment of firing.


    Wings & Tail:
    Elder's wing allow her fly in environments surrounded by seki-seki. though such flight is slow and clumsy. They are very strong and can be used to pummel an enemy, but they are easily cut or blocked. The wings act as sort of feelers, allowing Elder to see almost everywhere around her in combination of Pesquisa and normal sight. Her tail is the only part of her with any significant Hierro left, and can be used to block attacks. It's long enough to be used to entangle a weak foe, but overall it's not that impressive as a weapon.


    Segunda Etapa:


    Spoiler
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    Reduced combat capability: While powerful, Elder's Segunda Etapa lacks combat utility; she can't use energy attacks, spawn new hollows or use Gonzui to gather more energy.

    Amorphous Form:
    In Segunda Etapa, Elder's whole body becomes akin to water, and she can drain moisture from the air to repair herself. This makes it very hard to cause lasting damage to her, though she can still require a long time to recover from some attacks. She can also alter her shape at will, assuming whatever form pleases her. However, this comes with a cost - outside of a possessed body, she has much harder time affecting physical things, and has to move at great speeds to, say, punch someone.

    Cut the Spirit:
    In Segunda Etapa, Elder's zanpakuto does not injure flesh - instead, it saps the spirit of the opponent, making them feel cold and tired. If Elder scores in a good hit to her opponent's torso or head, she can channel herself to that opponent's body, effectively hiding within that opponent's mindscape. Elder's opponent has homefield advantage in the form of summoning one's Sword Spirit etc. to fight against her. Otherwise, the relative strenght between Elder and her opponent stay the same during a mind duel. Elder cannot kill anyone during a mind duel - worst she can do is to temporarily wrestle control of her opponents body, or linger on in one's Inner World as a spiritual freeloader

    Slumbering Spirit:
    Elder can stay in Segunda Etapa as long as it wishes, but it will gradually become tired and sleepy due to inability of consuming more souls, to the point where she can sleep for decades before rising again. She can still this effect by staying in a Mortal body and eating normal food, but as noted, she cannot use her powers from within a human body.

    Command Weather:
    In Segunda Etapa, Elder can alter weather conditions within a large area (several square miles). She can raise or lower temperature within the extremes found in Mortal World, from freezing cold of the Antarctic to burning hot of Sahara. She can affect moisture, creating mist and clouds at will - this also allows her to create varying types and degrees of rain, from faint drizzle to a raging hailstorm. She can also raise or lower winds, from a gentle summer breeze to a wild hurricane. Finally, she can create thunder, though she has little control over where invidual lightning bolts strike.

    All these effects are fully real to mortals, spiritually aware or not. Once established, a weather condition will remain untill it abates naturally. Actively using this power requires great concentration, and it is slow compared to, say, a kido chant, so it is rather unwieldy to use in combat despite its destructive potential. Elder's favorite use of this ability is to help farmers grow their crops.

    Turn of the Wheel:
    Elder's most powerful ability, and the one she needs to use to leave Segunda Etapa. When used, it creates a vast, dark cloud, which will rain down all the souls Elder has eaten and can still remember. To mortals, the raindrops look like normal water, where as to spiritually aware, they look like drops of blood. Where the drops fall, small figures of humans sleeping serenely will appear. If woken, they will revert to weak Hollows, but their slumber is deep and a careful Shinigami could purify scores of them if acting quickly. The last raindrop holds Elder's zanpakuto within it.

    The rain has several effects: first, it fertilizes the soil, causing plants to flourish and turning even a barren wasteland to a lush field. Second, it washes away the pain and wounds of those who it falls on, even healing lethal wounds or returning lost limbs. Third, it infuses the place with vast amounts of spiritual energy, meaning that in the next few decades, people born in the area are more likely to gain spiritual powers.

    After using this ability, Elder returns to the wingless base form of his Resurreccion and is severely exhausted. After this, it's a long task to gather all the spilled souls and regain her sword again.


    Descriptive text for her Zanpakuto and appearance are still suspiciously missing, as at least those I want to save for later.

    EDIT: I noticed my description of Elder's sealed abilities was faulty, not giving a good picture of how strong she actually is. After discussing with Vael, I edited them to be less superlative.

    @13_CBS: Elder's spawn ability might seem similar to your Golem Master, but you shouldn't worry about - many of Elder's most important abilities are those that were technically generic Hollow powers in canon (Possession, Gonzui, Regeneration, Cero Oscuras...), but were alluded to or used only once or so. There's room for more than one "spawner", in fact, other exist already, and your golems sound different enough from all of those. In the end, Elder has so much going for her I don't care one bit if there's overlap with her powerset.
    Hm. Well....I realize Elder has the whole "variable power" thing or something, but it feels like everyone but a Captain would be spitting in the wind trying to fight him at all. As in, it's pointless, we should either let Elder continue to commit atrocities, or lay down and die.

    I'm not talking about getting that feeling right after we get our powers, either. This is something I'd feel like no matter how powerful Kaito was. I don't know about the other Mortal kids, but this just reminds me how pointless dealing with this character is. I can accomplish nothing but death.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    I really only said that to cover myself in case someone took objection to me writing out some mythology for our setting.

    There is some truth, as in any story, and some figures are in fact real. Does that mean they did what they did? No. But its not 100% complete fabrication. I just didn't want to get dragged into another useless argument over Fluff that was meant to give more life to the setting against people who probably didn't read the story in the first place.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Mythology writing is all well and good; fluff certainly has its place.

    But if it's not, in fact, meant to be taken as true fact, I don't see why it should be accepted as "evidence" or "argument" for the issue at hand. Unless you're willing to point out specific facts buried in the wall of text that are, in fact, true, as well as relevant to the issue.
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    Default Re: BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by KnightDisciple View Post
    Hm. Well....I realize Elder has the whole "variable power" thing or something, but it feels like everyone but a Captain would be spitting in the wind trying to fight him at all. As in, it's pointless, we should either let Elder continue to commit atrocities, or lay down and die.

    I'm not talking about getting that feeling right after we get our powers, either. This is something I'd feel like no matter how powerful Kaito was. I don't know about the other Mortal kids, but this just reminds me how pointless dealing with this character is. I can accomplish nothing but death.
    Well I think it's obvious fighting elder would entail the mortal cast teaming up and tgva8889 has said he wants Kina to gain the Quincy Final Form and horngeek wants Izumi to get bankai. Keeping those things in mind it doesn't sound so bad to me.
    Last edited by nothingclever; 2010-06-23 at 10:35 AM.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Well, keep in mind that you don't so much as "attain" Quincy Final Form as "use" Quincy Final Form. You gain a massive power up for an amount of time, then your power up ends and you no longer have Quincy powers. Kina will use Quincy Final Form at some point in the story line. I've designed it in my head, and I know Kina's personality will probably cause her to find it necessary at some point. But she might not have it or any Quincy powers available for any fight involving Elder.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by KnightDisciple View Post

    But if it's not, in fact, meant to be taken as true fact, I don't see why it should be accepted as "evidence" or "argument" for the issue at hand. Unless you're willing to point out specific facts buried in the wall of text that are, in fact, true, as well as relevant to the issue.
    You'll forgive me for the wall of text.

    Not only that, its Part 1. You'll also forgive me that I could not finish it all in one night. Nor will I be able to finish it in 2 nights more then likely. Its an ambitious project, but one I am very interested and engaged in finishing.

    Edit: I have, in the interest for better readability cut the entire seven page write up into nine two paragraph Stanza's. I hope this helps with the Walk-o-text.
    Last edited by Innis Cabal; 2010-06-23 at 10:47 AM.
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    I don't see what the problem with the kido auto-equiping the Huntsman is, it just makes sure the man will have his stuff when he shows up. Can't have your great tracker appear in his pajamas can you?

    I would be concerned if it were a kido to summon any person, but it is not, it is a kido to summon this one dude, who is a good tracker, but he is not a lightning bolt or a fireball, he doesn't zoom through the air like a bullet and suddenly appears in the face of his target. He's just a guy with a horse.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by tgva8889 View Post
    Well, keep in mind that you don't so much as "attain" Quincy Final Form as "use" Quincy Final Form. You gain a massive power up for an amount of time, then your power up ends and you no longer have Quincy powers. Kina will use Quincy Final Form at some point in the story line. I've designed it in my head, and I know Kina's personality will probably cause her to find it necessary at some point. But she might not have it or any Quincy powers available for any fight involving Elder.
    Of course. I think other mortals may be reaching similar or the same levels of power to Izumi though so even if Kina isn't using her abilities others could compensate.

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    Default Re: BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by KnightDisciple View Post
    Innis's story is useless as a "defense". He himself said, in big red letters, that it's untrue myth just for fun. So using it in this case is no defense at all.
    The bit about the Huntsman is that he's supposed to be the inspiration behind / inspired by the mythology - he's the "real life" counterpart and source for them. The Headsman spell is part of the mythology, and by extension, Zamiel's backstory. If I said Zamiel gets his kicks from masquerading as a mythical being and put up the Headsman spell himself to keep the rumour mill rolling, would that make it... erm, easier to understand?

    Quote Originally Posted by KnightDisciple View Post
    Construct or no, the "White Headsman" still seems to be a summoning. And saying it's a "soft counter" isn't really accurate. How many people are going to know the necessary steps to cast that counter-summon? 1? 2? 5? Everyone? It doesn't seem like common knowledge, and having the Huntsman on your trail kind of kills research time.

    This isn't even about "group availability", so much as it is spell availability.
    The "availability" of the Headsman is same as Zamiel's - meaning that once Zamiel enters the plot, there will be hints on how to get rid of him. Any Shinigami, and possibly scores of Mortals, have heard myths about Zamiel - that's kind of the point. And there you go - seed of his defeat. It was and is firmly my intention that if/when there's a sideplot involving the Huntsman, the counter-measures will be within the grasp of his targets.

    Would it make it better if me and Innis set in stone the nature of the Headsman spell, making it just a homing ball of energy or some such? Ie. make it clear how narrow its usage is and how it is not a summon?
    Quote Originally Posted by KnightDisciple View Post
    So, in one fell swoop, this spell: teleports him, creates/teleports gear from a different location, takes some of the caster's energy and makes a contract, gives him an emergency "out" that almost guarantees he can't die in any fight unless he's one-shotted, and grants 3-way telepathy.

    Looping back, the Huntsman summon is quite powerful. That's a lot for a Kido to be doing. If it took in a price from the caster and just teleported the Huntsman there, that'd be on thing. But the addition of auto-equipping, giving the Huntsman an "extra life", and giving telepathy all make me dubious.
    Yes, it's a strong Kido - thus, level 80. However, deep down the Huntsman is a mortal man. He can be slain. He can be permanently injured. Two hard missions in a row could end his legend for good. He is meant to fight against / beside people like low-end Shinigami, Enclave etc.. He's not outside the scope of a handful of students to deal with, once the kids get their powers. Is there something I could do to Zamiel's bio to make this clearer?

    Ultimately, the best I can do is to give my promise I won't misuse his powers.
    Quote Originally Posted by KnightDisciple View Post
    Hm. Well....I realize Elder has the whole "variable power" thing or something, but it feels like everyone but a Captain would be spitting in the wind trying to fight him at all. As in, it's pointless, we should either let Elder continue to commit atrocities, or lay down and die.

    I'm not talking about getting that feeling right after we get our powers, either. This is something I'd feel like no matter how powerful Kaito was. I don't know about the other Mortal kids, but this just reminds me how pointless dealing with this character is. I can accomplish nothing but death.
    "Aww, I'm not that scary... am I?"

    As a contrast to you, for some time now, despite the ridiculously long power list she's had since creation, I've felt Elder's outclassed and obsoleted by the growing number of people who want her head. That you feel even the barest hint of desperation about her makes me feel flattered.

    Nothingclever has the crux of it - when it comes to fighting Elder, it is supposed to be group effort. It's true, say, Aki or Kaito wouldn't be a threat to her alone - but together, accompanied by Izumi and Michiko, they'd pose a significant challenge to Elder, even without their full powers.

    I did design Elder so she can, eventually, be ousted by the mortal crew. It will "only accomplish death" if the mortal crew are really stupid about it, like Soshi. If they're smart about it, like Aki who has succesfully sicced a full clan of Quincies on Elder, it will lead to her downfall. Elder's power list is daunting for a reason - I don't want her to be within the scope of any single character to deal with. Get two together, and we'll talk. She's not meant to be overpowered, even though our genre is Shounen - she's meant to be outsmarted. Think Bilbo and Smaug more than, say, Ichigo and Kenpachi. Elder has loads of character flaws just for that.

    I hope this sheds light to the purpose and goals I have for her. For a long time, her threat will be greatest towards other "villain" characters - as noted in her bio, she think mortals are cuddly-wuddly. Currently, she won't be committing atrocities - she'll be searching for a job and a good cup of coffee.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    She can even potentially shower people with rain that would heal them from potentially permanent crippling/fatal injuries so even if a character has to basically sacrifice himself to be of much use in fighting her he could still be alive afterwards.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by strawberryman View Post
    Agent 13 and Hollow Researcher, Tsukino Hiroto
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    Type: Mortal Medium

    Age: 27

    Height: 5'10"

    Weight: 132

    Speaking Color: Teal

    Appearance:
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    Hiroto is a thin, pale, disheveled-looking man, with thin hair died blue and combed to one side, and remarkable blue eyes which he hides behind orange-tinted glasses. When not in a lab-coat, he tends to walk around in a green jacket and navy slacks.


    Personality:
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    Hiroto, in one word, is irrevocably insane. His methods are morally questionable, his empathy for the common man is nil, and he has little to no regard for the safety of society. There is no question he is a prime candidate for institutionalization, and yet SWORD continues to consider him a valuable asset (or a dangerous enough foe) to keep him on their side.

    The only real humanity he shows is in the oddest of places; he treats the hollows he captures and mind-controls like his pets, as such, he is prone to fits of rage and plots of vengeance when one of them are killed.


    History:
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    Hiroto has long been a member of SWORD, as apparent by his rank, and one of the primary researchers on Hollows. Other than that, however...

    Spoiler
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    Hiroto was condemned to an insane asylum, for his violent reaction to seeing hollows... or, rather, his violent reaction to seeing hollows killed. He spent a short period of his life as a small-time terrorist in the eyes of the Mortals, attempting to strike at Shinigami by setting bomb traps, completely ignoring the collateral damage. His skewed perspective had grown into a love for Hollows, considering them naturally beautiful and a pinnacle of evolution, even though his exposure was limited given the danger (he had mostly survived encounters with hollows on luck); so, shinigami purifying them was naturally a crime punishable by death in his eyes. During his trial, he held no issue in explaining his actions, which naturally caught the attention of SWORD, albeit not enough for them to bail him out from his sentence.

    In his years in the Asylum he came up with a myriad number of theories on Hollows, which sparked SWORD's interest in freeing him from his prison.


    Tools:
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    Head
    Scanner: These pair of glasses have an intelligent computer that recognizes patterns and analyzes opponents for their weak points.

    Hands
    Spirit Shock: Harnessing power similar in theory to a seele schneider, this unique glove steals spiritrons from the air as well as opponents, physically draining them, and storing it in the glove for use with his other tools. It glows red when in use.
    Trainer's Glove: This glove allows Hiroto to control Hollows with controllers (see below) attached to them with certain simple commands.

    Feet:
    Aero Boots: These boots allow Hiroto to airwalk, much like a shinigami or hollow.

    Miscellaneous:
    Hollow Controllers: These devices (small blue orbs when dormant) latch onto a Hollow's mask on contact, making the creature a slave to Hiroto's desire (as above). However, they can be removed (they protrude from the struck area) or damaged, freeing the hollow instantly. However, Hiroto can only control basic hollows with these; anything stronger than a Gillian is out of reach.


    Weapons:
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    Hiroto always carries a fair number of smoke grenades, as well as knockout gas on his person. Other than that, he tends to be unarmed.


    Hollows:
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    These Hollows are always in Hiroto's presence, and are more or less his favorites.

    Flamespine: This hollow looks somewhat like a cross between a huge lizard and porcupine, with ash-gray skin, and a dozen or so red spines on its back. Each spine burns near the temperature of magma, are extremely sharp, and can be shot out like a projectile. Each spine takes about a half a minute to regenerate.

    Ironwing: This green, insectile hollow stands upright at around 6 feet tall, with a pair of large wings like a fly and two iron-hard claws not unlike a crab. Ironwing boasts significant defenses, however a significant enough force can break through its carapace.

    Octoblast: This blue, octopus-like Hollow has cannon-like openings at the end of each of its tentacles; from each of these, it can let loose an explosive blast of ink that blinds foes and hinders their movements.

    Doompine: This tall, pine-tree-like hollow has low-level regeneration as long as it has contact with the sun, and attacks with several vines that stretch out from its body.
    Since people have done repostings, I figure I may as well. Opinions? Especially on him being more involved early on; not saying the beginning of the actual plot or anything, but...
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    On Elder: Despite your reassurances, I'm wary. Maybe because we had problems in the last game early on with the Mortal World getting repeatedly trashed, and the heroes ending up almost useless, because the villains couldn't die yet because of "plot".

    My mind goes to a showdown between Vileblood and Satoshi, Ran, and another Quincy. I believe Satoshi even had his Vizard mask at that point. Satoshi, in bankai with his mask, working with 2 skilled Quincy...irritated Vileblood. Satoshi had to shove him through a portal to Antarctica just to keep him from running around the city free. The main reasons were a.)how vilebloods ability worked (which Edge has acknowledged were rather broken), and b.)...plot?

    I'd rather avoid that. I'm not saying characters should die at the drop of a hat; far from that. I'm somewhat in the middle road; my characters shouldn't just die suddenly, as I rather like them, and they're mine; but I should be willing for them to die.

    All that to say that it's fine and dandy to say things like "Elder will focus on the villains" and "Elder requires group effort", but I'm going to be wary. I'm not saying "don't use Elder, or that powerset". Just.... Let's just be careful, I guess. One of the specific things I want from this game is the Mortal World city to not end up half-destroyed in less than a year.

    On the Huntsman: Making the "counter spell" just that, a counter spell helps. I think the big sticking point for me on the Huntsman's summoning is the "store away a part of his lifeforce". He's already a Bount; if summoned in Soul Society, he has absurdly good regeneration. Even in the Mortal World he'd be hard to kill, especially if he'd "stored up" a lot. If you take that out, and promise a.)responsible usage, and b.)that it's specific to Zamiel, not the "title" of Black Huntsman. Then, I think I could be mostly satisfied.

    @NC: That doesn't really matter to me. It doesn't help my concerns at all.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by strawberryman View Post
    Since people have done repostings, I figure I may as well. Opinions? Especially on him being more involved early on; not saying the beginning of the actual plot or anything, but...
    "Who in his right mind loves Holows?"

    Actually, Zarah mentioned a possible plot early on involving a character like this - he, in any case, looks like a very good early villain.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by KnightDisciple View Post
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    On Elder: Despite your reassurances, I'm wary. Maybe because we had problems in the last game early on with the Mortal World getting repeatedly trashed, and the heroes ending up almost useless, because the villains couldn't die yet because of "plot".

    My mind goes to a showdown between Vileblood and Satoshi, Ran, and another Quincy. I believe Satoshi even had his Vizard mask at that point. Satoshi, in bankai with his mask, working with 2 skilled Quincy...irritated Vileblood. Satoshi had to shove him through a portal to Antarctica just to keep him from running around the city free. The main reasons were a.)how vilebloods ability worked (which Edge has acknowledged were rather broken), and b.)...plot?

    I'd rather avoid that. I'm not saying characters should die at the drop of a hat; far from that. I'm somewhat in the middle road; my characters shouldn't just die suddenly, as I rather like them, and they're mine; but I should be willing for them to die.

    All that to say that it's fine and dandy to say things like "Elder will focus on the villains" and "Elder requires group effort", but I'm going to be wary. I'm not saying "don't use Elder, or that powerset". Just.... Let's just be careful, I guess. One of the specific things I want from this game is the Mortal World city to not end up half-destroyed in less than a year.
    Part of me wants to point out Elder is the kind of a character who'd do near-everything within her power to keep Phoenix Town intact, up to allying with any of the Mortal factions or even the Shinigami. Mostly, we're in agreement the Mortal World shouldn't go down in flames during the plot, and I'll keep that in mind when writing my characters.

    Also, it's beside the point, really, but 2 experienced Quincies and a Hollowfied Captain would be way too much for Elder. She's strong and versatile, but there's nothing in her powerset that'd make her able to stall or escape without injury indefinitely.
    Quote Originally Posted by KnightDisciple View Post
    On the Huntsman: Making the "counter spell" just that, a counter spell helps. I think the big sticking point for me on the Huntsman's summoning is the "store away a part of his lifeforce". He's already a Bount; if summoned in Soul Society, he has absurdly good regeneration. Even in the Mortal World he'd be hard to kill, especially if he'd "stored up" a lot. If you take that out, and promise a.)responsible usage, and b.)that it's specific to Zamiel, not the "title" of Black Huntsman. Then, I think I could be mostly satisfied.
    I think we can work with that. Both make the Headsman a spell, and do away with "spiriting away lifeforce". I don't think I even wrote that down somewhere.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Edited in the bakudo Innis mentioned, will get back to the others.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Just need to scream this to the world: There was just an earthquake here!!!

    I was shopping and got crushed by jam jars.
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    Quote Originally Posted by InyutheBeatIs View Post
    ...Oh beautiful and stylish woman, Moon Wolf. Please, take these internet flowers as a token of my love, and an appeasement so that I may not have to endure your wrath.
    Quote Originally Posted by Prime32 View Post
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Moon Wolf View Post

    I was shopping and got crushed by jam jars.

    Looks like your shopping trip was...

    *Puts on sunglasses*

    ...pretty jammin'.


    YEAAAAAAAAAAAAAAAAAHH


    (Ok, but seriously: are you alright? )

  24. - Top - End - #204
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    I think she'd used another kind of smiley if she wasn't.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Frozen_Feet View Post
    I think she'd used another kind of smiley if she wasn't.
    She might be the type to laugh off serious injuries.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Nope.

    I just spent 30 minutes getting a mixture of blackberry, cranberry and elderberry (those don't smell too good) out of my hair. Although my shopping bag was split.

    My friend Vic's new TV fell down and broke. He was howling bloody murder through everyone's phone lines. It happened about 500 kilometers away!
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    Quote Originally Posted by InyutheBeatIs View Post
    ...Oh beautiful and stylish woman, Moon Wolf. Please, take these internet flowers as a token of my love, and an appeasement so that I may not have to endure your wrath.
    Quote Originally Posted by Prime32 View Post
    Gah! Onmitsukido'd!

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Quote Originally Posted by Moon Wolf View Post
    elderberry (those don't smell too good)
    I...I finally understand that Monty Python line, now.
    Last edited by 13_CBS; 2010-06-23 at 01:57 PM.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9



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    Quote Originally Posted by InyutheBeatIs View Post
    ...Oh beautiful and stylish woman, Moon Wolf. Please, take these internet flowers as a token of my love, and an appeasement so that I may not have to endure your wrath.
    Quote Originally Posted by Prime32 View Post
    Gah! Onmitsukido'd!

  29. - Top - End - #209
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    After getting the Kido stuff up, should Shunko/Flashcry be put in the De category?

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 9

    Hey, Innis, what is Takeshi actually doing?
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